Red&Blue

Instructions: New NinjaRun™ game is out!\n2ND] https://scratch.mit.edu/projects/359779227/\nV2Pin] Check this regularly for updates. ↓↓↓↓↓↓↓↓↓↓↓\n1] ↓↓↓↓↓↓↓↓↓↓↓\n10k views on NinjaRun3™ for NinjaRunMaster™!\n2] ↓↓↓↓↓↓↓↓↓↓↓\n\nNote: This is my platforming engine, I made this from scratch, and used my own.\n3] ↓↓↓↓↓↓↓↓↓↓↓\n

@Stage\n\nwhen flag clicked\nforever\n    wait (1) seconds\n    play sound [Popsicle v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\n\n@Player\n\nwhen I receive [green flag clicked v]\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-220) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n    switch costume to (hitbox v)\n    if <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n        change [speed y v] by (-1)\n    else\n        change [speed y v] by (-2)\n    end\n    change y by (speed y)\n    Touch Ground <(speed y) > [0]>\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 (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n            change [speed x v] by (-1.5)\n        end\n        if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n            change [speed x v] by (1.5)\n        end\n    end\n    if <(speed x) < [-0.5]> then\n        Walk (-90) (speed x)\n    else\n        if <(speed x) > [0.5]> then\n            Walk (90) (speed x)\n        else\n            set [frame v] to [0]\n        end\n    end\n    if <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n        if <<(jump key) = [0]> and <(falling?) < [3]>> then\n            set [speed y v] to [14]\n            set [falling? v] to [6]\n            set [jump key v] to [1]\n        end\n    else\n        set [jump key v] to [0]\n    end\n    if <(y position) < [-180]> then\n        go to x: (-200) y: (100)\n        set [speed y v] to [0]\n    end\n    if <(x position) > [220]> then\n        go to x: (-200) y: (100)\n        broadcast (Next level v)\n    end\n    if <touching (spikes v)?> then\n        go to x: (-200) y: (100)\n    end\n    Set Costume\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n    change y by (1)\n    change [slope v] by (1)\nend\nif <(slope) = [8]> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\n    if <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <([abs v] of (speed) ) > [3]>> then\n        if <(wall jump) = [0]> then\n            set [speed x v] to ((-1.2) * (speed))\n            set [speed y v] to [11]\n            set [falling? v] to [6]\n            set [wall jump v] to [15]\n        end\n    else\n        set [speed x v] to [0]\n    end\nend\nif <(speed) < [0]> then\n    change [frame v] by ((speed) / (-10))\nelse\n    change [frame v] by ((speed) / (10))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    set [speed y v] to [0]\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n    if <(frame) = [0]> then\n        switch costume to (stand v)\n    else\n        switch costume to ([floor v] of ((2) + ((frame) mod (11))) )\n    end\nelse\n    switch costume to (jump v)\nend\n\nif <(speed y) > [0]> then\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [10]>> then\n    next costume\nend\n\n@Intro\n\n\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (1) seconds\nNext\nrepeat (4)\n    wait (2) seconds\n    Next\nend\nrepeat (50)\n    change [ghost v] effect by (2)\n    broadcast (Green Flag clicked v)\nend\nhide\nbroadcast (Green Flag clicked v)\n\ndefine Next\nnext costume\n\n\n\nwait until <<(mouse x) < [-220]> and <<[-235] < (mouse x)> and <[-180] = (mouse y)>>>\nwait (0.2) seconds\n\nif <<(mouse x) < [-220]> and <<[-235] < (mouse x)> and <[-180] = (mouse y)>>> then\n\n@Spikes\n\nwhen flag clicked\nforever\n    switch costume to ([costume # v] of [ground v])\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nclear graphic effects\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nforever\n    set [ghost v] effect to (100)\nend\n\nwait (1) seconds\n\n