☁Mine Shaft☁- A Multiplayer Scrolling Platformer!

Instructions: WARNING!!! IF YOU ARE A NEW SCRATCHER U WILL NOT BE ABLE TO SEE ANYONE!!!\n\n----------------------EVEN MORE NOTES!-----------------------\nThis project was mass reported :( \n\n---------------------------INSTRUCTIONS-------------------------\nPRESS T TO CHAT!!!\nArrow keys\nOr Mobile!\n---------------------------NOTES------------------------------------\nWARNING THIS IS HARD!!! (But All Levels Are Possible) ᕕ( ᐛ )ᕗ\n\nThis is my first multiplayer scrolling platformer!!! so be nice...\n\nIf you like it make sure to Leave a ❤️, ⭐, and a follow! :)\n\nCheck out my youtube channel!!! (It's about coding on scratch! Make sure to subscribe!)\n\nhttps://www.youtube.com/channel/UC3FJx1sdBUjLCU1YY9gi0CQ\n\n------------------------------CREDITS-------------------------------\nThanks To @Hockeycat88 for the Awesome thumb!!!\nThanks To @cs3970754 for the background\nThanks to @stratfordjames for something on the thumb! And the loading screen!\nThanks to @griffpatch for the tutorial!\nthanks to @-superwooper- for the report button Detector!\nThanks to @jthejet for the loading sprite\nThanks to @bookdog17 For everything else!!!\n\n-------------------------------TAGS-----------------------------------\n#games #all #music #platformer #black #orange #Multiplayer #people #hi #sup #art #first #trending #stories #have #fun #awesome #tag #somthing #ngp #stgp #sfff\n#book #dog #17 #AWESOME!!!\n\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games\n\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nhelw

@Stage\n\nwhen [c v] key pressed\nif <(username) = [bookdog17]> then\n\nwhen flag clicked\nshow list [code v]\n\nwhen [a v] key pressed\nif <(username) = [bookdog17]> then\n    show list [code v]\nelse\n    show list [code v]\nend\n\n@blank\n\n@Player\n\ndefine Game On\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching (enemy v)?>> then\n    set [exit v] to [die]\nend\n\ndefine Change Player Y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n    end\n    Position\n    set [sy v] to [0]\nend\n\ndefine Game - Win\nset rotation style [left-right v]\nrepeat (50)\n    point towards (exit v)\n    turn right (65) degrees\n    move ((distance to [exit v]) / (2)) steps\n    change size by (-1)\n    change [ghost v] effect by (2)\nend\nhide\nsend cloud data\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Change Player X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n    repeat (12)\n        change [y v] by (1)\n        Position\n        if <not <touching (platform v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-12)\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        if <(sx) > [0]> then\n            set [sx v] to [-16]\n        else\n            set [sx v] to [16]\n        end\n        set [in air v] to [0]\n    else\n        set [sx v] to [0]\n    end\n    repeat until <not <touching (platform v)?>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Game - Die\nset rotation style [left-right v]\nset [exit v] to []\nrepeat (20)\n    change y by ((((100) - (y position)) / (4)) - (0.5))\nend\nbroadcast (effect v)\nrepeat until <(y position) < [-179]>\n    change y by ((((-180) - (y position)) / (6)) - (0.5))\n    change [ghost v] effect by (5)\nend\nhide\nwait (0.3) seconds\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    go [backward v] (2) layers\nend\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n    Change Player X By (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n    if <(in air) < [4]> then\n        set [sy v] to [15]\n    end\nend\nchange [sy v] by (-2)\nChange Player Y By (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nif <(SCROLL X) > [4255]> then\n    set [scroll x v] to [4255]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (5)))\nif <(SCROLL Y) < [0]> then\n    set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n    set [exit v] to [die]\nend\n\nwhen I receive [begin v]\nforever\n    if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>>> then\n        switch costume to (player v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (water v)?> then\n        repeat (10)\n            change [sy v] by ((((0) - (sy)) / (3)) - (0.3))\n        end\n        repeat (10)\n            change [sy v] by ((((15.5) - (sy)) / (3.5)) - (0.3))\n        end\n    else\n        set rotation style [left-right v]\n    end\nend\n\nwhen flag clicked\npoint in direction (90)\nset [max players v] to [8]\nset [my player # v] to [0]\nhide\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n    switch backdrop to (joined v)\n    wait (0.8) seconds\n    switch backdrop to (blank v)\n    broadcast (begin v)\n    show\nelse\n    switch backdrop to (full v)\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n    set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n    change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n    if <(MY PLAYER #) > [0]> then\n        send cloud data\n    end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n    set [☁ p1 v] to (value)\nelse\n    if <(player) = [2]> then\n        set [☁ p2 v] to (value)\n    else\n        if <(player) = [3]> then\n            set [☁ p3 v] to (value)\n        else\n            if <(player) = [4]> then\n                set [☁ p4 v] to (value)\n            else\n                if <(player) = [5]> then\n                    set [☁ p5 v] to (value)\n                else\n                    if <(player) = [6]> then\n                        set [☁ p6 v] to (value)\n                    else\n                        if <(player) = [7]> then\n                            set [☁ p7 v] to (value)\n                        else\n                            set [☁ p8 v] to (value)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (join (username) (join [ ] (item (say) of [chat v]))) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ((SCROLL X) + (x position)) to encoded\nwrite ((SCROLL Y) + (y position)) to encoded\nwrite (costume) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n    broadcast (reset v) and wait\n    broadcast (setup v) and wait\n    Game On\n    repeat until <(EXIT) > []>\n        Tick\n        broadcast (tick v)\n    end\n    if <(EXIT) = [win]> then\n        Game - Win\n    else\n        Game - Die\n    end\nend\n\nwhen I receive [stopclicked v]\nhide\n\nwhen I receive [touch player v]\nset [exit v] to [die]\n\nwhen flag clicked\nforever\n    set [player: in air v] to (in air)\nend\n\nwhen flag clicked\nshow list [chat v]\nset [say v] to []\n\nwhen I receive [begin v]\nforever\n    if <key (t v) pressed?> then\n        hide list [chat v]\n        ask [] and wait\n        set [say v] to (answer)\n        show list [chat v]\n    end\nend\n\nwhen I receive [begin v]\nforever\n    if <(say) > []> then\n        wait (5) seconds\n        set [say v] to []\n    end\nend\n\nwhen I receive [begin v]\nforever\n    if <(say) > []> then\n        think (join (join (MY PLAYER #) (join [ : ] (username))) (join [- ] (item (say) of [chat v])))\n    else\n        think (join (MY PLAYER #) (join [ - ] (username)))\n    end\nend\n\nwhen flag clicked\nforever\n    set [costume v] to (costume [number v])\nend\n\nwhen [right arrow v] key pressed\nswitch costume to (player v)\n\nwhen [left arrow v] key pressed\nswitch costume to (player 2 v)\n\nwhen flag clicked\nforever\n    play sound [recording1 v] until done\nend\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n    set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n    change [letter # v] by (2)\n    if <(idx) < [1]> then\n        stop [this script v]\n    end\n    set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n    create clone of (_myself_ v)\n    change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n    if <(MY PLAYER #) = (player #)> then\n        set [offline v] to [100]\n        hide\n    else\n        tick\n    end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n    set [value v] to (☁ P1)\nelse\n    if <(player) = [2]> then\n        set [value v] to (☁ P2)\n    else\n        if <(player) = [3]> then\n            set [value v] to (☁ P3)\n        else\n            if <(player) = [4]> then\n                set [value v] to (☁ P4)\n            else\n                if <(player) = [5]> then\n                    set [value v] to (☁ P5)\n                else\n                    if <(player) = [6]> then\n                        set [value v] to (☁ P6)\n                    else\n                        if <(player) = [7]> then\n                            set [value v] to (☁ P7)\n                        else\n                            set [value v] to (☁ P8)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    change [offline v] by (1)\n    if <(offline) = [100]> then\n        hide\n    end\nelse\n    set [last value v] to (join [A] (value))\n    if <(offline) > [99]> then\n        show\n    end\n    set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nthink (join (player #) (join [ - ] (value)))\nvalue = read from encoded\nvalue = read from encoded\nx: ((value) - (SCROLL X))\nvalue = read from encoded\ny: ((value) - (SCROLL Y))\nvalue = read from encoded\nswitch costume to (value)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    set [my player # v] to (player #)\nend\n\ndefine y: (y)\nset y to (y)\nif <(y) = (y position)> then\n    if <(visible) = [1]> then\n        set [visible v] to [1]\n        set [ghost v] effect to (0)\n    end\nelse\n    set [visible v] to [0]\n    set [ghost v] effect to (100)\nend\n\ndefine x: (x)\nset x to (x)\nif <(x) = (x position)> then\n    set [visible v] to [1]\n    set [ghost v] effect to (0)\nelse\n    set [visible v] to [0]\n    set [ghost v] effect to (100)\nend\n\n@Platform\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (1 1 v)\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [0] y: [360]\n    clone at x: [0] y: [360]\n    clone at x: [360] y: [0]\n    clone at x: [0] y: [360]\n    clone at x: [0] y: [360]\n    clone at x: [0] y: [230]\n    clone at x: [0] y: [360]\n    clone at x: [0] y: [360]\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [stopclicked v]\nhide variable [seconds v]\nhide\ndelete this clone\n\n@Danger\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [danger: x v] to [-50]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\n    clone at x: [360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nposition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow list [code v]\n\nwhen [c v] key pressed\nshow list [code v]\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen I receive [join game v]\n\nwhen I receive [connected v]\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n    repeat (20)\n        turn right (7.5) degrees\n        change [ghost v] effect by (-6)\n        change size by (1)\n    end\n    repeat (20)\n        turn right (7.5) degrees\n        change [ghost v] effect by (6)\n        change size by (-1)\n    end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nrepeat (11)\n    create clone of (_myself_ v)\n    turn right (40) degrees\nend\n\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen backdrop switches to [joined v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\n@thumbnail!!!\n\nwhen flag clicked\nhide\n\n@griffpatch\n\nforever\n    say [1. griffpatch]\nend\n\nwhen flag clicked\nhide\n\n@Chat\n\nwhen flag clicked\nhide\nwait (4.5) seconds\nshow\n\n