Platformer 

Instructions: Hi Everyone! \nThis is a colourful platformer!!\nArrow keys to move \nSpace to jump. \nThanks to @griffpatch for the amazing tutorial series\nYou may have to adjust yourself on the horizontal platforms\nGriffpatch if you viewed this pls comment.\nUPDATE LOG:\n16.10.21- Vertical Scenes!\n20.10.21- Lava and Spikes!\n28.10.21 - Moving Platforms!\n15.11.21 - Visual Effects!\n20. 11.21 - Collectibles,Keys and locked doors!\n20.3.22 - Wall jumping bug fix &

@Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Main menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((speed x) / (steps))\n    Check Touching solid\n    if <(touching) > [0]> then\n        Collide X - Slope or Wall?\n    end\n    set [last value v] to (y position)\n    change y by ((speed y) / (steps))\n    Check Touching solid\n    if <(touching) > [0]> then\n        Collide Y - Ceiling or Floor\n    end\nend\n\ndefine Check Touching solid\nif <<touching (level v)?> or <touching (platforms v)?>> then\n    set [touching v] to [1]\nelse\n    set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Right and Left\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (space v) pressed?> or <key (up arrow v) pressed?>> then\n    if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n        start sound [Jump v]\n        set [jumping v] to [1]\n        set [falling v] to [3]\n        set [wall slide v] to [0]\n        turn right (180) degrees\n        set [speed x v] to (((direction) / (90)) * (7))\n        set [long jump v] to [12]\n    end\n    if <<(falling) < [3]> and <(jumping) = [0]>> then\n        start sound [Jump v]\n        set [jumping v] to [1]\n        set [falling v] to [3]\n    end\n    if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n        change [jumping v] by (1)\n        set [speed y v] to (JUMP FORCE)\n    end\nelse\n    set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n    Check Can Wall Slide\n    if <(speed y) < [0]> then\n        set [speed y v] to ((speed y) * (0.6))\n    end\nend\n\ndefine Controls - Right and Left\nif <(long jump) > [0]> then\n    change [long jump v] by (-1)\n    stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(KEY X) = [0]> then\n    if <<(falling) > [2]> and <(wall slide) < [1]>> then\n        set [speed x v] to ((speed x) * (0.98))\n        stop [this script v]\n    end\n    if <([abs v] of (speed x) ) < [1]> then\n        set [frame v] to [0]\n        set [speed x v] to [0]\n    else\n        change [frame v] by (0.5)\n    end\nelse\n    change [speed x v] by ((KEY X) * (ACCELERATION))\n    if <not <(direction) = ((KEY X) * (90))>> then\n        set [wall slide v] to [0]\n    end\n    point in direction ((KEY X) * (90))\n    change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [brightness v] effect to (0)\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x,y: (SPAWN X) (SPWAN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n    broadcast (Tick - First v)\n    broadcast (Tick - Platforms v)\n    broadcast (Tick - Player v)\n    broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n    Begin Scene # ((SCENE #) + (1)) go to x,y: [-235] []\nend\nif <(x position) < [-235]> then\n    Begin Scene # ((SCENE #) + (-1)) go to x,y: [235] []\nend\nif <(y position) > [180]> then\n    Begin Scene # ((SCENE #) + (100)) go to x,y: [] [-180]\nend\nif <(y position) < [-180]> then\n    Begin Scene # ((SCENE #) + (-100)) go to x,y: [] [180]\nend\nif <touching (danger v)?> then\n    broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x,y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n    set x to (x)\nend\nif <(y) > []> then\n    set y to (y)\nend\nbroadcast (Exit scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n    Fix Collision in Direction [0]\nelse\n    Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n    Check Touching solid\n    if <(touching) < [1]> then\n        point in direction (temp)\n        stop [this script v]\n    end\n    move (distance) steps\n    turn right (180) degrees\n    change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platforms dx v] to []\nset [platforms dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n    switch costume to (hangon01 v)\n    stop [this script v]\nend\nif <(falling) > [1]> then\n    if <(speed y) > [0]> then\n        switch costume to (jump01 v)\n    else\n        switch costume to (run_j2 v)\n    end\n    stop [this script v]\nend\nif <(frame) > [0]> then\n    switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n    switch costume to (hit angle 0 v)\n    repeat (5)\n        Check Touching solid\n        if <(touching) < [1]> then\n            switch costume to ((costume [number v]) + (5))\n            stop [this script v]\n        end\n        next costume\n    end\n    switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching solid\nif <(touching) > [0]> then\n    change y by (1)\n    Check Touching solid\n    if <(touching) > [0]> then\n        change y by (-2)\n        set x to (last value)\n        set [speed x v] to [0]\n        stop [this script v]\n    end\n    set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n    set [speed y v] to [0]\n    stop [this script v]\nend\nif <(falling) > [0]> then\n    set [falling v] to [0]\n    Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching solid\nif <(touching) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (1)\n    stop [this script v]\nend\nchange x by (-2)\nCheck Touching solid\nif <(touching) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (-1)\n    stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n    set [wall slide v] to [0]\n    stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nCheck Touching solid\nset [wall slide v] to (touching)\n\nwhen flag clicked\nif <<(username) = [RFX55_]> or <(username) = [griffpatch]>> then\n    set drag mode [draggable v]\nend\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nchange [lives v] by (-1)\nwait (0.5) seconds\nif <(LIVES) > [0]> then\n    Reset and Begin Level\nelse\n    broadcast (GAME OVER v)\nend\n\ndefine Moved by Moving Platform\nchange x by (PLATFORMS DX)\nchange y by (PLATFORMS DY)\nCheck Touching solid\nif <(touching) > [0]> then\n    Find Closest Space to (x position) (y position) max [16]\n    if <(touching) > [0]> then\n        broadcast (Lose Life v)\n    end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n    repeat (16)\n        go to x: (x) y: (y)\n        move (distance) steps\n        Check Touching solid\n        if <(touching) < [1]> then\n            point in direction (temp)\n            move (distance) steps\n            stop [this script v]\n        end\n        turn right (22.5) degrees\n    end\n    change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [17]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\ngo [forward v] (1000) layers\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spwan y v] to [55]\nReset and Begin Level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nStamp Outline\nStamp Shadow\n\nwhen I receive [lose life v]\ngo to [back v] layer\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n    move (3) steps\n    stamp\n    move (-3) steps\n    turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\nStamp Outline\nStamp Shadow\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (20)\nstamp\nchange y by (-20)\nclear graphic effects\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [3]> then\n    forever\n        set y to ((5) * ([sin v] of ((timer) * (140)) ))\n    end\nend\nif <(SCENE #) = [4]> then\n    forever\n        set y to ((4) * ([sin v] of ((timer) * (200)) ))\n    end\nend\nif <(SCENE #) = [7]> then\n    forever\n        set y to ((2) * ([sin v] of ((timer) * (130)) ))\n    end\nend\n\n@Platforms\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [1]> then\n    show\n    Animate Platform\nend\nif <(SCENE #) = [6]> then\n    show\n    Animate Platform 2\nend\nif <(SCENE #) = [104]> then\n    show\n    Animate Platform 3\nend\nif <(SCENE #) = [2]> then\n    show\n    Animate Platform 4\nend\nif <(SCENE #) = [5]> then\n    Door At [219] [66] Key [Key 1]\nend\nif <(SCENE #) = [14]> then\n    Door At [219] [34] Key [Key 2]\nend\n\ndefine Animate Platform\ngo to x: (-41) y: (67)\nswitch costume to (platform1 v)\nforever\n    glide (3) secs to x: (204) y: (76)\n    wait (1) seconds\n    glide (3) secs to x: (-41) y: (67)\n    wait (7) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n    change y by (1)\nelse\n    set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n    set [platforms dx v] to ((new x) - (last x))\n    set [platforms dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate Platform 2\ngo to x: (189) y: (-17)\nswitch costume to (platform2 v)\nforever\n    glide (2) secs to x: (189) y: (74)\n    wait (1) seconds\n    glide (2) secs to x: (189) y: (-17)\n    wait (5) seconds\nend\n\ndefine Animate Platform 3\ngo to x: (-68) y: (-111)\nswitch costume to (platform104 v)\nforever\n    glide (2) secs to x: (42) y: (-111)\n    wait (1) seconds\n    glide (2) secs to x: (-68) y: (-111)\n    wait (3) seconds\nend\n\ndefine Animate Platform 4\ngo to x: (170) y: (126)\nswitch costume to (platform3 v)\nforever\n    glide (2) secs to x: (176) y: (-26)\n    wait (1) seconds\n    glide (2) secs to x: (170) y: (126)\n    wait (5) seconds\nend\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (20)\nstamp\nchange y by (-20)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n    move (3) steps\n    stamp\n    move (-3) steps\n    turn right (45) degrees\nend\nclear graphic effects\n\ndefine Door At (x) (y) Key ( key name)\nshow\nswitch costume to ( key name)\ngo to x: (x) y: (y)\nforever\n    wait until <touching (player v)?>\n    if <[collected v] contains ( key name)?> then\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (4)\n        end\n        wait (1) seconds\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (-4)\n        end\n        start sound [Crunch v]\n    else\n        start sound [Low Squeak v]\n    end\n    wait until <not <touching (player v)?>>\nend\n\n@Collectible\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n    change y by ((0.5) * ([sin v] of (frame) ))\n    change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n    change [apples v] by (1)\n    start sound [Chomp v]\nelse\n    if <(costume [name v]) = [Green Flag]> then\n        start sound [Wand v]\n        set [spawn scene v] to (SCENE #)\n        set [spawn x v] to ([x position v] of [player v])\n        set [spwan y v] to ([y position v] of [player v])\n    else\n        start sound [Wand v]\n        add (costume [name v]) to [collected v]\n    end\nend\nrepeat (20)\n    change y by (2)\n    change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [apples v] to [0]\nhide\nPlace [apple] scene [1] xy [-30] [-36]\nPlace [apple] scene [1] xy [62] [-1]\nPlace [Key 1] scene [104] xy [181] [-60]\nPlace [apple] scene [2] xy [-54] [-3]\nPlace [apple] scene [2] xy [-185] [20]\nPlace [apple] scene [3] xy [-56] [27]\nPlace [apple] scene [3] xy [32] [73]\nPlace [apple] scene [4] xy [31] [80]\nPlace [apple] scene [4] xy [88] [81]\nPlace [apple] scene [101] xy [-187] [-17]\nPlace [apple] scene [5] xy [-38] [31]\nPlace [apple] scene [5] xy [-70] [57]\nPlace [apple] scene [5] xy [-70] [57]\nPlace [Key 2] scene [6] xy [51] [-45]\nPlace [apple] scene [8] xy [-46] [45]\nPlace [apple] scene [8] xy [117] [97]\nPlace [apple] scene [8] xy [153] [97]\nPlace [Green Flag] scene [3] xy [198] [20]\nPlace [Green Flag] scene [7] xy [211] [6]\n\ndefine Place (costume) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Splash Screen\n\nwhen flag clicked\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main menu v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\ngo to x: (0) y: (-73)\nset size to (10) %\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by ((0.2) * ((110) - (size)))\n    else\n        change size by ((0.2) * ((100) - (size)))\n    end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [1]> then\n    if <([x position v] of [player v]) < [0]> then\n        Spawn [Red] at [-8] [-61] dir [-90]\n    end\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n    switch costume to (red 1 v)\n    set rotation style [don't rotate v]\n    Move - Left or Right\n    Move Down\n    change [frame v] by (0.33)\n    switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n    set rotation style [left-right v]\n    if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n        Touching player\n    end\nend\n\nwhen I receive [exit scene v]\ndelete this clone\n\ndefine Move Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n    change y by (1)\n    change [speed y v] by (-1)\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n    if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n        if <not <<touching (safe zones v)?> or <touching (platforms v)?>>> then\n            stop [this script v]\n        end\n    end\n    change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching player\nif <([speed y v] of [player v]) < [-3]> then\n    broadcast (Player - Bounce v)\n    start sound [Squish Pop v]\n    switch costume to (red squish v)\n    wait (0.3) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (x)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Safe zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n