Anti-Gravity Platformer Part 2 #Games #All 反重力プラットフォーマー __

Instructions: Pls follow me at @-LJCToons- For more content!\nGame --> https://scratch.mit.edu/projects/888017281/\nif u think i cant code collisions and jumping and stuff look at this https://scratch.mit.edu/projects/888017281/\n@Jogoose for proposing\nIntro Contest https://scratch.mit.edu/projects/883388114/\nExperience anti-gravity!\n#7 on #all #Trending And #1 on #games :))\n\nThis is Anti-Gravity Platformer!\nこれが反重力プラットフォーマーです！\n\narrow keys\n札束コントロールまたは矢印キー\n\nInstructions in the game so start playing!\nゲーム内の説明に従ってプレイを開始してください。\n\nCredits:\nクレジット：\n@GriffPatch (5% Code Or something not a lot)\n(5%コードまたは何か多くない)\n#Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games #Trending #Games 

@Stage\n\nwhen flag clicked\nforever\n    play sound [PIKASONIC - Miss You v] until done\nend\n\n@Player\n\nwhen I receive [check if moving v]\nif <<not <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> and <not <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>>> then\n    switch costume to (costume1 v)\n    if <(Speed X) > [0]> then\n        set [speed x v] to [0]\n    end\n    if <(Speed X) < [0]> then\n        set [speed x v] to [0]\n    end\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [move left/right v]\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n    change [speed x v] by (-3.5)\n    switch costume to (costume3 v)\n    change [speed x v] by ((0.8) * (accel))\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n    change [speed x v] by (3.5)\n    switch costume to (costume2 v)\n    change [speed x v] by ((-0.8) * (accel))\nend\nchange x by (Speed X)\nif <(Speed X) > [4]> then\n    set [speed x v] to [4]\nend\nif <(Speed X) < [-4]> then\n    set [speed x v] to [-4]\nend\n\ndefine Check Touching Solid\nif <touching (level v)?> then\n    set [touching v] to [1]\nelse\n    set [touching v] to [0]\nend\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((Speed X) / (steps))\n    Check Touching Solid\n    if <(touching) > [0]> then\n        set x to (last value)\n        set [speed x v] to [0]\n    end\n    set [last value v] to (y position)\n    change y by ((Speed Y) / (steps))\n    Check Touching Solid\n    if <(touching) > [0]> then\n        set y to (last value)\n        if <(Speed Y) < [0]> then\n            set [falling v] to [0]\n        end\n        set [speed y v] to [0]\n    end\nend\n\nwhen flag clicked\nforever\n    if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n    if <not <touching (level v)?>> then\n        change y by (Gravity)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(x position) > [235]> then\n        change [scene # v] by (1)\n        broadcast (Change Scene v)\n        set x to (-235)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (danger v)?> then\n        broadcast (Death v)\n    end\nend\n\nwhen flag clicked\nshow\nset [scene # v] to [1]\nRestart\n\ndefine Restart\nswitch costume to (costume1 v)\ngo to x: (-195) y: (75)\npoint in direction (90)\nset [speed x v] to [10]\nset [speed y v] to [15]\nset [gravity v] to [-6]\nset [last value v] to [0.8]\nset [falling v] to [99]\nMove - in steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\n\nwhen I receive [death v]\nRestart\n\nwhen flag clicked\nforever\n    if <(y position) = [-189]> then\n        broadcast (Death v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (enemy v)?> then\n        broadcast (Death v)\n    end\nend\n\nif <key (up arrow v) pressed?> then\n    change y by (Speed Y)\n    switch costume to (costume4 v)\nend\n\nwhen flag clicked\nforever\n    broadcast (move left/right v)\n    broadcast (move up/down v)\nend\n\nwhen I receive [move up/down v]\nif <key (up arrow v) pressed?> then\n    set [speed y v] to [15]\n    change y by (Speed Y)\nend\nchange [speed y v] by (Gravity)\n\nwhen I receive [move left/right v]\nbroadcast (Check If Moving v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (scene1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nforever\n    if <(costume [name v]) = [Scene6]> then\n        broadcast (Alien Movement v)\n    end\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (blank v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@Enemy\n\nwhen flag clicked\nswitch costume to (blank v)\nset size to (100) %\ngo to x: (200) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [alien movement v]\nforever\n    glide (3) secs to (player v)\n    point towards (player v)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (1)\n    change [ghost v] effect by (100)\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (scene1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@Shooting Stars\n\nwhen flag clicked\nset [speed v] to [-40]\nforever\n    go to [back v] layer\n    show\n    point in direction (pick random (90) to (120))\n    go to x: (480) y: (pick random (-40) to (100))\n    repeat (13)\n        change x by (Speed)\n    end\n    hide\n    wait (pick random (6) to (15)) seconds\nend\n\n