Valentines a Platformer #trending#all#games

Instructions: arrow keys to move\nplatformer\nfollow me @FireGames11\n new game https://scratch.mit.edu/projects/797854538/\n\nno way we hit 5000! views omg thanks :)

@Stage\n\n@Thumb Nail\n\nwhen flag clicked\nforever\n    show\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\n@Player\n\nwhen I receive [ded >:p v]\nrepeat (3)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n    if <touching (water v)?> then\n        change [y v] by (0.7)\n        if <key (up arrow v) pressed?> then\n            set [y v] to [10]\n        end\n        if <key (down arrow v) pressed?> then\n            change [y v] by (-0.5)\n        end\n    end\nend\n\nwhen I receive [bounce right now v]\nset [y v] to [13]\n\nwhen flag clicked\nset drag mode [not draggable v]\nset [y spawn v] to [-50]\nset [x spawn v] to [-212]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch backdrop to (backdrop1 v)\nshow\nset size to (101) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n    Run block\nend\n\nwhen flag clicked\nswitch costume to (front v)\nforever\n    if <not <<key (left arrow v) pressed?> and <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>>>> then\n        switch costume to (3a v)\n    end\n    if <key (up arrow v) pressed?> then\n        switch costume to (6a v)\n    end\n    if <key (right arrow v) pressed?> then\n        switch costume to (2a v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (1a v)\n    end\n    if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n        switch costume to (5a v)\n    end\n    if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n        switch costume to (4a v)\n    end\nend\n\ndefine Run block\nRun Engine\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n    change [x v] by (-0.9)\nend\nif <key (right arrow v) pressed?> then\n    change [x v] by (0.9)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (level v)?> or <touching (moving ground v)?>> then\n    change y by (1)\n    if <<touching (level v)?> or <touching (moving ground v)?>> then\n        change y by (1)\n        if <<touching (level v)?> or <touching (moving ground v)?>> then\n            change y by (1)\n            if <<touching (level v)?> or <touching (moving ground v)?>> then\n                change y by (1)\n                if <<touching (level v)?> or <touching (moving ground v)?>> then\n                    change y by (1)\n                    if <<touching (level v)?> or <touching (moving ground v)?>> then\n                        change y by (1)\n                        if <<touching (level v)?> or <touching (moving ground v)?>> then\n                            change y by (-6)\n                            change x by ((x) * (-1))\n                            if <key (up arrow v) pressed?> then\n                                set [y v] to [9]\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                    end\n                end\n            end\n        end\n    end\nend\nchange y by (y)\nif <<touching (level v)?> or <touching (moving ground v)?>> then\n    change y by ((y) * (-1))\n    set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (level v)?> or <touching (moving ground v)?>> and <key (up arrow v) pressed?>> then\n    set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching (spikes v)?> then\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    go to x: (X Spawn) y: (Y Spawn)\n    repeat (20)\n        change [ghost v] effect by (-5)\n    end\n    set [x v] to [0]\n    set [y v] to [0]\nend\nif <(x position) > [224]> then\n    go to x: (X Spawn) y: (Y Spawn)\n    broadcast (Next lvl v)\n    set [x v] to [0]\n    set [y v] to [0]\nend\n\nwhen flag clicked\nforever\n    if on edge, bounce\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen I receive [begin v]\ngo to [front v] layer\nforever\n    costume check\nend\n\ndefine costume check\nforever\n    if <(costume [number v]) = [1]> then\n        broadcast (flouting land v) and wait\n    else\n        forever\n            broadcast (hide flouting land v) and wait\n        end\n    end\n    if <(costume [number v]) = [12]> then\n        broadcast (win v) and wait\n    end\nend\n\n@spikes\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@sun\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\n@sound control\n\nwhen I receive [begin v]\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n    if <(costume [number v]) = [2]> then\n        set volume to (0) %\n    else\n        set volume to (100) %\n    end\nend\n\nwhen flag clicked\nforever\n    play sound [LAKEY INSPIRED - Blossom v] until done\nend\n\n