School || a scrolling platformer #games

Instructions: Sequel is out now\nhttps://scratch.mit.edu/projects/409323910/\nNew game, yay :)\n----------------------------school-------------------------------------\nUse arrow keys WASD or mobile to move \nAvoid fails\ndon't fall in\n2 levels (I will add a third with 100 loves)\nOver + 20h of work let me get this top loved\nStory:You are traped in your last school day so you have to escape \n

@Stage\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (1 1 v)\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (2 1 v)\n        Clone At x: [480] y: [0]\n        Clone At x: [480] y: [0]\n        Clone At x: [760] y: [720]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (3 1 v)\n        end\n    end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    go to [front v] layer\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\ngo to [back v] layer\nnext costume\n\ngo to [front v] layer\n\n@Player\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n    if <(sy) > [0]> then\n        change [player: y v] by (-1)\n    else\n        change [player: y v] by (1)\n        set [in air v] to [0]\n    end\n    Position\n    set [sy v] to [0]\nend\n\ndefine Change Player X By (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n    repeat (12)\n        change [player: y v] by (1)\n        Position\n        if <not <touching (platforms v)?>> then\n            stop [this script v]\n        end\n    end\n    change [player: y v] by (-12)\n    if <key (up arrow v) pressed?> then\n        if <(sx) > [0]> then\n            set [sx v] to [-16]\n        else\n            set [sx v] to [0]\n        end\n        set [in air v] to [0]\n    else\n        set [sx v] to [0]\n    end\n    repeat until <not <touching (platforms v)?>>\n        if <(sx) > [0]> then\n            change [player: x v] by (-1)\n        else\n            change [player: x v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n    change [sx v] by (-2.2)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n    change [sx v] by (2.2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n    Change Player X By (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n    if <(in air) < [4]> then\n        set [sy v] to [16]\n    end\nend\nif <(sy) > [-20]> then\n    change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTest - Die\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (10)))\nset [add v] to (join (COLLECTED) (join [ ] (join [/] (join [ ] (COLLECTED MAX)))))\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n    set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n    set [exit v] to [Die]\nend\nif <touching (trampolines v)?> then\n    set [sy v] to [35]\nend\n\ndefine Game On\nset [player: x v] to (Spawn X)\nset [player: y v] to (Spawn Y)\nset [scroll x v] to (Spawn X)\nset [scroll y v] to (Spawn Y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [sx v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Test - Die\nif <touching (danger v)?> then\n    set [exit v] to [Die]\nend\n\ndefine Game - Win\nrepeat (50)\n    point towards (exit portal v)\n    turn right (65) degrees\n    move ((distance to [exit portal v]) / (2)) steps\n    change size by (-1)\n    change [ghost v] effect by (2)\nend\nhide\nbroadcast (New Start v)\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Game - Die\nbroadcast (die v)\nset [exit v] to []\nrepeat (5)\n    hide\n    wait (0.05) seconds\n    show\n    wait (0.05) seconds\nend\nclear graphic effects\nhide\nwait (0.25) seconds\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n    broadcast (Reset v) and wait\n    broadcast (Setup v) and wait\n    Game On\n    repeat until <(EXIT) > []>\n        Tick\n        broadcast (Tick v)\n    end\n    if <(EXIT) = [Win]> then\n        Game - Win\n    else\n        Game - Die\n    end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [tick v]\ncreate clone of (stamp v)\n\nwhen flag clicked\nset size to (100) %\nforever\n    if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n        switch costume to (5 v)\n    else\n        if <<<key (left arrow v) pressed?> or <<mouse down?> and <[-10] > (mouse x)>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n            switch costume to (6 v)\n        else\n            if <<key (left arrow v) pressed?> or <<mouse down?> and <[-10] > (mouse x)>>> then\n                switch costume to (2 v)\n            else\n                if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n                    switch costume to (3 v)\n                else\n                    if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n                        switch costume to (4 v)\n                    else\n                        switch costume to (1 v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset [spawn y v] to [0]\nset [spawn x v] to [0]\n\nwhen [r v] key pressed\nGame On\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nset [score v] to [0]\nrepeat until <(LEVEL) = [4]>\n    wait (1) seconds\n    change [score v] by (1)\nend\nif <(Score) < (☁ HighScore)> then\n    set [☁ highscore v] to (Score)\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (1  v)\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n    switch costume to (2 1 v)\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [0] y: [360]\n    Clone At x: [260] y: [380]\nend\nif <(LEVEL) = [3]> then\n    switch costume to (3 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    go [forward v] (100) layers\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (new start v)\n\n@Exit Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <touching (player v)?> then\n    set [exit v] to [Win]\n    set [spawn x v] to [0]\n    set [spawn y v] to [0]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n    Clone At x: [1737] y: [37]\nelse\n    if <(LEVEL) = [2]> then\n        Clone At x: [1670] y: [38]\n    else\n        if <(LEVEL) = [3]> then\n            Clone At x: [2049] y: [708]\n        end\n    end\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\n@Sprite1\n\n@Sprite3\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    change [brightness v] effect by (1)\n    change [ghost v] effect by (1)\nend\n\n