Pitch Black | A Mobile Platformer #games

Instructions:   Pitch Black | A Platformer  (Double Click Green Flag)\n___________________________________________\n\n                           [ Difficulty: Mediocre ]\n\nIn this creepy, dark platformer, run through the 10 levels to make it out of the complete darkness. Many useful items have been abandoned there too. Trampolines, speed boosts, all sorts of stuff. Avoid spikes!\n\nControls:\n- Arrow keys to move.\n- Avoid spikes.\n- Use trampolines.\n- Go fast with a speed boost!\n\nCredits:\n- @-PandaMC- for the character.\n- All other art and coding are done by @Squadd_Legend.\n\nConsider leaving a ❤️ and ⭐ please! This took well over 6 hours to make. I REALLY want to be on trending again!\n\nI'm racing @FreezeNova to 2000 followers, so following @Squadd_Legend (me) would really help!\n\n\nTags :/\n#pitch #black #a #platformer #light #trampolines #spikes #love #favourite #follow #squaddlegend #lol #fun #games #all

@Stage\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\n    go to x: (0) y: (0)\nend\n\n@light\n\npoint in direction (10)\n\nwhen flag clicked\nforever\n    go to [back v] layer\n    point towards (player v)\n    move ((distance to [player v]) / (2)) steps\nend\n\nwhen flag clicked\nforever\n    set size to (((6) * ([cos v] of ((timer) * (125)) )) + (50)) %\nend\n\n@player\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n    point in direction (-90)\n    change [x v] by (-0.7)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n    point in direction (90)\n    change [x v] by (0.7)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (level v)?> then\n    change y by (1)\n    if <touching (level v)?> then\n        change y by (1)\n        if <touching (level v)?> then\n            change y by (1)\n            if <touching (level v)?> then\n                change y by (1)\n                if <touching (level v)?> then\n                    change y by (1)\n                    if <touching (level v)?> then\n                        change y by (1)\n                        if <touching (level v)?> then\n                            change y by (-6)\n                            change x by ((x) * (-1))\n                            if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n                                set [y v] to [9]\n                                if <(x) > [0]> then\n                                    set [x v] to [-8]\n                                else\n                                    set [x v] to [8]\n                                end\n                            else\n                                set [x v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (y)\nif <touching (level v)?> then\n    change y by ((y) * (-1))\n    set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (level v)?> and <key (up arrow v) pressed?>> or <<touching (level v)?> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n    set [y v] to [9]\nend\nchange y by (0.5)\nif <touching (danger v)?> then\n    go to x: (X Spawn) y: (Y Spawn)\n    set [x v] to [0]\n    set [y v] to [0]\nend\nif <touching (bounce v)?> then\n    set [y v] to [14]\nend\nif <touching (speeb boost v)?> then\n    set [x v] to [20]\nend\nif <(x position) > [233]> then\n    go to x: (X Spawn) y: (Y Spawn)\n    set [x v] to [0]\n    set [y v] to [0]\n    change [level v] by (1)\nend\n\nwhen flag clicked\nset [y spawn v] to [-50]\nset [x spawn v] to [-218]\nset rotation style [left-right v]\ngo to x: (X Spawn) y: (Y Spawn)\nset [level v] to [1]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n    Run Engine\nend\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (LEVEL)\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\nforever\n    switch costume to (LEVEL)\nend\n\n@bounce\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n    switch costume to (LEVEL)\nend\n\n@speeb boost\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n    switch costume to (LEVEL)\nend\n\n