Covert - 360° Platformer 

Instructions: Hi. MUSIC ADDED!!!\nI know! It is really short! If you want Part 2, you gotta do it.\ntrending...Trending...TRending...TREnding...TRENding...TRENDing!!!TRENDIng!!!TRENDINg!!!TRENDING!!!!!!!!!!!\nBackground is a parallax!\n

@Stage\n\n@Ground\n\ndefine Set size hack to (size hack)\nswitch costume to (size hack v)\nset size to (size hack) %\nswitch costume to (LEVEL)\n\nwhen I receive [respawn v]\nStuff\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Respawn v) and wait\nforever\n    switch costume to (LEVEL)\n    if <(LEVEL) = [5]> then\n        hide\n    end\n    change [y vel v] by (1)\n    if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > ([x position v] of [player v])> and <mouse down?>>> then\n        change [d vel v] by ((speed) * (-1))\n    end\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < ([x position v] of [player v])> and <mouse down?>>> then\n        change [d vel v] by (speed)\n    end\n    set [d vel v] to ((D VEL) * (0.8))\n    turn right (D VEL) degrees\n    if <touching (player v)?> then\n        change y by (-1)\n        if <touching (player v)?> then\n            change y by (-1)\n            if <touching (player v)?> then\n                change y by (-1)\n                if <touching (player v)?> then\n                    change y by (-1)\n                    if <touching (player v)?> then\n                        change y by (4)\n                        turn right ((D VEL) * (-1)) degrees\n                        set [d vel v] to [0]\n                    end\n                end\n            end\n        end\n    end\n    change [sky time v] by (1)\n    change y by (Y VEL)\n    if <touching (player v)?> then\n        change y by ((Y VEL) * (-1))\n        set [y vel v] to [0]\n    end\n    change y by (1)\n    if <touching (player v)?> then\n        set [sky time v] to [0]\n        if <(sky time) < [2]> then\n            if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (15)) > ([y position v] of [player v])> and <mouse down?>>> then\n                set [y vel v] to [-12]\n            end\n        end\n    end\n    change y by (-1)\n    set [rot y v] to (y position)\nend\n\ngo to [front v] layer\n\nrepeat until <not <touching (player v)?>>\n\nset [level v] to [3]\ngo to x: (-10) y: (-666)\npoint in direction (-164)\n\nset [level v] to [2]\ngo to x: (-10) y: (-491)\npoint in direction (-174)\n\nset [level v] to [1]\ngo to x: (-10) y: (-491)\npoint in direction (55)\n\nset [level v] to [4]\ngo to x: (-10) y: (-494)\npoint in direction (165)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nset [level v] to [4]\n\nset [level v] to [4]\ngo to x: (-10) y: (-494)\npoint in direction (-166)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nchange [level v] by (1)\n\ndefine Stuff\nset [size hack v] to [4]\nset [size hack v] to ((SIZE HACK) * (100))\nset [speed v] to [0.15]\nSet size hack to (SIZE HACK)\npoint in direction (90)\ngo to x: (-10) y: (-520)\nset [d vel v] to [0]\nset [y vel v] to [0]\nset [tw v] to [0]\nshow\n\nwhen flag clicked\nforever\n    play sound [Nebula v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    change y by (-5)\n    if <touching color (#ff9e00)?> then\n        change [level v] by (1)\n        broadcast (Respawn v) and wait\n    end\n    if <touching (danger v)?> then\n        broadcast (Respawn v) and wait\n    end\n    if <touching (bouncy v)?> then\n        set [y vel v] to [0]\n        change [y vel v] by (-22)\n    end\n    change y by (5)\nend\n\nset [level v] to [1]\n\nwhen flag clicked\nset size to (80) %\nforever\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (15)) > ([y position v] of [player v])> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > ([x position v] of [player v])> and <mouse down?>>>> then\n        switch costume to (right up v)\n    else\n        if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (15)) > ([y position v] of [player v])> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < ([x position v] of [player v])> and <mouse down?>>>> then\n            switch costume to (left up v)\n        else\n            if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (15)) > ([y position v] of [player v])> and <mouse down?>>> then\n                switch costume to (up v)\n            else\n                if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > ([x position v] of [player v])> and <mouse down?>>> then\n                    switch costume to (right v)\n                else\n                    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < ([x position v] of [player v])> and <mouse down?>>> then\n                        switch costume to (left v)\n                    else\n                        switch costume to (middle v)\n                    end\n                end\n            end\n        end\n    end\n    if <(LEVEL) = [5]> then\n        hide\n    end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n\nchange x by ((((mouse x) / (27)) - (x position)) * (0.1))\nchange y by ((((mouse y) / (27)) - (y position)) * (0.1))\n\nwhen I receive [respawn v]\nshow\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [1]> then\n        set [color v] effect to (1)\n    end\nend\n\n@Danger\n\ndefine Set size hack to (size hack)\nswitch costume to (size hack v)\nset size to (size hack) %\nswitch costume to (LEVEL)\n\nwhen I receive [respawn v]\nshow\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nSet size hack to (SIZE HACK)\n\nwhen flag clicked\nbroadcast (Respawn v)\nSet size hack to (SIZE HACK)\nforever\n    go to [back v] layer\n    switch costume to (LEVEL)\n    if <(LEVEL) = [5]> then\n        hide\n    end\n    go to (ground v)\n    point in direction ([direction v] of [ground v])\nend\n\ndefine Game\n\nset [level v] to [3]\n\nGame\n\n@Bouncy\n\ndefine Set size hack to (size hack)\nswitch costume to (size hack v)\nset size to (size hack) %\nswitch costume to (LEVEL)\n\nwhen I receive [respawn v]\nshow\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen flag clicked\nbroadcast (Respawn v)\nSet size hack to (SIZE HACK)\nforever\n    go to [back v] layer\n    switch costume to (LEVEL)\n    if <(LEVEL) = [5]> then\n        hide\n    end\n    go to (ground v)\n    point in direction ([direction v] of [ground v])\nend\n\ndefine Game\n\nGame\n\nwhen flag clicked\nshow\n\n@light\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [startgame v]\nshow\nforever\n    go to (player v)\n    set [ghost v] effect to (40)\nend\n\nwhen flag clicked\nbroadcast (startgame v)\n\n@thumb\n\nwhen flag clicked\nforever\n    show\n    set [ghost v] effect to (100)\n    go to x: (0) y: (0)\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    show\n    set [ghost v] effect to (100)\n    go to x: (0) y: (0)\n    go to [front v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\nwhen flag clicked\nforever\n    go to x: ((mouse x) / (9)) y: ((mouse y) / (6))\nend\n\n