Pixelated - A platformer #platformer #all #games

Instructions: ⏩Story⏪\n\nThe evil Pixelater made everything in the world \n pixelated! Find your way around this weird and blocky world. Mysterious things can happen, I warn you. (This is only Part 1)\n\n⏩Instructions⏪\n\n> Use arrow keys to move or WASD or mobile\n> Avoid red spikes\n\n\n\n#games #platformer #all #pixel

@Stage\n\nwhen I receive [start game v]\nset volume to (100) %\nforever\n    play sound [Alan Walker - Faded v] until done\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n    set volume to (0) %\nelse\n    set volume to (100) %\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (RESET v) and wait\nbroadcast (Start game v) and wait\n\nwhen I receive [reset v]\nset [x v] to [0]\nset [y v] to [0]\nset [sp y v] to [37]\nset [sp x v] to [-210]\nset [exit v] to []\nset [lev # v] to [1]\nset [last level v] to [7]\ngo to x: (SP X) y: (SP Y)\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nforever\n    repeat until <(EXIT) > []>\n        Game Loop\n    end\n    Die animation\nend\n\ndefine Game Loop\nPlayer with: [1] [15] with Resist [0.8] , Gravity [1]\nCheck...\n\ndefine Player with: (x) (y) with Resist (resist) , Gravity (gravity)\ngo to [front v] layer\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n    change [x v] by (x)\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 ((0) - (x))\nend\nchange x by (x)\nif <touching (level v)?> then\n    change x by ((x) * (-1))\n    set [x v] to [0]\nelse\n    set [x v] to ((x) * (resist))\nend\nchange y by (y)\nif <touching (level v)?> then\n    change y by ((y) * (-1))\n    set [y v] to [0]\n    if <(lock movement) = [0]> then\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n            set [y v] to (y)\n            set [lock movement v] to [1]\n        end\n    end\nelse\n    set [lock movement v] to [0]\n    change [y v] by ((0) - (gravity))\n    if <(y) < [-22]> then\n        set [y v] to [-22]\n    end\nend\n\ndefine Check...\nFall into void\nNext level\nDanger\n\ndefine Next level\nif <(x position) > [240]> then\n    go to x: (SP X) y: (SP Y)\n    change [lev # v] by (1)\nend\n\ndefine Danger\nif <touching (danger v)?> then\n    set [exit v] to [die]\nend\n\ndefine Die animation\nstart sound [Wilhelm Scream v]\nset [exit v] to []\nrepeat (10)\n    turn right (2) degrees\n    change y by (2)\n    change [ghost v] effect by (10)\nend\ngo to x: (SP X) y: (SP Y)\npoint in direction (90)\nset [ghost v] effect to (0)\n\ndefine Fall into void\nif <(y position) < [-180]> then\n    set [exit v] to [die]\nend\n\nwhen [v v] key pressed\nif <not <(LEV #) = ((LAST LEVEL) + (1))>> then\n    go to x: (SP X) y: (SP Y)\n    change [lev # v] by (1)\n    wait until <not <key (v v) pressed?>>\nend\n\n@Level\n\nwhen flag clicked\nforever\n    if <not <(LEV #) = ((LAST LEVEL) + (1))>> then\n        go to x: (0) y: (0)\n        switch costume to (LEV #)\n    end\nend\n\n@Danger\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    switch costume to (LEV #)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    hide\n    reset timer\nend\n\nwhen [timer v] > (0.1)\nset [speed v] to [35]\ngo to x: (0) y: (360)\nshow\ngo to [front v] layer\nforever\n    go to [front v] layer\n    change y by ((0) - (speed))\n    set [speed v] to ((speed) * (0.9))\nend\n\n