Եհҽ զմҽՏԵ ƒօɾ ᑕᗩᖇᖇOTᔕ—a Scrolling Platformer

Instructions: Hey! I know all the bugs, but I tried and failed to fix them. So I’m sorry people. Maybe you can remix and fix em. Or make mobile. Ok? \n LORDY PEOPLE STILL PLAY THIS? I HAD 3K+ Messages yesterday and today almost 1k+ yeeeeet\nThis is possible or else it wouldn’t have gottten second in a contest\nOH MY LORDY FEATURED? OMG THANKS YOU THANK YOU THANK YOU! MY FIRST FEAT! OH MY GOD LORDY\nBut please no ads! Thanks! :)\nＬｏａｄｉｎｇ…. ⇢ \nComplete!\n・・・・✪・・・・✪ ・・・・\nSequel——————————————————————\n2nd\nhttps://scratch.mit.edu/projects/488375111/\n3rd https://scratch.mit.edu/projects/538017842/\nStoryline—————————————————————\nYou are one of the only wild guinea pigs left, and you are need of protection! find the legendary carrot with wings for your pack to gain invincibility.\n—————————————————————————instructions————————————————————\nWASD, arrow keys\nR to respawn\nAvoid water (you can’t swim) and venomous toadstools (no offense toad)\n—————————————————————————\nSpecial features——————————————————\nThe Guinea pig blinks!\nFIRST GUINEA PIG SCROLLING PLATFORMER EVER\n—————————————————————————\nCREADITTTTTTTTTTIS!!!!!!!!\n@-rocket- fo the engine\n@colorfulcode for all the art (me lol)\nMy guinea pig, clover for player inspo\n@supercube_123 for the contest\n@-xaf- for music\nYou for viewing! THANKS SO MUCCCCHHH\nOMG 50 views and 9 loves and 5 loves? THHHHHHAAAAAAAAANNNNKKKK YYYYYYYyYyYyAAAAAAALLLLLLllLl peeps!\n2/3/2021\nOMG 76 views and 16 loves and 11 likes? AND SECOND???!!!??? THHHHHHAAAAAAAAANNNNKKKK YYYYYYYyYyYyAAAAAAALLLLLLllLl peeps!\n3/9/2021\n623 hearts, 441 favs, 19 remixes, 10699 veiws\n4/9\n1186 loves, 864 favs, 36 remixes, and 25227 VEIWS? AND COUNTING?! AM I DEAD AND IN HEAVEN?

@Stage\n\nwhen flag clicked\nbroadcast (engine_start v)\nforever\n    play sound [Unlimited v] until done\nend\n\n@Cover\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait (0.01) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    wait (0.01) seconds\n    go to [front v] layer\nend\n\n@Clover\n\nwhen I receive [engine_tick v]\nswitch costume to (PlayerLastC)\nif <<(PlayerY) > [0]> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n    switch costume to (jump v)\nelse\n    if <(PlayerY) < [0]> then\n        switch costume to (jump2 v)\n        switch costume to (jump3 v)\n        switch costume to (fall v)\n    else\n        if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n            if <<[1] < (costume [number v])> and <[25] > (costume [number v])>> then\n                next costume\n                wait (0.04) seconds\n            else\n                switch costume to (walk1 v)\n            end\n        else\n            switch costume to (stand v)\n        end\n    end\nend\nset [playerlastc v] to (costume [number v])\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 (-1.5)\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 (ground v)?> then\n        set [playery v] to [0]\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        set [playery v] to [0]\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        set [playery v] to [0]\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        set [playery v] to [0]\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (-4)\n        change x by ((PlayerX) * (-1))\n        if <<key (up arrow 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 [-15]\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 (ground 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 (w v) pressed?>> and <touching (ground v)?>> then\n        set [playery v] to [15]\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?>> or <touching (dangers v)?>> then\n        switch costume to (die v)\n        repeat (13)\n            next costume\n            wait (0.04) seconds\n        end\n        wait (0.5) seconds\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        wait until <not <key (r v) pressed?>>\n        set [ghost v] effect to (0)\n        switch costume to (stand v)\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    broadcast (engine_tick v) and wait\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\n\n@Ground\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 [16]\nrepeat ((NumberOfParts) - (1))\n    create clone of (_myself_ v)\n    next costume\n    change [positionx v] by (479)\nend\n\n@Decor\n\nwhen I receive [engine_tick v]\ngo [backward v] (1) layers\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 (1 v)\nset [numberofparts v] to [15]\nrepeat ((NumberOfParts) - (1))\n    go [backward v] (999) layers\n    create clone of (_myself_ v)\n    next costume\n    change [positionx v] by (479)\nend\n\n@Border\n\nwhen I receive [engine_start v]\nwait (0.01) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@dangers\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 [16]\nrepeat ((NumberOfParts) - (1))\n    create clone of (_myself_ v)\n    next costume\n    change [positionx v] by (479)\nend\n\n@carrots\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 [14]\nrepeat ((NumberOfParts) - (1))\n    create clone of (_myself_ v)\n    next costume\n    change [positionx v] by (479)\nend\n\nwhen I receive [engine_tick v]\nif <touching (clover v)?> then\n    delete this clone\nelse\n    show\nend\n\n@You win\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 [16]\nrepeat ((NumberOfParts) - (1))\n    create clone of (_myself_ v)\n    next costume\n    change [positionx v] by (479)\nend\n\nwhen I receive [engine_tick v]\nif <touching (clover v)?> then\n    broadcast (Lalala v) and wait\nend\n\n@Sprite1\n\nwhen I receive [lalala v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat (13)\n    next costume\n    wait (0.05) seconds\nend\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Blank\n\n