Stickman Adventures 2 - Platformer #games

Instructions: CONTROLS:\nIf there are bugs, tell me.\nCursor keys/WASD/Tap (Mobile)\nAvoid spikes, lava, crushers, saws, and cannons!\nUse perfect timing on phasing blocks!\nBounce on yellow trampolines.\nSpeed boosts push you right.\nEnjoy 17 levels of fun from super easy to apocalypse! \nGet the the green areas to advance to the next level.

@Stage\n\nwhen flag clicked\nset [level v] to [1]\nset [screen v] to [gameplay]\nbroadcast (message1 v)\n\n@Player\n\nwhen flag clicked\ngo to x: (-228) y: (-138)\nforever\n    Detection\n    Physics (10) (-1) (0.7) (2)\nend\n\nwhen I receive [intro done v]\ngo to x: (-228) y: (-138)\nset [deaths v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n    set [x pos v] to (round (x position))\n    set [y pos v] to (round (y position))\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n    change [walk v] by (1)\n    if <(Walk) > [8]> then\n        set [walk v] to [5]\n    end\n    wait (0.05) seconds\nend\n\ndefine Physics (jump height) (gravity) (friction) (speed)\nswitch costume to (hitbox v)\nchange y by (Y Velocity)\nif <<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> then\n    repeat ([abs v] of (((Y Velocity) + (0)) * (1)) )\n        if <<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> then\n            change y by ((-1) * (([abs v] of (Y Velocity) ) / (Y Velocity)))\n        end\n    end\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <not <(Y Velocity) > [0]>>> then\n        set [y velocity v] to (jump height)\n    else\n        set [y velocity v] to [0]\n    end\nelse\n    change [y velocity v] by (gravity)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n    change [x velocity v] by (speed)\n    point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    change [x velocity v] by ((-1) * (speed))\n    point in direction (-90)\nend\nchange x by (X Velocity)\nif <<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> then\n    set [old y v] to (y position)\n    repeat ([abs v] of (X Velocity) )\n        if <<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> then\n            change y by (1)\n        end\n    end\n    if <<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> then\n        set y to (old y)\n        repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n            if <<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> then\n                change x by ((-1) * (([abs v] of (X Velocity) ) / (X Velocity)))\n            end\n        end\n        set [x velocity v] to [0]\n    end\nend\nset [x velocity v] to ((X Velocity) * (friction))\nswitch costume to (idle v)\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n    switch costume to (Walk)\nend\nif <(Y Velocity) > [1]> then\n    switch costume to (jump v)\nend\nif <(Y Velocity) < [-3]> then\n    switch costume to (fall v)\nend\n\nwhen I receive [intro done v]\nshow\ngo [forward v] (999) layers\n\ndefine Detection\nif <<<<<touching (danger v)?> or <touching (crushers v)?>> or <touching (saws v)?>> or <<touching (bullet v)?> or <touching (second bullet v)?>>> or <<touching (cannon v)?> or <touching (second cannon v)?>>> then\n    change [deaths v] by (1)\n    start sound [Crunch v]\n    go to x: (-228) y: (-138)\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    wait (0.0001) seconds\nend\nif <touching (finish v)?> then\n    broadcast (Next v)\n    start sound [Ding \(CinemaSins\) - Sound Effect.mp3 v]\n    change [level v] by (1)\n    go to x: (-228) y: (-138)\n    set [x velocity v] to [0]\n    point in direction (90)\n    set [y velocity v] to [-5]\n    switch costume to (idle v)\n    broadcast (finish v)\nend\nif <touching (trampolines v)?> then\n    start sound [Cartoon Sound Effect - Bounce.mp3 v]\n    if <(Level) = [10]> then\n        set [y velocity v] to [16]\n    else\n        set [y velocity v] to [15]\n    end\nend\nif <touching (force v)?> then\n    change x by (3)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nset drag mode [not draggable v]\n\n@Level\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Finish\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\nset size to (100) %\nforever\n    point in direction (90)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    go to [back v] layer\n    switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n    if <(Screen) = [Gameplay]> then\n        show\n    else\n        hide\n    end\nend\n\n@Trampolines\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\n@Text\n\nwhen flag clicked\ngo to [back v] layer\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    if <touching (player v)?> then\n        set [ghost v] effect to (30)\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nif <(Level) = [14]> then\n    set size to (90) %\nelse\n    set size to (100) %\nend\n\nwhen I receive [next v]\nif  then\n    delete this clone\nend\nif <(Level) = [11]> then\n    Clone At X: [-121] [-160]\n    Clone At X: [5] [-160]\nend\nif <(Level) = [12]> then\n    Clone At X: [-119] [-50]\n    Clone At X: [169] [70]\nend\nif <(Level) = [13]> then\n    Clone At X: [160] [70]\nend\nif <(Level) = [14]> then\n    Clone At X: [-13] [100]\n    Clone At X: [90] [100]\nend\nif <(Level) = [15]> then\n    Clone At X: [70] [-160]\n    Clone At X: [100] [50]\nend\nif <(Level) = [16]> then\n    Clone At X: [-197] [67]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n    turn right (4) degrees\nend\n\n@Red\n\nwhen I receive [beep v]\nrepeat (3)\n    repeat (3)\n        change [brightness v] effect by (10)\n    end\n    clear graphic effects\n    if <(RED SOLID) = [1]> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (50)\n    end\n    wait (0.30) seconds\nend\nwait (0.15) seconds\nif <(RED SOLID) = [1]> then\n    set [ghost v] effect to (0)\nelse\n    set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nforever\n    set [red solid v] to [1]\n    wait (2.6) seconds\n    broadcast (Beep v)\n    repeat (3)\n        repeat (3)\n            change [brightness v] effect by (10)\n        end\n        clear graphic effects\n        wait (0.30) seconds\n    end\n    set [red solid v] to [0]\n    set [ghost v] effect to (50)\n    wait (0.15) seconds\n    set [red solid v] to [0]\n    set [ghost v] effect to (50)\n    wait (2.6) seconds\n    broadcast (Beep v)\n    repeat (3)\n        repeat (3)\n            change [brightness v] effect by (10)\n        end\n        clear graphic effects\n        wait (0.30) seconds\n    end\n    set [red solid v] to [1]\n    wait (0.15) seconds\n    set [red solid v] to [1]\nend\n\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2.4) seconds\ngo to x: (0) y: (-60)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset [rotation v] to [-10]\nrepeat (70)\n    change [ghost v] effect by (rotation)\n    change [rotation v] by (-1)\n    wait (0.01) seconds\nend\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [intro done v]\nhide\n\n@Force\n\nwhen flag clicked\nhide\nforever\n    go to [back v] layer\n    go to x: (0) y: (0)\n    go [backward v] (1) layers\n    switch costume to (Level)\n    if <touching (player v)?> then\n        set [brightness v] effect to (10)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [intro done v]\nshow\n\n@Intro\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nstart sound [Never Mind v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (-90)\nset size to (300) %\nset [sine v] to [30]\nrepeat (40)\n    change size by (((100) - (size)) * (1))\n    turn right (((90) - (direction)) * (0.18)) degrees\nend\nset [glide v] to [7]\nrepeat (20)\n    change y by ((glide) - (1))\n    change [glide v] by (-0.34)\nend\nwait (5.8) seconds\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n    clear graphic effects\n    show\n    go to x: (0) y: (0)\n    point in direction (90)\n    set size to (100) %\n    switch costume to (bg v)\nelse\n    if <(id) = [2]> then\n        id 2\n    else\n        if <(id) = [3]> then\n            id 3\n        else\n            id 4\n        end\n    end\nend\n\ndefine id 2\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n    switch costume to (dot2 v)\n    change [vel v] by ((size) / (50))\n    change size by (vel)\n    switch costume to (dot v)\nend\nbroadcast (Intro Done v)\n\nwhen I receive [intro done v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\ndefine id 3\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.2) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n    switch costume to (dot2 v)\n    change [vel v] by ((size) / (50))\n    change size by (vel)\n    switch costume to (smaller dot v)\nend\n\ndefine id 4\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.4) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n    switch costume to (dot2 v)\n    change [vel v] by ((size) / (50))\n    change size by (vel)\n    switch costume to (crazy dot v)\n    turn left (1) degrees\nend\n\n@Crushers\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-46) y: (-71)\nwait until <(Level) = [8]>\nshow\ngo to x: (-46) y: (-71)\nswitch costume to (8 v)\nclear graphic effects\nrepeat until <not <(Level) = [8]>>\n    glide (0.2) secs to x: (-46) y: (-150)\n    start sound [Slam v]\n    wait (0.5) seconds\n    glide (3) secs to x: (-46) y: (-100)\n    wait (0.5) seconds\nend\nhide\nwait until <(Level) = [10]>\nshow\ngo to x: (-46) y: (-71)\nswitch costume to (10 v)\nclear graphic effects\nrepeat until <not <(Level) = [10]>>\n    glide (0.2) secs to x: (144) y: (-150)\n    start sound [Slam v]\n    wait (0.5) seconds\n    glide (3) secs to x: (144) y: (-95)\n    wait (0.5) seconds\nend\nhide\nwait until <(Level) = [12]>\nshow\ngo to x: (-46) y: (-71)\nswitch costume to (12 v)\nclear graphic effects\nrepeat until <not <(Level) = [12]>>\n    glide (0.2) secs to x: (144) y: (-150)\n    start sound [Slam v]\n    wait (0.5) seconds\n    glide (3) secs to x: (144) y: (-110)\n    wait (0.5) seconds\nend\nhide\nwait until <(Level) = [14]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (14 v)\nclear graphic effects\nrepeat until <not <(Level) = [14]>>\n    glide (0.2) secs to x: (0) y: (-40)\n    start sound [Slam v]\n    wait (0.5) seconds\n    glide (3) secs to x: (0) y: (15)\n    wait (0.5) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [17]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (17 v)\nclear graphic effects\nrepeat until <not <(Level) = [17]>>\n    glide (0.2) secs to x: (0) y: (-35)\n    start sound [Slam v]\n    wait (0.5) seconds\n    glide (3) secs to x: (0) y: (15)\n    wait (0.5) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Level) = [12]>\nshow\ngo to x: (-46) y: (-71)\nswitch costume to (12 v)\nclear graphic effects\nrepeat until <not <(Level) = [12]>>\n    glide (0.2) secs to x: (144) y: (-150)\n    start sound [Slam v]\n    wait (0.5) seconds\n    glide (3) secs to x: (144) y: (-110)\n    wait (0.5) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (15 v)\nclear graphic effects\nrepeat until <not <(Level) = [15]>>\n    switch costume to (15 v)\n    glide (0.2) secs to x: (0) y: (-35)\n    start sound [Slam v]\n    wait (0.5) seconds\n    glide (3) secs to x: (0) y: (15)\n    wait (0.5) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nshow\n\n@TN\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\nend\n\nchange [level v] by (1)\n\n@Blue\n\nwhen I receive [beep v]\nrepeat (3)\n    repeat (3)\n        change [brightness v] effect by (10)\n    end\n    clear graphic effects\n    if <(BLUE SOLID) = [1]> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (50)\n    end\n    wait (0.30) seconds\nend\nwait (0.15) seconds\nif <(BLUE SOLID) = [1]> then\n    set [ghost v] effect to (0)\nelse\n    set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nforever\n    set [blue solid v] to [0]\n    wait (2.6) seconds\n    broadcast (Beep v)\n    repeat (3)\n        repeat (3)\n            change [brightness v] effect by (10)\n        end\n        clear graphic effects\n        wait (0.30) seconds\n    end\n    set [blue solid v] to [1]\n    set [ghost v] effect to (50)\n    wait (0.15) seconds\n    set [blue solid v] to [1]\n    set [ghost v] effect to (50)\n    wait (2.6) seconds\n    broadcast (Beep v)\n    repeat (3)\n        repeat (3)\n            change [brightness v] effect by (10)\n        end\n        clear graphic effects\n        wait (0.30) seconds\n    end\n    set [blue solid v] to [0]\n    wait (0.15) seconds\n    set [blue solid v] to [0]\nend\n\n@Cannon\n\nwhen flag clicked\npoint in direction (90)\nhide\nwait until <(Level) = [12]>\nshow\ngo to x: (204) y: (-136)\nrepeat until <not <(Level) = [12]>>\n    create clone of (bullet v)\n    wait (2) seconds\nend\nwait until <(Level) = [13]>\npoint in direction (-90)\nshow\ngo to x: (-209) y: (-19)\nrepeat until <not <(Level) = [13]>>\n    create clone of (bullet v)\n    wait (2.5) seconds\nend\nhide\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nwait until <(Level) = [16]>\nshow\nshow\nshow\npoint in direction (90)\nshow\ngo to x: (219) y: (-38)\nrepeat until <not <(Level) = [16]>>\n    create clone of (bullet v)\n    wait (2.7) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nshow\nwait until <(Level) = [17]>\nshow\n\nwhen flag clicked\nwait until <(Level) = [17]>\nshow\npoint in direction (90)\nshow\nset size to (85) %\ngo to x: (71) y: (-114)\nrepeat until <not <(Level) = [17]>>\n    create clone of (bullet v)\n    wait (2) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nshow\n\nwhen I receive [intro done v]\nwait until <(Level) = [17]>\nwait (0.4) seconds\nshow\nshow\nshow\nshow\n\nwhen flag clicked\nwait until <(Level) = [17]>\nshow\npoint in direction (90)\nshow\nset size to (85) %\ngo to x: (71) y: (-114)\nrepeat until <not <(Level) = [17]>>\n    create clone of (bullet v)\n    wait (2) seconds\nend\nhide\n\nwhen I receive [intro done v]\nwait until <(Level) = [15]>\nshow\npoint in direction (90)\nshow\ngo to x: (191) y: (-140)\nrepeat until <not <(Level) = [15]>>\n    create clone of (bullet v)\n    wait (2.7) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nwait (1) seconds\nshow\n\n@Bullet\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(Level) = [1]> then\n    delete this clone\nend\nshow\ngo to (cannon v)\npoint in direction (([direction v] of [cannon v]) - (180))\nrepeat until <<<<touching (player v)?> or <touching (level v)?>> or <touching (_edge_ v)?>> or <touching (crushers v)?>>\n    move (3) steps\nend\nwait (0.01) seconds\ndelete this clone\n\n@Music Button\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by (((70) - (size)) / (5))\n        set [brightness v] effect to (5)\n    else\n        change size by (((60) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nset volume to (10) %\nforever\n    play sound [ColBreakz - 2011 v] until done\n    play sound [Creo - Dimension v] until done\nend\n\nwhen this sprite clicked\nif <(volume) = [10]> then\n    switch costume to (costume2 v)\n    set volume to (0) %\nelse\n    switch costume to (costume1 v)\n    set volume to (10) %\nend\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\n@Second Cannon\n\nwhen flag clicked\npoint in direction (-90)\nhide\nwait until <(Level) = [15]>\nshow\ngo to x: (-221) y: (-46)\nrepeat until <not <(Level) = [15]>>\n    create clone of (second bullet v)\n    wait (2.7) seconds\nend\nhide\nwait until <(Level) = [16]>\nshow\npoint in direction (90)\ngo to x: (162) y: (148)\nrepeat until <not <(Level) = [16]>>\n    create clone of (second bullet v)\n    wait (2.7) seconds\nend\nhide\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [intro done v]\npoint in direction (-90)\nhide\nwait until <(Level) = [15]>\nshow\ngo to x: (-221) y: (-46)\n\nwhen I receive [intro done v]\nwait until <(Level) = [15]>\nshow\ngo to x: (-221) y: (-46)\nrepeat until <not <(Level) = [15]>>\n    create clone of (second bullet v)\n    wait (2.7) seconds\nend\nhide\n\nwhen I receive [intro done v]\nwait until <(Level) = [16]>\nshow\n\n@Second Bullet\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(Level) = [1]> then\n    delete this clone\nend\nshow\ngo to (second cannon v)\npoint in direction (([direction v] of [second cannon v]) - (180))\nrepeat until <<<<touching (player v)?> or <touching (level v)?>> or <touching (_edge_ v)?>> or <touching (crushers v)?>>\n    move (3) steps\nend\nwait (0.01) seconds\ndelete this clone\n\n