One Piece Platformer | #games #trending #all

Instructions: NEW PROJECT! ✨ Stickman Hook Game OUT NOW ✨: https://scratch.mit.edu/projects/875288285/\n\n\n\n\n- - - ᴏɴᴇ ᴘɪᴇᴄᴇ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ - - -\n✨ ꜱᴇᴄʀᴇᴛ ꜰᴏʀ ᴘᴇᴏᴘʟᴇ ᴡʜᴏ ʟɪᴋᴇ + ꜰᴀᴠ! ✨\n\n- - - ʜᴏᴡ ᴛᴏ ᴘʟᴀʏ - - -\n➡ ᴜsᴇ ᴀʀʀᴏᴡ ᴋᴇʏs\n➡ ᴀᴠᴏɪᴅ ꜱᴘɪᴋᴇꜱ - ᴘʀᴇꜱꜱ ᴛʜᴇ ᴅᴏᴡɴ ᴀʀʀᴏᴡ ᴛᴏ ꜱʜᴏᴏᴛ ᴛʜᴇ ㅤ ꜱᴘɪᴋᴇꜱ\n➡ ᴀᴠᴏɪᴅ ᴛᴏᴜᴄʜɪɴɢ ᴛʜᴇ ꜱᴇᴀ\n\nɪꜰ ʟᴀɢɢʏ ᴜꜱᴇ ᴛᴜʀʙᴏᴡᴀʀᴘ:\nhttps://turbowarp.org/872817894?interpolate\n\nᴄʀᴇᴅɪᴛꜱ\n➡ @ᴛɪɴʏᴅxᴅᴇ + @ᴊᴀᴍᴇꜱᴛʜᴇʙʀᴜɴᴄʜʟᴀᴅ ꜰᴏʀ ꜱᴏᴍᴇ ᴀʀᴛ ㅤ ᴀɴᴅ ᴄᴏᴅᴇ.\n➡ ᴍᴜꜱɪᴄ ꜰʀᴏᴍ ʏᴏᴜᴛᴜʙᴇ\n➡ ᴀʟʟ ᴏꜰ ᴛʜᴇ ʀᴇꜱᴛ ʙʏ ᴍᴇ :)\n\nᴏᴛʜᴇʀ ɪɴꜰᴏ\n24+ ʜᴏᴜʀs ᴏf ᴄᴏᴅɪɴɢ ᴀɴᴅ ᴄʀᴇᴀᴛɪɴɢ ᴀʀᴛ\n500+ ʙʟᴏᴄᴋs ᴏꜰ ᴄᴏᴅᴇ\n42+ sᴄʀɪᴘᴛs\n\nɢᴏ fᴏʟʟᴏᴡ ᴍᴇ ᴀᴛ @MysticGxmes so u get a notification when i share a new project! <3\n\nᴛᴀɢs:\n\n#games #all #trending #music #stories #MysticGxmes #onepiece #Platformer #non-generic #art #entry #cool #one #piece #popular #games #all #trending #music #stories #MysticGxmes #onepiece #Platformer #non-generic #art #entry #cool #one #piece #popular #games #all #trending #music #stories #MysticGxmes #onepiece #Platformer #non-generic #art #entry #cool #one #piece #popular #follow #me #if #ur #reading #this #XD

@Stage\n\nwhen flag clicked\nforever\n    broadcast (Tick v)\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n    if <(Liked and Faved?) = [1]> then\n        switch backdrop to (2 v)\n    else\n        if <(Liked and Faved?) = [2]> then\n            switch backdrop to (3 v)\n        else\n            switch backdrop to (1 v)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    play sound [alt \(2\) v] until done\nend\n\n@Levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        switch costume to (level 1 v)\n    else\n        if <(Level) = [2]> then\n            switch costume to (level 2 v)\n        else\n            if <(Level) = [3]> then\n                switch costume to (level 3 v)\n            else\n                if <(Level) = [4]> then\n                    switch costume to (level 4 v)\n                else\n                    if <(Level) = [5]> then\n                        switch costume to (level 5 v)\n                    else\n                        if <(Level) = [6]> then\n                            switch costume to (end v)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@Player\n\nwhen flag clicked\nset [player hp v] to [100]\ngo to x: (-188) y: (120)\nset size to (75) %\nset [x - vel v] to [0]\npoint in direction (90)\nswitch costume to (normal - right v)\nbroadcast (Player Start Pos v)\n\nwhen flag clicked\nset [player hp v] to [100]\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n    if <key (down arrow v) pressed?> then\n        create clone of (bullet v)\n        wait (0.5) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Player HP) = [0]> then\n        broadcast (Player Die v)\n    end\nend\n\nwhen I receive [player die v]\nset [dead? v] to [1]\nrepeat (5)\n    set x to (Player X)\n    set y to (Player Y)\n    change [ghost v] effect by (10)\nend\nshow\nclear graphic effects\nset [player hp v] to [100]\nset [dead? v] to [0]\ngo to x: (-188) y: (120)\nset size to (75) %\nset [x - vel v] to [0]\npoint in direction (90)\nswitch costume to (normal - right v)\nset [x 1 v] to (x position)\nset [y 1 v] to (y position)\nset [start player pos v] to [0]\nrepeat (50)\n    if <touching (levels v)?> then\n        go to x: (X 1) y: (Y 1)\n    else\n        set [x 1 v] to (x position)\n        set [y 1 v] to (y position)\n    end\nend\n\nwhen I receive [player move up v]\nset [y - vel v] to [12]\n\nwhen I receive [player start pos v]\nset [start player pos v] to [1]\nshow\nclear graphic effects\ngo to x: (-188) y: (120)\nset size to (75) %\nset [x - vel v] to [0]\npoint in direction (90)\nif <(Liked and Faved?) = [0]> then\n    switch costume to (normal - right v)\n    set [x 1 v] to (x position)\n    set [y 1 v] to (y position)\n    set [start player pos v] to [0]\n    repeat (50)\n        if <touching (levels v)?> then\n            go to x: (X 1) y: (Y 1)\n        else\n            set [x 1 v] to (x position)\n            set [y 1 v] to (y position)\n        end\n    end\nelse\nend\n\nwhen flag clicked\nset [dead? v] to [0]\nforever\n    repeat until <(Dead?) = [1]>\n        set [player x v] to (x position)\n        set [player y v] to (y position)\n    end\nend\n\nwhen I receive [player start pos v]\nwait (1) seconds\nforever\n    if <touching (obstacle v)?> then\n        repeat until <(Player HP) = [50]>\n            change [player hp v] by (-5)\n        end\n    end\n    if <touching color (#b3ebff)?> then\n        broadcast (Player Die v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (levels v)?> then\n        go to x: (X 1) y: (Y 1)\n    else\n        set [x 1 v] to (x position)\n        set [y 1 v] to (y position)\n    end\nend\n\nwhen flag clicked\nforever\n    change y by (Y - Vel)\n    change [y - vel v] by (-1)\n    change y by (-1)\n    if <touching (levels v)?> then\n        set [y - vel v] to ((Y - Vel) - ((Y - Vel) * (2)))\n        set [y - vel v] to [0]\n        if <key (up arrow v) pressed?> then\n            set [y - vel v] to [12]\n        end\n    end\n    change y by (1)\n    if <key (right arrow v) pressed?> then\n        change [x - vel v] by (0.9)\n        switch costume to (normal - right v)\n        set rotation style [don't rotate v]\n        point in direction (90)\n    else\n        if <key (left arrow v) pressed?> then\n            change [x - vel v] by (-0.9)\n            switch costume to (normal - left v)\n            set rotation style [don't rotate v]\n            point in direction (-90)\n        end\n    end\n    set [x - vel v] to ((0.9) * (X - vel))\n    change x by (X - vel)\n    if <touching (levels v)?> then\n        change x by ((0) - (X - vel))\n    end\nend\n\n@Player HP\n\nwhen flag clicked\nclear graphic effects\nset size to (60) %\nshow\nrepeat until <(Player HP) = [0]>\n    go to [front v] layer\n    go to x: (([x position v] of [player v]) - (0)) y: (([y position v] of [player v]) + (40))\n    switch costume to (join (([ceiling v] of ((Player HP) / (10)) ) * (10)) [%])\nend\n\nwhen I receive [player die v]\nrepeat (10)\n    change [player hp v] by (-10)\n    change [ghost v] effect by (10)\nend\nwait (0.02) seconds\nclear graphic effects\nswitch costume to (100% v)\nrepeat until <(Player HP) = [0]>\n    go to [front v] layer\n    go to x: (([x position v] of [player v]) - (0)) y: (([y position v] of [player v]) + (40))\n    switch costume to (join (([ceiling v] of ((Player HP) / (10)) ) * (10)) [%])\nend\n\nwhen I receive [player start pos v]\nwait (1) seconds\nclear graphic effects\n\n@Bullet\n\nwhen I start as a clone\ngo to (player v)\nstart sound [Crunch v]\npoint in direction ([direction v] of [player v])\nshow\ngo to [front v] layer\nrepeat until <<<touching (_edge_ v)?> or <touching (levels v)?>> or <touching (obstacle v)?>>\n    change x by (([sin v] of (direction) ) * (15))\n    change y by (([cos v] of (direction) ) * (15))\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n@Cacti\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n    if <(Liked and Faved?) = [1]> then\n        switch costume to (2 v)\n    else\n        if <(Liked and Faved?) = [2]> then\n            switch costume to (3 v)\n        else\n            switch costume to (1 v)\n        end\n    end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-0.1)\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n    repeat (10)\n        change y by (1)\n        wait (0.05) seconds\n    end\n    wait (0.5) seconds\n    repeat (10)\n        change y by (-1)\n        wait (0.05) seconds\n    end\n    wait (0.5) seconds\nend\n\n@Clouds\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n    if <(Liked and Faved?) = [1]> then\n        switch costume to (2 v)\n    else\n        if <(Liked and Faved?) = [2]> then\n            switch costume to (3 v)\n        else\n            switch costume to (1 v)\n        end\n    end\nend\n\nwhen flag clicked\ngo to x: (-3) y: (63)\nforever\n    repeat (10)\n        change y by (1)\n        change x by (1)\n        wait (0.05) seconds\n    end\n    repeat (10)\n        change y by (0)\n        change x by (-1)\n        wait (0.05) seconds\n    end\n    repeat (10)\n        change y by (-1)\n        change x by (0)\n        wait (0.05) seconds\n    end\n    repeat (10)\n        change y by (1)\n        change x by (1)\n        wait (0.05) seconds\n    end\n    repeat (10)\n        change y by (-1)\n        change x by (0)\n        wait (0.05) seconds\n    end\n    repeat (10)\n        change y by (0)\n        change x by (-1)\n        wait (0.05) seconds\n    end\n    repeat (10)\n        change y by (0)\n        change x by (-1)\n        wait (0.05) seconds\n    end\n    repeat (10)\n        change y by (-1)\n        change x by (0)\n        wait (0.05) seconds\n    end\n    repeat (10)\n        change y by (1)\n        change x by (1)\n        wait (0.05) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\n@Finish Line\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nset [level v] to [1]\nforever\n    if <touching (player v)?> then\n        change [level v] by (1)\n        broadcast (Player Start Pos v)\n    end\n    if <(Level) = [6]> then\n        hide\n    end\nend\n\n@Obstacle\n\nwhen flag clicked\nset [bullet touched obstacle? v] to [0]\nshow\n\nwhen flag clicked\nclear graphic effects\nshow\nforever\n    if <touching (bullet v)?> then\n        set [bullet touched obstacle? v] to [1]\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n        wait until <(Bullet Touched Obstacle?) = [0]>\n    else\n        repeat until <(Bullet Touched Obstacle?) = [0]>\n            show\n        end\n    end\nend\n\nwhen I receive [player start pos v]\nif <(Level) = [1]> then\n    set [bullet touched obstacle? v] to [0]\n    show\n    switch costume to (level 1 v)\nelse\n    if <(Level) = [2]> then\n        set [bullet touched obstacle? v] to [0]\n        show\n        switch costume to (level 2 v)\n    else\n        if <(Level) = [3]> then\n            set [bullet touched obstacle? v] to [0]\n            show\n            switch costume to (level 3 v)\n        else\n            if <(Level) = [4]> then\n                set [bullet touched obstacle? v] to [0]\n                show\n                switch costume to (level 4 v)\n            else\n                if <(Level) = [5]> then\n                    set [bullet touched obstacle? v] to [0]\n                    show\n                    switch costume to (level 5 v)\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nclear graphic effects\nshow\nforever\n    if <touching (player v)?> then\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n        broadcast (Player Start Pos v)\n        wait until <(Bullet Touched Obstacle?) = [0]>\n    end\nend\n\nwhen flag clicked\nclear graphic effects\nshow\nforever\n    if <(Bullet Touched Obstacle?) = [0]> then\n        clear graphic effects\n        show\n    else\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n        wait until <(Bullet Touched Obstacle?) = [0]>\n    end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nset [y.vel v] to [1]\nwait (2) seconds\nset [y.vel v] to [0]\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n    go to x: (-15) y: (0)\n    set [loved__ v] to [0]\n    switch costume to (love v)\n    forever\n        set [love? v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            set [loved__ v] to [1]\n        end\n    end\nend\nif <(clone id) = [1]> then\n    go to x: (0) y: (0)\n    switch costume to (fave v)\n    set [faved___ v] to [0]\n    forever\n        set [fav v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            set [faved___ v] to [1]\n        end\n    end\nend\n\nwhen flag clicked\nset [end? v] to [0]\nset [y.vel v] to [0]\nset [liked and faved? v] to [0]\n\nwhen flag clicked\nforever\n    if <(end?) = [0]> then\n        if <(Y.vel) = [1]> then\n            add (username) to [liked and faved v]\n            set [liked and faved? v] to (pick random (1) to (2))\n            wait (0.25) seconds\n            go to x: (0) y: (0)\n            show\n            switch costume to (4 v)\n            set [ghost v] effect to (100)\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n            wait (1.5) seconds\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            hide\n        else\n            hide\n        end\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nif <(Liked and Faved?) = [1]> then\nelse\n    if <(Liked and Faved?) = [2]> then\n    end\nend\n\nbroadcast (Premium 1 - Right v)\nbroadcast (Player Start Pos v)\n\nbroadcast (Premium 2 - Right v)\nbroadcast (Player Start Pos v)\n\n