Minecraft - A Platformer 2-player                         #games remix

Instructions: Help Steve find his way through the unknown lands! \nok this projetc is absolutly broken\nThis game may be completly broken but this is just a test anyway\n< < < How to Play > > >\n<> WASD or Arrow Keys to move!\n<> Run against a wall and hold jump to wall jump!

@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nswitch backdrop to (img_2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (img_2 v)\n\n@Minecraft Main Character\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n    set [max slope v] to [15]\nelse\n    set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n    repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n        change y by (1)\n        change [slope v] by (1)\n    end\nend\nif <(slope) = (max slope)> then\n    change y by (() - (slope))\n    set [x speed v] to [0]\n    if <(x speed) > [0]> then\n        repeat until <not <touching (platforms v)?>>\n            change x by (-1)\n        end\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            start sound [drum v]\n            set [y speed v] to [15]\n            set [x speed v] to [-10]\n        end\n    else\n        repeat until <not <touching (platforms v)?>>\n            change x by (1)\n        end\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            start sound [drum v]\n            set [y speed v] to [15]\n            set [x speed v] to [10]\n        end\n    end\nend\nif <(touching ground) = [1]> then\n    change y by (-15)\n    if <touching (platforms v)?> then\n        repeat until <not <touching (platforms v)?>>\n            change y by (1)\n        end\n    else\n        change y by (15)\n    end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n    set [y speed v] to [0]\n    if <<(y speed) > [0]> or <(y speed) = [0]>> then\n        repeat until <not <touching (platforms v)?>>\n            change y by (-1)\n        end\n    else\n        set [touching ground v] to [1]\n        repeat until <not <touching (platforms v)?>>\n            change y by (1)\n        end\n    end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\nforever\n    switch costume to (hitbox v)\n    if <touching (sprite1 v)?> then\n        change [deaths v] by (1)\n        create clone of (_myself_ v)\n        Respawn [-200] [-130]\n        start sound [Hurt v]\n    end\n    if <(x position) > [230]> then\n        change [level v] by (1)\n        set [deaths v] to [0]\n        broadcast (Next Level v)\n        Respawn [-200] [-130]\n    end\n    change [y speed v] by (-2)\n    Change Y (y speed)\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n        set [y speed v] to [21]\n        start sound [Jump v]\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        point in direction (90)\n        change [x speed v] by (2)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        point in direction (-90)\n        change [x speed v] by (-2)\n    end\n    if <(x speed) > [8]> then\n        set [x speed v] to [8]\n    else\n        if <(x speed) < [-8]> then\n            set [x speed v] to [-8]\n        end\n    end\n    Change X (x speed)\n    if <(x speed) > [0]> then\n        change [x speed v] by (-1)\n    else\n        if <(x speed) < [0]> then\n            change [x speed v] by (1)\n        end\n    end\n    Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n    set [animator v] to [0]\n    if <(switch costume to) = [6]> then\n        set [switch costume to v] to [2]\n    else\n        change [switch costume to v] by (1)\n    end\nend\nif <(touching ground) = [1]> then\n    if <<left arrow> or <right arrow>> then\n        start sound (pick random (4) to (9))\n        switch costume to (switch costume to)\n    else\n        switch costume to (steve1 v)\n    end\nelse\n    switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n    change [ghost v] effect by (5)\n    change x by (-2)\n    go to [front v] layer\n    turn left (2) degrees\n    change y by (YV)\n    change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass v)\n\n@Music becuz I love making useless sprites\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n    play sound [C418 - Moog City v] until done\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [platforms v]) = [15]> then\n    stop [other scripts in sprite v]\n    stop all sounds\n    start sound [Goal Cheer v]\n    forever\n        play sound [Revenge - A Minecraft Parody of Usher's DJ Got Us Fallin' In Love \(Music Video\) v] until done\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n    go to x: (0) y: (-9)\n    set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n    go to [front v] layer\n    go to x: (0) y: (0)\n    set [ghost v] effect to (100)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (25)\nset [level v] to [1]\nhide\nwait until <(level) = [10]>\nwait (5) seconds\nif <(level) = [10]> then\n    show\n    repeat until <not <(level) = [10]>>\n        repeat (20)\n            change x by (-.5)\n        end\n        repeat (20)\n            change x by (.5)\n        end\n    end\n    hide\nelse\n    stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n    hide\nend\n\n@Skip\n\nwhen flag clicked\nforever\n    if <(deaths) > [4]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (350) y: (0)\nforever\n    repeat (20)\n        change y by (.5)\n    end\n    repeat (20)\n        change y by (-.5)\n    end\nend\n\n@Minecraft Main Character2\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n    set [max slope v] to [15]\nelse\n    set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n    repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n        change y by (1)\n        change [slope v] by (1)\n    end\nend\nif <(slope) = (max slope)> then\n    change y by (() - (slope))\n    set [x speed v] to [0]\n    if <(x speed) > [0]> then\n        repeat until <not <touching (platforms v)?>>\n            change x by (-1)\n        end\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            start sound [drum v]\n            set [y speed v] to [15]\n            set [x speed v] to [-10]\n        end\n    else\n        repeat until <not <touching (platforms v)?>>\n            change x by (1)\n        end\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            start sound [drum v]\n            set [y speed v] to [15]\n            set [x speed v] to [10]\n        end\n    end\nend\nif <(touching ground) = [1]> then\n    change y by (-15)\n    if <touching (platforms v)?> then\n        repeat until <not <touching (platforms v)?>>\n            change y by (1)\n        end\n    else\n        change y by (15)\n    end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n    set [y speed v] to [0]\n    if <<(y speed) > [0]> or <(y speed) = [0]>> then\n        repeat until <not <touching (platforms v)?>>\n            change y by (-1)\n        end\n    else\n        set [touching ground v] to [1]\n        repeat until <not <touching (platforms v)?>>\n            change y by (1)\n        end\n    end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\nforever\n    switch costume to (hitbox v)\n    if <touching (sprite1 v)?> then\n        change [deaths v] by (1)\n        create clone of (_myself_ v)\n        Respawn [-200] [-130]\n        start sound [Hurt v]\n    end\n    if <(x position) > [230]> then\n        change [level v] by (1)\n        set [deaths v] to [0]\n        broadcast (Next Level v)\n        Respawn [-200] [-130]\n    end\n    change [y speed v] by (-2)\n    Change Y (y speed)\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n        set [y speed v] to [21]\n        start sound [Jump v]\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        point in direction (90)\n        change [x speed v] by (2)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        point in direction (-90)\n        change [x speed v] by (-2)\n    end\n    if <(x speed) > [8]> then\n        set [x speed v] to [8]\n    else\n        if <(x speed) < [-8]> then\n            set [x speed v] to [-8]\n        end\n    end\n    Change X (x speed)\n    if <(x speed) > [0]> then\n        change [x speed v] by (-1)\n    else\n        if <(x speed) < [0]> then\n            change [x speed v] by (1)\n        end\n    end\n    Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n    set [animator v] to [0]\n    if <(switch costume to) = [6]> then\n        set [switch costume to v] to [2]\n    else\n        change [switch costume to v] by (1)\n    end\nend\nif <(touching ground) = [1]> then\n    if <<left arrow> or <right arrow>> then\n        start sound (pick random (4) to (9))\n        switch costume to (switch costume to)\n    else\n        switch costume to (steve1 v)\n    end\nelse\n    switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n    change [ghost v] effect by (5)\n    change x by (-2)\n    go to [front v] layer\n    turn left (2) degrees\n    change y by (YV)\n    change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\n