Dienex a Platformer

Instructions: MORE PPL WHO BEAT IT(cause i cant add anything more to notes and credits, also scroll more down for instructions) ADVERTISING IS FINE; so is f4f\n(Guys imma stop adding names after 300 ppl so yeah sry)\n\n201. @GamerKid2298\n202. @kikidoulovee\n203. @iiyourboiBenhur\n204. @pgu2009\n205. @wowoowwoowwoow\n206. @Filipp_K\n207. @-ShatterqDiamonds-\n208. @AcydBurn17\n209. @destoryer12340y\n210. @GameBoy459203\n211. @Terrarian_Cultist\n212. @xScratcher_Pro\n213. @Gamer_Apollo\n214. @JarrettTheCarrot09\n215. @xdrocketleaguepro37\n216. @mw_mackey21\n217. @BloxyColadrink\n218. @kIrByFoLiFe\n219. @Marioloverfan\n220. @catmaster456\n221. @yaman2100\n222. @vibhavgs\n223. @Benjamin_Harmel\n224. @hilobot1234\n225. @typicalaj\n226. @Gayanindu_P\n227. @27LSTTIGER\n228. @The_Sound_Legend\n229. @PaintingRainbowssss\n230. @christian9093\n231. @ALZ11263\n232. @Gameguy1210\n233. @jonguywillmakeujondi\n234. @cs3856573\n235. @jimlia2021\n236. @batmankid45\n237. @29milesy\n238. @Yellowapplenet\n239. @8Nibbler_Tutorial\n240. @kanyewestsample\n241. @SillettaPoisonDragon\n242. @Ak_Four7Coding\n243. @Shadow-spy\n244. @tiko_fortnitegamer\n245. @Therealboi26\n256. @DRAGONMASTER24wns\n257. @DhyeyGandhi\n258. @2020tho021\n259. @Treeko-5453\n260. @megagladiator\n261. @feet101\n262. @I_c_y_creeper_101\n263. @Models_The_Mod\n264. @Just_Falcon\n265. @4806819107\n266. @Nukes_Officianato\n267. @spidertuffee\n268. @scratch50226\n269. @pizzaoflife\n270. @MrsKittyGirl123\n271. @lubieplackitadeusz\n272. @WolfRider48\n273. @Argo2461\n274. @logoonthego\n275. @dragonruler825\n\n\n\n\n\n\nUse arrow keys to move around and jump.\n\nDo not touch red, it will kill you.\n\nPress r to restart the level.\n\nThis is my first platformer and I'm currently trying to make it popular. You can help me by leaving a like and a fav! Thank you!\nIf there is a level that you raged on, write it down in the description below.\nIf you beat it, write that you did in the comments and I will put your name in the Notes and Credits/Instructions section.\nAlso, there are ten levels in total so don't get bored.\nThis platformer's theme is fortnite battle royale season 9.\n

@Stage\n\nwhen flag clicked\nforever\n    play sound [Vexento - Happy Robot v] until done\nend\n\n@player\n\nwhen I start as a clone\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (-1)\nend\ndelete this clone\n\nwhen I receive [restart v]\nset [mode v] to [n]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (x spawn) y: (y spawn)\n\nstart sound [Crunch v]\n\nwhen flag clicked\nbroadcast (BEGIN NOW v)\n\nhide\n\ndefine run engine\nchange [y v] by (-0.5)\nif < or <key (a v) pressed?>> then\n    switch costume to (left v)\n    change [x v] by (-.6)\nend\nif < or <key (d v) pressed?>> then\n    switch costume to (right v)\n    change [x v] by (.6)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n    change y by (1)\n    if <touching (ground v)?> then\n        change y by (1)\n        if <touching (ground v)?> then\n            change y by (1)\n            if <touching (ground v)?> then\n                change y by (1)\n                if <touching (ground v)?> then\n                    change y by (1)\n                    if <touching (ground v)?> then\n                        change y by (1)\n                        if <touching (ground v)?> then\n                            change y by (-6)\n                            change x by ((x) * (-1))\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                set [y v] to [7]\n                                if <(x) > [0]> then\n                                    set [x v] to [-10]\n                                else\n                                    set [x v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (y)\nif <touching (ground v)?> then\n    change y by ((y) * (-1))\n    set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or < or <<touching (ground v)?> and <key (w v) pressed?>>>> then\n    switch costume to (up v)\n    set [y v] to [9]\nend\nchange y by (0.5)\nif <<touching (moving spikes v)?> or <<touching (saw v)?> or <touching (moving spikes v)?>>> then\n    broadcast (Restart v)\nend\nif <(x position) > [233]> then\n    broadcast (next v)\n    change [level v] by (1)\n    go to x: (x spawn) y: (y spawn)\n    set [x v] to [0]\n    set [y v] to [0]\nend\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [n]\n\npoint in direction (90)\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [begin now v]\nclear graphic effects\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [0]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nrepeat until <(stop) = [t]>\n    run engine\nend\n\nforever\nend\n\nset [color v] effect to (50)\n\nswitch backdrop to (backdrop3 v)\n\nset rotation style [all around v]\n\nset [brightness v] effect to (-7)\n\nset [moving_? v] to [y]\n\nwhen flag clicked\nforever\n    switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n    if <<<key (left arrow v) pressed?> or <<<key (right arrow v) pressed?> or > or <key (d v) pressed?>>> or <key (a v) pressed?>> then\n        set [moving_? v] to [y]\n    else\n        set [moving_? v] to [n]\n    end\nend\n\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<touching (ground v)?> and <key (w v) pressed?>>> then\n    set [moving_? v] to [up]\nend\n\n\n\nif <(MOVING_?) = [u]> then\n    switch costume to (up v)\nend\n\nif <(y position) > [-60]> then\n    set [moving_? v] to [u]\nelse\n    set [moving_? v] to [n]\nend\n\nrepeat until <(costume [number v]) = [6]>\n\nset [moving_? v] to [n]\n\nif <(MOVING_?) = [y]> then\n    wait (.01) seconds\n    next costume\nelse\n    switch costume to (1 v)\nend\n\ncreate clone of (_myself_ v)\n\nforever\n    if <(MOVING_?) = [y]> then\n        wait (.01) seconds\n        next costume\n    else\n        switch costume to (1 v)\n    end\nend\n\nswitch costume to (up v)\n\nwhen flag clicked\nforever\n    if <not <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or >>>>>> then\n        switch costume to (center v)\n    end\nend\n\nset [brightness v] effect to (-9)\n\nset rotation style [left-right v]\n\nset [brightness v] effect to (-7)\nrepeat (10)\n    change y by (6)\n    change [ghost v] effect by (10)\nend\nset [brightness v] effect to (-7)\nrepeat (10)\n    change y by (-1)\n    change [ghost v] effect by (-10)\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n    set [playerx v] to (x position)\nend\n\nif <(level) = [14]> then\n\nwhen flag clicked\n\nset [mode v] to [n]\nforever\n    if <(y position) > [-70]> then\n        set [mode v] to [y]\n    else\n        set [mode v] to [n]\n    end\nend\n\nset [mode v] to [n]\n\nset [mode v] to [n]\n\nset [mode v] to [u]\n\nset [mode v] to [l]\n\nset [mode v] to [r]\n\nwhen flag clicked\nset [stop v] to [f]\nforever\n    if <(level) = [9]> then\n        set [stop v] to [t]\n        hide\n    end\nend\n\nif <(mode) = [y]> then\n    repeat (5)\n        change size by (2)\n    end\n    wait until <not <(mode) = [y]>>\nelse\n    repeat until <(size) = [90]>\n        change size by (-1)\n    end\n    repeat (5)\n        change size by (2)\n    end\n    wait until <not <(mode) = [n]>>\nend\n\nstart sound [Jump v]\n\nif  then\nelse\n    set [mode v] to [n]\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n    switch costume to (level)\nend\n\n@moving spikes\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n    switch costume to (level)\nend\n\nwhen flag clicked\nforever\n    glide (.3) secs to x: (0) y: (15)\n    glide (.3) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nforever\n    point in direction ((([cos v] of (((timer) - (2)) * (200)) ) * (10)) + (90))\nend\n\n@saw\n\nwhen flag clicked\nforever\n    turn right (4) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (-130)\nset size to (65) %\nset [brightness v] effect to (0)\nforever\n    if <<(level) = [2]> or > then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    repeat (11)\n        change y by (1)\n    end\n    repeat (11)\n        change y by (-1)\n    end\nend\n\ngo to [back v] layer\n\n@thumb\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@decor\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n    switch costume to (level)\nend\n\ngo to [back v] layer\n\nwhen I receive [next v]\n\n@timer\n\nwhen flag clicked\nswitch costume to (back v)\ngo to x: (0) y: (0)\nset [time v] to [0]\nhide variable [time v]\nhide\nforever\n    if <(level) = [9]> then\n        show\n        show variable [time v]\n    else\n        hide\n        hide variable [time v]\n        change [time v] by (1)\n        wait (1) seconds\n    end\nend\n\nwait until <(level) = [9]>\n\nrepeat until <(stop) = [t]>\n\n