Colourless - a platformer #games #all

Instructions: Colourless\n=============================================\n@fastteddy654 gave me the idea of making a colourless game for the scratch design studio.\nAlso I made a 'comment platformers' project so that for once the commenters have a chance to shine.\n#10 on trending! Thanks!\nCredits:\n=============================================\n@Blakonight for coding, level ideas and all art.\n@UltraProgrammer for engine + assets.\nThe full on COLOURLESS trend.\nCoolText.com\nNew Game!\nhttps://scratch.mit.edu/projects/534725740\n@Dexterific17 commented!\n@KilluaXlikesGon commented!\n\n#Blakonight #colourless #contest #Neon #platformer\n#cool #competition #art  #music #marshmello #a #b #c #d #e #f #g #h #h #i #j #k #l #m #n #o #p #q #r #s #t #u #v #w #x #y #z #berricake #sterlon #cutepiranha #potatoanimator #scratch #everything #studio #cutepiranha #fastteddy654 #timmccool #scratch #scratchcat #ceebee #lava #neonworld #neonworld2 #inferno #roblox #fortnite #1 #2 #3 #4 #5 #6 #7 #8 #9 #10\n#contest #game #games #art #all #beanos #nyancat #bingus #rickastley #troll #animations #colorless \n#grubhub #whyareyoulookingatthesetags #popular #trending #amazing #advertising #advertisement #stopadvertising #stopasianhate #blacklivesmatter #platformer #chewymint #noncheeseball2 #blob #ninja #dragonballz #underrated #anything #everything #backdrop #sprite #request #trend #oof

@Stage\n\nwhen flag clicked\nforever\n    play sound [yt1scom-After-You-Original-Mix-v v] until done\nend\n\nplay sound [yt1scom-allem-iversom-habits-v72 v] until done\n\n@Sprite1\n\n@Player\n\nwhen flag clicked\nforever\n    if <key (r v) pressed?> then\n        wait until <not <key (r v) pressed?>>\n        broadcast (Restart v)\n        go to x: (-190) y: (0)\n        set [playerx v] to [0]\n        set [playery v] to [0]\n    end\nend\n\ndefine Player Physics\ngo to [front v] layer\ngo [backward v] (9) layers\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n    change [playerx v] by (1.5)\n    switch costume to (player - right v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n    change [playerx v] by (-1.5)\n    switch costume to (player - left v)\nend\nif <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n    switch costume to (player - upright v)\nend\nif <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n    switch costume to (player - upleft v)\nend\nif <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n    switch costume to (player - normal v)\nend\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n    switch costume to (player - bent v)\nend\nchange x by (PlayerX)\nif <touching (platforms v)?> then\n    change x by ((PlayerX) * (-1))\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n        if <(PlayerX) > [0]> then\n            set [playerx v] to [-15]\n            set [playery v] to [10]\n        else\n            set [playerx v] to [15]\n            set [playery v] to [10]\n        end\n    else\n        set [playerx v] to [0]\n    end\nelse\n    set [playerx v] to ((PlayerX) * (0.8))\nend\nchange y by (PlayerY)\nif <touching (platforms v)?> then\n    change y by ((PlayerY) * (-1))\n    set [playery v] to [0]\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n        switch costume to (player - up v)\n        if <(Jumping?) = [yes]> then\n            set [playery v] to [12]\n            set [jumping? v] to [no]\n        end\n    end\nelse\n    change [playery v] by (-1)\n    set [jumping? v] to [yes]\nend\nif <(x position) > [239]> then\n    change [level v] by (1)\n    go to x: (-190) y: (20)\n    broadcast (Restart v)\n    set [playerx v] to [0]\n    set [playery v] to [0]\nend\nif <touching (bouncy v)?> then\n    if <(Jumping?) = [yes]> then\n        set [playery v] to [16]\n        set [jumping? v] to [no]\n    end\nend\nif <<touching (movingspikes v)?> or <<<<touching (danger v)?> or <(y position) < [-178]>> or <<touching (saws v)?> or <touching (lava v)?>>> or <touching (movingsaws v)?>>> then\n    go to x: (-190) y: (50)\n    set [playerx v] to [0]\n    set [playery v] to [0]\n    change [death v] by (1)\nend\n\nwhen I receive [-intro done  v]\n\nwhen flag clicked\nhide\nset [level v] to [1]\nset [death v] to [0]\nset [signal v] to [disactivated]\nhide variable [death v]\nshow\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [playerx v] to [0]\nset [playery v] to [0]\nforever\n    Player Physics\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@Platforms\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\n\nforever\n    change [color v] effect by (0.1)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n    reset timer\nend\n\nwhen [timer v] > (0.0001)\ngo to [front v] layer\nshow\n\n@Saws\n\ndefine New Saw at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n    turn right (5) degrees\nend\n\nwhen I receive [restart v]\nwait (0.01) seconds\nset size to (150) %\nhide\n\nif <(Level) = [2]> then\n    New Saw at [-80] [-90]\nend\nif <(Level) = [3]> then\n    New Saw at [-54] [77]\nend\nif <(Level) = [4]> then\n    New Saw at [-23] [-85]\n    New Saw at [75] [-91]\nend\nif <(Level) = [5]> then\n    New Saw at [-110] [-91]\n    New Saw at [184] [38]\nend\nif <(Level) = [6]> then\n    New Saw at [2] [3]\n    New Saw at [51] [22]\n    New Saw at [111] [149]\nend\nif <(Level) = [7]> then\n\nwhen I receive [restart v]\ndelete this clone\n\n@MovingSaws\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Clone ID) = [1]> then\n    set size to (150) %\n    go to x: (-80) y: (-90)\n    wait (1) seconds\n    forever\n        glide (1) secs to x: (-80) y: (-170)\n        glide (1) secs to x: (30) y: (-170)\n        glide (1) secs to x: (30) y: (-90)\n        wait (1) seconds\n        glide (1) secs to x: (30) y: (-170)\n        glide (1) secs to x: (-80) y: (-170)\n        glide (1) secs to x: (-80) y: (-90)\n        wait (1) seconds\n    end\nend\n\nwhen I receive [restart v]\nwait (0.01) seconds\nset size to (100) %\nhide\nif <(Level) = [2]> then\n    Spawn Saw [1]\nend\nif <(Level) = [3]> then\n    Spawn Saw [2]\nend\nif <(Level) = [4]> then\n    Spawn Saw [3]\n    Spawn Saw [4]\n    Spawn Saw [5]\nend\nif <(Level) = [5]> then\n    Spawn Saw [6]\nend\nif <(Level) = [6]> then\nif <(Level) = [7]> then\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Spawn Saw (saw number)\nset [clone id v] to (saw number)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n    turn right (5) degrees\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n    set size to (150) %\n    go to x: (-100) y: (90)\n    forever\n        glide (2.5) secs to x: (-100) y: (-30)\n        glide (2.5) secs to x: (-100) y: (90)\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n    set size to (100) %\n    go to x: (-50) y: (-150)\n    forever\n        glide (0.5) secs to x: (-50) y: (-100)\n        wait (2) seconds\n        glide (0.5) secs to x: (-50) y: (-150)\n        wait (2) seconds\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n    set size to (100) %\n    go to x: (100) y: (-150)\n    wait (2.5) seconds\n    forever\n        glide (0.5) secs to x: (100) y: (-100)\n        wait (2) seconds\n        glide (0.5) secs to x: (100) y: (-150)\n        wait (2) seconds\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n    set size to (100) %\n    go to x: (230) y: (-150)\n    forever\n        glide (0.5) secs to x: (230) y: (-100)\n        wait (2) seconds\n        glide (0.5) secs to x: (230) y: (-150)\n        wait (2) seconds\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n    set size to (100) %\n    go to x: (45) y: (-80)\n    forever\n        glide (1) secs to x: (45) y: (-40)\n        wait (1) seconds\n        glide (1) secs to x: (45) y: (-80)\n        wait (1) seconds\n    end\nend\n\n@Art\n\nwhen flag clicked\nforever\n    show\n    go to [back v] layer\n    switch costume to (Level)\n    set [ghost v] effect to (50)\nend\n\n@Text\n\nwhen flag clicked\nshow\nforever\n    switch costume to (Level)\n    set [ghost v] effect to (50)\nend\n\n@MovingSpikes\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Clone ID) = [1]> then\n    go to x: (120) y: (-80)\n    forever\n        glide (0.5) secs to x: (210) y: (-80)\n        glide (0.5) secs to x: (120) y: (-80)\n    end\nend\n\nwhen I receive [restart v]\nwait (0.01) seconds\nset size to (100) %\nhide\nif <(Level) = [2]> then\n    Spawn Spike [1]\n    Spawn Spike [2]\nend\nif <(Level) = [3]> then\nif <(Level) = [4]> then\nif <(Level) = [5]> then\nif <(Level) = [6]> then\n    Spawn Spike [3]\n    Spawn Spike [4]\n    Spawn Spike [5]\nend\nif <(Level) = [7]> then\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Spawn Spike (spike number)\nset [clone id v] to (spike number)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Clone ID) = [2]> then\n    go to x: (-25) y: (20)\n    forever\n        wait (1) seconds\n        glide (0.5) secs to x: (-25) y: (-45)\n        wait (2) seconds\n        glide (0.5) secs to x: (-25) y: (20)\n    end\nend\n\nforever\n    turn right (5) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Clone ID) = [3]> then\n    go to x: (-90) y: (10)\n    forever\n        glide (0.5) secs to x: (-90) y: (85)\n        wait (1) seconds\n        glide (0.5) secs to x: (-90) y: (10)\n        wait (1) seconds\n    end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Clone ID) = [4]> then\n    go to x: (75) y: (10)\n    wait (1.5) seconds\n    forever\n        glide (0.5) secs to x: (75) y: (85)\n        wait (1) seconds\n        glide (0.5) secs to x: (75) y: (10)\n        wait (1) seconds\n    end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Clone ID) = [5]> then\n    go to x: (235) y: (10)\n    forever\n        glide (0.5) secs to x: (235) y: (85)\n        wait (1) seconds\n        glide (0.5) secs to x: (235) y: (10)\n        wait (1) seconds\n    end\nend\n\n@Danger\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n    switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    repeat (30)\n        change y by (-0.4)\n    end\n    repeat (30)\n        change y by (0.4)\n    end\nend\n\n@Bouncy\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n    if <(Level) = [7]> then\n        go to x: (-65) y: (-10)\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        repeat (7)\n            next costume\n        end\n    end\nend\n\nwhen I receive [end v]\nhide\n\n