Rainy Day ~ A Platformer #Games #All

Instructions: HUGE Update Coming Soon!! It is going to be SUPER Insane!! :0\n\n~Instructions~\n- WASD or Arrow Keys to Move & Jump\n- Don't touch the Water\n\nALL LEVELS ARE POSSIBLE!!\n\n~ What's New? ~\n- NEW Reset Button (R)\n- 5 NEW Levels\n\n~CHAT RULES~\n- No spamming\n- No advertising\n- No hate\n- Be nice\n\nIt is pretty easy, but fun. Probably my best project. So Please Like ❤, Fav ⭐ & Follow me if you enjoyed!!\n\nEverybody asks me, "Why doesn't the rain kill you but the water does?" But it's kinda common sense. Guys, The rain doesn't kill you because it's just rain. But if you fall in the water you die cause you drown. Bam, Simple.\n\n~ Edits ~\n\n- (4/24/21) #31 ON TRENDING!!!\n\n- (4/25/21) @Coolbe22 LIKED & FAVED!! TYSM! :D\n\n❤ & ⭐ if you enjoyed, thanks. And Follow me for more!!\n\n~GOAL~\n- 10k views\n- 750 Likes\n- 500 Favs\n\nCan we get there?? (soo close)

@Stage\n\nwhen flag clicked\nforever\n    play sound [Sad Piano Music - Isolation \(Original Composition\) \(128 kbps\)3 v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n    if <key (1 v) pressed?> then\n        switch costume to (costume1 v)\n    end\n    if <key (2 v) pressed?> then\n        switch costume to (costume2 v)\n    end\n    if <key (3 v) pressed?> then\n        switch costume to (costume3 v)\n    end\n    if <key (4 v) pressed?> then\n        switch costume to (costume4 v)\n    end\n    if <key (5 v) pressed?> then\n        switch costume to (costume5 v)\n    end\n    if <key (6 v) pressed?> then\n        switch costume to (costume6 v)\n    end\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-210) y: (-80)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n    Platform [12] [-1] [0.7] [4]\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <touching (levels v)?> then\n    set [slope v] to [0]\n    repeat until <<(Slope) = [8]> or <not <touching (levels v)?>>>\n        change [slope v] by (1)\n        change y by (1)\n    end\n    if <touching (levels v)?> then\n        change y by ((Slope) * (-1))\n        repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n            if <touching (levels v)?> then\n                change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n            end\n        end\n        set [x velocity v] to [0]\n    end\nend\nchange y by (Y Velocity)\nif <touching (levels v)?> then\n    repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n        if <touching (levels v)?> then\n            change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n        end\n    end\n    if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        set [y velocity v] to (jump height)\n    else\n        set [y velocity v] to [0]\n    end\nelse\n    change [y velocity v] by (-1)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n    end\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n    end\n    if <key (a v) pressed?> then\n        point in direction (-90)\n    end\n    if <key (d v) pressed?> then\n        point in direction (90)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (checkpoint v)?> then\n        change [x v] by (1)\n        go to x: (-210) y: (-80)\n        point in direction (90)\n    end\n    if <touching (lava v)?> then\n        repeat (10)\n            change [ghost v] effect by (10)\n            change [brightness v] effect by (10)\n        end\n        go to x: (-210) y: (-80)\n        point in direction (90)\n        set [ghost v] effect to (0)\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (r v) pressed?> then\n        go to x: (-210) y: (-80)\n    end\nend\n\n@Levels\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen flag clicked\nset [x v] to [1]\nforever\n    switch costume to (X)\nend\n\n@Thumbnail\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    switch costume to (X)\nend\n\nwhen flag clicked\nforever\n    go to x: (0) y: (([cos v] of (((timer) - (3)) * (200)) ) * (5))\nend\n\n@Rain\n\nwhen flag clicked\nhide\nforever\n    broadcast (Tick v)\n    Particle X: (pick random (-241) to (241)) Y: [240]\nend\n\nwhen I receive [tick v]\nif <(isparticle) = [1]> then\n    change y by (Sy)\n    change x by (Xy)\n    change [ghost v] effect by (5)\n    change [alt v] by (1)\n    if <(alt) > [50]> then\n        delete this clone\n    end\nend\n\ndefine Particle X: (x) Y: (y)\nset [isparticle v] to [1]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [isparticle v] to [0]\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset [sy v] to [-20]\nset [xy v] to [-5]\nset [alt v] to [0]\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n    wait (pick random (1) to (4)) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (40)\nswitch costume to (pick random (1) to (4))\nshow\ngo to x: (303) y: (pick random (125) to (175))\nglide (5) secs to x: (-303) y: (y position)\ndelete this clone\n\n@Checkpoint\n\nwhen flag clicked\ngo to x: (240) y: (-110)\nset [ghost v] effect to (100)\nforever\n    switch costume to (X)\nend\n\n