Neon - A 100% Pen Scrolling Platformer #All #Games #Tutorials

Instructions: ✦ Neon ✦\n100% Pen Platformer\n\nHow To Play:\n➜ Try And Get To The Pink Finish Line\n➜ Avoid Red. Don't Fall Either \n➜ Play in this 100% Pen Platformer\n➜ Hope You Win!!!\n\nMake Sure to ❤️ and ⭐ for more games\nAnd Follow Me\n\nInfo:\n✔ 100% PEN\n✔ Scrolling Platformer\n✔ Fun to Play\n\nCredits:\n@epicpro_36 for pen template edited a lot by me\n@quaXX for end screen text\n@Ryham301 for rest\nMusic by tobu\n\nTags: \n#All #All #All #All #All #All #All #All #All #All #All #All\n#Games #Games #Games #Games #Games #Games\n#Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art

@Stage\n\nwhen flag clicked\nforever\n    play sound [Tobu & Itro - Sunburst \[NCS Release\] v] until done\nend\n\n@Blank\n\n@PEN\n\nwhen flag clicked\nhide\nReset\nforever\n    erase all\n    Make Level\n    Render\n    update\n    Render Player at ((X) - (CamX)) ((Y) - (CamY)) size [22]\nend\n\ndefine Reset\nset [#penradius v] to [10]\nset [camy v] to (Y)\nset [camx v] to (X)\nset [collisions v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [100]\n\ndefine update\nchange [camx v] by (((X) - (CamX)) / (4.3))\nchange [camy v] by (((Y) - (CamY)) / (4.3))\nchange [sx v] by (((<<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> * (-1)) + <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>) - ((Sx) * (0.133)))\nchange [x v] by (Sx)\ncollisions\nif <(Collisions) = [1]> then\n    change [x v] by (() - (Sx))\n    set [sx v] to [0]\nend\nchange [sy v] by (-1)\nchange [y v] by (Sy)\ncollisions\nif <(Collisions) = [1]> then\n    change [y v] by (() - (Sy))\n    set [sy v] to (<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> * (15))\nend\n\ndefine Render\nset [_i v] to [0]\nrepeat ((length of [points v]) / (5))\n    pen up\n    set pen size to (#PenRadius)\n    get colour (type (item ((_i) + (5)) of [points v]) )\n    Go To ( X (item ((_i) + (1)) of [points v]) Y (item ((_i) + (2)) of [points v]) )\n    pen down\n    Go To ( X ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v])) Y (item ((_i) + (2)) of [points v]) )\n    Go To ( X ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v])) Y ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v])) )\n    Go To ( X (item ((_i) + (1)) of [points v]) Y ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v])) )\n    Go To ( X (item ((_i) + (1)) of [points v]) Y (item ((_i) + (2)) of [points v]) )\n    change [_i v] by (5)\nend\n\ndefine Make Level\ndelete all of [points v]\nAdd Cube [-240] [-180] [20] [300] type [1]\nAdd Cube [-240] [-180] [480] [80] type [1]\nAdd Cube [240] [-180] [480] [150] type [1]\nAdd Cube [240] [-180] [480] [150] type [1]\nAdd Cube [495] [-20] [100] [70] type [1]\nAdd Cube [830] [-20] [100] [70] type [1]\nAdd Cube [1050] [-20] [100] [70] type [3]\nAdd Cube [1230] [200] [300] [70] type [1]\nAdd Cube [160] [-90] [70] [20] type [2]\nAdd Cube [605] [-20] [70] [20] type [2]\nAdd Cube [1650] [280] [70] [20] type [1]\nAdd Cube [1800] [350] [70] [20] type [1]\nAdd Cube [1880] [350] [100] [20] type [2]\nAdd Cube [1990] [350] [100] [20] type [1]\nAdd Cube [2150] [250] [100] [50] type [1]\nAdd Cube [2300] [150] [100] [50] type [1]\nAdd Cube [2450] [100] [100] [50] type [3]\nAdd Cube [2600] [100] [100] [300] type [1]\nAdd Cube [2650] [410] [50] [20] type [2]\nAdd Cube [2740] [410] [40] [40] type [3]\nAdd Cube [2830] [590] [300] [40] type [1]\nAdd Cube [3140] [590] [100] [40] type [2]\nAdd Cube [3250] [590] [300] [40] type [1]\nAdd Cube [3600] [590] [40] [40] type [3]\nAdd Cube [3750] [800] [100] [40] type [1]\nAdd Cube [3700] [800] [40] [40] type [2]\nAdd Cube [3900] [800] [100] [40] type [3]\nAdd Cube [4100] [800] [40] [40] type [2]\nAdd Cube [4150] [800] [200] [40] type [1]\nAdd Cube [4360] [800] [100] [40] type [2]\nAdd Cube [4470] [800] [100] [40] type [3]\nAdd Cube [4650] [1000] [100] [40] type [3]\nAdd Cube [4800] [1100] [100] [40] type [1]\nAdd Cube [4910] [1100] [100] [40] type [2]\nAdd Cube [5020] [1100] [100] [40] type [1]\nAdd Cube [5020] [1000] [200] [40] type [1]\nAdd Cube [5000] [900] [300] [40] type [1]\nAdd Cube [5000] [800] [400] [40] type [1]\nAdd Cube [5410] [800] [100] [40] type [2]\nAdd Cube [5520] [800] [200] [40] type [1]\nAdd Cube [5520] [800] [200] [40] type [1]\nAdd Cube [5520] [800] [200] [40] type [1]\nAdd Cube [5800] [800] [200] [40] type [1]\nAdd Cube [6080] [800] [50] [40] type [2]\nAdd Cube [6140] [800] [50] [40] type [3]\nAdd Cube [6260] [900] [100] [40] type [3]\nAdd Cube [6400] [1000] [50] [40] type [2]\nAdd Cube [6460] [1000] [200] [40] type [1]\nAdd Cube [6670] [950] [50] [40] type [2]\nAdd Cube [6730] [950] [50] [40] type [4]\n\ndefine Add Cube (x) (y) (length) (height) type (type)\nadd (x) to [points v]\nadd (y) to [points v]\nadd (length) to [points v]\nadd (height) to [points v]\nadd (type) to [points v]\n\ndefine Go To ( X (x) Y (y) )\ngo to x: ((x) - (CamX)) y: ((y) - (CamY))\n\ndefine get colour (type (type) )\nif <(type) = [1]> then\n    set pen color to (#31ff42)\nend\nif <(type) = [2]> then\n    set pen color to (#ff0000)\nend\nif <(type) = [3]> then\n    set pen color to (#fff600)\nend\nif <(type) = [4]> then\n    set pen color to (#ff0094)\nend\n\ndefine collisions\nset [_i v] to [0]\nset [collisions v] to [0]\nrepeat ((length of [points v]) / (5))\n    if <((X) + ((#PlayerSize) + (#PenRadius))) > (item ((_i) + (1)) of [points v])> then\n        if <((Y) + ((#PlayerSize) + (#PenRadius))) > (item ((_i) + (2)) of [points v])> then\n            if <((X) - (#PenRadius)) < ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v]))> then\n                if <((Y) - (#PenRadius)) < ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v]))> then\n                    set [collisions v] to (item ((_i) + (5)) of [points v])\n                    if <(Collisions) = [3]> then\n                        set [sy v] to ((25) + (<key (up arrow v) pressed?> * (5)))\n                    end\n                end\n            end\n        end\n    end\n    change [_i v] by (5)\nend\nif <<(Collisions) = [2]> or <(CamY) < [-700]>> then\n    Reset\nend\nif <(Collisions) = [4]> then\n    forever\n        broadcast (message1 v)\n        stop [this script v]\n    end\nend\n\ndefine Render Player at (x) (y) size (size)\nset [#playersize v] to (size)\nset pen color to (#ffae00)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: ((x) + (size)) y: (y)\ngo to x: ((x) + (size)) y: ((y) + (size))\ngo to x: (x) y: ((y) + (size))\ngo to x: (x) y: (y)\nset [i v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\n\n@@You_Win\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat (80)\n    go [forward v] (100) layers\n    go to [front v] layer\n    switch costume to (blank v)\n    switch costume to (win screen v)\n    change [ghost v] effect by (-5)\n    change size by (((100) - (size)) / (40))\n    set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n    set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\n    go to x: (0) y: (0)\nend\n\n