GPT007/Scratch-platformers-10k huggingface dataset:
Youtube Platformer

Instructions: INSTRUCTIONS\n\nArrow keys to move\nS to skip a level\nR to restart

@Stage\n\n@Sprite1\n\nwhen I receive [next level v]\ngo to x: (-196) y: (-17)\n\nwhen flag clicked\nhide\nwait (1.5) seconds\ngo to x: (-196) y: (-17)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n    change [y v] by (-1)\n    if <key (left arrow v) pressed?> then\n        change [x v] by (-1)\n    end\n    if <key (right arrow v) pressed?> then\n        change [x v] by (1)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <touching color (#750000)?> then\n        change y by (1)\n    end\n    if <touching color (#750000)?> then\n        change y by (1)\n    end\n    if <touching color (#750000)?> then\n        change y by (1)\n    end\n    if <touching color (#750000)?> then\n        change y by (1)\n    end\n    if <touching color (#750000)?> then\n        change y by (-4)\n        change x by ((x) * (-1))\n        if <key (up arrow v) pressed?> then\n            set [y v] to [15]\n            if <([abs v] of (x) ) = (x)> then\n                set [x v] to [-10]\n            else\n                set [x v] to [10]\n            end\n        else\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <touching color (#750000)?> then\n        change y by ((y) - ((y) * (2)))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <<key (up arrow v) pressed?> and <touching color (#750000)?>> then\n        set [y v] to [15]\n    end\n    change y by (1)\n    if <touching color (#ff9b9b)?> then\n        go to x: (-196) y: (-17)\n    end\n    if <<(x position) = [240]> or <(x position) > [240]>> then\n        broadcast (next level v)\n    end\nend\n\nwhen [s v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen flag clicked\nforever\n    play sound [Flying by Bubblebee3 v] until done\nend\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\nwhen [s v] key pressed\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n
Llama Platformer

Instructions: INSTRUCTIONS \n\nArrow keys to move\nR to restart level\nS to skip level

@Stage\n\n@Sprite1\n\nwhen I receive [next level v]\ngo to x: (-196) y: (-17)\n\nwhen flag clicked\nhide\nwait (1.5) seconds\ngo to x: (-196) y: (-17)\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n    change [y v] by (-1)\n    if <key (left arrow v) pressed?> then\n        change [x v] by (-1)\n    end\n    if <key (right arrow v) pressed?> then\n        change [x v] by (1)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <touching color (#554831)?> then\n        change y by (1)\n    end\n    if <touching color (#554831)?> then\n        change y by (1)\n    end\n    if <touching color (#554831)?> then\n        change y by (1)\n    end\n    if <touching color (#554831)?> then\n        change y by (1)\n    end\n    if <touching color (#554831)?> then\n        change y by (-4)\n        change x by ((x) * (-1))\n        if <key (up arrow v) pressed?> then\n            set [y v] to [15]\n            if <([abs v] of (x) ) = (x)> then\n                set [x v] to [-10]\n            else\n                set [x v] to [10]\n            end\n        else\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <touching color (#554831)?> then\n        change y by ((y) - ((y) * (2)))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <<key (up arrow v) pressed?> and <touching color (#554831)?>> then\n        set [y v] to [15]\n    end\n    change y by (1)\n    if <touching color (#ffaaaa)?> then\n        go to x: (-196) y: (-17)\n    end\n    if <<(x position) = [240]> or <(x position) > [240]>> then\n        broadcast (next level v)\n    end\nend\n\nwhen [s v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-17)\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\nwhen [s v] key pressed\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    play sound [Climax by bubblebee3 v] until done\nend\n\n
Normal II A platformer


@Stage\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nset [level v] to [1]\nshow\nPlace Player: [-162] [-119] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n    Gravity, Platform Detection, Physics....\nend\n\ndefine Gravity, Platform Detection, Physics....\nforever\n    change [y v] by (-1)\n    if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n        change [x v] by (-1)\n    end\n    if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n        change [x v] by (1)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <touching (level v)?> then\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by (-4)\n        change x by ((x) * (-1))\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n            set [y v] to [17]\n            if <(x) > [0]> then\n                set [x v] to [-10]\n            else\n                set [x v] to [10]\n            end\n        else\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <touching (level v)?> then\n        change y by ((y) - ((y) * (2)))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n        set [y v] to [15]\n    end\n    change y by (1)\n    if <<<touching (obstacles v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n        Place Player: [-162] [-119] Set Size To: [40]\n    end\n    if <(x position) > [230]> then\n        change [level v] by (1)\n        Place Player: [-162] [-119] Set Size To: [40]\n    end\n    if <touching color (#fff27b)?> then\n        set [y v] to [20]\n    end\nend\n\n@Obstacles\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\n@Level\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n
Coffin Dance Platformer

Instructions: Arrow keys to move.\nAvoid coffins.\nHave fuuuuuuuuuuuuuun

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen stage clicked\nnext backdrop\n\nwhen flag clicked\nplay sound [Astronomia \(Coffin Dance synthwaveretro 80s remix\) v] until done\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop2 v)\ngo to x: (-204) y: (115)\nset [xv v] to [0]\nset [falling? v] to [0]\nset [yv v] to [0]\nset size to (33) %\nforever\n    Physics\nend\n\ndefine Physics\nchange [yv v] by (-1)\nchange y by (Yv)\nchange [falling? v] by (1)\nTouch Ground <(Yv) > [0]>\nif <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n    set [yv v] to [11]\nend\nif <key (left arrow v) pressed?> then\n    change [xv v] by (-1.5)\nend\nif <key (right arrow v) pressed?> then\n    change [xv v] by (1.5)\nend\nset [xv v] to ((Xv) * (0.85))\nchange x by (Xv)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#000000)?>>>\n    change y by (1)\n    change [slope v] by (1)\nend\nif <(slope) = [8]> then\n    change x by ((Xv) * (-1))\n    change y by ((slope) * (-1))\n    if <key (up arrow v) pressed?> then\n        if <(Xv) > [0]> then\n            set [xv v] to ((-15) * (0.8))\n        else\n            set [xv v] to ((15) * (0.8))\n        end\n        set [yv v] to ((15) * (0.8))\n    end\nend\nif <touching color (#7fffff)?> then\n    if <key (up arrow v) pressed?> then\n        set [yv v] to [7]\n    else\n        set [yv v] to [-1.5]\n    end\nend\nif <touching color (#ca00ff)?> then\n    set [yv v] to [20]\nend\nif <touching color (#b3a848)?> then\n    go to x: (-204) y: (115)\nend\nif <(x position) > [238]> then\n    go to x: (-204) y: (115)\n    switch backdrop to (next backdrop v)\nend\n\ndefine Touch Ground <up?>\nrepeat until <not <touching color (#000000)?>>\n    if <up?> then\n        change y by (-1)\n    else\n        set [falling? v] to [0]\n        change y by (1)\n    end\n    set [yv v] to [0]\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n
Google Platformer 

Instructions: INSTRUCTIONS\n\nArrow keys to move\nS to skip a level\nR to restart

@Stage\n\n@Sprite1\n\nwhen I receive [next level v]\ngo to x: (-196) y: (-17)\n\nwhen flag clicked\nhide\nwait (1.5) seconds\ngo to x: (-196) y: (-17)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n    change [y v] by (-1)\n    if <key (left arrow v) pressed?> then\n        change [x v] by (-1)\n    end\n    if <key (right arrow v) pressed?> then\n        change [x v] by (1)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <touching color (#000000)?> then\n        change y by (1)\n    end\n    if <touching color (#000000)?> then\n        change y by (1)\n    end\n    if <touching color (#000000)?> then\n        change y by (1)\n    end\n    if <touching color (#000000)?> then\n        change y by (1)\n    end\n    if <touching color (#000000)?> then\n        change y by (-4)\n        change x by ((x) * (-1))\n        if <key (up arrow v) pressed?> then\n            set [y v] to [15]\n            if <([abs v] of (x) ) = (x)> then\n                set [x v] to [-10]\n            else\n                set [x v] to [10]\n            end\n        else\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <touching color (#000000)?> then\n        change y by ((y) - ((y) * (2)))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n        set [y v] to [15]\n    end\n    change y by (1)\n    if <touching color (#ff9b9b)?> then\n        go to x: (-196) y: (-17)\n    end\n    if <<(x position) = [240]> or <(x position) > [240]>> then\n        broadcast (next level v)\n    end\nend\n\nwhen [s v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen flag clicked\nforever\n    play sound [Flying by Bubblebee3 v] until done\nend\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\nwhen [s v] key pressed\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n
Night ||A Platformer


@Stage\n\nwhen flag clicked\nforever\n    play sound [TheFatRat、Laura Brehm - Monody \(纯音乐\) v] until done\n    wait (1) seconds\nend\n\n@角色1\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-175) y: (-130)\nset [yv v] to [0]\nset [jump function v] to [0]\nforever\n    change y by (Yv)\n    change [yv v] by (-1)\n    touch_ground <[0] < (Yv)>\n    if <<(jump function) < [3]> and <key (up arrow v) pressed?>> then\n        set [yv v] to [12]\n    end\n    if <touching color (#ffe900)?> then\n        set [yv v] to [24]\n    end\nend\n\ndefine touch_ground <up?>\nchange [jump function v] by (1)\nrepeat until <not <touching (platform v)?>>\n    set [yv v] to [0]\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [jump function v] to [0]\n    end\nend\n\ndefine walk (direct) (speed)\npoint in direction (direct)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<not <touching (platform v)?>> or <(slope) = [8]>>\n    change y by (1)\n    change [slope v] by (1)\nend\nif <(slope) = [8]> then\n    change x by (() - (speed))\n    change y by (() - (slope))\nend\n\nwhen flag clicked\nforever\n    if <key (left arrow v) pressed?> then\n        walk [-90] [-5]\n    end\n    if <key (right arrow v) pressed?> then\n        walk [90] [5]\n    end\nend\n\nwhen flag clicked\nforever\n    wait until <<<(x position) > [235]> or <key (1 v) pressed?>> and <not <(关卡) = [18]>>>\n    broadcast (下一关 v)\n    wait until <not <key (1 v) pressed?>>\nend\n\nwhen I receive [下一关 v]\nchange [关卡 v] by (1)\ngo to x: (-175) y: (-130)\n\nwhen flag clicked\nset [ghost v] effect to (99)\nforever\n    if <<touching color (#ff0000)?> or <(y position) < [-175]>> then\n        go to x: (-175) y: (-130)\n    end\nend\n\n@platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (99)\nset [关卡 v] to [1]\nforever\n    switch costume to (关卡)\nend\n\n@platform2\n\nwhen flag clicked\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\nset [关卡 v] to [1]\nforever\n    switch costume to (关卡)\nend\n\n@角色2\n\nwhen flag clicked\ngo to [front v] layer\nforever\n    go to (角色1 v)\n    point in direction ([direction v] of [角色1 v])\nend\n\nwhen flag clicked\nswitch costume to (造型1 v)\nforever\n    wait (pick random (2) to (3)) seconds\n    next costume\n    wait (0.05) seconds\n    next costume\n    wait (0.1) seconds\n    next costume\n    wait (0.05) seconds\n    next costume\nend\n\n@star\n\ndefine star appear (size) (x) (y) (虚像) (消失时间)\nset size to (size) %\ngo to x: (x) y: (y)\nset [ghost v] effect to (虚像)\nrepeat (消失时间)\n    change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nhide\nforever\n    克隆 (pick random (20) to (35)) 次\nend\n\ndefine 克隆 (x) 次\nrepeat (10)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nstar appear [90] (pick random (-230) to (230)) (pick random (-170) to (170)) [50] [10]\ndelete this clone\n\n@blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Bowling ~ A Platformer

Instructions: Welcome to Bowling ~ A Platformer! You are a blue bowling ball that has to pass levels to win. More levels are coming soon, because it is still short!\nOrange = jumping\nblack = dangerous\npink = forward\nyellow = backward

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n    play sound [Fun Day v] until done\nend\n\nwhen I receive [next v]\nnext backdrop\n\n@Sprite\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@bowling ball\n\nwhen flag clicked\nset size to (80) %\nshow\ngo to x: (-180) y: (2)\nset [speedx v] to [0]\nset [speedy v] to [0]\nforever\n    if <touching (next v)?> then\n        broadcast (Next v)\n        go to x: (-180) y: (2)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching color (#000000)?> then\n        go to x: (-180) y: (2)\n        start sound [Lose v]\n    end\n    if <touching color (#ffbf66)?> then\n        set [speedy v] to [16]\n    end\n    if <touching color (#e466ff)?> then\n        set [speedx v] to [16]\n    end\n    if <touching color (#fff066)?> then\n        set [speedx v] to [-16]\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (right arrow v) pressed?> then\n        change [speedx v] by (1)\n    end\n    if <key (left arrow v) pressed?> then\n        change [speedx v] by (-1)\n    end\n    change x by (SpeedX)\n    if <<touching (levels v)?> and <touching color (#b24e47)?>> then\n        change x by ((SpeedX) * (-1))\n        set [speedx v] to [0]\n    else\n        set [speedx v] to ((SpeedX) * (0.9))\n    end\n    change y by (SpeedY)\n    if <<touching (levels v)?> and <touching color (#b24e47)?>> then\n        change y by ((SpeedY) * (-1))\n        set [speedy v] to [0]\n        if <(lock) = [0]> then\n            if <key (up arrow v) pressed?> then\n                set [speedy v] to [15]\n                set [lock v] to [1]\n            end\n        end\n    else\n        change [speedy v] by (-1)\n        set [lock v] to [0]\n    end\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Next\n\nwhen flag clicked\ngo to x: (229) y: (13)\nshow\nset [ghost v] effect to (100)\n\n
Platformer Starter Project

Instructions: | THINGS TO KNOW |\n- Feel free to use this!\n- You don't have to give credit!\n- There is an easter egg!\n- Spoilers will be deleted!\n- Like and favorite!\n\n#games #tutorial #starter #project #platformer #colorless #black #white #fun #easy #help #light #dark #VeryBeary

@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (135) y: (-75)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n    Platform [12] [-1] [0.7] [2]\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 (level v)?> then\n    set [slope v] to [0]\n    repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n        change [slope v] by (1)\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by ((Slope) * (-1))\n        repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n            if <touching (level 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 (level v)?> then\n    repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n        if <touching (level 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\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Easter Egg\n\n@Disappear\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n    if <touching (player v)?> then\n        repeat (8)\n            change [ghost v] effect by (10)\n        end\n        wait until <not <touching (player v)?>>\n        repeat (8)\n            change [ghost v] effect by (-10)\n        end\n    end\nend\n\n
360 degree platformer Test and tutorials script

Instructions: \nHello\narrow keys to move\ntutorial\nhttps://scratch.mit.edu/projects/414343482/\n

@Stage\n\nwhen flag clicked\nforever\n    play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\n@Platform\n\nwhen flag clicked\nbroadcast (respawn v)\nSET HACK SIZE TO [200]\nforever\n    change [y vel v] by (1)\n    if <key (right arrow v) pressed?> then\n        change [d vel v] by (-0.2)\n    end\n    if <key (left arrow v) pressed?> then\n        change [d vel v] by (0.2)\n    end\n    set [d vel v] to ((d vel) * (0.8))\n    turn right (d vel) degrees\n    if <touching (player v)?> then\n        change y by (-1)\n        if <touching (player v)?> then\n            change y by (-1)\n            if <touching (player v)?> then\n                change y by (-1)\n                if <touching (player v)?> then\n                    change y by (-1)\n                    if <touching (player v)?> then\n                        change y by (4)\n                        turn right ((d vel) * (-1)) degrees\n                        set [d vel v] to [0]\n                    end\n                end\n            end\n        end\n    end\n    change y by (y vel)\n    if <touching (player v)?> then\n        change y by ((y vel) * (-1))\n        set [y vel v] to [0]\n    end\n    change y by (1)\n    if <touching (player v)?> then\n        if <key (up arrow v) pressed?> then\n            start sound [Jump v]\n            set [y vel v] to [-12]\n        end\n    end\n    change y by (-1)\nend\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (size hack v)\nset size to (number or text) %\nswitch costume to (costume1 v)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n    change y by (-5)\n    if <touching color (#ff0000)?> then\n        broadcast (respawn v)\n    end\n    change y by (5)\nend\n\n
Emoji - a platformer

Instructions: Welcome to Emoji - A Platformer! Everything you touch will give you a different Emoji! You can look happy, sad, surprised and neutral!\nWhite - the floor\nphone - dangerous\ndark green slime - forward\nlight green slime - backward\ndark blue slime - slow\nBy the way, all levels have been tested by me and they are all possible! So if a level fails, don't give up!

@Stage\n\nwhen flag clicked\nforever\n    play sound [Small Guitar v] until done\nend\n\n@Sprite\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@Emoji\n\nwhen flag clicked\nhide\nswitch costume to (emoji1 v)\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to x: (-180) y: (2)\nset [speedx v] to [0]\nset [speedy v] to [0]\nforever\n    if <touching (next v)?> then\n        broadcast (Next v)\n        go to x: (-180) y: (2)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching color (#000000)?> then\n        go to x: (-180) y: (2)\n        start sound [Lose v]\n        switch costume to (emoji2 v)\n    end\n    if <touching color (#7f7f7f)?> then\n        set [speedy v] to [16]\n        switch costume to (emoji3 v)\n    end\n    if <touching color (#4dcb29)?> then\n        set [speedx v] to [16]\n        switch costume to (emoji3 v)\n    end\n    if <touching color (#5fff32)?> then\n        set [speedx v] to [-16]\n        switch costume to (emoji3 v)\n    end\n    if <touching color (#4d29cc)?> then\n        set [speedx v] to [1]\n        switch costume to (emoji4 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (right arrow v) pressed?> then\n        change [speedx v] by (1)\n        switch costume to (emoji1 v)\n    end\n    if <key (left arrow v) pressed?> then\n        change [speedx v] by (-1)\n        switch costume to (emoji1 v)\n    end\n    change x by (SpeedX)\n    if <<touching (levels v)?> and <touching color (#ffffff)?>> then\n        change x by ((SpeedX) * (-1))\n        set [speedx v] to [0]\n    else\n        set [speedx v] to ((SpeedX) * (0.9))\n    end\n    change y by (SpeedY)\n    if <<touching (levels v)?> and <touching color (#ffffff)?>> then\n        change y by ((SpeedY) * (-1))\n        set [speedy v] to [0]\n        if <(lock) = [0]> then\n            if <key (up arrow v) pressed?> then\n                set [speedy v] to [15]\n                set [lock v] to [1]\n                switch costume to (emoji1 v)\n            end\n        end\n    else\n        change [speedy v] by (-1)\n        set [lock v] to [0]\n    end\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (level1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@Next\n\nwhen flag clicked\ngo to x: (229) y: (13)\nshow\nset [ghost v] effect to (100)\n\n
My new 3D platformer

Instructions: So I need some motivation to finish this and that's why I'm sharing this.

@Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen [space v] key pressed\nif <not <(costume [number v]) = [5]>> then\n    next costume\nend\n\nwhen this sprite clicked\nif <not <(costume [number v]) = [5]>> then\n    next costume\nend\n\nwhen [right arrow v] key pressed\nif <not <(costume [number v]) = [5]>> then\n    next costume\nend\n\nwhen [left arrow v] key pressed\nd\n\ndefine d\nrepeat (4)\n    next costume\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n