The Miner 3 | Platformer #games

Instructions: THIS PROJECT WAS ORIGINALLY SHARED OCTOBER 21ST, 2020. I HAVE RESHARED IT BECAUSE SOME PEOPLE ARE CLAIMING IT AS THEIR OWN. CHECK THE COMMENTS FOR PROOF THIS IS FROM LIKE 6 MONTHS AGO. \n===========\n(DO NOT WORRY AS THIS WILL NOT GET TRENDING AS IT HAS WAY TOO MANY LOVES AND FAVES ALREADY) THANKS :D\n\n◆◆ Controls ◆◆\n- Use arrow keys, WAD, or mobile controls to move\n- Avoid red lava and use pink bouncers to jump high\n- Feel free to use WITH credit (or I'll find you!!)\n\n◆◆ Ads and hateful comments will be deleted! ◆◆\n◆◆ Feel free to comment remixes on my profile! ◆◆\n\n◆◆ Famous Loves/Faves ◆◆\n- @AUMSUMTHEGREATHULK ❤️⭐\n- @TheInternetIsCoool ❤️⭐\n- @SuperCanon20 ❤️⭐\n- @bestCoconut ❤️⭐\n- @kittengalaxy ❤️⭐\n- @sceptile100 ❤️⭐\n- @Ryham301 ❤️⭐\n- @--Accension-- ❤️\n- @mrcreeper34 ❤️\n- @yotacopaco ❤️\n- @Benelem12 ❤️\n- @Judpomme ❤️\n- @duck-- ❤️\n\n◆◆ Credits ◆◆\n- @StratfordJames for the background art\n- @djpro for the platformer engine (edited by me)\n- @Rishrage for the rest of the code\n- @-Xaf- for the music\n\n◆◆ Tags ◆◆\n#all #art #games #music #tutorials #pen #extension #ground #platformer #engine #rish #rage #rishrage

@Stage\n\nwhen flag clicked\nforever\n    if <(LEVEL \(VERY IMPORTANT\)) = [22]> then\n        switch backdrop to (backdrop7 v)\n    else\n        switch backdrop to (backdrop2 v)\n    end\nend\n\nforever\n    repeat (12)\n        next backdrop\n        wait (0.01) seconds\n    end\n    repeat (12)\n        switch backdrop to ((backdrop [number v]) - (1))\n        wait (0.01) seconds\n    end\nend\n\n@Marshmellow\n\nwhen flag clicked\n\nset [y v] to [0]\nset [x v] to []\nset [x v] to [-10]\n\nset [y v] to [0]\n\nrepeat until <(level) = [13]>\nend\n\nset [☁ hlghscore v] to [200]\n\nstop [this script v]\n\nset [back v] to [0]\n\nchange y by (20)\n\nset x to (10)\n\nchange x by (10)\n\nset [x v] to []\n\nchange [x v] by (10)\n\ngo to x: (-237) y: (-20)\n\nset [y v] to [16]\n\nchange y by (1)\nset [x v] to [10]\nchange y by (10)\n\nwait until \n\nwait (0.1) seconds\n\nhide\n\nswitch backdrop to (backdrop 1 v)\n\nwhen flag clicked\nset [score v] to [0]\nhide variable [score v]\nhide variable [☁ hlghscore v]\nforever\n    change [score v] by (1)\n    wait (1) seconds\n    if <(LEVEL \(VERY IMPORTANT\)) = [22]> then\n        show variable [☁ hlghscore v]\n        show variable [score v]\n        if <(score) < (☁ HlGHSCORE)> then\n            set [☁ hlghscore v] to (score)\n        end\n        stop [this script v]\n    end\nend\n\nstop [all v]\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n    change [color v] effect by (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nif <(letter (length of (score)) of (score)) = [0]> then\n    set [score v] to ((score) + (1))\nend\n\nwhen flag clicked\nforever\n    wait (0.7) seconds\n    create clone of (_myself_ v)\nend\n\n@ground\n\nset [level2 v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n    set size to (100) %\n    switch costume to (LEVEL \(VERY IMPORTANT\))\nend\n\n@exit\n\nwhen flag clicked\nforever\n    if <(LEVEL \(VERY IMPORTANT\)) > [21]> then\n    else\n        play sound (pick random (1) to (6)) until done\n    end\nend\n\nset [level v] to [0]\n\nwhen flag clicked\nset size to (60) %\nforever\n    change size by (15)\n    wait (0.07) seconds\n    change size by (-15)\n    wait (0.07) seconds\nend\n\nchange [brightness v] effect by (-50)\nwait (0.07) seconds\n\nchange [brightness v] effect by (50)\n\ngo to x: (-176) y: (88)\n\nwhen flag clicked\nforever\n    go to x: (item (LEVEL \(VERY IMPORTANT\)) of [exit x v]) y: (item (LEVEL \(VERY IMPORTANT\)) of [exit y v])\nend\n\nwhen flag clicked\nforever\n    turn right (15) degrees\n    change [color v] effect by (5)\nend\n\nwhen flag clicked\nforever\n    if <(LEVEL \(VERY IMPORTANT\)) > [21]> then\n        hide\n        stop all sounds\n        play sound [Marshmello - TOGETHER \(1\).mp3 v] until done\n    else\n        show\n    end\nend\n\n@dead detector\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    set [ghost v] effect to (100)\nend\n\nswitch costume to (Level)\n\n@Sprite1\n\nwhen flag clicked\nforever\n    show\n    set [ghost v] effect to (100)\n    go to [front v] layer\n    go to x: (0) y: (0)\nend\n\nhide\n\n@Marshmellow Lives\n\nset [y v] to [0]\n\nset [y v] to [0]\n\nif  then\nend\n\nhide\n\n@moving platformer #1\n\nwhen flag clicked\nhide\nwait until <(LEVEL \(VERY IMPORTANT\)) = [18]>\ngo to x: (-185) y: (-20)\nshow\nswitch costume to (LEVEL \(VERY IMPORTANT\))\nrepeat until <not <(LEVEL \(VERY IMPORTANT\)) = [18]>>\n    show\n    go to x: (-185) y: (-20)\n    repeat (60)\n        change x by (4)\n        if <not <(LEVEL \(VERY IMPORTANT\)) = [18]>> then\n            hide\n            stop [this script v]\n        end\n    end\n    repeat (60)\n        change x by (-4)\n        if <not <(LEVEL \(VERY IMPORTANT\)) = [18]>> then\n            hide\n            stop [this script v]\n        end\n    end\nend\nhide\nif <not <(LEVEL \(VERY IMPORTANT\)) = [18]>> then\n    hide\n    stop [this script v]\nend\n\nwait (0.001) seconds\nwait (0.001) seconds\n\nchange y by (4)\n\nstop [this script v]\n\nstop [this script v]\n\nif <not <(Level) = [19]>> then\n    stop [this script v]\nend\n\nif <not <(Level) = [19]>> then\n    stop [this script v]\nend\n\nchange y by (-4)\n\nwhen flag clicked\nhide\nwait until <(LEVEL \(VERY IMPORTANT\)) = [17]>\nswitch costume to (LEVEL \(VERY IMPORTANT\))\nrepeat until <not <(LEVEL \(VERY IMPORTANT\)) = [17]>>\n    show\n    go to x: (-95) y: (-36)\n    repeat (50)\n        change y by (4)\n        if <not <(LEVEL \(VERY IMPORTANT\)) = [17]>> then\n            stop [this script v]\n        end\n    end\n    repeat (50)\n        change y by (-4)\n        if <not <(LEVEL \(VERY IMPORTANT\)) = [17]>> then\n            stop [this script v]\n        end\n    end\nend\nhide\nif <not <(LEVEL \(VERY IMPORTANT\)) = [17]>> then\n    stop [this script v]\nend\n\n@Sprite2\n\n@Mar old (NOT WORKING)\n\nwhen flag clicked\nbroadcast (del v)\n\ndefine omega\nset volume to (1000) %\nset size to (13) %\nif <not <touching (ground v)?>> then\n    change [xv v] by ((<key (left arrow v) pressed?> * (-3)) + (<key (right arrow v) pressed?> * (3)))\nend\nset [xv v] to ((Xv) * (0.7))\nchange x by (Xv)\ndetect slope: (8) (15) (13)\nchange [yv v] by (-1)\nchange y by (Yv)\nif <key (left arrow v) pressed?> then\n    switch costume to (mar-1 v)\nend\nif <key (right arrow v) pressed?> then\n    switch costume to (mar1 v)\nend\nif <touching (ground v)?> then\n    out2 <(Yv) > [0]>\nend\nchange y by (-1)\nif <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n    start sound [Jump v]\n    set [yv v] to [15]\nend\nif <touching color (#ffff99)?> then\n    set [yv v] to [24]\nend\nchange y by (1)\nif <<touching (exit v)?> or <<<touching (spikes v)?> or <touching color (#ff9999)?>> or <touching (dead detector v)?>>> then\n    if <touching (exit v)?> then\n        start sound [quick dash v]\n        change [level v] by (1)\n        hide\n        go to x: (-220) y: (0)\n        point in direction (90)\n        set [yv v] to [0]\n        set [xv v] to [0]\n        broadcast (message1 v) and wait\n        show\n    end\n    if <<<touching (spikes v)?> or <touching color (#ff9999)?>> or <touching (dead detector v)?>> then\n        start sound [quick dash v]\n        hide\n        go to x: (-220) y: (0)\n        point in direction (90)\n        set [yv v] to [0]\n        set [xv v] to [0]\n        broadcast (message1 v) and wait\n        show\n    end\nend\n\nwhen I receive [del v]\ndelete this clone\n\ndefine out <>\nset [i v] to [0]\nif <boolean1> then\n    repeat until <<not <touching (ground v)?>> or <(i) > [8]>>\n        change [i v] by (1)\n        change x by (-1)\n    end\nelse\n    if <[0] > (Xv)> then\n        repeat until <<not <touching (ground v)?>> or <(i) > [8]>>\n            change [i v] by (1)\n            change x by (1)\n        end\n    end\nend\n\ndefine out2 <>\nset [i v] to [0]\nif <boolean1> then\n    repeat until <<not <touching (ground v)?>> or <(i) > [24]>>\n        change [i v] by (1)\n        change y by (-1)\n    end\n    set [yv v] to [-1]\nelse\n    repeat until <<not <touching (ground v)?>> or <(i) > [24]>>\n        change [i v] by (1)\n        change y by (1)\n    end\n    set [yv v] to [0]\nend\n\ndefine None\nset [i v] to [0]\nrepeat until <<(i) > (maxslope)> or <not <touching (ground v)?>>>\n    change [i v] by (1)\n    change y by (1)\nend\nset [i2 v] to (i)\nif <touching (ground v)?> then\n    out <(Xv) > [0]>\n    change y by ((0) - (i2))\n    if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n        switch costume to (mar0 v)\n        start sound [Jump v]\n        if <(Xv) > [0]> then\n            set [xv v] to ((0) - (walljump))\n        else\n            set [xv v] to (walljump)\n        end\n        set [yv v] to (jumpheight)\n    else\n        set [xv v] to [0]\n    end\nend\n\nswitch costume to (join [mar] (<key (right arrow v) pressed?> + (<key (left arrow v) pressed?> * (-1))))\n\nwhen flag clicked\nforever\n    set [level2 v] to (level)\nend\n\nset [level v] to [12]\n\nset [level v] to [12]\n\nbroadcast (message1 v) and wait\n\nset [level v] to [12]\n\nwait until <not <touching color (#f09697)?>>\n\nforever\nend\n\nbroadcast (message1 v)\n\ndefine die\nif  then\nelse\nend\n\nif  then\nend\n\nif  then\n    hide\n    go to x: (-220) y: (0)\n    point in direction (90)\n    set [yv v] to [0]\n    set [xv v] to [0]\n    broadcast (message1 v) and wait\n    show\nelse\nend\n\nchange [level v] by (1)\nif  then\n    change y by (1)\n    start sound [quick dash v]\n    hide\n    go to x: (-220) y: (0)\n    point in direction (90)\n    set [yv v] to [0]\n    set [xv v] to [0]\n    broadcast (message1 v) and wait\n    show\nend\n\nchange [level v] by (1)\n\nforever\n    omega\n    die\nend\n\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nswitch costume to (mar0 v)\nset size to (50) %\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to x: (-211) y: (0)\nhide\n\n@spikes\n\nset [level2 v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    set size to (100) %\n    switch costume to (LEVEL \(VERY IMPORTANT\))\n    go to [front v] layer\n    go [backward v] (1) layers\nend\n\n@Mar2\n\nwhen I receive [del v]\ndelete this clone\n\ndefine out2 <>\nset [i v] to [0]\nif <boolean1> then\n    repeat until <<not <<touching (ground v)?> or <touching (moving platformer #1 v)?>>> or <(i) > [24]>>\n        change [i v] by (1)\n        change y by (-1)\n    end\n    set [yv v] to [-1]\nelse\n    repeat until <<not <<touching (ground v)?> or <touching (moving platformer #1 v)?>>> or <(i) > [24]>>\n        change [i v] by (1)\n        change y by (1)\n    end\n    set [yv v] to [0]\nend\n\nswitch costume to (join [mar] (<key (right arrow v) pressed?> + (<key (left arrow v) pressed?> * (-1))))\n\nforever\nend\n\ndefine die\nif  then\nelse\nend\n\nif  then\nend\n\nif  then\n    hide\n    go to x: (-220) y: (0)\n    point in direction (90)\n    set [yv v] to [0]\n    set [xv v] to [0]\n    broadcast (message1 v) and wait\n    show\nelse\nend\n\nchange [level v] by (1)\n\nif  then\nend\n\ndefine out <>\nset [i v] to [0]\nif <boolean1> then\n    repeat until <<not <<touching (ground v)?> or <touching (moving platformer #1 v)?>>> or <(i) > [8]>>\n        change [i v] by (1)\n        change x by (-1)\n    end\nelse\n    if <[0] > (Xv)> then\n        repeat until <<not <<touching (ground v)?> or <touching (moving platformer #1 v)?>>> or <(i) > [8]>>\n            change [i v] by (1)\n            change x by (1)\n        end\n    end\nend\n\nset [level v] to [12]\n\nchange [level v] by (1)\nif  then\n    change y by (1)\n    start sound [quick dash v]\n    hide\n    go to x: (-220) y: (0)\n    point in direction (90)\n    set [yv v] to [0]\n    set [xv v] to [0]\n    broadcast (message1 v) and wait\n    show\nend\n\nwhen flag clicked\nforever\n    set [level \(very important\) v] to (level)\nend\n\nset [level \(very important\) v] to [14]\n\nwait until <not <touching color (#f09697)?>>\n\ndefine None\nset [i v] to [0]\nrepeat until <<(i) > (maxslope)> or <not <<touching (ground v)?> or <touching (moving platformer #1 v)?>>>>\n    change [i v] by (1)\n    change y by (1)\nend\nset [i2 v] to (i)\nif <<touching (ground v)?> or <touching (moving platformer #1 v)?>> then\n    out <(Xv) > [0]>\n    change y by ((0) - (i2))\n    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n        switch costume to (mar0 v)\n        start sound [Jump v]\n        if <(Xv) > [0]> then\n            set [xv v] to ((0) - (walljump))\n        else\n            set [xv v] to (walljump)\n        end\n        set [yv v] to (jumpheight)\n    else\n        set [xv v] to [0]\n    end\nend\n\ndefine omega\nset volume to (1000) %\nset size to (13) %\nif <not <<touching (ground v)?> or <touching (moving platformer #1 v)?>>> then\n    change [xv v] by ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * (-3)) + (<<key (d v) pressed?> or <key (right arrow v) pressed?>> * (3)))\nend\nset [xv v] to ((Xv) * (0.7))\nchange x by (Xv)\ndetect slope: (8) (15) (13)\nchange [yv v] by (-1)\nchange y by (Yv)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    switch costume to (mar-1 v)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n    switch costume to (mar1 v)\nend\nif <<touching (ground v)?> or <touching (moving platformer #1 v)?>> then\n    out2 <(Yv) > [0]>\nend\nchange y by (-1)\nif <<<touching (ground v)?> or <touching (moving platformer #1 v)?>> and <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n    start sound [Jump v]\n    set [yv v] to [15]\nend\nif <touching color (#ffff99)?> then\n    set [yv v] to [23]\nend\nchange y by (1)\nif <touching (exit v)?> then\n    if <(Level) > [21]> then\n        start sound [quick dash v]\n        hide\n        go to x: (-220) y: (0)\n        point in direction (90)\n        set [yv v] to [0]\n        set [xv v] to [0]\n        broadcast (message1 v) and wait\n        show\n    else\n        start sound [quick dash v]\n        change [level v] by (1)\n        hide\n        go to x: (-220) y: (0)\n        point in direction (90)\n        set [yv v] to [0]\n        set [xv v] to [0]\n        broadcast (message1 v) and wait\n        show\n    end\nend\nif <<<touching (spikes v)?> or <touching color (#ff9999)?>> or <touching (dead detector v)?>> then\n    hide\n    go to x: (-220) y: (0)\n    point in direction (90)\n    set [yv v] to [0]\n    set [xv v] to [0]\n    broadcast (message1 v) and wait\n    show\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [level \(very important\) v] to [1]\nbroadcast (del v)\nset [yv v] to [0]\nset [xv v] to [0]\nswitch costume to (mar0 v)\nset size to (50) %\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to x: (-211) y: (0)\nforever\n    omega\n    die\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n    change [color v] effect by (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n    wait (0.01) seconds\n    create clone of (_myself_ v)\nend\n\n@celebration\n\nwhen flag clicked\nhide\nwait until <(LEVEL \(VERY IMPORTANT\)) = [22]>\nshow\nforever\n    next costume\n    wait (0.01) seconds\n    go [backward v] (1) layers\nend\n\nnext costume\n\nwhen flag clicked\nhide\nwait until <(LEVEL \(VERY IMPORTANT\)) = [22]>\nshow\npoint in direction (90)\nforever\n    turn right (5) degrees\nend\n\nset size to (75) %\n\n