Scrolling Platformer Engine #All 

Instructions: 　~Large update~\n・New stage added\n- Added new hidden skins\n・Add movement to some backgrounds\n・Stage 4\n・Stage 11\n・Stage 16\n・Addition of a function to display a warning when the body temperature rises\n・Addition of cloud variable "number of complete clearers"\n\n拡散してくれー頼むー！\n-=-=-=-=-=-=-=-=-=-=-=-遊び方=-=-=-=-=-=-=-=-=-=-=-=-=-=-\n*モバイル不対応*\n矢印キーで操作\n最初の画面で\n「Skin」と書いてあるボタンを押すとプレイヤーの色とプレイヤーが持っているものを選ぶことができます！\n左下には温度計があります!\n暑いと○んでしまうので、ステージの途中にある冷えピタ的なやつに触れて体温調節もしましょう。\n冷えピタにずっと触れていると逆に凍結してしまうので注意!!\n新しいギミックが盛りだくさん！\n本気で作ったので❤と⭐よろしくおねがいします！\nモバイルの人はこちらから！\nhttps://scratch.mit.edu/projects/724387688/\n英語\n*Not mobile compatible\nOperate with arrow keys\non the first screen\nBy pressing the button labeled "Skin" you can choose the color of the player and what the player has!\nThere is a thermometer in the lower left!\nIf it's hot, you'll get hot, so let's adjust your body temperature by touching the cool stuff in the middle of the stage.\nKeep in mind that if you touch the cold pita for a long time, it will freeze instead!\nLots of new gimmicks!\nI made it seriously, so thank you for your support ❤ and ⭐!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nネタバレ注意！\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n初見殺し一覧\n・ステージ3の針は意外と避けづらい\n・ステージ4で上からは冷えピタに行けない\n・ステージ10の花火のうちスイカは八方向に飛び散る\n・ステージ15の水に当たり判定は無い\n・ステージ17ではヤシの実が降ってくる\n・ステージ19では抜ける地面が2つある\n・ステージ23の木は地面判定\n・ステージ24の真ん中の雲は地面判定\n・ステージ27の雷はなった瞬間2つに分かれる\n　また右に行けば行くほど落ちる頻度は上がる\n・ステージ28の地面は全て冷えピタ\n　リスポーン地点でジャンプしてると体温上がる\n・ステージ29はスイカにしか当たり判定がない\n・ステージ30は3秒経過で針が落ちてくる

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nrepeat (10)\n    play sound [Avicii_-_Hey_Brother_Lyric v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-177) y: (-100)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n    platformer\nend\n\nwhen I receive [next level v]\ngo to x: (-177) y: (-100)\n\ndefine platformer\nif <key (right arrow v) pressed?> then\n    change [xv v] by (0.75)\nend\nif <key (left arrow v) pressed?> then\n    change [xv v] by (-0.75)\nend\nset [xv v] to ((xV) * (0.9))\nchange x by (xV)\nif <touching (base v)?> then\n    change y by (1)\n    if <touching (base v)?> then\n        change y by (1)\n        if <touching (base v)?> then\n            change y by (1)\n            if <touching (base v)?> then\n                change y by (1)\n                if <touching (base v)?> then\n                    change y by (1)\n                    if <touching (base v)?> then\n                        change x by ((xV) * (-1))\n                        change y by (-5)\n                        if <key (up arrow v) pressed?> then\n                            if <(xV) > [0]> then\n                                set [xv v] to [-5]\n                            else\n                                set [xv v] to [5]\n                            end\n                            set [yv v] to [13]\n                        else\n                            set [xv v] to [0]\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange [yv v] by (-1)\nchange y by (yV)\nif <touching (base v)?> then\n    change y by ((yV) * (-1))\n    set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (base v)?> then\n    if <key (up arrow v) pressed?> then\n        set [yv v] to [15]\n    end\n    change y by (1)\nend\nif <touching (next level v)?> then\n    broadcast (Next Level v)\nend\nif <touching (bounce v)?> then\n    set [yv v] to [18]\nend\nif <touching (move v)?> then\n    set [yv v] to [0]\n    set [xv v] to [18]\nend\nif <key (s v) pressed?> then\n    broadcast (Next Level v)\n    wait (2) seconds\nend\nif <<touching (danger v)?> or <touching (danger2 v)?>> then\n    repeat (10)\n        change size by (-10)\n    end\n    go to x: (-177) y: (-100)\n    set size to (100) %\n    set [xv v] to [0]\nend\nif <(y position) < [-187]> then\n    repeat (10)\n        change size by (-10)\n    end\n    go to x: (-177) y: (-100)\n    set size to (100) %\nend\n\n@Base\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Bounce\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Move\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Front\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nwait (2) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\n\n@Next level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@transitioning\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ntransist\n\ndefine transist\nclear graphic effects\nshow\ngo to x: (0) y: (400)\nrepeat until <(round (y position)) = [0]>\n    change y by (((y position) / (6)) * (-1))\n    go to [front v] layer\nend\nwait (0.1) seconds\nrepeat until <(y position) > [324]>\n    change y by (((325) - (round (y position))) / (6))\nend\nhide\n\n