♾️ Infinite | Endless platformer

Instructions: Infinite | Endless platformer\n————————————\n✅ Walljump\nIn this game you control the player, the goal is to score as many levels as possible to infinity\nControls:\nA - Left\nD - Right\n/\ - Jump\n< - Left\n> - Right\nIf the level is impossible (this happens in 0.5% of cases) click skip\n\n| OFF | The world record is reset to 0 every 72 hours |\n\nLevels in this game are created by random generation, it is important to note that not all levels are completely different. There are a trillion combinations of levels that are repeated in a completely scattered order and there are infinite ones. People who comment that there are 5 of the same recurring levels (or similar comments) in the game will be banned\n(comments will be deleted)\n\n\n\n\nView history:\n20/3/22: 125\n22/3/22: 802\n24/3/22: 1427\n8/4/22: 3358\n\n\n\n\n\n\nUpdates:\nv1.5 You have to touch the ground to start the level, world score reset due to the new difficulty level of the update itself\nv1.7 New music added\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n

@Stage\n\nwhen flag clicked\nbroadcast (NextLevel v)\nforever\n    clear graphic effects\n    play sound [Elektronomia - Collide \[NCS Release\] v] until done\n    repeat (20)\n        change [color v] effect by (5)\n    end\n    play sound [Amadeus - Future world v] until done\nend\n\nwhen flag clicked\nshow variable [score v]\nshow variable [☁ world record v]\n\nwhen flag clicked\nset [bn- v] to [gfdshhfsPNFtheytbeTaylorSwiftMarinarhdhfdxg76koluposha57hdh65535RsBoys3255223nvjasi-Xandex-8q9r32ppconsumer202053]\nwait (0.1) seconds\nforever\n    if < (bn-) contains (username)?> then\n        if <not <(username) = []>> then\n            stop all sounds\n            stop [all v]\n        end\n    end\nend\n\nwhen flag clicked\nset [☁ lastplayed: v] to [1]\n\nwhen flag clicked\nreset timer\nrepeat (1)\n    switch backdrop to (pozadina1 v)\nend\nrepeat (1)\n    switch backdrop to (pozadina1 v)\nend\nif <not <[0] < (timer)>> then\n    stop [all v]\nend\n\n@Player\n\nwhen flag clicked\nset [speed-of_falling v] to [0]\nforever\n    change y by (speed-of_falling)\n    change [speed-of_falling v] by (-1)\n    if <<touching (p1 v)?> or <<touching (p2 v)?> or <<touching (p3 v)?> or <touching (p4 v)?>>>> then\n        set [tcg v] to [0]\n        Fall <(speed-of_falling) > [0]>\n    end\nend\n\ndefine Fall <up>\nchange [falling-true v] by (1)\nrepeat until <not <<touching (p1 v)?> or <<touching (p2 v)?> or <<touching (p3 v)?> or <touching (p4 v)?>>>>>\n    if <up> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling-true v] to [0]\n    end\n    set [speed-of_falling v] to [0]\nend\n\nwhen flag clicked\nforever\n    if <(wall-jump) > [0]> then\n        change [wall-jump v] by (-1)\n    else\n        set [speed-x v] to ((speed-x) * (0.7))\n        if <key (d v) pressed?> then\n            if <(TCG) = [0]> then\n                change [speed-x v] by (1.5)\n            end\n        else\n            if <key (right arrow v) pressed?> then\n                if <(TCG) = [0]> then\n                    change [speed-x v] by (1.5)\n                end\n            else\n                if <key (a v) pressed?> then\n                    if <(TCG) = [0]> then\n                        change [speed-x v] by (-1.5)\n                    end\n                else\n                    if <key (left arrow v) pressed?> then\n                        if <(TCG) = [0]> then\n                            change [speed-x v] by (-1.5)\n                        end\n                    end\n                end\n            end\n        end\n    end\n    if <(speed-x) < [-0.5]> then\n        Walk (speed-x)\n    else\n        if <(speed-x) > [0.5]> then\n            Walk (speed-x)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (up arrow v) pressed?> then\n        if <<(jump) = [0]> and <(falling-true) < [3]>> then\n            set [speed-of_falling v] to [14]\n            set [falling-true v] to [6]\n            set [jump v] to [1]\n        else\n            set [jump v] to [0]\n        end\n    end\nend\n\ndefine Walk (x)\nchange x by (x)\nset [walls v] to [0]\nrepeat until <<(walls) = [8]> or <not <<touching (p1 v)?> or <<touching (p2 v)?> or <<touching (p3 v)?> or <touching (p4 v)?>>>>>>\n    change y by (1)\n    change [walls v] by (1)\nend\nif <(walls) = [8]> then\n    change x by ((0) - (x))\n    change y by ((0) - (walls))\n    if <<key (up arrow v) pressed?> and <([abs v] of (x) ) > [3]>> then\n        if <(wall-jump) = [0]> then\n            set [speed-x v] to ((-1.2) * (x))\n            set [speed-of_falling v] to [11]\n            set [falling-true v] to [6]\n            set [wall-jump v] to [15]\n        end\n    else\n        set [speed-x v] to [0]\n    end\nend\n\nwhen I receive [nextlevel v]\ngo to x: (-180) y: (150)\nset [tcg v] to [1]\n\nwhen flag clicked\ngo to x: (-180) y: (150)\nset [tcg v] to [1]\n\nwhen flag clicked\nforever\n    if <touching (spikes v)?> then\n        go to x: (-180) y: (150)\n        set [tcg v] to [1]\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (spikes2 v)?> then\n        go to x: (-180) y: (150)\n        set [tcg v] to [1]\n    end\nend\n\nwhen this sprite clicked\nchange [color v] effect by (25)\n\nwhen flag clicked\nforever\n    if <touching (killer v)?> then\n        go to x: (-180) y: (150)\n        set [tcg v] to [1]\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (spikes3 v)?> then\n        go to x: (-180) y: (150)\n        set [tcg v] to [1]\n    end\nend\n\nwhen flag clicked\nclear graphic effects\nshow\n\n@End\n\nwhen flag clicked\nset [score v] to [0]\nset [ghost v] effect to (100)\nforever\n    if <touching (player v)?> then\n        broadcast (NextLevel v)\n        change [score v] by (1)\n        if <(☁ World Record) < (score)> then\n            set [☁ world record v] to (score)\n        end\n    end\nend\n\n@Levels\n\nwhen flag clicked\nset [drawing_levels v] to [Infinity]\nforever\n    pen down\n    pen up\n    set [drawing_levels v] to ((5) / (2))\n    go to x: (((Drawing_levels) - ((32) * (([cos v] of (Drawing_levels) ) + (([sin v] of (Drawing_levels) ) / ((9.5) + (letter (3) of (([sin v] of (x position) ) / ((9.5) + (letter (5) of (y position)))))))))) / ((Drawing_levels) - (join (letter (1) of (Drawing_levels)) (join (letter (2) of (Drawing_levels)) (letter (3) of (Drawing_levels)))))) y: ((Drawing_levels) - ((32) * (([cos v] of (Drawing_levels) ) + (([sin v] of (Drawing_levels) ) / ((4.0) + (letter (2) of (([sin v] of (x position) ) / ((1.2) + (letter (8) of (y position))))))))))\n    erase all\nend\n\n@P1\n\nwhen I receive [nextlevel v]\ngo to x: (0) y: (pick random (-150) to (-15))\nset [color v] effect to (pick random (1) to (1000))\n\nwhen I receive [1 v]\nhide\nif <([costume # v] of [p2 v]) = [2]> then\n    go to x: (0) y: (pick random (-40) to (-15))\nend\nif <([costume # v] of [p2 v]) = [3]> then\n    go to x: (0) y: (pick random (-75) to (-15))\nend\nif <([costume # v] of [p2 v]) = [4]> then\n    go to x: (0) y: (pick random (([y position v] of [p2 v]) - (70)) to ([y position v] of [p2 v]))\nend\nif <([costume # v] of [p2 v]) = [5]> then\n    go to x: (0) y: (pick random (([y position v] of [p2 v]) - (-60)) to ([y position v] of [p2 v]))\n    if <(y position) > [0]> then\n        set y to (0)\n    end\nend\nif <([costume # v] of [p2 v]) = [1]> then\n    go to x: (0) y: (pick random (([y position v] of [p2 v]) - (80)) to ([y position v] of [p2 v]))\nend\nif <([costume # v] of [p2 v]) = [7]> then\n    go to x: (0) y: (pick random (([y position v] of [p2 v]) - (50)) to (([y position v] of [p2 v]) - (100)))\nend\nif <([costume # v] of [p2 v]) = [8]> then\n    go to x: (0) y: (pick random (([y position v] of [p2 v]) - (120)) to (([y position v] of [p2 v]) - (170)))\nend\nshow\n\nwait (0.05) seconds\n\n@P2\n\nwhen I receive [nextlevel v]\ngo to x: (114) y: (pick random (-150) to (0))\nswitch costume to (pick random (1) to (8))\nset [color v] effect to (pick random (1) to (1000))\nwait (0.05) seconds\nif <(costume [number v]) = [2]> then\n    if <([y position v] of [p1 v]) < [-40]> then\n        broadcast (1 v)\n        go to x: (114) y: (0)\n    end\n    if <(pick random (1) to (2)) = [1]> then\n        broadcast (2 v)\n    end\nend\nif <(costume [number v]) = [3]> then\n    if <([y position v] of [p1 v]) < [-75]> then\n        broadcast (1 v)\n        go to x: (114) y: (pick random (-130) to (-140))\n    end\n    if <(pick random (1) to (2)) = [1]> then\n        broadcast (2 v)\n    end\nend\nif <(costume [number v]) = [4]> then\n    if <(y position) < ([y position v] of [p1 v])> then\n        broadcast (1 v)\n    end\n    if <((y position) - ([y position v] of [p1 v])) > [130]> then\n        broadcast (1 v)\n    end\n    if <(pick random (1) to (2)) = [1]> then\n        broadcast (2 v)\n    end\nend\nif <(costume [number v]) = [5]> then\n    if <([y position v] of [p1 v]) < (y position)> then\n        broadcast (1 v)\n    end\n    if <(pick random (1) to (2)) = [1]> then\n        broadcast (2 v)\n    end\nend\nif <(costume [number v]) = [6]> then\n    if <(y position) < [-100]> then\n        set y to (-100)\n    end\n    if <(pick random (1) to (10)) < [8]> then\n        broadcast (2 v)\n    end\nend\nif <(costume [number v]) = [1]> then\n    if <(y position) < [-130]> then\n        set y to (-130)\n    end\n    if <(y position) < ([y position v] of [p1 v])> then\n        broadcast (1 v)\n    end\n    if <(pick random (1) to (10)) < [8]> then\n        broadcast (2 v)\n    end\nend\nif <(costume [number v]) = [7]> then\n    if <(y position) < ([y position v] of [p1 v])> then\n        broadcast (1 v)\n    end\n    if <((y position) - ([y position v] of [p1 v])) < [17]> then\n        broadcast (1 v)\n    end\n    if <(pick random (1) to (2)) = [1]> then\n        broadcast (2 v)\n    end\nend\nif <(costume [number v]) = [8]> then\n    go to x: (114) y: (pick random (-100) to (0))\n    if <((y position) - ([y position v] of [p1 v])) < [105]> then\n        broadcast (1 v)\n    end\n    if <(pick random (1) to (10)) < [8]> then\n        broadcast (2 v)\n    end\nend\n\n@Spikes\n\nwhen I receive [2 v]\nwait (0.05) seconds\nif <([costume # v] of [p2 v]) = [2]> then\n    show\n    go to (p2 v)\n    switch costume to (1 v)\nelse\n    if <([costume # v] of [p2 v]) = [3]> then\n        show\n        go to (p2 v)\n        switch costume to (2 v)\n    else\n        if <([costume # v] of [p2 v]) = [4]> then\n            show\n            go to (p2 v)\n            switch costume to (3 v)\n        else\n            if <([costume # v] of [p2 v]) = [5]> then\n                show\n                go to (p2 v)\n                switch costume to (4 v)\n            else\n                if <([costume # v] of [p2 v]) = [6]> then\n                    show\n                    go to (p2 v)\n                    switch costume to (5 v)\n                else\n                    if <([costume # v] of [p2 v]) = [1]> then\n                        show\n                        go to (p2 v)\n                        switch costume to (6 v)\n                    else\n                        if <([costume # v] of [p2 v]) = [7]> then\n                            show\n                            go to (p2 v)\n                            switch costume to (7 v)\n                        else\n                            if <([costume # v] of [p2 v]) = [8]> then\n                                show\n                                go to (p2 v)\n                                switch costume to (8 v)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlevel v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\n\n@P3\n\nwhen I receive [nextlevel v]\nswitch costume to (pick random (1) to (8))\nset [color v] effect to (pick random (1) to (1000))\nif <(pick random (1) to (2)) = [1]> then\n    broadcast (3 v)\nend\n\nwhen flag clicked\ngo to x: (228) y: (0)\n\n@Spikes2\n\nwhen I receive [3 v]\nwait (0.05) seconds\nshow\nif <([costume # v] of [p3 v]) = [1]> then\n    switch costume to (1 v)\n    go to (p3 v)\nelse\n    if <([costume # v] of [p3 v]) = [2]> then\n        switch costume to (2 v)\n        go to (p3 v)\n    else\n        if <([costume # v] of [p3 v]) = [3]> then\n            switch costume to (3 v)\n            go to (p3 v)\n        else\n            if <([costume # v] of [p3 v]) = [4]> then\n                switch costume to (4 v)\n                go to (p3 v)\n            else\n                if <([costume # v] of [p3 v]) = [5]> then\n                    switch costume to (5 v)\n                    go to (p3 v)\n                else\n                    if <([costume # v] of [p3 v]) = [6]> then\n                        switch costume to (6 v)\n                        go to (p3 v)\n                    else\n                        if <([costume # v] of [p3 v]) = [7]> then\n                            switch costume to (7 v)\n                            go to (p3 v)\n                        else\n                            if <([costume # v] of [p3 v]) = [8]> then\n                                switch costume to (8 v)\n                                go to (p3 v)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [nextlevel v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\n\n@P4\n\nwhen flag clicked\ngo to x: (347) y: (0)\n\nwhen I receive [nextlevel v]\nswitch costume to (pick random (1) to (8))\nset [color v] effect to (pick random (1) to (1000))\ngo to x: (347) y: (pick random (-30) to (0))\nif <(pick random (1) to (2)) = [1]> then\n    broadcast (4 v)\nend\n\n@Spikes3\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [4 v]\nwait (0.05) seconds\nshow\nif <([costume # v] of [p4 v]) = [1]> then\n    switch costume to (1 v)\n    go to (p4 v)\nelse\n    if <([costume # v] of [p4 v]) = [2]> then\n        switch costume to (2 v)\n        go to (p4 v)\n    else\n        if <([costume # v] of [p4 v]) = [3]> then\n            switch costume to (3 v)\n            go to (p4 v)\n        else\n            if <([costume # v] of [p4 v]) = [4]> then\n                switch costume to (4 v)\n                go to (p4 v)\n            else\n                if <([costume # v] of [p4 v]) = [5]> then\n                    switch costume to (5 v)\n                    go to (p4 v)\n                else\n                    if <([costume # v] of [p4 v]) = [6]> then\n                        switch costume to (6 v)\n                        go to (p4 v)\n                    else\n                        if <([costume # v] of [p4 v]) = [7]> then\n                            switch costume to (7 v)\n                            go to (p4 v)\n                        else\n                            if <([costume # v] of [p4 v]) = [8]> then\n                                switch costume to (8 v)\n                                go to (p4 v)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\ngo to (p4 v)\n\nwhen I receive [nextlevel v]\nhide\n\n@Skip\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (NextLevel v)\n\n@Title\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\nend\n\nforever\n    set [ghost v] effect to (0)\n    go to [front v] layer\n    hide variable [score v]\n    hide variable [☁ world record v]\nend\n\n@Killer\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@WorldRecord\n\nwhen flag clicked\n\nif <(current [dayofweek v]) = (☁ Resetting)> then\n    if <(current [dayofweek v]) = [5]> then\n        set [☁ resetting v] to [1]\n    else\n        if <(current [dayofweek v]) = [6]> then\n            set [☁ resetting v] to [2]\n        else\n            if <(current [dayofweek v]) = [7]> then\n                set [☁ resetting v] to [3]\n            else\n                set [☁ resetting v] to ((current [dayofweek v]) + (3))\n            end\n        end\n    end\n    set [☁ world record v] to [0]\nend\n\n@---\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [bn- v] to [gfdshhfsPNFtheytbeTaylorSwiftMarinarhdhfdxg76koluposha57hdh65535RsBoys3255223nvjasi-Xandex-8q9r32ppconsumer202053]\nwait (0.1) seconds\nforever\n    if < (bn-) contains (username)?> then\n        if <not <(username) = []>> then\n            hide variable [☁ world record v]\n            hide variable [score v]\n            stop all sounds\n            go to [front v] layer\n            show\n            stop [all v]\n        end\n    else\n        go to [front v] layer\n        hide\n    end\nend\n\nif <<not < (bn-) contains (username)?>> and <not <(username) = []>>> then\n\nif << (bn-) contains (username)?> and <not <(username) = []>>> then\n\nwhen flag clicked\nforever\n    set [ip v] to [Zaxuh-Veen7207-KizuanoYT-Zebu4466-Ducky1111- iCodecoder123-Sarahzilla24-MK_011-tablet100-154tony-Taro_kVala-daisypolk-Wilchimp-octoguy2-Mr_Meow_III-darrenlotw-Phantom3872-HelloItzMilkie-GlompyOmega-blueapple21-happypillow34-everettmouse-Berrypancakes-lovehamster524-JADONJD-NyanCatLover-_--redlev-CoolPoolBoyw-Mrigaj0612-russel18-sherlyaaa-SORRY009-sussy-amoga-5122011-books6432-2]\nend\n\n@IP\n\nwhen flag clicked\nhide variable [ip v]\nif << (IP) contains (username)?> and <not <(username) = []>>> then\n    show\nelse\n    hide\nend\nswitch costume to (7 v)\nforever\n    repeat (50)\n        change [ghost v] effect by (1)\n    end\n    repeat (50)\n        change [ghost v] effect by (-1)\n    end\n    clear graphic effects\nend\n\nwhen flag clicked\nset [ip v] to [Zaxuh-Veen7207-KizuanoYT-Zebu4466-Ducky1111- iCodecoder123-Sarahzilla24-MK_011-tablet100-154tony-Taro_kVala-daisypolk-Wilchimp-octoguy2-Mr_Meow_III-darrenlotw-Phantom3872-HelloItzMilkie-GlompyOmega-blueapple21-happypillow34-everettmouse-Berrypancakes-lovehamster524-JADONJD-NyanCatLover-_--redlev-CoolPoolBoyw-Mrigaj0612-russel18-sherlyaaa-SORRY009-sussy-amoga-5122011-books6432-2]\n\n