Scratch Platformer

Instructions: Use Left Arrow keys or Right Arrow keys to move Left and Right\nUse Up Arrow keys to jump.\n  \n@griffpatch commented :O

@Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((Speed x) / (steps))\n    Check Touching Solid\n    if <(Touching?) > [0]> then\n        Collide x - Slope or Wall\n    end\n    set [last value v] to (y position)\n    change y by ((Speed y) / (steps))\n    Check Touching Solid\n    if <(Touching?) > [0]> then\n        Collide y - Ceiling or Floor\n    end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n    set [touching? v] to [1]\nelse\n    set [touching? v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (Speed y) ) + ([abs v] of (Speed x) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <key (up arrow v) pressed?> then\n    if <<(Wall Slide) > [0]> and <(Jumping) = [0]>> then\n        start sound [Wall Jump v]\n        set [jumping v] to [1]\n        set [falling v] to [3]\n        set [wall slide v] to [0]\n        turn right (180) degrees\n        set [speed x v] to (((direction) / (90)) * (7))\n        set [long jump v] to [12]\n    end\n    if <<(Falling) < [3]> and <(Jumping) = [0]>> then\n        start sound [Jump v]\n        set [jumping v] to [1]\n        set [falling v] to [3]\n    end\n    if <<(Jumping) > [0]> and <(Jumping) < (Jump Duration)>> then\n        change [jumping v] by (1)\n        set [speed y v] to (Jump Force)\n    end\nelse\n    set [jumping v] to [0]\nend\nchange [speed y v] by (Gravity)\nif <(Wall Slide) > [0]> then\n    Check Can Wall Slide\n    if <(Speed y) < [0]> then\n        set [speed y v] to ((Speed y) * (0.6))\n    end\nend\n\ndefine Controls - Left and Right\nif <(Long Jump) > [0]> then\n    change [long jump v] by (-1)\n    stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(Key x) = [0]> then\n    if <<(Falling) > [2]> and <(Wall Slide) < [1]>> then\n        set [speed x v] to ((Speed x) * (0.98))\n        stop [this script v]\n    end\n    if <([abs v] of (Speed x) ) < [1]> then\n        set [frame v] to [0]\n        set [speed x v] to [0]\n    else\n        change [frame v] by (0.5)\n    end\nelse\n    change [speed x v] by ((Key x) * (Acceleration))\n    point in direction ((Key x) * (90))\n    change [frame v] by (1)\nend\nset [speed x v] to ((Speed x) * (Resistance))\n\ndefine Reset and Begin level\nset [invulnerable v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (Spawn Scene) Go to x: (Spawn x) y: (Spawn y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n    broadcast (Tick - First v)\n    broadcast (Tick - Platforms v)\n    broadcast (Tick - Player v)\n    broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n    Begin Scene # ((Scene #) + (1)) Go to x: [-235] y: []\nend\nif <(x position) < [-235]> then\n    Begin Scene # ((Scene #) + (-1)) Go to x: [235] y: []\nend\nif <(y position) > [180]> then\n    Begin Scene # ((Scene #) + (100)) Go to x: [] y: [-180]\nend\nif <(y position) < [-180]> then\n    Begin Scene # ((Scene #) + (-100)) Go to x: [] y: [180]\nend\nif <touching (danger v)?> then\n    broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) Go to x: (x) y: (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n    set x to (x)\nend\nif <(y) > []> then\n    set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n    Fix Collision in Direction [0]\nelse\n    Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (direction)\nset [temporary v] to (direction)\nset [distance v] to [1]\npoint in direction (direction)\nrepeat (128)\n    Check Touching Solid\n    if <(Touching?) < [1]> then\n        point in direction (Temporary)\n        stop [this script v]\n    end\n    move (Distance) steps\n    turn right (180) degrees\n    change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(Wall Slide) > [0]> then\n    switch costume to (hangon01 v)\n    stop [this script v]\nend\nif <(Falling) > [1]> then\n    if <(Speed y) > [0]> then\n        switch costume to (jump01 v)\n    else\n        switch costume to (run_j2 v)\n    end\n    stop [this script v]\nend\nif <(Frame) > [0]> then\n    switch costume to ((1) + ([floor v] of ((Frame) mod (16)) ))\nelse\n    switch costume to (hit angle 0 v)\n    repeat (5)\n        Check Touching Solid\n        if <(Touching?) < [1]> then\n            switch costume to ((costume [number v]) + (5))\n            stop [this script v]\n        end\n        next costume\n    end\n    switch costume to (stand v)\nend\n\ndefine Collide x - Slope or Wall\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(Touching?) > [0]> then\n    change y by (1)\n    Check Touching Solid\n    if <(Touching?) > [0]> then\n        change y by (-2)\n        set x to (Last Value)\n        set [speed x v] to [0]\n        stop [this script v]\n    end\n    set [speed x v] to ((Speed x) * (0.8))\nend\nset [speed x v] to ((Speed x) * (0.95))\nSlip\n\ndefine Collide y - Ceiling or Floor\nset y to (Last Value)\nif <(Speed y) > [0]> then\n    set [speed y v] to [0]\n    stop [this script v]\nend\nif <(Falling) > [0]> then\n    set [falling v] to [0]\n    Slip\nend\nset [speed y v] to ((Speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(Touching?) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (1)\n    stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(Touching?) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (-1)\n    stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(Falling) < [2]> then\n    set [wall slide v] to [0]\n    stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (Touching?)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(Lives) > [0]> then\n    Reset and Begin level\nelse\n    broadcast (Game Over v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (Platform dx)\nchange y by (Platform dy)\nCheck Touching Solid\nif <(Touching?) > [0]> then\n    Find Closest Space to x: (x position) y: (y position) Maximum [16]\n    if <(Touching?) > [0]> then\n        broadcast (Lose Life v)\n    end\nend\n\ndefine Find Closest Space to x: (x) y: (y) Maximum (maximum)\nset [temporary v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (maximum)\n    repeat (16)\n        go to x: (x) y: (y)\n        move (Distance) steps\n        Check Touching Solid\n        if <(Touching?) < [1]> then\n            point in direction (Temporary)\n            stop [this script v]\n        end\n        turn right (22.5) degrees\n    end\n    change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temporary)\nstop [this script v]\n\nwhen I receive [start game v]\nset [gravity v] to [-1.2]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-125]\nset [spawn y v] to [55]\nReset and Begin level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n    move (3) steps\n    stamp\n    move (-3) steps\n    turn right (45) degrees\nend\nclear graphic effects\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n@Platform\n\nwhen I receive [change scene v]\nswitch costume to (normal v)\ngo to [back v] layer\nhide\nif <(Scene #) = [4]> then\n    Add Door at x: [-24] y: [52] Key [Key 1]\nend\n\ndefine Animate Platform\nswitch costume to (normal v)\ngo to x: (19) y: (-47)\npoint in direction (90)\nforever\n    wait (1) seconds\n    glide (2) secs to x: (15) y: (90)\n    wait (1) seconds\n    glide (1) secs to x: (163) y: (51)\n    wait (1) seconds\n    glide (2) secs to x: (19) y: (-47)\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (Last y)> then\n    change y by (1)\nelse\n    set y to ((Last y) + (1))\nend\nif <touching (player v)?> then\n    set [platform dx v] to ((new x) - (Last x))\n    set [platform dy v] to ((new y) - (Last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nswitch costume to (normal v)\ngo to x: (102) y: (87)\npoint in direction (0)\nforever\n    wait (0.5) seconds\n    glide (0.5) secs to x: (102) y: (-25)\n    wait (1) seconds\n    glide (2) secs to x: (102) y: (87)\nend\n\ndefine Animate 3\nswitch costume to (normal v)\ngo to x: (-130) y: (-64)\npoint in direction (90)\nforever\n    wait (1) seconds\n    glide (2) secs to x: (15) y: (-64)\n    wait (1) seconds\n    glide (2) secs to x: (-130) y: (-64)\nend\n\ndefine Animate 4\nswitch costume to (wide v)\ngo to x: (-198) y: (-54)\npoint in direction (90)\nforever\n    wait (1) seconds\n    glide (5) secs to x: (219) y: (-54)\n    wait (1) seconds\n    glide (5) secs to x: (-198) y: (-54)\nend\n\ndefine Add Door at x: (x) y: (y) Key (key)\nshow\nswitch costume to (key)\ngo to x: (x) y: (y)\nforever\n    wait until <touching (player v)?>\n    if <[collected v] contains (key)?> then\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (4)\n        end\n        wait (1) seconds\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (-4)\n        end\n        start sound [Crunch v]\n    else\n        start sound [Low Squeak v]\n    end\n    wait until <not <touching (player v)?>>\nend\n\ndefine Animate (x) (y) (x2) (y2) (time)\nshow\npoint in direction (90)\ngo to x: (x) y: (y)\nforever\n    wait (0.5) seconds\n    glide (time) secs to x: (x2) y: (y2)\n    wait (0.5) seconds\n    glide (time) secs to x: (x) y: (y)\nend\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(Scene #) = (My Scene)> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n    change y by ((0.5) * ([sin v] of (Frame) ))\n    change [frame v] by (5)\nend\nset [my scene v] to []\nif < (costume [name v]) contains [Apple]?> then\n    start sound [Chomp v]\n    change [apples v] by (1)\nelse\n    if <(costume [name v]) = [Green Flag]> then\n        start sound [Wand v]\n        set [spawn scene v] to (Scene #)\n        set [spawn x v] to ([x position v] of [player v])\n        set [spawn y v] to ([y position v] of [player v])\n    else\n        start sound [Wand v]\n        add (costume [name v]) to [collected v]\n    end\nend\nrepeat (20)\n    change y by (2)\n    change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [apples v] to [0]\nset [frame v] to [0]\nhide\nPlace Collectable [Apple] at Scene [1] x: [155] y: [-25]\nPlace Collectable [Apple] at Scene [1] x: [-27] y: [43]\nPlace Collectable [Apple] at Scene [2] x: [16] y: [-65]\nPlace Collectable [Apple] at Scene [103] x: [-132] y: [48]\nPlace Collectable [Key 1] at Scene [103] x: [192] y: [4]\nPlace Collectable [Apple] at Scene [104] x: [124] y: [-150]\nPlace Collectable [Apple big] at Scene [5] x: [100] y: [-4]\nPlace Collectable [Green Flag] at Scene [2] x: [160] y: [-50]\nPlace Collectable [Green Flag] at Scene [4] x: [138] y: [57]\n\ndefine Place Collectable (collectable) at Scene (scene) x: (x) y: (y)\nset [my scene v] to (scene)\nswitch costume to (collectable)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-78)\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by ((0.2) * ((110) - (size)))\n        set [brightness v] effect to (10)\n    else\n        change size by ((0.2) * ((100) - (size)))\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n    switch costume to (red1 v)\n    set rotation style [don't rotate v]\n    Move - x\n    Move - y\n    change [frame v] by (0.33)\n    switch costume to ((1) + (([floor v] of (Frame) ) mod (4)))\n    set rotation style [left-right v]\n    if <<(Invulnerable) = [0]> and <touching (player v)?>> then\n        Touching Player\n    end\nend\n\nwhen I receive [change scene v]\nif <(Scene #) = [1]> then\n    if <([x position v] of [player v]) < [0]> then\n        Spawn Enemy [Red] at x: [209] y: [-76] Direction [-90]\n    else\n        Spawn Enemy [Red] at x: [87] y: [-76] Direction [90]\n    end\n    Spawn Enemy [Red] at x: [6] y: [34] Direction [-90]\nend\nif <(Scene #) = [4]> then\n    Spawn Enemy [Red] at x: [58] y: [23] Direction [-90]\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - y\nchange [speed y v] by (-1)\nchange y by (Speed y)\nrepeat until <not <touching (level v)?>>\n    change y by (1)\n    set [speed y v] to [0]\nend\n\ndefine Move - x\nmove (2) steps\nrepeat (4)\n    if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n        if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n            stop [this script v]\n        end\n    end\n    change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n    broadcast (Player - Bounce v)\n    start sound [Squish Pop v]\n    switch costume to (red squish v)\n    wait (0.3) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn Enemy (type) at x: (x) y: (y) Direction (direction)\ngo to x: (x) y: (y)\npoint in direction (direction)\ncreate clone of (_myself_ v)\n\n@Safe Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n