WORLDS 2 || A PLATFORMER # all #all # games #games

Instructions: -----------------------✦WORLDS 2✦----------------------\n█              READ WHOLE INSTRUCTIONS!               █ \n\n+++++++++++++ EASIER VERSION ++++++++++++\nhttps://scratch.mit.edu/projects/491567636/\n+++++++++++++++++++++++++++++++++++++++\n\n█               I'LL DELETE ADVERTISEMENT!            █ \n█                      #6   ON TRENDING!                        █ \n█     THIS IS PART 2 OF THE WORLDS SERIES     █\n█         PROPOSE IT TO BE FEATURED!                 █  █    https://scratch.mit.edu/studios/28715018/       █\n█              THERE IS AN EASTER EGG!                   █\n\n╬═ ARROW KEYS TO MOVE                                  ═╬\n╬═ CLICK ON THE PLAYER TO START                  ═╬\n╬═ S TO SKIP A LEVEL                                           ═╬\n╬═ R TO RESTART A LEVEL                                   ═╬\n╬═ ALL LEVELS ARE POSSIBLE                            ═╬\n \n-----------------------✦HAVE FUN!✦----------------------

@Stage\n\nwhen flag clicked\nforever\n    play sound [Treenan v] until done\nend\n\n@LESS LAG\n\n@PLAYER\n\ndefine SIMULATION\nchange y by (FALLTEMPO)\nif <touching (ground v)?> then\n    if <(FALLTEMPO) < [0]> then\n        set [überground v] to [1]\n    else\n        set [überground v] to [-1]\n    end\n    repeat until <not <touching (ground v)?>>\n        change y by (ÜBERGROUND)\n    end\n    set [falltempo v] to [0]\nelse\n    change [falltempo v] by (SCHWERKRAFT)\nend\n\ndefine SPRUNG\nif <key (up arrow v) pressed?> then\n    change y by (-1)\n    if <touching (ground v)?> then\n        set [falltempo v] to [30]\n    end\n    if <<touching (dangers v)?> or <(y position) < [-180]>> then\n        repeat (5)\n            turn right (15) degrees\n            change [ghost v] effect by (15)\n        end\n        point in direction (90)\n        go to x: (-210) y: (-50)\n        set [ghost v] effect to (0)\n    end\n    change y by (-1)\nend\n\nwhen I receive [start game v]\nset [schwerkraft v] to [-3]\ngo to x: (-210) y: (0)\nset size to (100) %\npoint in direction (90)\nswitch costume to (right v)\nswitch backdrop to (backdrop2 v)\nshow\nforever\n    LAUFE\n    SPRUNG\n    SIMULATION\n    TOT\nend\n\ndefine LAUFE\nif <key (right arrow v) pressed?> then\n    switch costume to (right v)\n    change x by (7)\n    if <<touching (dangers v)?> or <(y position) < [-180]>> then\n        repeat (5)\n            turn right (15) degrees\n            change [ghost v] effect by (15)\n        end\n        point in direction (90)\n        go to x: (-210) y: (-50)\n        set [ghost v] effect to (0)\n    end\n    if <touching (ground v)?> then\n        change x by (-7)\n    end\n    if <(x position) > [230]> then\n        broadcast (NEW LEVEL v)\n    end\nend\nif <key (left arrow v) pressed?> then\n    switch costume to (left v)\n    change x by (-7)\n    if <<touching (dangers v)?> or <(y position) < [-180]>> then\n        repeat (5)\n            turn right (15) degrees\n            change [ghost v] effect by (15)\n        end\n        point in direction (90)\n        go to x: (-210) y: (-50)\n        set [ghost v] effect to (0)\n    end\n    if <touching (ground v)?> then\n        change x by (7)\n    end\nend\n\nwhen I receive [new level v]\ngo to x: (-210) y: (-50)\n\nwhen [r v] key pressed\ngo to x: (-210) y: (-50)\n\nwhen flag clicked\nset [is this ok v] to [0]\nswitch backdrop to (backdrop7 v)\ngo to x: (0) y: (0)\nshow\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n    wait until <not <mouse down?>>\n    if <key (left arrow v) pressed?> then\n        change [color v] effect by (10)\n    end\n    if <key (right arrow v) pressed?> then\n        change [color v] effect by (-10)\n    end\nend\nset [is this ok v] to [COMMENT: STEVE]\nbroadcast (START GAME v)\n\nwhen [s v] key pressed\nbroadcast (NEW LEVEL v)\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nclear graphic effects\nrepeat until <(is this ok) = [COMMENT: STEVE]>\n    point in direction ((([sin v] of ((timer) * (500)) ) * (12)) + (90))\n    set size to ((([sin v] of ((timer) * (400)) ) * (8)) + (200)) %\nend\n\ndefine TOT\nif <<touching (dangers v)?> or <(y position) < [-180]>> then\n    repeat (5)\n        turn right (15) degrees\n        change [ghost v] effect by (15)\n    end\n    point in direction (90)\n    go to x: (-210) y: (-50)\n    set [ghost v] effect to (0)\nend\n\n@GROUND\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [new level v]\nchange [level v] by (1)\nnext costume\nif <(LEVEL) = [5]> then\n    switch backdrop to (backdrop3 v)\n    go [backward v] (2) layers\nend\nif <(LEVEL) = [6]> then\n    switch backdrop to (backdrop4 v)\nend\nif <(LEVEL) = [10]> then\n    switch backdrop to (backdrop5 v)\nend\nif <(LEVEL) = [11]> then\n    switch backdrop to (backdrop6 v)\nend\n\n@ART\n\nwhen I receive [start game v]\nset [id v] to [0]\nforever\n    create clone of (_myself_ v)\n    if <(ID) = [0]> then\n        wait (pick random (0.5) to (1)) seconds\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <<(ID) = [0]> and <(LEVEL) < [5]>> then\n    go to [back v] layer\n    set [ghost v] effect to (50)\n    show\n    go to x: (240) y: (pick random (0) to (180))\n    switch costume to (pick random (1) to (4))\n    repeat (92)\n        change x by (-5)\n    end\n    delete this clone\nend\nif <(ID) = [1]> then\n    go to [back v] layer\n    set [ghost v] effect to (0)\n    show\n    go to x: (pick random (-240) to (240)) y: (180)\n    switch costume to (costume5 v)\n    repeat (92)\n        change y by (-5)\n    end\n    delete this clone\nend\n\nwhen I receive [new level v]\nif <(LEVEL) = [6]> then\n    hide\nend\nif <(LEVEL) = [10]> then\n    set [id v] to [1]\nend\n\n@DANGERS\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [new level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [new level v]\nif <(LEVEL) = [16]> then\n    show\n    forever\n        if <touching (player v)?> then\n            broadcast (END v)\n        end\n    end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\nrepeat (10)\n    go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\n    wait (0) seconds\n    go to x: (0) y: (0)\nend\nforever\n    if <mouse down?> then\n        show variable [is this ok v]\n    end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@GROUND2\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [new level v]\nnext costume\n\n