Among Us || A Mobile Friendly Platformer #Games #All


@Stage\n\nwhen flag clicked\nclear sound effects\nset volume to (100) %\nforever\n    play sound [POL-spaceship-ambience-short v] until done\nend\n\n@blank\n\n@Player\n\nwhen flag clicked\nforever\n    if <(costume [number v]) = [3]> then\n        play sound [Footstep2 v] until done\n    end\n    if <(costume [number v]) = [8]> then\n        play sound [Footstep2 v] until done\n    end\nend\n\nwhen flag clicked\nbroadcast (Reset v)\nbroadcast (Green Flag v)\nforever\n    broadcast (Tick v)\nend\n\nwhen I receive [reset v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-170) y: (-75)\nswitch costume to (center v)\nclear graphic effects\nshow\n\nwhen I receive [tick v]\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n    change [xv v] by (.5)\nend\nif <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n    change [xv v] by (-0.5)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (platforms v)?> then\n    change y by (1)\n    if <touching (platforms v)?> then\n        change y by (1)\n        if <touching (platforms v)?> then\n            change y by (1)\n            if <touching (platforms v)?> then\n                change y by (1)\n                if <touching (platforms v)?> then\n                    change y by (1)\n                    if <touching (platforms v)?> then\n                        change x by ((Xv) * (-1))\n                        change y by (-5)\n                        \n                            if <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> > [0]> then\n                                set [xv v] to [-3]\n                            else\n                                set [xv v] to [3]\n                            end\n                            set [yv v] to [11]\n                        else\n                            set [xv v] to [0]\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nif <touching (exit v)?> then\n    broadcast (Next Level v)\n    broadcast (Reset v)\n    change [level v] by (1)\n    wait until <not <touching (exit v)?>>\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching (platforms v)?> then\n    change y by ((Yv) * (-1))\n    set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (platforms v)?> then\n    if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n        set [yv v] to [10]\n    end\nend\nchange y by (1)\nif <touching (trampolines v)?> then\n    set [yv v] to [20]\n    start sound [Boing v]\nend\nif <touching (danger v)?> then\n    start sound [Crunch v]\n    broadcast (Reset v)\nend\n\nwhen flag clicked\nforever\n    if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n        point in direction (90)\n        switch costume to (idle v)\n    end\n    if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n        point in direction (-90)\n        switch costume to (idle v)\n    end\nend\n\nwhen flag clicked\nplay sound [Round Start v] until done\n\nwhen flag clicked\nforever\n    if <touching (enemy 1 v)?> then\n        broadcast (Reset v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (enemy 2 v)?> then\n        broadcast (Reset v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (enemy 3 v)?> then\n        broadcast (Reset v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (r v) pressed?> then\n        broadcast (Reset v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(direction) < [90]> then\n        broadcast (l v)\n    end\n    if <(direction) > [89]> then\n        broadcast (r v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (enemy 4 v)?> then\n        broadcast (Reset v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (enemy 5 v)?> then\n        broadcast (Reset v)\n    end\nend\n\n@Platforms\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nshow\nclear graphic effects\nset size to (100) %\n\nwhen I receive [tick v]\nswitch costume to (Level)\n\nwhen flag clicked\nforever\n    if <(costume [number v]) = [6]> then\n        broadcast (End v)\n    end\nend\n\n@Exit\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nshow\nset size to (100) %\nclear graphic effects\nset [ghost v] effect to (100)\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (1000000)\n\ngo to [front v] layer\nshow\n\n@Enemy 1\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (198) y: (-121)\nforever\n    if <(Level) = [2]> then\n        repeat until <(Level) = [3]>\n            point in direction (-90)\n            go to x: (198) y: (-121)\n            show\n            glide (2) secs to x: (0) y: (y position)\n            point in direction (90)\n            glide (2) secs to x: (198) y: (y position)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [3]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        hide\n    end\nend\n\n@Enemy 2\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (82) y: (325)\nforever\n    if <(Level) = [3]> then\n        show\n        repeat until <(Level) = [4]>\n            go to x: (82) y: (326)\n            show\n            glide (1.5) secs to x: (82) y: (72)\n            glide (1) secs to x: (82) y: (326)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [4]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [2]> then\n        hide\n    end\nend\n\n@Enemy 3\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (198) y: (-121)\nforever\n    if <(Level) = [4]> then\n        repeat until <(Level) = [5]>\n            point in direction (-90)\n            go to x: (228) y: (50)\n            show\n            glide (2) secs to x: (150) y: (y position)\n            point in direction (90)\n            glide (2) secs to x: (228) y: (y position)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [5]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        hide\n    end\nend\n\n@Pet\n\nwhen flag clicked\nforever\n    set rotation style [left-right v]\nend\n\nwhen I receive [r v]\npoint in direction (90)\n\nwhen I receive [l v]\npoint in direction (-90)\n\nwhen flag clicked\nforever\n    glide (0) secs to (player v)\nend\n\nwhen flag clicked\nforever\n    if <touching (enemy 1 v)?> then\n        broadcast (Reset v)\n    else\n        if <touching (enemy 2 v)?> then\n            broadcast (Reset v)\n        else\n            if <touching (enemy 3 v)?> then\n                broadcast (Reset v)\n            else\n                if <touching (enemy 4 v)?> then\n                    broadcast (Reset v)\n                else\n                    if <touching (enemy 5 v)?> then\n                        broadcast (Reset v)\n                    end\n                end\n            end\n        end\n    end\nend\n\n@Enemy 5\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (162) y: (320)\nforever\n    if <(Level) = [5]> then\n        show\n        repeat until <(Level) = [6]>\n            go to x: (162) y: (320)\n            show\n            glide (1.5) secs to x: (x position) y: (42)\n            glide (1) secs to x: (x position) y: (320)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [6]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [2]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [3]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [4]> then\n        hide\n    end\nend\n\n@Enemy 4\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (-22) y: (320)\nforever\n    if <(Level) = [5]> then\n        hide\n        repeat until <(Level) = [6]>\n            go to x: (-22) y: (326)\n            show\n            glide (1.5) secs to x: (x position) y: (42)\n            glide (1) secs to x: (x position) y: (320)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [6]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [2]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [4]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [3]> then\n        hide\n    end\nend\n\n@Timer\n\nwhen flag clicked\nset [time v] to [0]\nshow variable [time v]\nforever\n    wait (1) seconds\n    change [time v] by (1)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n