The Storm I A platformer 


@Stage\n\nwhen I receive [message1 v]\n\nwhen flag clicked\nforever\n    play sound [theme v] until done\n    set volume to (100) %\nend\n\nwhen flag clicked\nswitch backdrop to (pngtree-dirty-toxic-swamp-with-wastewater-pipe-and-barrels-with-radiation-waste-image_1433996 v)\nforever\n    wait (pick random (0.1) to (7)) seconds\n    start sound (pick random (5) to (7))\n    set volume to (50) %\n    switch backdrop to (pngtree-dirty-toxic-swamp-with-wastewater-pipe-and-barrels-with-radiation-waste-image_2 v)\n    broadcast (Light v)\n    wait (pick random (.01) to (1)) seconds\n    broadcast (Unlight...? v)\n    switch backdrop to (pngtree-dirty-toxic-swamp-with-wastewater-pipe-and-barrels-with-radiation-waste-image_1433996 v)\nend\n\n@Player\n\nwhen flag clicked\nforever\n    if <<<touching (lava v)?> or <touching (saw v)?>> or <touching (spikes v)?>> then\n        broadcast (message1 v)\n        wait until <not <<<touching (lava v)?> or <touching (saw v)?>> or <touching (spikes v)?>>>\n    end\nend\n\nwhen flag clicked\nclear graphic effects\nset [xv. v] to [0]\nset [yv. v] to [0]\ngo to x: (-175) y: (30)\nforever\n    platform physics | speed: [1.4] friction: [0.85] jump height: [13]\n    if <<<<touching (lava v)?> or <touching (saw v)?>> or <touching (spikes v)?>> or <touching (falling spike v)?>> then\n        restart_death\n        set [collected? v] to [no]\n    end\n    if <touching (orb v)?> then\n        restart_nextlvl\n        set [collected? v] to [no]\n    end\nend\n\ndefine platform physics | speed: (speed) friction: (friction) jump height: (jump height)\ncreate clone of (particals v)\nchange [yv. v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [xv. v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [xv. v] by ((speed) * (-1))\nend\nset [xv. v] to ((xv.) * (friction))\nchange x by (xv.)\nif <touching (level v)?> then\n    change y by (0.5)\n    if <touching (level v)?> then\n        change y by (0.5)\n        if <touching (level v)?> then\n            change y by (0.5)\n            if <touching (level v)?> then\n                change y by (0.5)\n                if <touching (level v)?> then\n                    change y by (0.5)\n                    if <touching (level v)?> then\n                        change y by (0.5)\n                        if <touching (level v)?> then\n                            change y by (0.5)\n                            if <touching (level v)?> then\n                                change y by (0.5)\n                                if <touching (level v)?> then\n                                    change y by (-4)\n                                    repeat until <not <touching (level v)?>>\n                                        change x by ((([abs v] of (xv.) ) / (xv.)) * (-1))\n                                    end\n                                    set [xv. v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (yv.)\nif <touching (level v)?> then\n    repeat until <not <touching (level v)?>>\n        change y by ((([abs v] of (yv.) ) / (yv.)) * (-1))\n    end\n    set [yv. v] to [0]\nend\nchange y by (-2)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n    set [yv. v] to (jump height)\nend\nchange y by (1)\nif <touching (boost v)?> then\n    set [yv. v] to ((jump height) * (1.4))\nend\nchange y by (1)\n\ndefine restart_nextlvl\nbroadcast (Next v)\nrepeat (4)\n    change [ghost v] effect by (25)\nend\nset [ghost v] effect to (100)\ngo to x: (-175) y: (30)\nrepeat (4)\n    change [ghost v] effect by (-25)\nend\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n    enable reset\nend\n\ndefine enable reset\nif <key (r v) pressed?> then\n    restart_nextlvl\nend\n\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\ndefine restart_death\ngo to x: (-175) y: (30)\n\nrepeat (4)\n    change [ghost v] effect by (25)\nend\nset [ghost v] effect to (100)\n\nrepeat (4)\n    change [ghost v] effect by (-25)\nend\nset [ghost v] effect to (0)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    if <touching (mine2 v)?> then\n        wait until <not <touching (mine2 v)?>>\n        broadcast (Explode v)\n        hide\n        wait (1) seconds\n        restart_death\n        show\n    end\nend\n\nbroadcast (Explode v)\n\nwhen flag clicked\nset [rare v] to [0]\nswitch costume to (costume1 v)\n\nwhen I receive [light v]\nset [rare v] to (pick random (1) to (10))\n\nwhen I receive [light v]\nif <(Rare) = [2]> then\n    switch costume to (costume2 v)\nend\n\nwhen I receive [unlight...? v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    if <(Level) = [11]> then\n        platform physics | speed: [1.4] friction: [0.90] jump height: [20]\n    end\nend\n\nchange [map v] by (1)\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n    if <(costume [number v]) = [1]> then\n        set [level v] to [1]\n    else\n        if <(costume [number v]) = [2]> then\n            set [level v] to [2]\n        else\n            if <(costume [number v]) = [3]> then\n                set [level v] to [3]\n            else\n                if <(costume [number v]) = [4]> then\n                    set [level v] to [4]\n                else\n                    if <(costume [number v]) = [5]> then\n                        set [level v] to [5]\n                    else\n                        if <(costume [number v]) = [6]> then\n                            set [level v] to [6]\n                        else\n                            if <(costume [number v]) = [7]> then\n                                set [level v] to [7]\n                            else\n                                if <(costume [number v]) = [8]> then\n                                    set [level v] to [8]\n                                else\n                                    if <(costume [number v]) = [9]> then\n                                        set [level v] to [9]\n                                    else\n                                        if <(costume [number v]) = [10]> then\n                                            set [level v] to [10]\n                                        else\n                                            if <(costume [number v]) = [11]> then\n                                                set [level v] to [11]\n                                            else\n                                                if <(costume [number v]) = [12]> then\n                                                    set [level v] to [12]\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [light v]\nset [brightness v] effect to (-100)\n\nforever\n\nwait (1) seconds\n\nwhen I receive [unlight...? v]\nset [brightness v] effect to (0)\n\nset [level v] to [10]\n\n@Lava\n\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    set y to ((0) + (([cos v] of (((timer) - (3)) * (200)) ) * (5)))\nend\n\n@Glow\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n    point towards (player v)\n    move ((distance to [player v]) / (5)) steps\nend\n\ngo to ( v)\n\nwhen flag clicked\nset [ghost v] effect to (25)\nforever\n    repeat (25)\n        change [ghost v] effect by (-1)\n    end\n    repeat (25)\n        change [ghost v] effect by (1)\n    end\nend\n\nchange [brightness v] effect by (25)\n\ngo to [back v] layer\n\n@Boost\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n    wait (0.1) seconds\n    next costume\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\n\nhide\n\nwhen flag clicked\nforever\n    if <(Level) = [4]> then\n        set y to (-74)\n        set x to (-100)\n        show\n    else\n        if <(Level) = [5]> then\n            hide\n        else\n            if <(Level) = [6]> then\n                show\n                go to x: (141) y: (-70)\n            else\n                if <(Level) = [7]> then\n                    hide\n                end\n            end\n        end\n    end\nend\n\n@Orb\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        set size to ((size) + (((170) - (size)) / (3))) %\n    else\n        set size to ((size) + (((100) - (size)) / (3))) %\n    end\nend\n\nset y to ((0) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n\nwhen flag clicked\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to x: (197) y: (0)\nforever\n    point in direction ((90) + ((Sin) * ([sin v] of ((100) * (timer)) )))\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        go to x: (197) y: (-30)\n    else\n        if <(Level) = [2]> then\n            go to x: (197) y: (-30)\n        else\n            if <(Level) = [3]> then\n                go to x: (197) y: (-30)\n            else\n                if <(Level) = [4]> then\n                    go to x: (197) y: (135)\n                else\n                    if <(Level) = [5]> then\n                        go to x: (197) y: (-30)\n                    else\n                        if <(Level) = [6]> then\n                            go to x: (197) y: (135)\n                        else\n                            if <(Level) = [7]> then\n                                go to x: (197) y: (-30)\n                            else\n                                if <(Level) = [10]> then\n                                    go to x: (197) y: (0)\n                                else\n                                    if <(Level) = [11]> then\n                                        go to x: (150) y: (150)\n                                    else\n                                        if <(Level) = [12]> then\n                                            hide\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@Saw\n\nwhen flag clicked\nforever\n    turn right (4) degrees\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [light v]\nset [brightness v] effect to (-100)\n\nwhen I receive [unlight...? v]\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        switch costume to (1 v)\n    else\n        if <(Level) = [2]> then\n            switch costume to (2 v)\n        else\n            if <(Level) = [3]> then\n                switch costume to (3 v)\n            else\n                if <(Level) = [4]> then\n                    switch costume to (4 v)\n                else\n                    if <(Level) = [5]> then\n                        switch costume to (5 v)\n                        go to x: (0) y: (-27)\n                    else\n                        if <(Level) = [6]> then\n                            turn right (15) degrees\n                            switch costume to (6 v)\n                            go to x: (123) y: (-140)\n                        else\n                            if <(Level) = [7]> then\n                                turn right (4) degrees\n                                switch costume to (7 v)\n                                go to x: (0) y: (0)\n                            else\n                                if <(Level) = [8]> then\n                                    switch costume to (8 v)\n                                else\n                                    if <(Level) = [9]> then\n                                        switch costume to (9 v)\n                                    else\n                                        if <(Level) = [10]> then\n                                            switch costume to (10 v)\n                                            turn right (0.5) degrees\n                                        else\n                                            if <(Level) = [11]> then\n                                                switch costume to (11 v)\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (-142)\n\nwhen I receive [unlight...? v]\nset [brightness v] effect to (0)\n\nwhen I receive [light v]\nset [brightness v] effect to (-100)\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        switch costume to (1 v)\n    else\n        if <(Level) = [2]> then\n            switch costume to (2 v)\n        else\n            if <(Level) = [3]> then\n                switch costume to (3 v)\n            else\n                if <(Level) = [4]> then\n                    switch costume to (4 v)\n                else\n                    if <(Level) = [5]> then\n                        switch costume to (5 v)\n                    else\n                        if <(Level) = [6]> then\n                            switch costume to (6 v)\n                        else\n                            if <(Level) = [7]> then\n                                switch costume to (7 v)\n                            else\n                                if <(Level) = [8]> then\n                                    switch costume to (8 v)\n                                else\n                                    if <(Level) = [9]> then\n                                        switch costume to (9 v)\n                                    else\n                                        if <(Level) = [10]> then\n                                            switch costume to (10 v)\n                                        else\n                                            if <(Level) = [11]> then\n                                                switch costume to (11 v)\n                                            else\n                                                if <(Level) = [12]> then\n                                                    switch costume to (12 v)\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nforever\n    set [level v] to [11]\nend\n\n@Coins\n\nwhen flag clicked\n\nset [collected? v] to [no]\nshow\nswitch costume to (1 v)\ngo to x: (38) y: (100)\nforever\n    set y to ((100) + (([cos v] of (((timer) - (1)) * (300)) ) * (2)))\n    if <touching (player v)?> then\n        set [collected? v] to [yes]\n    end\n    if <(COLLECTED?) = [yes]> then\n        hide\n    end\n    if <(COLLECTED?) = [no]> then\n        show\n    end\nend\n\n@Mine\n\nwhen I start as a clone\nset [id v] to [0]\nset [x v] to (x position)\nset [y v] to (y position)\nif <(costume [number v]) = [1]> then\n    if <(explosiontype) = [1]> then\n        switch costume to (shockwaveradial v)\n        create clone of (_myself_ v)\n        wait (0.2) seconds\n        switch costume to (shockwaveround v)\n        create clone of (_myself_ v)\n        switch costume to (explosion v)\n        create clone of (_myself_ v)\n    end\nend\nif <(costume [number v]) = [2]> then\n    show\n    switch costume to (sizehack v)\n    set size to ((basesize) * (2)) %\n    switch costume to (flash v)\n    if <not <(round (size)) = (basesize)>> then\n        set size to (basesize) %\n    end\n    repeat (5)\n        switch costume to (sizehack v)\n        change size by (35)\n        turn right (15) degrees\n        switch costume to (flash v)\n        change [ghost v] effect by (15)\n    end\nend\nif <(costume [number v]) = [3]> then\n    show\n    switch costume to (sizehack v)\n    set size to (basesize) %\n    switch costume to (explosion v)\n    if <not <(round (size)) = (basesize)>> then\n        set size to (basesize) %\n    end\n    if <(explosiontype) = [1]> then\n        start sound [Explosion Ambience v]\n        repeat (15)\n            switch costume to (sizehack v)\n            change size by (5)\n            switch costume to (explosion v)\n        end\n        repeat (20)\n            switch costume to (sizehack v)\n            change size by (5)\n            switch costume to (explosion v)\n            change [ghost v] effect by (5)\n        end\n    end\n    if <(explosiontype) = [2]> then\n        start sound [m82_fire1 v]\n        repeat (30)\n            switch costume to (sizehack v)\n            change size by (5)\n            switch costume to (explosion v)\n        end\n        repeat (20)\n            switch costume to (sizehack v)\n            change size by (5)\n            switch costume to (explosion v)\n            change [ghost v] effect by (5)\n        end\n    end\n    if <(explosiontype) = [3]> then\n        start sound [Explosion2 v]\n        set [ghost v] effect to (25)\n        set size to (25) %\n        repeat (5)\n            change size by ((basesize) / (5))\n        end\n        repeat (7)\n            switch costume to (sizehack v)\n            change size by ((basesize) / (25))\n            switch costume to (explosion v)\n            change [ghost v] effect by (10)\n        end\n    end\nend\nif <(costume [number v]) = [4]> then\n    show\n    switch costume to (sizehack v)\n    set size to (basesize) %\n    switch costume to (shockwaveround v)\n    if <not <(round (size)) = (basesize)>> then\n        set size to (basesize) %\n    end\n    if <(explosiontype) = [1]> then\n        set [ghost v] effect to (50)\n        set [size v] to [20]\n        repeat (5)\n            switch costume to (sizehack v)\n            change size by (size)\n            switch costume to (shockwaveround v)\n            change [size v] by (-3)\n        end\n        repeat (5)\n            switch costume to (sizehack v)\n            change size by (size)\n            switch costume to (shockwaveround v)\n            change [size v] by (-1)\n            change [ghost v] effect by (10)\n        end\n    end\n    if <(explosiontype) = [2]> then\n        set [size v] to [35]\n        repeat (10)\n            switch costume to (sizehack v)\n            change size by (size)\n            switch costume to (shockwaveround v)\n            change [size v] by (-3)\n        end\n        repeat (10)\n            switch costume to (sizehack v)\n            change size by (size)\n            switch costume to (shockwaveround v)\n            change [size v] by (-0.5)\n            change [ghost v] effect by (10)\n        end\n    end\n    if <(explosiontype) = [3]> then\n        set [ghost v] effect to (70)\n        set [size v] to [12]\n        repeat (3)\n            switch costume to (sizehack v)\n            change size by (size)\n            switch costume to (shockwaveround v)\n            change [size v] by (-3)\n        end\n        repeat (6)\n            switch costume to (sizehack v)\n            change size by (size)\n            switch costume to (shockwaveround v)\n            change [size v] by (-0.5)\n            change [ghost v] effect by (5)\n        end\n    end\nend\nif <(costume [number v]) = [5]> then\n    show\n    switch costume to (sizehack v)\n    set size to (basesize) %\n    switch costume to (shockwaveradial v)\n    if <not <(round (size)) = (basesize)>> then\n        set size to (basesize) %\n    end\n    set [ghost v] effect to (50)\n    if <(explosiontype) = [3]> then\n        set [ghost v] effect to (75)\n        set size to ((basesize) / (2)) %\n    end\n    set [size v] to [-5]\n    repeat (5)\n        change size by (size)\n        switch costume to (shockwaveradial v)\n        change [size v] by (-5)\n    end\n    repeat (4)\n        change size by (size)\n        switch costume to (shockwaveradial v)\n        change [size v] by (5)\n    end\n    if <(explosiontype) = [1]> then\n        set [size v] to [5]\n        repeat (10)\n            switch costume to (sizehack v)\n            change size by (size)\n            switch costume to (shockwaveradial v)\n            change [size v] by (5)\n            change [ghost v] effect by (8)\n        end\n    end\n    if <(explosiontype) = [2]> then\n        repeat (4)\n            change size by (size)\n            switch costume to (shockwaveradial v)\n            change [size v] by (5)\n        end\n        repeat (20)\n            switch costume to (sizehack v)\n            change size by (size)\n            switch costume to (shockwaveradial v)\n            change [size v] by (5)\n            change [ghost v] effect by (5)\n        end\n    end\nend\ndelete this clone\n\nwhen flag clicked\n\nif <key (1 v) pressed?> then\nend\nforever\nend\n\ngo to x: (pick random (-160) to (160)) y: (pick random (-145) to (-90))\n\nwhen flag clicked\nset [mouse v] to [0]\nforever\n    if <key (m v) pressed?> then\n        if <(mouse) = [1]> then\n            set [mouse v] to [0]\n        else\n            set [mouse v] to [1]\n        end\n        wait until <not <key (m v) pressed?>>\n    end\nend\n\nwhen flag clicked\nset [s v] to [1]\nforever\n    if <key (s v) pressed?> then\n        if <(s) = [1]> then\n            set [s v] to [0]\n        else\n            set [s v] to [1]\n        end\n        wait until <not <key (s v) pressed?>>\n    end\nend\n\nwhen I receive [screenshake v]\nif <(s) = [1]> then\n    if <(id) = [0]> then\n        repeat ((shakeintense) * (2))\n            shake\n        end\n        go to x: (x) y: (y)\n    end\n    if <(id) = [1]> then\n        repeat ((shakeintense) * (2))\n            set [shakex v] to (pick random ((0) - (shakeintense)) to (shakeintense))\n            set [shakey v] to (pick random ((0) - (shakeintense)) to (shakeintense))\n            change [shakeintense v] by (-0.5)\n        end\n    end\nend\n\ndefine Screenshake (intensity)\nset [shakeintense v] to (intensity)\nbroadcast (screenshake v)\n\ndefine shake\ngo to x: (x) y: (y)\nchange x by (shakex)\nchange y by (shakey)\n\nwhen I receive [stamp v]\nwait (0) seconds\nstamp\ndelete this clone\n\nwhen I receive [explode v]\nset [id v] to [1]\nset [explosiontype v] to [1]\nset [basesize v] to (pick random (25) to (75))\nif <(mouse) = [1]> then\n    go to (player v)\nelse\n    go to (player v)\nend\nswitch costume to (sizehack v)\ncreate clone of (_myself_ v)\nchange [x v] by (-75)\nwait (0.5) seconds\n\n@Mine2\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (-142)\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        switch costume to (1 v)\n    else\n        if <(Level) = [2]> then\n            switch costume to (2 v)\n        else\n            if <(Level) = [3]> then\n                switch costume to (3 v)\n            else\n                if <(Level) = [4]> then\n                    switch costume to (4 v)\n                else\n                    if <(Level) = [5]> then\n                        switch costume to (5 v)\n                    else\n                        if <(Level) = [6]> then\n                            switch costume to (6 v)\n                        else\n                            if <(Level) = [7]> then\n                                switch costume to (7 v)\n                            else\n                                if <(Level) = [8]> then\n                                    switch costume to (8 v)\n                                else\n                                    if <(Level) = [9]> then\n                                        switch costume to (9 v)\n                                    else\n                                        if <(Level) = [10]> then\n                                            switch costume to (10 v)\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@Rain\n\nwhen flag clicked\nforever\nend\n\nset volume to (20) %\nplay sound [mixkit-downpour-loop-1245 v] until done\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n    go to x: (0) y: (180)\n    glide (.5) secs to x: (0) y: (-180)\nend\n\n@Falling spike\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-199) to (199)) y: (179)\nset size to (20) %\ngo [backward v] (2) layers\nrepeat until <(y position) < [-179]>\n    change y by (((y position) - (180)) / (5))\nend\ndelete this clone\n\nset [ghost v] effect to (pick random (20) to (55))\n\nforever\n\nwhen I receive [unlight...? v]\nset [brightness v] effect to (0)\n\nwhen I receive [light v]\nset [brightness v] effect to (-100)\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        hide\n    else\n        if <(Level) = [2]> then\n            hide\n        else\n            if <(Level) = [3]> then\n                hide\n            else\n                if <(Level) = [4]> then\n                    hide\n                else\n                    if <(Level) = [5]> then\n                        hide\n                    else\n                        if <(Level) = [6]> then\n                            hide\n                        else\n                            if <(Level) = [7]> then\n                                hide\n                            else\n                                if <(Level) = [8]> then\n                                    hide\n                                else\n                                    if <(Level) = [9]> then\n                                        hide\n                                    else\n                                        if <(Level) = [10]> then\n                                            hide\n                                        else\n                                            if <(Level) = [11]> then\n                                                hide\n                                            else\n                                                if <(Level) = [12]> then\n                                                    hide\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ncreate clone of (_myself_ v)\nwait (0.01) seconds\n\n@Rain2\n\nwhen flag clicked\nshow\nforever\n    repeat (10)\n        create clone of (_myself_ v)\n    end\n    go to [back v] layer\nend\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-240) to (240)) y: (184)\nglide (pick random (0.005) to (2)) secs to x: (x position) y: (-184)\ndelete this clone\n\nwhen flag clicked\nforever\n    set volume to (20) %\n    play sound [mixkit-downpour-loop-1245 v] until done\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (-142)\n\nwhen I receive [unlight...? v]\nset [brightness v] effect to (0)\n\nwhen I receive [light v]\nset [brightness v] effect to (-100)\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        switch costume to (1 v)\n    else\n        if <(Level) = [2]> then\n            switch costume to (2 v)\n        else\n            if <(Level) = [3]> then\n                switch costume to (3 v)\n            else\n                if <(Level) = [4]> then\n                    switch costume to (4 v)\n                else\n                    if <(Level) = [5]> then\n                        switch costume to (5 v)\n                    else\n                        if <(Level) = [6]> then\n                            switch costume to (6 v)\n                        else\n                            if <(Level) = [7]> then\n                                switch costume to (7 v)\n                            else\n                                if <(Level) = [8]> then\n                                    switch costume to (8 v)\n                                else\n                                    if <(Level) = [9]> then\n                                        switch costume to (9 v)\n                                    else\n                                        if <(Level) = [10]> then\n                                            switch costume to (10 v)\n                                        else\n                                            if <(Level) = [11]> then\n                                                switch costume to (11 v)\n                                            else\n                                                if <(Level) = [12]> then\n                                                    switch costume to (12 v)\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@TB\n\nwhen [timer v] > (Timer)\nhide variable [death counter v]\nset [ghost v] effect to (0)\nshow\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [timer v]\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nforever\n    set [timer v] to (timer)\nend\n\n