Apps Platformer no music :) :)

Instructions: You're an app who has accidentally been deleted and who needs to get back to their spot on the home screen. \n\nBasically you have to play through a bunch of minigame apps to get passed the levels.\n\nRandom stuff you should know:\n1. Press the green flag to start\n2. In the Minecraft section, to break the wood press space and press e to place it. To reset the wood pres r.\n3. For polysphere you are trying to get all the pieces in the image to line up.2\n4. If something is too hard type out the letters  s k i p in order to go the next game.\n5. To get into an app you have to jump so you are touching it.\n6. In Egg Inc. bump the buttons like you do in Super Mario Bros.

@Stage\n\nwhen I receive [reset v]\nif <(actual level) < [11]> then\n    stop [other scripts in sprite v]\n    repeat (20)\n        change volume by (-5)\n    end\n    stop all sounds\n    set volume to (100) %\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [geometry dash v]\nforever\n    play sound [Stereo Madness v] until done\nend\n\nwhen I receive [level build v]\nif <(volume) = [100]> then\n    set volume to (99) %\n    broadcast (mince v)\nend\n\nwhen I receive [egg inc v]\nforever\n    play sound [Fresh_Fallen_Snow v] until done\nend\n\nwhen I receive [polyart v]\nif <(volume) = [100]> then\n    set volume to (99) %\n    broadcast (! v)\nend\n\nwhen I receive [flappy v]\nif <(volume) = [100]> then\n    set volume to (99) %\n    broadcast (# v)\nend\n\nwhen I receive [mince v]\nforever\n    play sound [Minecraft - Piano 3 v] until done\nend\n\nwhen I receive [# v]\nforever\n    play sound [If_I_Had_a_Chicken v] until done\nend\n\nwhen I receive [! v]\nforever\n    play sound [Obelisks v] until done\nend\n\n@Player\n\nwhen flag clicked\n\nwhen I receive [geometry dash v]\ngo to x: (0) y: (0)\n\nwhen I receive [geometry win v]\nset rotation style [all around v]\npoint in direction (90)\nstop [other scripts in sprite v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [turn@# v] to [0]\nrepeat until <(x position) > [238]>\n    turn right (turn@#) degrees\n    change x by (Xv)\n    change y by (Yv)\n    change [yv v] by (0.4)\n    change [xv v] by (0.5)\n    change [turn@# v] by (0.2)\nend\nset rotation style [left-right v]\nset pen size to (40)\nset pen color to (#46d1f2)\ngo to x: (241) y: (180)\npen down\ngo to x: (241) y: (-180)\npen up\nrepeat (5)\n    wait (pick random (0) to (0.3)) seconds\n    lala\n    set pen size to (40)\n    set pen color to (#46d1f2)\n    go to x: (241) y: (180)\n    pen down\n    go to x: (241) y: (-180)\n    pen up\nend\nwait (1) seconds\nbroadcast (reset v)\n\ndefine la\nrepeat (50)\n    if <not <touching (_edge_ v)?>> then\n        move (1) steps\n        change pen size by (0.02)\n        change pen (brightness v) by (-0.1)\n    end\nend\n\nwhen I receive [reset v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (-200) y: (-130)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n    if <<(x position) > [238]> and <<not <(actual level) = [11]>> and <not <((actual level) mod (2)) = [0]>>>> then\n        change [actual level v] by (1)\n        broadcast (reset v)\n    end\n    change [xpos v] by (1)\n    change [yv v] by (-0.5)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by (0.7)\n        point in direction (90)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by (-0.7)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.95))\n    change x by (Xv)\n    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n        change y by (1)\n        if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n            change y by (1)\n            if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                change y by (1)\n                if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                    change y by (1)\n                    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                        change y by (1)\n                        if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                            change x by ((Xv) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            if <touching (geometry boxes v)?> then\n                                change x by (-10)\n                            end\n                            if <touching (null v)?> then\n                                change x by (10)\n                            end\n                            change x by (1)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-8]\n                                else\n                                    set [xv v] to [8]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (null v)?> then\n        change x by (10)\n    end\n    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [yv v] to [10]\n        end\n    end\n    change y by (1)\nend\n\nwhen I receive [geometry dash v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n    change [xpos v] by (1)\n    change [yv v] by (-0.5)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by (0.7)\n        point in direction (90)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by (-0.7)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.95))\n    change x by (Xv)\n    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n        change y by (1)\n        if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n            change y by (1)\n            if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                change y by (1)\n                if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                    change y by (1)\n                    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                        change y by (1)\n                        if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                            change x by ((Xv) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            if <touching (geometry boxes v)?> then\n                                change x by (-10)\n                            end\n                            if <touching (null v)?> then\n                                change x by (10)\n                            end\n                            change x by (1)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-8]\n                                else\n                                    set [xv v] to [8]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (null v)?> then\n        change x by (10)\n    end\n    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [yv v] to [10]\n        end\n    end\n    if <touching (geometry spikes v)?> then\n        go to x: (0) y: (0)\n        broadcast (geometry death v)\n    end\n    change y by (1)\nend\n\ndefine lala\ngo to x: (241) y: (0)\npoint in direction (pick random (-45) to (-135))\nset pen size to (pick random (10) to (25))\npen down\nset pen (brightness v) to (pick random (70) to (100))\nset [ghost v] effect to (100)\nrepeat until <not <touching (_edge_ v)?>>\n    lalala\nend\nrepeat until <touching (_edge_ v)?>\n    la\nend\nmove (20) steps\npen up\n\ndefine lalala\nrepeat (30)\n    move (1) steps\n    change pen size by (0.02)\n    change pen (brightness v) by (-0.1)\nend\n\nwhen I receive [egg inc v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n    change [xpos v] by (1)\n    change [yv v] by (-0.5)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by (0.7)\n        point in direction (90)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by (-0.7)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.95))\n    change x by (Xv)\n    if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n        change y by (1)\n        if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n            change y by (1)\n            if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n                change y by (1)\n                if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n                    change y by (1)\n                    if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n                        change y by (1)\n                        if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n                            change x by ((Xv) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            if <touching (null v)?> then\n                                change x by (10)\n                            end\n                            change x by (1)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-8]\n                                else\n                                    set [xv v] to [8]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    if <<touching (egg inc v)?> and <<(y position) > [-120]> and <(y position) < [-100]>>> then\n        broadcast (chicken v)\n    end\n    if <<touching (egg inc v)?> and <<(y position) > [-40]> and <(y position) < [-20]>>> then\n        broadcast (egg value v)\n    end\n    if <<touching (egg inc v)?> and <<(y position) > [28]> and <(y position) < [60]>>> then\n        broadcast (+chicken v)\n    end\n    if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (null v)?> then\n        change x by (10)\n    end\n    if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [yv v] to [10]\n        end\n    end\n    change y by (1)\nend\n\nwhen I receive [polyart v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (-200) y: (-130)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n    change [xpos v] by (1)\n    change [yv v] by (-0.5)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by (0.7)\n        point in direction (90)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by (-0.7)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.95))\n    change x by (Xv)\n    if  then\n        change y by (1)\n        if  then\n            change y by (1)\n            if  then\n                change y by (1)\n                if  then\n                    change y by (1)\n                    if  then\n                        change y by (1)\n                        if  then\n                            change x by ((Xv) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            if <touching (null v)?> then\n                                change x by (10)\n                            end\n                            change x by (1)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-8]\n                                else\n                                    set [xv v] to [8]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (null v)?> then\n        change x by (10)\n    end\n    if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [yv v] to [10]\n        end\n    end\n    change y by (1)\nend\n\nbroadcast (egg inc v)\n\nbroadcast (geometry dash v)\n\nbroadcast (polyart v)\n\nbroadcast (flappy v)\n\nwhen I receive [flappy v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [level build v]\nwait (0.4) seconds\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (start x) y: (start y)\nset [yv v] to [0]\nset [xv v] to [0]\nrepeat until <not <touching (ground/other v)?>>\n    change [start y v] by (40)\n    go to x: (start x) y: (start y)\nend\nforever\n    if <(x position) > [238]> then\n        change [current item # v] by (1)\n        if <(current item #) < [10]> then\n            set [compressed v] to (item (current item #) of [minecraft levels v])\n            broadcast (level build v)\n        else\n            broadcast (reset v)\n        end\n    end\n    if <<<key (e v) pressed?> and <(Wood:) > [0]>> and <not <touching (wood v)?>>> then\n        change [wood: v] by (-1)\n        create clone of (wood v)\n    end\n    if <touching (water v)?> then\n        change [yv v] by (-0.1)\n        if <(Yv) < [-4]> then\n            set [yv v] to [-4]\n        end\n    else\n        change [yv v] by (-0.5)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by (0.7)\n        point in direction (90)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by (-0.7)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.95))\n    change x by (Xv)\n    if <touching (ground/other v)?> then\n        change y by (1)\n        if <touching (ground/other v)?> then\n            change y by (1)\n            if <touching (ground/other v)?> then\n                change y by (1)\n                if <touching (ground/other v)?> then\n                    change y by (1)\n                    if <touching (ground/other v)?> then\n                        change y by (1)\n                        if <touching (ground/other v)?> then\n                            change x by ((Xv) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            if <touching (geometry boxes v)?> then\n                                change x by (-10)\n                            end\n                            if <touching (null v)?> then\n                                change x by (10)\n                            end\n                            change x by (1)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-8]\n                                else\n                                    set [xv v] to [8]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    if <<touching (ground v)?> or <touching (ground/other v)?>> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (null v)?> then\n        change x by (10)\n    end\n    if <<touching (ground v)?> or <touching (ground/other v)?>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [yv v] to [10]\n        end\n    end\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n        set [yv v] to [3]\n    end\n    change y by (1)\n    if <touching (lava v)?> then\n        go to x: (start x) y: (start y)\n        set [yv v] to [0]\n        set [xv v] to [0]\n        repeat until <not <touching (ground/other v)?>>\n            change [start y v] by (40)\n            go to x: (start x) y: (start y)\n        end\n    end\n    go to [front v] layer\nend\n\nset [compressed v] to (item (current item #) of [minecraft levels v])\nbroadcast (level build v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [current item # v] to [1]\nset [actual level v] to [1]\nbroadcast (reset v)\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [geometry dash v]\nswitch costume to (geometry v)\n\nwhen I receive [reset v]\nshow\nswitch costume to ((actual level) + (4))\n\nwhen I receive [egg inc v]\nswitch costume to (egg v)\n\nwhen I receive [polyart v]\nswitch costume to (egg2 v)\n\nwhen I receive [flappy v]\nswitch costume to (flappy v)\n\nwhen I receive [level build v]\nhide\n\n@geometry dash\n\nwhen I receive [geometry dash v]\nhide\nswitch backdrop to (geometry v)\nrandom\nset [! v] to [1]\nrepeat (96)\n    wait until <(Xpos) > [10]>\n    broadcast (geometry clone v)\n    change [! v] by (1)\n    set [xpos v] to [0]\n    if <([x position v] of [player v]) < [-237]> then\n        broadcast (geometry death v)\n    end\nend\nwait (5) seconds\nbroadcast (geometry win v)\n\ndefine random\ndelete all of [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [000002000022])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000001111])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000100000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [000122222222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [110000000011])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000001100000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222222222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000111])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000111000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000111000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [111000000000])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222221111])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000001010])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000101010])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000010101010])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [001010101010])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [101010101010])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222122222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [100000000001])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [122221222211])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [111111111111])\n\nwhen I receive [reset v]\nhide\nswitch backdrop to (backdrop1 v)\nstop [other scripts in sprite v]\nif <(actual level) = [2]> then\n    go to x: (0) y: (-60)\n    show\n    wait until <touching (player v)?>\n    broadcast (geometry dash v)\n    change [actual level v] by (1)\nend\n\nwhen I receive [geometry death v]\nstop [other scripts in sprite v]\nbroadcast (geometry dash v)\ndelete this clone\n\nbroadcast (reset v)\n\n@geometry spikes\n\nwhen I start as a clone\nset [clone? v] to [1]\nshow\ngo to x: (2444) y: (y position)\nrepeat until <(x position) < [-245]>\n    change x by (-5)\nend\ndelete this clone\n\nchange x by (-10)\n\ndefine clone\ngo to x: (36) y: ((57) * (4))\nset [# v] to [1]\nrepeat (5)\n    if <(letter (!) of (item (#) of [geometry level v])) = [2]> then\n        create clone of (_myself_ v)\n    end\n    change y by (-57)\n    change [# v] by (1)\nend\n\nwhen I receive [geometry clone v]\nif <(clone?) = [0]> then\n    clone\nend\n\nset [clone? v] to [0]\n\nwhen I receive [geometry death v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@geometry boxes\n\nwhen I receive [geometry clone v]\nif <(clone?) = [0]> then\n    clone\nend\n\nset [clone? v] to [0]\n\nwhen I start as a clone\nset [clone? v] to [1]\nshow\ngo to x: (2444) y: (y position)\nrepeat until <(x position) < [-245]>\n    change x by (-5)\nend\ndelete this clone\n\ndefine clone\ngo to x: (36) y: ((57) * (4))\nset [# v] to [1]\nrepeat (5)\n    if <(letter (!) of (item (#) of [geometry level v])) = [1]> then\n        create clone of (_myself_ v)\n    end\n    change y by (-57)\n    change [# v] by (1)\nend\n\nwhen I receive [geometry death v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@egg inc\n\nwhen I receive [egg inc v]\nshow variable [chickens in house v]\nshow variable [$ v]\nshow variable [egg value v]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [0]\nset [chickens per press v] to [1]\nset [egg value v] to [0.25]\nset [$ v] to [0]\ngo to x: (-169) y: (-80)\nswitch costume to (costume1 v)\nswitch backdrop to (blue sky v)\nshow\nsay [Get 1 million dollars. \(it's actually pretty easy\)] for (4) seconds\nforever\n    wait (0.5) seconds\n    change [$ v] by ((chickens in house) * (egg value))\n    change [chickens in house v] by (round ((chickens in house) * (0.005)))\n    if <($) > [100]> then\n        set [$ v] to (round ($))\n    end\nend\n\nbroadcast (reset v)\n\nbroadcast (egg inc v)\n\nwhen I start as a clone\nset size to (100) %\nshow\ngo to x: (-169) y: ((-80) + ((80) * (id)))\nswitch costume to (id)\n\nwhen I receive [egg inc v]\ndelete all of [costs v]\nadd [10] to [costs v]\nadd [15] to [costs v]\n\nwhen I receive [+chicken v]\nif <<<($) > (item (2) of [costs v])> or <($) = (item (2) of [costs v])>> and <(id) = [0]>> then\n    change [$ v] by ((0) - (item (2) of [costs v]))\n    change [chickens per press v] by (1)\n    replace item (2) of [costs v] with ((item (2) of [costs v]) * (2))\nelse\n    if <(id) = [0]> then\n        say (join [You need ] (join (round ((item (2) of [costs v]) - ($))) [ more dollars.])) for (2) seconds\n    end\nend\n\nwhen I receive [egg value v]\nif <<<($) > (item (1) of [costs v])> or <($) = (item (1) of [costs v])>> and <(id) = [0]>> then\n    change [$ v] by ((0) - (item (1) of [costs v]))\n    change [egg value v] by ((0.25) + (round ((egg value) / (8))))\n    replace item (1) of [costs v] with ((item (1) of [costs v]) * (1.3))\nelse\n    if <(id) = [0]> then\n        say (join [You need ] (join (round ((item (1) of [costs v]) - ($))) [ more dollars.])) for (2) seconds\n    end\nend\n\nwhen I receive [egg inc v]\nforever\n    if <($) > [100]> then\n        set [$ v] to (round ($))\n    end\nend\n\nwhen I receive [egg inc v]\nchange [actual level v] by (1)\nwait until <($) > [1000000]>\nask [You won! Type y to keep playing or n to go to the next level. If you keep playing, whenever you want to continue, just press n] and wait\nif <(answer) = [y]> then\nwait until <key (n v) pressed?>\nbroadcast (reset v)\n\nwhen I receive [reset v]\nhide variable [chickens in house v]\nhide variable [egg value v]\nhide variable [$ v]\nhide\nif <(actual level) = [4]> then\n    set size to (230) %\n    switch costume to (egg,_inc v)\n    go to x: (0) y: (-50)\n    show\n    wait until <touching (player v)?>\n    hide\n    set size to (100) %\n    broadcast (egg inc v)\nelse\n    stop [other scripts in sprite v]\n    delete this clone\nend\n\n@chicken\n\nwhen I receive [chicken v]\nif <(clone?) = [0]> then\n    chicken\nend\n\nwhen I start as a clone\nset [xv v] to (pick random (-12.) to (12))\nset [yv v] to (pick random (10.) to (13))\nshow\nset [clone? v] to [1]\ngo to (egg inc v)\ngo to [front v] layer\nrepeat until <touching (ground v)?>\n    set [xv v] to ((xv) * (0.96))\n    change [yv v] by (-1)\n    change x by (xv)\n    change y by (yv)\nend\nlower\nset [xv v] to [1]\nrepeat until <touching (house v)?>\n    change x by (xv)\n    next costume\n    if <(xv) < [15]> then\n        change [xv v] by (0.5)\n    end\nend\nrepeat (10)\n    set [xv v] to ((xv) * (0.96))\n    next costume\n    change x by (xv)\nend\nchange [chickens in house v] by (1)\ndelete this clone\n\nbroadcast (egg inc v)\n\nbroadcast (reset v)\n\ndefine lower\nchange y by ((yv) * (-1))\nrepeat until <touching (ground v)?>\n    change y by (-1)\nend\nchange y by (-6)\n\ndefine chicken\nrepeat (chickens per press)\n    create clone of (_myself_ v)\nend\n\nwhen [z v] key pressed\nset [chickens in house v] to (round ((chickens in house) * (0.01)))\nset [chickens per press v] to (round ((chickens per press) * (0.1)))\nset [$ v] to [0]\nset [egg value v] to (round ((egg value) * (0.1)))\nreplace item (1) of [costs v] with [10]\nreplace item (2) of [costs v] with [15]\n\nwhen I receive [reset v]\nset [chickens in house v] to [0]\nset [clone? v] to [0]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@house\n\nwhen I receive [reset v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [egg inc v]\nswitch costume to (costume1 v)\ngo to x: (155) y: (-98)\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (169) y: (-117)\ngo to x: (155) y: (-98)\nforever\n    go to [front v] layer\nend\n\n@screen-shot-2019-02-10-at-71402-pm\n\nwhen I receive [reset v]\nif <(actual level) = [6]> then\n    show\n    go to x: (0) y: (-50)\n    wait until <touching (player v)?>\n    broadcast (polyart v)\n    change [actual level v] by (1)\n    hide\nelse\n    hide\nend\n\n@polyart 1\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [polyart # v] to [1]\nhide\n\nwhen I receive [polyart v]\nif <[2] < (costume [number v])> then\n    switch backdrop to (backdrop2 v)\n    switch costume to (54949708-cute-grey-face-of-domestic-hamster-on-green-background-2 v)\n    if <(polyart #) = [1]> then\n        set [how many more? v] to [2]\n        repeat (2)\n            create clone of (_myself_ v)\n            next costume\n        end\n        go to x: (0) y: (-47)\n        wait until <(distance to [player v]) < [5]>\n        change [polyart # v] by (1)\n        broadcast (polyart v)\n    end\nend\n\nwhen I start as a clone\nset y to (-47)\nif <[1] = (costume [number v])> then\n    forever\n        go to [front v] layer\n        set x to ((([x position v] of [player v]) - (-30)) / (20))\n        show\n    end\nelse\n    forever\n        go to [front v] layer\n        set x to (([y position v] of [player v]) - (-47))\n        show\n    end\nend\n\nbroadcast (polyart v)\n\nwhen I receive [polyart v]\ngo to x: (0) y: (-47)\nif <(costume [number v]) < [3]> then\n    repeat (50)\n        change [ghost v] effect by (2)\n    end\n    delete this clone\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@polyart 2\n\nwhen flag clicked\nhide\n\nwhen I receive [polyart v]\nif <[10] < (costume [number v])> then\n    switch backdrop to (backdrop2 v)\n    if <(polyart #) = [2]> then\n        set [id v] to [1]\n        repeat (10)\n            create clone of (_myself_ v)\n            change [id v] by (1)\n        end\n        go to x: (145) y: (41)\n        wait until <(distance to [player v]) < [5]>\n        broadcast (glide v)\n        wait (3) seconds\n        change [polyart # v] by (1)\n        broadcast (polyart v)\n    end\nend\n\nwhen I receive [polyart v]\nif <(costume [number v]) < [11]> then\n    repeat (50)\n        change [ghost v] effect by (2)\n    end\n    delete this clone\nend\n\nwhen flag clicked\nswitch costume to (costume5 v)\nset [polyart # v] to [1]\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (id)\nset [id v] to (pick random (0.05) to (3))\nclear graphic effects\nif <(pick random (0) to (1)) = [0]> then\n    set [id v] to ((id) * (-1))\nend\nif <(pick random (0) to (1)) = [0]> then\n    forever\n        go to x: (((round ([y position v] of [player v])) - (42)) / (id)) y: ((((round ([x position v] of [player v])) - (145)) / (id)) - (0))\n    end\nelse\n    forever\n        go to x: (((round ([x position v] of [player v])) - (145)) / (id)) y: ((((round ([y position v] of [player v])) - (42)) / (id)) - (0))\n    end\nend\n\nwhen I receive [glide v]\nif <(id) < [4]> then\n    stop [other scripts in sprite v]\n    glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@polyart 4\n\nwhen flag clicked\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nshow\nswitch costume to (id)\nset [id v] to (pick random (0.05) to (3))\nif <(pick random (0) to (1)) = [0]> then\n    set [id v] to ((id) * (-1))\nend\nif <(pick random (0) to (1)) = [0]> then\n    forever\n        go to x: (((round ([y position v] of [player v])) - (111)) / (id)) y: ((((round ([x position v] of [player v])) - (-160)) / (id)) - (50))\n    end\nelse\n    forever\n        go to x: (((round ([x position v] of [player v])) - (-160)) / (id)) y: ((((round ([y position v] of [player v])) - (111)) / (id)) - (50))\n    end\nend\n\nwhen I receive [glide v]\nif <(id) < [4]> then\n    stop [other scripts in sprite v]\n    glide (1) secs to x: (0) y: (-50)\nend\nwait (3) seconds\nrepeat (50)\n    change [ghost v] effect by (2)\nend\ndelete this clone\n\nbroadcast (glide v)\n\nbroadcast (polyart v)\n\nwhen I receive [polyart v]\nif <(polyart #) = [3]> then\n    go to x: (0) y: (0)\n    set size to (150) %\n    hide\n    clear graphic effects\n    switch costume to (final2 v)\n    set [id v] to [2]\n    repeat (107)\n        create clone of (_myself_ v)\n        change [id v] by (1)\n    end\n    go to x: (-160) y: (111)\n    wait until <(distance to [player v]) < [5]>\n    broadcast (glide v)\n    wait (7) seconds\n    clear graphic effects\n    broadcast (reset v)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@el flapo\n\nwhen I receive [flappy v]\nshow\nswitch backdrop to (flappy v)\ngo to x: (-100) y: (-110)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\nwait until <touching color (#66abff)?>\nswitch costume to (costume2 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n        set [yv v] to [7]\n    end\n    change [yv v] by (-1)\n    change y by (yv)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by (1)\n        point in direction (90)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by (-1)\n        point in direction (-90)\n    end\n    change x by (xv)\n    set [xv v] to ((xv) * (0.9))\n    set rotation style [left-right v]\n    if <touching (ground v)?> then\n        change y by ((yv) * (-1))\n        set [yv v] to [0]\n    end\n    if <touching (pipes v)?> then\n        broadcast (rip el flapo v)\n    end\nend\n\nwhen I receive [reset v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [rip el flapo v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nbroadcast (flappy v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\ngo to x: (-100) y: (0)\nset [yv v] to [0]\nrepeat until <touching color (#000000)?>\n    change y by (yv)\n    change [yv v] by (-1)\nend\nwait (0.05) seconds\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@pipes\n\nwhen flag clicked\nhide\n\nwhen I receive [flappy v]\nrepeat (10)\n    wait (pick random (2) to (3)) seconds\n    create clone of (_myself_ v)\nend\nwait (5) seconds\nbroadcast (reset v)\n\nwhen I start as a clone\nshow\ngo to x: (245) y: (pick random (-60) to (100))\nrepeat until <(x position) < [-249]>\n    change x by (-5)\nend\ndelete this clone\n\nwhen I receive [rip el flapo v]\nstop [other scripts in sprite v]\ndelete this clone\n\nswitch backdrop to (flappy v)\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@ground/other\n\nwhen I start as a clone\nshow\nif <(#) = [ig]> then\n    go to x: (x) y: (y)\n    switch costume to (wood v)\n    set [ghost v] effect to (0)\n    show\nelse\n    if <(#) = [special]> then\n        add [1] to [current level v]\n        forever\n            if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                replace item (id) of [current level v] with (current item #)\n            end\n            switch costume to (item (id) of [current level v])\n            if <touching (mouse-pointer v)?> then\n                switch costume to (current item #)\n                set [ghost v] effect to (0)\n            else\n                if <(item (id) of [current level v]) = [1]> then\n                    set [ghost v] effect to (100)\n                else\n                    set [ghost v] effect to (0)\n                end\n            end\n        end\n    else\n        switch costume to (#)\n        set [ghost v] effect to (0)\n        if <<(#) = [1]> or <<(#) = [4]> or <<(#) = [5]> or <<(#) = [7]> or <(#) = [8]>>>>> then\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\n\ndefine compress\nset [# v] to [1]\nset [compressed v] to []\nrepeat (length of [current level v])\n    set [compressed v] to (join (compressed) (item (#) of [current level v]))\n    change [# v] by (1)\nend\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n    repeat (13)\n        if <(letter (id) of (compressed)) = [8]> then\n            set [start x v] to (x position)\n            set [start y v] to (y position)\n        end\n        set [# v] to (letter (id) of (compressed))\n        create clone of (_myself_ v)\n        change [id v] by (1)\n        change x by (40)\n    end\n    set x to (-240)\n    change y by (-40)\nend\nset [# v] to [ig]\n\ndefine buuild\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\ndelete all of [current level v]\nset [# v] to [special]\nrepeat (9)\n    repeat (13)\n        create clone of (_myself_ v)\n        change [id v] by (1)\n        change x by (40)\n    end\n    set x to (-240)\n    change y by (-40)\nend\n\nwhen I receive [level build v]\nswitch backdrop to (minecraft v)\nshow variable [wood: v]\nrepeat (1)\n    delete this clone\nend\nwait (0.1) seconds\ndraw\n\nwhen [space v] key pressed\n\nset [compressed v] to (item (1) of [minecraft levels v])\nbroadcast (level build v)\n\nrepeat (10)\n    delete this clone\nend\ncompress\nadd (compressed) to [minecraft levels v]\nbuuild\n\nbuuild\n\nwhen flag clicked\ndelete all of [minecraft levels v]\nadd [111111111111111111111111111111111111111111111111111118111111111113333344443333222222222222222222222222222222222222222] to [minecraft levels v]\nadd [111111111111111111111111111111111111111111111116666611111111666668111111666666655555666666666666666666666666666666666] to [minecraft levels v]\nadd [111111111111181111111111114455555555555445444445444444544444544444454454454455444445444445544444544444555555555555555] to [minecraft levels v]\nadd [111111111111111111111111111111111111111111111111111111111111111111111111111111811111111111166111111111116655555555555] to [minecraft levels v]\nadd [111111111111151111111111155111111111115511111111111551111111111155111111111115511117771111551111787111155333333333335] to [minecraft levels v]\nadd [111111811111167777777777766777777777776677777777777667777777777766777777777776677777777777667777777777763333333333333] to [minecraft levels v]\nadd [711111141111171111114111117111111411115711111141111571111114111157111111411115781111141111533333334333332222222422222] to [minecraft levels v]\nadd [111111111111111111111111111111134311111111332421111111122242311111132224223333132222422222232222244444442222225555555] to [minecraft levels v]\nadd [111111111111111111111111116111111111141661111111411166611414111116684111111111666111111111155555555555555555555555555] to [minecraft levels v]\n\nwhen I receive [reset v]\nhide variable [wood: v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\nwhen [r v] key pressed\nif <(#) = [ig]> then\n    delete this clone\nend\n\n@water\n\nwhen I start as a clone\nshow\nif <(#) = [4]> then\n    switch costume to (#)\n    set [ghost v] effect to (0)\nelse\n    delete this clone\nend\n\nwhen I receive [level build v]\nrepeat (1)\n    delete this clone\nend\nwait (0.05) seconds\ndraw\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n    repeat (13)\n        set [# v] to (letter (id) of (compressed))\n        create clone of (_myself_ v)\n        change [id v] by (1)\n        change x by (40)\n    end\n    set x to (-240)\n    change y by (-40)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@lava\n\nwhen I start as a clone\nshow\nif <(#) = [5]> then\n    switch costume to (#)\n    set [ghost v] effect to (0)\nelse\n    delete this clone\nend\n\nwhen I receive [level build v]\nrepeat (1)\n    delete this clone\nend\ndraw\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n    repeat (13)\n        set [# v] to (letter (id) of (compressed))\n        create clone of (_myself_ v)\n        change [id v] by (1)\n        change x by (40)\n    end\n    set x to (-240)\n    change y by (-40)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@wood\n\nwhen I start as a clone\nshow\nif <(id) = [done]> then\n    go to x: ((round (([x position v] of [player v]) / (40))) * (40)) y: ((round (([y position v] of [player v]) / (40))) * (40))\n    set [ghost v] effect to (50)\n    switch costume to (wood v)\n    wait until <not <touching (player v)?>>\n    set [x v] to (x position)\n    set [y v] to (y position)\n    create clone of (ground/other v)\n    set [ghost v] effect to (0)\n    delete this clone\nelse\n    if <(#) = [7]> then\n        switch costume to (#)\n        set [ghost v] effect to (0)\n        wait until <<touching (player v)?> and <key (space v) pressed?>>\n        go to [front v] layer\n        set [xv v] to (pick random (-2.) to (2))\n        set [yv v] to (pick random (2) to (4.))\n        set size to (7) %\n        set [pitch v] effect to (23)\n        repeat (3)\n            set [xv v] to ((xv) * (0.9))\n            change [yv v] by (-1)\n            change y by (yv)\n            change x by (xv)\n        end\n        repeat until <<touching (ground/other v)?> or <touching (player v)?>>\n            set [xv v] to ((xv) * (0.9))\n            change [yv v] by (-1)\n            change y by (yv)\n            change x by (xv)\n        end\n        remove\n        set [yv v] to [0]\n        set [xv v] to ((y position) + (2))\n        repeat until <touching (player v)?>\n            if <(y position) > (xv)> then\n                change [yv v] by (-0.1)\n            else\n                change [yv v] by (0.1)\n            end\n            change y by (yv)\n        end\n        set volume to (50) %\n        start sound [pop v]\n        change [wood: v] by (1)\n        delete this clone\n    else\n        delete this clone\n    end\nend\n\nwhen I receive [level build v]\nrepeat (13)\n    delete this clone\nend\ndraw\n\ndefine draw\nset size to (20) %\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nset [wood: v] to [0]\nrepeat (9)\n    repeat (13)\n        set [# v] to (letter (id) of (compressed))\n        create clone of (_myself_ v)\n        change [id v] by (1)\n        change x by (40)\n    end\n    set x to (-240)\n    change y by (-40)\nend\nset [id v] to [done]\n\ndefine remove\nrepeat until <not <touching (ground/other v)?>>\n    change y by (1)\nend\nchange y by (3)\n\nwait until <touching (player v)?>\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\nwhen [r v] key pressed\nif <(actual level) = [11]> then\n    repeat (13)\n        delete this clone\n    end\n    draw\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n@Flappy_Bird_icon\n\nwhen I receive [reset v]\nif <(actual level) = [8]> then\n    show\n    go to x: (0) y: (-50)\n    set size to (50) %\n    wait until <touching (player v)?>\n    broadcast (flappy v)\n    change [actual level v] by (1)\n    hide\nelse\n    hide\nend\n\n@unnamed\n\nwhen I receive [reset v]\nif <(actual level) = [10]> then\n    show\n    go to x: (0) y: (-50)\n    set size to (50) %\n    wait until <touching (player v)?>\n    set [current item # v] to [1]\n    set [compressed v] to (item (current item #) of [minecraft levels v])\n    broadcast (level build v)\n    change [actual level v] by (1)\n    hide\nelse\n    hide\nend\n\n@backgroundthingy\n\ndefine speed\nshow\nerase all\ngo to x: (-210) y: (150)\nrepeat (4)\n    repeat (6)\n        switch costume to (pick random (1) to (6))\n        stamp\n        change x by (80)\n    end\n    set x to (-210)\n    change y by (-80)\nend\nhide\n\nwhen I receive [reset v]\n\nwait (0.05) seconds\nspeed\n\n@Intro\n\nwhen flag clicked\nif <(played?) = [0]> then\n    set [played? v] to [1]\n    start sound [Royalty Free - Hero Theme 5BSting5D v]\n    go to x: (0) y: (0)\n    set size to (80) %\n    hide\n    erase all\n    set [special? v] to [1]\n    create clone of (_myself_ v)\n    set [special? v] to [0]\n    clone\n    set [special? v] to [2]\n    create clone of (_myself_ v)\n    set [special? v] to [3]\n    wait (4) seconds\n    switch costume to (costume32 v)\n    set size to (20) %\n    show\n    switch costume to (costume6 v)\n    point in direction (90)\n    set rotation style [all around v]\n    repeat (15)\n        change size by (4)\n        turn right (24) degrees\n    end\n    wait (0.5) seconds\n    broadcast (logo1 v)\nelse\n    broadcast (start v)\nend\n\nwhen I start as a clone\nif <(special?) = [1]> then\n    show\n    go to [back v] layer\n    set size to (100) %\n    switch costume to (costume32 v)\nelse\n    if <(special?) = [0]> then\n        wait (pick random (0.0) to (2)) seconds\n        show\n        move\n        glide (1.5) secs to x: (0) y: (0)\n    end\nend\n\ndefine clone\nswitch costume to (costume29 v)\nrepeat until <(costume [number v]) = [1]>\n    create clone of (_myself_ v)\n    next costume\nend\n\ndefine move\nset rotation style [don't rotate v]\npoint in direction (pick random (1) to (1000000))\nrepeat until <touching (_edge_ v)?>\n    move (10) steps\nend\nmove (20) steps\n\nwhen I receive [logo1 v]\nif <(special?) = [0]> then\n    set rotation style [don't rotate v]\n    point in direction (((costume [number v]) - (8)) * (14.4))\n    set [vroom v] to [10]\n    repeat until <touching (_edge_ v)?>\n        move (vroom) steps\n        set [vroom v] to ((vroom) * (0.98))\n    end\n    repeat (2)\n        move (vroom) steps\n        set [vroom v] to ((vroom) * (0.98))\n    end\n    delete this clone\nelse\n    wait (1.5) seconds\n    if <(special?) = [3]> then\n        broadcast (start v)\n    end\n    repeat (20)\n        change [ghost v] effect by (5)\n        go to [front v] layer\n    end\n    hide\n    delete this clone\nend\n\nset [played? v] to [0]\n\n