Platformer...but it's symmetrical #all #games #trending

Instructions: -------------------------------About----------------------------------\nHello scratchers! \nSo another platformer. It's short cuz I'm working on on my fpc schedule and cloud multiplayer game :)\nbut I hope you will like it! Enjoy :D\n\nAlso thank you for all the nice comments ^^\n\nArrow keys, M to mute\n\n-------------------------------Goals----------------------------------\n

@Stage\n\nwhen flag clicked\nswitch backdrop to (pozadí1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n    play sound [yo v] until done\nend\n\nwhen flag clicked\nforever\n    set volume to (100) %\n    wait until <key (m v) pressed?>\n    wait until <not <key (m v) pressed?>>\n    set volume to (0) %\n    wait until <key (m v) pressed?>\n    wait until <not <key (m v) pressed?>>\nend\n\n@Player\n\ndefine Heyy\ngo to [front v] layer\nif <<(x position) = [259]> or <(x position) = [240]>> then\n    broadcast (next level v)\n    Start Position\nend\nif <(x position) = [-241]> then\n    set [x_vel v] to [0]\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n    if <<<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n        switch costume to (right-up v)\n    else\n        switch costume to (up v)\n    end\nelse\n    if <<<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n        switch costume to (right v)\n    else\n        switch costume to (no v)\n    end\nend\nchange [y_vel v] by (-1)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n    point in direction (90)\n    change [x_vel v] by (0.8)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n    point in direction (-90)\n    change [x_vel v] by (-0.8)\nend\nset [x_vel v] to ((x_vel) * (0.9))\nchange x by (x_vel)\nif <<touching (level v)?> or <touching (move v)?>> then\n    change y by (1)\n    if <<touching (level v)?> or <touching (move v)?>> then\n        change y by (1)\n        if <<touching (level v)?> or <touching (move v)?>> then\n            change y by (1)\n            if <<touching (level v)?> or <touching (move v)?>> then\n                change y by (1)\n                if <<touching (level v)?> or <touching (move v)?>> then\n                    change y by (1)\n                    if <<touching (level v)?> or <touching (move v)?>> then\n                        change y by (1)\n                        if <<touching (level v)?> or <touching (move v)?>> then\n                            change y by (-6)\n                            change x by ((x_vel) * (-1))\n                            if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n                                change x by (0)\n                                set [y_vel v] to [7]\n                                if <(x_vel) > [0]> then\n                                    set [x_vel v] to [-5]\n                                else\n                                    set [x_vel v] to [5]\n                                end\n                            else\n                                set [x_vel v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (y_vel)\nif <<touching (level v)?> or <touching (move v)?>> then\n    change y by ((y_vel) * (-1))\n    set [y_vel v] to [0]\nend\nchange y by (-1)\nif <<<touching (level v)?> or <touching (move v)?>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n    set [y_vel v] to [10]\nend\nif <<touching (obstacles v)?> or <touching color (#676767)?>> then\n    Start Position\nend\nif <touching (trampoline v)?> then\n    set [y_vel v] to [20]\nend\nchange y by (1)\n\ndefine Start Position\nset [y_vel v] to [0]\nset [x_vel v] to [0]\nset size to (80) %\ngo to x: (-220) y: (110)\n\nwhen flag clicked\nshow\nStart Position\nset size to (80) %\ngo to [front v] layer\nshow\nset rotation style [left-right v]\nforever\n    Heyy\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (kostým4 v)\nshow\ngo to x: (0) y: (0)\n\n@Obstacles\n\nwhen flag clicked\nshow\nswitch costume to (kostým1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\n