Difficulty - A Platformer             #game #games

Instructions: Welcome to Difficulty - A Platformer with only 10 levels.\n\n                               Instructions:\n\n-  Move with WAD or Arrow keys\n\n- Avoid Spikes and Water\n\n- Bounce pads make you jump higher\n\n- Press " R " to Restart\n\n- " S "  to Skip\n\n- Yellow arrows give you a speed up\n\n\nFollow me for more games XD\n\n#game #games #myfirstplatformer

@Stage\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n    go to [front v] layer\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nset [lvl v] to [0]\ngo to [front v] layer\nRespawn\nshow\nforever\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [plyrx v] by (-1)\n        point in direction (-90)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [plyrx v] by (1)\n        point in direction (90)\n    end\n    set [plyrx v] to ((plyrX) * (0.89))\n    change x by (plyrX)\n    if <<touching (level v)?> or <touching (bounce pad v)?>> then\n        change y by (1)\n        if <<touching (level v)?> or <touching (bounce pad v)?>> then\n            change y by (1)\n            if <<touching (level v)?> or <touching (bounce pad v)?>> then\n                change y by (1)\n                if <<touching (level v)?> or <touching (bounce pad v)?>> then\n                    change y by (1)\n                    if <<touching (level v)?> or <touching (bounce pad v)?>> then\n                        change y by (1)\n                        if <<touching (level v)?> or <touching (bounce pad v)?>> then\n                            change x by (() - (plyrX))\n                            change y by (-5)\n                            if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n                                if <(plyrX) > [0]> then\n                                    set [plyrx v] to [5]\n                                else\n                                    set [plyrx v] to [-5]\n                                end\n                            end\n                        else\n                            set [plyrx v] to [0]\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (-1)\n    if <touching (level v)?> then\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n            set [plyry v] to [15.2]\n        end\n    end\n    change y by (1)\n    change [plyry v] by (-1)\n    set [plyry v] to ((plyrY) * (0.99))\n    change y by (plyrY)\n    if <touching (level v)?> then\n        change y by ((-1) * (plyrY))\n        set [plyry v] to [0]\n    end\n    if <[230] < (x position)> then\n        change [lvl v] by (1)\n        Respawn\n        broadcast (message1 v)\n    else\n        if <<<<touching (spikes v)?> or <touching (water v)?>> or <key ((join [] [r]) v) pressed?>> or <(y position) < [-180]>> then\n            Respawn\n            wait (0) seconds\n        end\n    end\n    if <(timer) > [-0.085258]> then\n        if <touching (bounce pad v)?> then\n            set [plyry v] to [18]\n        end\n        if <touching (advance v)?> then\n            change [plyrx v] by (4)\n        end\n    end\n    if <(lvl) < [10]> then\n        set [lvl v] to [10]\n    end\nend\n\ndefine Respawn\npoint in direction (90)\ngo to x: (-180) y: (0)\nset [plyrx v] to [0]\nset [plyry v] to [0]\n\nwhen flag clicked\nforever\n    if <key (s v) pressed?> then\n        Respawn\n        broadcast (message1 v)\n        wait (1) seconds\n    end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to \n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [end of level v]\nforever\n    switch costume to (costume [number v])\nend\n\n@Sun\n\nwhen flag clicked\nforever\n    turn right ([cos v] of (dir) ) degrees\n    change [dir v] by (1)\n    point in direction ((dir) - (0))\nend\n\n@Clouds\n\nwhen I start as a clone\nwait (0) seconds\ngo to x: (pick random (200) to (289.5)) y: (pick random (90) to (25))\nshow\nset size to (pick random (35) to (60)) %\nset [ghost v] effect to (pick random (25) to (60))\nrepeat until <(x position) < [-230]>\n    change x by ((size) / (-30))\nend\nrepeat (5)\n    change [ghost v] effect by (5)\n    change x by ((size) / (-50))\nend\nset [ghost v] effect to (0)\ndelete this clone\n\nwhen flag clicked\nhide\nset [cloudx v] to [0]\nif <(CloudX) = [1]> then\n    delete this clone\nend\nforever\n    if <(CloudX) = [0]> then\n        wait (2) seconds\n        create clone of (_myself_ v)\n    end\n    if <[10] > (x position)> then\n        repeat (2)\n            create clone of (_myself_ v)\n        end\n        reset timer\n        delete this clone\n    end\nend\n\nwhen flag clicked\nforever\n    repeat until <(timer) < [5]>\n        delete this clone\n    end\nend\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (-90)\nset [wx v] to [2]\ngo to [back v] layer\nforever\n    change x by ([sin v] of (Wx) )\n    change [wx v] by (2.5)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n    switch costume to ([costume # v] of [level v])\nend\n\n@Bounce Pad\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n    switch costume to ([costume # v] of [level v])\nend\n\n@Advance\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n    switch costume to ([costume # v] of [level v])\nend\n\n