The Everything Platformer

Instructions: Follow the instructions given to you by the narrator, and everything will be fine! \n\n- @coding_shockwave\n\n\n\n7 Endings...\n\nInfo\n-This is my largest game so far.\n-About 2 months have gone into the making of this.\n-Hope you enjoy playing! :D\n---------------------\nHints\n---------------------\nEnding names:\n-The End\n-Betrayal\n-Secret Ending\n-Super Secret Ending\n-Inactive ending\n-Slow motion fail ending\n-Annoying user ending

@Stage\n\n@player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>>> then\n    change [x vel v] by (speed)\n    switch costume to (r2 v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > ((mouse x) + (20))>>>> then\n    change [x vel v] by ((speed) * (-1))\n    switch costume to (l2 v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <touching (level v)?> then\n    repeat until <<not <touching (level v)?>> or <(slope) = [-8]>>\n        change [slope v] by (-1)\n        change y by (1)\n    end\nend\nif <touching (level v)?> then\n    change y by (slope)\n    repeat until <not <touching (level v)?>>\n        change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n    end\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n        if <(X vel) > [0]> then\n            set [x vel v] to [-12]\n        else\n            set [x vel v] to [12]\n        end\n        set [y vel v] to [12]\n    else\n        set [x vel v] to [0]\n    end\nend\nchange y by (Y vel)\nif <touching (level v)?> then\n    repeat until <not <touching (level v)?>>\n        change y by ((([abs v] of (Y vel) ) / (Y vel)) * (-1))\n    end\n    set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n    set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen I receive [end v]\ngo to x: (-198) y: (-5)\n\nwhen I receive [intro v]\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (l2 v)\nReset Position [-198] [-10]\npoint in direction (90)\nforever\n    Platformer Physics [1] [0.9] [13]\n    if  then\n        Reset Position [-198] [-10]\n        start sound [Crunch v]\n    end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [intro v]\nforever\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (25)\n    change [ghost v] effect by (10)\n    change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (intro v)\n\ndefine Reset Position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [intro v]\nforever\n    key check\nend\n\nwhen I receive [intro v]\nforever\n    if <(x position) = [249]> then\n        broadcast (end v)\n        Reset Position [-198] [-10]\n    end\nend\n\ndefine key check\nif <key (up arrow v) pressed?> then\n    switch costume to (u v)\nelse\n    if <key (right arrow v) pressed?> then\n        switch costume to (r2 v)\n    else\n        if <key (left arrow v) pressed?> then\n            switch costume to (l2 v)\n        else\n            if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n                switch costume to (l1 v)\n            else\n                if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n                    switch costume to (r1 v)\n                else\n                    if <not <key (any v) pressed?>> then\n                        switch costume to (s v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [c v]\nstart sound [Coin v]\n\nwhen I receive [intro v]\nforever\n    if <touching (c v)?> then\n        broadcast (c v)\n    end\nend\n\nwhen I receive [intro v]\n\nwhen flag clicked\nforever\n    if <<[219] < (x position)> and <touching (_edge_ v)?>> then\n        change [level v] by (1)\n        Reset Position [-198] [-10]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(level) = [11]> then\n        Reset Position [-198] [-85]\n    end\nend\n\n@Level\n\nwhen flag clicked\nforever\n    switch costume to (level)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    switch costume to (level)\n    if <<(level) = [10]> and <touching (player v)?>> then\n        change [level v] by (1)\n    end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [sound v] to [1]\n\nwhen this sprite clicked\nchange [sound v] by (1)\nif <(sound) = [3]> then\n    set [sound v] to [1]\nend\nif <(sound) = [2]> then\n    set volume to (-100) %\n    switch costume to (costume2 v)\nend\nif <(sound) = [1]> then\n    set volume to (100) %\n    switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n    play sound [Moog City v] until done\n    play sound [Beginning 2 v] until done\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nwait until <(level) = [5]>\nshow\nsay [Touch the chest to open it]\nwait until <touching (player v)?>\nswitch costume to (costume3 v)\nsay [You got flint and steel] for (2) seconds\nhide\nwait until <(level) = [9]>\nswitch costume to (costume4 v)\nshow\nsay [Touch the chest to open it]\nwait until <touching (player v)?>\nswitch costume to (costume5 v)\nsay [You got a water bucket] for (2) seconds\nhide\nwait until <(level) = [10]>\nswitch costume to (costume1 v)\nshow\nwait until <touching (player v)?>\nchange [level v] by (1)\nhide\n\n