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Anonymous
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02/24/2026 2:34 PM
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var back = createSprite(200, 200);
back.setAnimation("sky");
var sky = createSprite(200, 200);
sky.setAnimation("sky2");
var player = createSprite(200, 200);
player.setAnimation("fly_bot_1");
var platform = createSprite(69, 69);
platform.setAnimation("platform");
var platform1 = createSprite(200, 260);
platform1.setAnimation("platform1");
var platform2 = createSprite(300, 360);
platform2.setAnimation("platform2");
var platform3 = createSprite(100, 160);
platform3.setAnimation("platform3");
var platform4 = createSprite(300, 160);
platform4.setAnimation("platform4");
var Gover = createSprite(200, 200);
Gover.setAnimation("download (1).png_1");
Gover.visible = false;
//makes backround change when you hit 50 points
back.visible = false;
//sprites were too big so I sized them down
player.scale = 0.3;
platform.scale = 0.6;
platform1.scale = 0.6;
platform2.scale = 0.6;
platform3.scale = 0.6;
platform4.scale = 0.6;
var score = 0;
function draw() {
  movePlayer();
  falling();
  rec();
  drawSprites();
  fill("white");
  text("Score" + score, 330, 25);
}

//moves player to manuver around the platforms
//had to change the movement because the sprites were getting caught on the platforms
//probably a hit box issue but im to lazy to fix it
function movePlayer(){
  if (keyDown("up")) {
    player.velocityY = -9;
  }
  //adds score every time you jump
  if (keyWentDown("up")) {
    score = score + 1;
  }
  if (keyDown("down")) {
    player.y = player.y + 7;
  }
  if (keyDown("left")) {
    player.x = player.x - 7;
  }
  if (keyDown("right")) {
    player.x = player.x + 7;
  }
  if (player.y >= 400) {
    Gover.visible = true;
  }
  if (player.y <= -6) {
    Gover.visible = true;
  }
}

//this is the gravity of the player so he doesn't float off into space
//even though when you hit 50 points it puts you into space but this is nothing but semantics
function falling() {
  player.velocityY = player.velocityY + 0.7;
}
//makes platforms a moving physical entity
function rec() {
  player.collide(platform);
  player.collide(platform1);
  player.collide(platform2);
  player.collide(platform3);
  player.collide(platform4);
  platform.velocityY = 2;
  platform1.velocityY = 2;
  platform2.velocityY = 2;
  platform3.velocityY = 2;
  platform4.velocityY = 2;
  //resets the platforms to give them an infinite loop effect
  if (platform.y >= 400) {
    platform.y = 0;
    platform.x = randomNumber(69, 300);
  }
  if (platform1.y >= 400) {
    platform1.y = 0;
    platform1.x = randomNumber(69, 300);
  }
  if ((platform2.y) >= 400) {
    platform2.y = 0;
    platform2.x = randomNumber(69, 300);
  }
  if (platform3.y >= 400) {
    platform3.y = 0;
    platform3.x = randomNumber(69, 300);
  }
  if (platform4.y >= 400) {
    platform4.y = 0;
    platform4.x = randomNumber(69, 300);
  }
  //increases the speed to increase the difficulty
  if (score >= 20) {
    platform.velocityY = 3;
    platform1.velocityY = 3;
    platform2.velocityY = 3;
    platform3.velocityY = 3;
    platform4.velocityY = 3;
  }
  if (score >= 50) {
    platform.velocityY = 4;
    platform1.velocityY = 4;
    platform2.velocityY = 4;
    platform3.velocityY = 4;
    platform4.velocityY = 4;
    back.visible = true;
  }
}
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