● Mountain ● A Scrolling Platformer 

Instructions: ㅤㅤㅤㅤㅤㅤㅤㅤ ㅤ● MOUNTAIN ●\nㅤㅤㅤㅤㅤㅤㅤㅤ By @Romain57330\nㅤㅤㅤㅤㅤㅤ ㅤㅤ❖Mobile Friendly❖\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n⧉ English:\n\nInformation: \n» Levels : 2\n» Don’t touch the peaks.\n» Don’t touch the lava.\n» Arrives on arrival to move to the next level.\n» Use the trampoline to jump higher.\n» Enjoy ! \n❤️⭐️\n\n❖ Credit :\n⇝ Mobile Icon by @alphabetica.\n⇝ Grass by @INorth.\n⇝ MBB - Beach [NCS BEST OF].\n⇝ Code Scrolling : @griffpatch.\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n⧉ Français :\n\n❖ Information :\n»Levels : 2\n» Ne touche pas les pics.\n» Ne touche pas la lave.\n» Arrive à l’arrivée pour passer au niveau suivant.\n» Utilise le trampoline pour sauter plus haut.\n» Enjoy !\n❤️⭐️\n\n❖ Credit :\n⇝ Mobile Icon by @alphabetica.\n⇝ Herbe by @INorth.\n⇝ MBB - Beach [NCS BEST OF].\n⇝ Code Scrolling : @griffpatch.\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n\n\n\n\n\n\n\n\n\n\n\n\n@Romain57330

@Stage\n\nwhen I receive [menu v]\nswitch backdrop to (blank2 v)\n\nwhen I receive [joined v]\nforever\n    switch backdrop to (blank  v)\nend\n\nwhen flag clicked\nforever\n    play sound [MBB - Beach \[NCS BEST OF\] v] until done\nend\n\n@player\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Py (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [inair v] to [0]\n    end\n    Position\n    set [sy v] to [0]\nend\n\ndefine Game-on\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\nrepeat (50)\n    point towards (exit v)\n    turn right (65) degrees\n    move ((distance to [exit v]) / (2)) steps\n    change size by (-1)\n    change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nset rotation style [left-right v]\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n    point in direction (-90)\n    change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n    point in direction (90)\n    change [sx v] by (2)\nend\nif <not <<<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n    switch costume to (middle v)\nend\nset [sx v] to ((sx) * (0.8))\nif <[0.9] < ([abs v] of (sx) )> then\n    Change Px  (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n    if <(inair) < [4]> then\n        set [sy v] to [16]\n    end\nend\nif <(sy) > [-20]> then\n    change [sy v] by (-2)\nend\nChange Py (sy)\nTest-die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nif <[2649] < (SCROLL X)> then\n    set [scroll x v] to [2649]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n    set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-175]> then\n    set [exit v] to [die]\nend\n\ndefine Game-die\nset [exit v] to []\nhide\n\ndefine Test-die\nif <<touching (spikes  v)?> or <touching (lava v)?>> then\n    set [exit v] to [die]\nend\n\ndefine Change Px  (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n    repeat (18)\n        change [y v] by (1)\n        Position\n        if <not <touching (platforms v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-18)\n    if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        if <(sx) > [0]> then\n            set [sx v] to [-16]\n        else\n            set [sx v] to [16]\n        end\n        set [inair v] to [0]\n    else\n        set [sx v] to [0]\n    end\n    repeat until <not <touching (platforms v)?>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        Position\n    end\nend\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n    broadcast (reset v) and wait\n    broadcast (SETUP v) and wait\n    Game-on\n    repeat until <(exit) > []>\n        Tick\n        broadcast (tick v)\n        if <(My Player #) > [0]> then\n            send cloud data\n        end\n    end\n    if <(exit) = [win]> then\n        Game-Win\n    else\n        Game-die\n    end\nend\n\nwhen I receive [play v]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\nwhen I receive [play v]\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n    start sound [Connect v]\n    broadcast (joined v)\nelse\n    start sound [Disconnect v]\n    broadcast (full v)\nend\nbroadcast (begin v)\n\nwhen flag clicked\nbroadcast (Play v)\nhide\n\ndefine send cloud data\n\nwhen flag clicked\nforever\n    if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n        if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n            switch costume to (right v)\n        else\n            switch costume to (up v)\n        end\n    else\n        if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n            if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n                switch costume to (up v)\n            else\n                switch costume to (up2 v)\n            end\n        else\n            if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n                switch costume to (middle v)\n            else\n                switch costume to (middle2 v)\n            end\n        end\n    end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [0] Y [402]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (level 3 1 v)\n        end\n    end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nbroadcast (joining v)\n\n@Jump\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n    set [sy v] to [26]\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [0] Y [402]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (level 3 1 v)\n        end\n    end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Spikes \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [0] Y [402]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (level 3 1 v)\n        end\n    end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Lava\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) (((([sin v] of ((timer) * (100)) ) * (10)) + (y)) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [0] Y [402]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (level 2 7 v)\n        end\n    end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Flag\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n    change [level v] by (1)\n    set [exit v] to [die]\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (level 3 1 v)\n        end\n    end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Décore\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\n    CLONE AT X [482] Y [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n        CLONE AT X [482] Y [0]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (level 3 1 v)\n        end\n    end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n