minimalistic - rage platformer | #games #all

Instructions: Minimalistic - a platformer\n-------------------------------------------------------------------------\n> feel free to advertise, if you want an alert from scratch team :)\n> I was bored, so I made this\n> total 314 blocks\n> use arrow key or touch (mobile) to move\n> contains 6 levels (I might add more) but I tried to make it so hard\n> on mobile idk if it`s possible or not\n> no skip button coz it`s gonna ruin the fun (hehe >:D)\nand YEAH!!! There`s only 1 sprite.\n-------------------------------------------------------------------------\ntags (ignore ;-;)\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 \n#all #all #all #all  #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all \n-------------------------------------------------------------------------

@Stage\n\n@main sprite\n\ndefine setup\nset [clone# v] to [0]\nrepeat (3)\n    change [clone# v] by (1)\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [lvl v] to [1]\ngo to x: (0) y: (0)\nshow\nswitch costume to (tb v)\npoint in direction (90)\nwait (1) seconds\ngo to [front v] layer\nrepeat until <(round (y position)) = [380]>\n    change size by (10000000000000000000)\n    change y by (((380) - (y position)) / (5))\n    set size to (100) %\n    set [timer v] to (timer)\nend\nhide\nforever\n    set [timer v] to (timer)\nend\n\ndefine spawn\nset [x v] to [0]\nset [y v] to [0]\nif <(lvl) = [1]> then\n    go to x: (-175) y: (-115)\nelse\n    if <(lvl) = [2]> then\n        go to x: (165) y: (-60)\n    else\n        if <(lvl) = [3]> then\n            go to x: (-215) y: (0)\n        else\n            if <(lvl) = [4]> then\n                go to x: (185) y: (115)\n            else\n                if <(lvl) = [5]> then\n                    go to x: (-200) y: (-90)\n                else\n                    if <(lvl) = [6]> then\n                        go to x: (-190) y: (-40)\n                    else\n                        if <(lvl) = [7]> then\n                            go to x: (-200) y: (-90)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine debug\nrepeat (6)\n    if <touching color (#989898)?> then\n        change y by (1)\n    end\nend\n\ndefine Y\nrepeat until <not <touching color (#989898)?>>\n    if <(Y) > [0]> then\n        change y by (-1)\n    else\n        change y by (1)\n    end\nend\n\ndefine X\nrepeat until <not <touching color (#989898)?>>\n    if <(X) > [0]> then\n        change x by (-1)\n    else\n        change x by (1)\n    end\nend\n\nwhen I start as a clone\nif <(clone#) = [1]> then\n    spawn\n    wait (1) seconds\n    show\n    switch costume to (player v)\n    point in direction (90)\n    clear graphic effects\n    set size to (100) %\n    forever\n        change [y v] by (-1)\n        change [x v] by ((<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>>) * (2))\n        if <(lvl) = [6]> then\n            set [x v] to ((X) * (0.96))\n        else\n            set [x v] to ((X) * (0.9))\n        end\n        change x by (X)\n        if <touching color (#989898)?> then\n            debug\n            if <touching color (#989898)?> then\n                change y by (-6)\n                X\n                if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n                    set [y v] to [10]\n                    if <([abs v] of (X) ) = (X)> then\n                        set [x v] to [-5]\n                    else\n                        set [x v] to [5]\n                    end\n                else\n                    set [x v] to [0]\n                end\n            end\n        end\n        change y by (Y)\n        if <touching color (#989898)?> then\n            go to [front v] layer\n            Y\n            if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> and <(Y) < [0]>> then\n                set [y v] to [12]\n            else\n                set [y v] to [0]\n            end\n        end\n        if <touching color (#ff5858)?> then\n            if <not <<key (c v) pressed?> and <(username) = [-sky-coder-]>>> then\n                start sound [O_O v]\n                go to [front v] layer\n                set [y v] to [10]\n                set [x v] to ((X) * (0.5))\n                repeat (20)\n                    change [ghost v] effect by (5)\n                    turn right (X) degrees\n                    change y by (Y)\n                    change x by (X)\n                    change [y v] by (-1)\n                end\n                point in direction (90)\n                wait (0.5) seconds\n                spawn\n                repeat (10)\n                    change [ghost v] effect by (-10)\n                end\n            end\n        end\n        if <touching color (#89ff72)?> then\n            change [lvl v] by (1)\n            spawn\n        end\n        if <touching color (#ffea00)?> then\n            set [y v] to [25]\n        end\n    end\nend\nif <(clone#) = [2]> then\n    show\n    forever\n        point in direction (90)\n        go to x: (0) y: (0)\n        switch costume to ((2) + (lvl))\n        clear graphic effects\n    end\nend\nif <(clone#) = [3]> then\n    show\n    reset timer\n    set size to (80) %\n    forever\n        switch costume to (win v)\n        point in direction ((90) + (([sin v] of ((800) * (timer)) ) * (10)))\n        clear graphic effects\n        if <(lvl) = [1]> then\n            go to x: (-190) y: (90)\n        else\n            if <(lvl) = [2]> then\n                go to x: (100) y: (110)\n            else\n                if <(lvl) = [3]> then\n                    go to x: (170) y: (95)\n                else\n                    if <(lvl) = [4]> then\n                        go to x: (-200) y: (-80)\n                    else\n                        if <(lvl) = [5]> then\n                            go to x: (170) y: (95)\n                        else\n                            if <(lvl) = [6]> then\n                                go to x: (-174) y: (105)\n                            else\n                                if <(lvl) = [7]> then\n                                    hide\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nsetup\n\nwhen [timer v] > (timer)\npoint in direction (0)\ngo to x: (0) y: (0)\nswitch costume to (player v)\nset size to (200) %\nswitch costume to (tb v)\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\n    set [bounce dir v] to (((bounce dir) * (0.8)) + (((90) - (direction)) / (5)))\n    turn right (bounce dir) degrees\n    set [bounce size v] to (((bounce size) * (0.8)) + (((100) - (size)) / (3)))\n    change size by (bounce size)\nend\nrepeat (40)\n    set [bounce dir v] to (((bounce dir) * (0.8)) + (((90) - (direction)) / (5)))\n    turn right (bounce dir) degrees\n    set [bounce size v] to (((bounce size) * (0.8)) + (((100) - (size)) / (5)))\n    change size by (bounce size)\nend\n\nwhen flag clicked\nforever\n    play sound [xD v] until done\nend\n\nturn left (15) degrees\n\n