Super Luigi || A Platformer #All #Games #Trending

Instructions: ----------Controls----------\n-Up: Use the W Key or Up Arrow Key-\n-Left: Use the A Key or Left Arrow Key-\n-Right: Use the D Key or Left Arrow Key-\n---------------------------------------------------------\nThere is a slight possibility that you can get stuck in something. It probably won't happen but it can. If you notice any bugs please report them. Thanks!!! :)\n\n-Piranha Plants\n-Spikes\n-Pipes\n-Great Music\n-Other cool features!\n3.85/5 on how hard this game is.\n\n...\n\n

@Stage\n\n@Player\n\nwhen flag clicked\nforever\n    if <not <<key (any v) pressed?> or <mouse down?>>> then\n        switch costume to (staring v)\n    end\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        switch costume to (looking up v)\n    end\n    if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(mouse y) > (y position)> and <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>>>>> then\n        switch costume to (looking right v)\n    end\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        switch costume to (looking left v)\n    end\nend\n\nwhen flag clicked\nset [gravity v] to [-1]\nset [jump force v] to [15]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nResetting and Beginning the Level\n\ndefine Fix overlap\nrepeat until <not <touching color (#0cb100)?>>\n    change y by (1)\nend\nset [speed y v] to [0]\n\nchange y by (speed y)\nif <touching color (#0cb100)?> then\n    Fix overlap\nend\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    if <touching (level v)?> then\n        set x to (last value)\n        set [speed x v] to [0]\n    end\n    set [last value v] to (y position)\n    change y by ((speed y) / (steps))\n    if <touching (level v)?> then\n        set y to (last value)\n        if <(speed y) < [0]> then\n            set [falling v] to [0]\n        end\n        set [speed y v] to [0]\n    end\nend\n\nwhen flag clicked\nforever\n    play sound [Water Level - Beach v] until done\n    play sound [Oh NO! v] until done\n    play sound [Ground theme - 1 v] until done\n    play sound [Map \(World 1\) NSMBU Deluxe v] until done\n    play sound [Nostalgia  v] until done\n    play sound [Athletic v] until done\n    play sound [NSMBW Main Menu 2 v] until done\nend\n\nwhen I receive [tick - player v]\nControls - Up and Down\nControls - Left and Right\nMove in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n    if <(falling) < [3]> then\n        set [speed y v] to (JUMP FORCE)\n    end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls - Left and Right\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [speed x v] by ((0) - (ACCELERATION))\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [speed x v] by (ACCELERATION)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Resetting and Beginning the Level\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\ngo to x: (-186) y: (-12)\nbroadcast (Change Scene v)\nbroadcast (Game loop v)\n\nwhen I receive [game loop v]\nforever\n    broadcast (Tick - Player v)\n    broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [220]> then\n    change [scene # v] by (1)\n    broadcast (Change Scene v)\n    go to x: (-218) y: (-41)\nend\n\nwhen flag clicked\nforever\n    show\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    if <touching (danger v)?> then\n        go to x: (-218) y: (-41)\n        Fix overlap\n    end\nend\n\nwhen flag clicked\nif <key (up arrow v) pressed?> then\n    if <(speed x) = [0]> then\n        set [speed x v] to [0]\n    else\n        set [acceleration v] to [16]\n    end\n    set [falling v] to [0]\nelse\n    set [speed x v] to [0]\nend\n\nwhen flag clicked\nforever\n    if <(Scene #) = [18]> then\n        hide\n    else\n        show\n    end\nend\n\n@Level\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    go to [front v] layer\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\n\n@Danger\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    go to [back v] layer\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\n\n@Background\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\nwhen flag clicked\nforever\n    switch costume to (cool v)\nend\n\nwhen flag clicked\nforever\n    if <(Scene #) = [16]> then\n        switch costume to (the end? v)\n    end\n    if <(Scene #) = [17]> then\n        switch costume to (the end? v)\n    end\nend\n\n@Spike\n\nwhen flag clicked\nforever\n    hide\nend\n\n@Heart\n\nwhen flag clicked\nforever\n    hide\nend\n\n@Star\n\nwhen flag clicked\nforever\n    hide\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    hide\nend\n\n@Peach's Castle\n\nwhen flag clicked\nforever\n    hide\nend\n\n@STUFF\n\nwhen flag clicked\nforever\n    hide\nend\n\n