Software- A Platformer

Instructions: ~~~~~~~~~~~~~~~Mobile Friendly~~~~~~~~~~~~~~~\nDOUBLE CLICK THE GREEN FLAG\nPlease consider to ⭐ and ❤️️\nTO SKIP A LEVEL HOLD THE S BUTTON AND CLICK THE SKIP BUTTON ON SCREEN\nThis time i also experimented with an into.\nI drew everything in this game (exept the among us thing) with my mouse. Coding by me.\nWow thank you so much for 500 views! That means a lot to me (: \n\nShoutout to : @Amazing_40 for finding (it) first!\nAlso credit to  @-Xaf- for the ebic tunes\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nAwww man u found me good job (:\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHey u found my easter egg so here are some cool Emojis u can copy and paste:⚔️❤️♚♛♞☁☯㋡

@Stage\n\nwhen flag clicked\nswitch backdrop to (coding background v)\nforever\n    if <<[3] < (level)> and <[8] > (level)>> then\n        switch backdrop to (google v)\n    end\n    if <[8] = (level)> then\n        switch backdrop to (coding background v)\n    end\n    if <[9] = (level)> then\n        switch backdrop to (amongst us v)\n    end\n    if <[15] = (level)> then\n        switch backdrop to (amongst us 2 v)\n    end\n    if <[16] = (level)> then\n        switch backdrop to (coding background v)\n    end\n    if <[17] = (level)> then\n        switch backdrop to (creeper aww man v)\n    end\n    if <[19] = (level)> then\n        switch backdrop to (cavemen didnt actually live in caves for a long time v)\n    end\n    if <[23] = (level)> then\n        switch backdrop to (coding background v)\n    end\nend\n\n@da player\n\ndefine respawn command\nset size to (75) %\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine engine v. 2.01\nchange [y v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n    change [x v] by (1)\n    point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n    change [x v] by (-1)\n    point in direction (-90)\nend\nset [x v] to ((X) * (0.88))\nchange x by (X)\nrepeat (8)\n    if <touching (platformer v)?> then\n        change y by (1.1)\n    end\nend\nif <touching (platformer v)?> then\n    change x by (() - (X))\n    change y by (-8.8)\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n        set [y v] to [11]\n        set [x v] to ((7) - ((14) * <[0] < (X)>))\n    end\nend\nchange y by (Y)\nif <touching (platformer v)?> then\n    change y by (() - (Y))\n    set [y v] to [0]\nend\nchange y by (-1)\nif <touching (platformer v)?> then\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n        set [y v] to [13]\n    end\nend\nif <<(y position) < [-180]> or <<touching (spoike v)?> or <touching (sprite1 v)?>>> then\n    respawn command\nend\nchange y by (1)\nif <[235] < (x position)> then\n    respawn command\n    set size to (75) %\n    change [level v] by (1)\n    broadcast (LEVEL UP v)\nend\n\nwhen flag clicked\nswitch costume to (player v)\nshow\nrespawn command\nforever\n    engine v. 2.01\nend\n\nwhen [1 v] key pressed\nswitch costume to (titel pic v)\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [cutscene v]\nhide\nwait (10) seconds\nshow\n\nwhen I receive [yo ded v]\nrespawn command\n\nwhen I receive [debug 1.23 v]\nrespawn command\n\nwhen flag clicked\nforever\n    if <(ded) = [2]> then\n        hide\n    end\nend\n\n@Platformer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [level v] to [1]\ngo to [back v] layer\nforever\n    switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\nend\n\nwhen flag clicked\nhide variable [timer v]\nset [ded v] to [0]\nset [timer v] to [0]\nforever\n    wait (0.1) seconds\n    change [timer v] by (0.1)\n    if <(ded) = [2]> then\n        hide\n        show variable [timer v]\n        stop [all v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(ded) = [2]> then\n        hide\n    end\nend\n\n@spoike\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nforever\n    go to x: (0) y: (0)\n    if <(level) > [9]> then\n        show\n        go to [back v] layer\n        switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(ded) = [2]> then\n        hide\n    end\nend\n\n@da scene of cuts\n\nwhen flag clicked\ngo to x: () y: ()\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nhide\nforever\n    if <(level) = [25]> then\n        broadcast (cutscene v)\n        stop [this script v]\n    end\n    if <(ded) = [2]> then\n        hide\n    end\nend\n\nwhen I receive [cutscene v]\nshow\nswitch costume to (costume1 v)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (5) seconds\nswitch costume to ( v)\nwait (5) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen [9 v] key pressed\nchange [level v] by (1)\n\n@sprite1\n\nwhen flag clicked\nhide\ngo to x: (-17) y: (-92)\nset [ghost v] effect to (0)\nforever\n    if <(level) = [26]> then\n        show\n        forever\n            moooooooooooooove\n        end\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nwait (1) seconds\nhide\ngo to x: (-17) y: (-92)\n\ndefine moooooooooooooove\nif <<(level) = [26]> or <(level) = [27]>> then\n    switch costume to (2 v)\n    repeat (50)\n        change x by (4)\n    end\n    switch costume to (ze bad boi v)\n    repeat (50)\n        change x by (-4)\n    end\nend\nif <(level) = [28]> then\n    switch costume to (down v)\n    repeat (50)\n        change y by (-7)\n    end\n    switch costume to (up v)\n    repeat (50)\n        change y by (7)\n    end\nend\nif <(level) = [29]> then\n    switch costume to (2 v)\n    glide (3) secs to x: (176) y: (59)\n    switch costume to (ze bad boi v)\n    glide (1) secs to x: (-156) y: (-104)\nend\nif <(level) = [30]> then\n    glide (0.2) secs to x: (164) y: (-92)\n    set size to (100) %\n    switch costume to (ze bad boi v)\n    wait (1) seconds\n    create clone of (_myself_ v)\nend\nif <(level) = [31]> then\n    go to x: (0) y: (0)\n    if <(ded) = [2]> then\n        repeat (10)\n            change [ghost v] effect by (10)\n            wait (0.3) seconds\n        end\n    end\nend\n\nwhen [q v] key pressed\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n    if <(level) = [28]> then\n        go to x: (28) y: (144)\n        glide (1) secs to x: (28) y: (144)\n        stop [this script v]\n    end\nend\n\nwhen I start as a clone\nforever\n    set y to (-140)\n    change x by (-5)\n    set size to (50) %\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nend\n\nwhen flag clicked\nforever\n    if <(ded) = [2]> then\n        hide\n    end\nend\n\n@skip\n\nwhen flag clicked\ngo to x: (164) y: (-92)\nhide\nforever\n    if <key (s v) pressed?> then\n        show\n    else\n        hide\n    end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n    if <(ded) = [2]> then\n        hide\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n    if <(ded) = [2]> then\n        show\n        go to [front v] layer\n    end\nend\n\nwhen flag clicked\nrepeat (100)\n    hide\nend\n\n@button\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nhide\nforever\n    if <(level) = [31]> then\n        forever\n            show\n            if <touching (da player v)?> then\n                set [ded v] to [2]\n            end\n        end\n    end\nend\n\n@debug1\n\nwhen flag clicked\nhide\nwait (7) seconds\nshow\nforever\n    go to (da player v)\nend\n\nwhen I receive [cutscene v]\nhide\nwait (10) seconds\nshow\n\nwhen flag clicked\nforever\n    if <touching (platformer v)?> then\n        broadcast (debug 1.23 v)\n    end\nend\n\n