Steve's Adventure || a platformer                          #Minecraft #platformer #games #all

Instructions: READ ALL INSTRUCTIONS\n~~~~~~~~~~~~~~~~~~~~~~~\n❤, ⭐ and follow if you like it. \nArrow keys to move. \nAvoid spikes and mobs. \nSlime blocks make you bounce. \nPress R to restart. \nPress L to see what level you are on. \nPress S to skip. \nPress space to attack. \nAttack while moving down to do a critical hit. \n(1.5x damage)\nAll mobs kill you in one hit. \nThe warden has natural regen. (1.5 HP per 2 sec)\nEndermen can teleport but you wont die from them unless they are enraged. \nEndermen get enraged if you get to their eye level or attack them. \nOn level 16, you can ONLY enrage the Enderman by attacking it. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nNothing down here. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nStop scrolling. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWHY?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIt's a waste of time. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nJust stop. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nSeriously, there's nothing down here. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n     ...................\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n                  

@Stage\n\nwhen I receive [play platformer v]\nwait (0.01) seconds\nstop all sounds\nforever\n    play sound [Summertime - K-2 v] until done\nend\n\nwhen I receive [intro end animation v]\nset volume to (100) %\n\nif <(Level) = [1]> then\n    set [music v] to [3]\n    stop all sounds\n    wait until <not <(Level) = [1]>>\nend\nif <(Level) = [8]> then\n    repeat (20)\n        change volume by (-5)\n    end\n    set [music v] to [4]\n    stop all sounds\n    repeat (20)\n        change volume by (5)\n    end\n    wait until <not <(Level) = [8]>>\nend\nif <(Level) = [18]> then\n    repeat (20)\n        change volume by (-5)\n    end\n    set [music v] to [2]\n    stop all sounds\n    repeat (20)\n        change volume by (5)\n    end\n    wait until <not <(Level) = [18]>>\nend\nif <(Level) = [20]> then\n    repeat (20)\n        change volume by (-5)\n    end\n    set [music v] to [4]\n    stop all sounds\n    repeat (20)\n        change volume by (5)\n    end\n    wait until <not <(Level) = [20]>>\nend\nif <(Level) = [22]> then\n    repeat (20)\n        change volume by (-5)\n    end\n    set [music v] to [3]\n    stop all sounds\n    repeat (20)\n        change volume by (5)\n    end\n    wait until <not <(Level) = [22]>>\nend\n\nforever\n\n@blank\n\n@Player\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (90) %\nrepeat (10)\n    change size by (-3)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nclear sound effects\nset [level v] to [1]\nhide variable [end v]\nset [end v] to [0]\nforever\n    if <(y position) < [-178]> then\n        start sound [Wilhelm Scream v]\n        go to x: (-180) y: (0)\n        broadcast (die v)\n        broadcast (enemy die v)\n        broadcast (restart v)\n        set [xvelocity v] to [0.01]\n    end\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed: (side movement) Friction: (friction) Slope: (slope)\nswitch costume to (hitbox v)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n    repeat until <not <touching (level v)?>>\n        change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n    end\n    set [y velocity v] to (<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [xvelocity v] to ((friction) * ((Xvelocity) + ((<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> * ((side movement) * (-1))) + (<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> * (side movement)))))\nchange x by (Xvelocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n    change y by (1)\n    change [slope v] by (-1)\nend\nif <touching (level v)?> then\n    change y by (Slope)\n    repeat until <not <touching (level v)?>>\n        change x by ((([abs v] of (Xvelocity) ) / (Xvelocity)) * (-1))\n    end\nend\npoint in direction ((([abs v] of (Xvelocity) ) / (Xvelocity)) * (-1))\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    if <touching (bounce pad v)?> then\n        set [y velocity v] to [20]\n        play sound [Jump2 v] until done\n    end\nend\n\nwhen I receive [play platformer v]\n\nwhen flag clicked\nforever\n    if <(Y Velocity) < [-22]> then\n        set [y velocity v] to [-22]\n    end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [restart v]\ngo to x: (-180) y: (10)\nset [xvelocity v] to [0.01]\n\nforever\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n    if <key (l v) pressed?> then\n        show variable [level v]\n    else\n        hide variable [level v]\n    end\nend\n\nwhen I receive [intro end animation v]\nbroadcast (restart v)\nshow\nset size to (90) %\nswitch backdrop to (platform v)\nset rotation style [left-right v]\nset [y velocity v] to [0]\nset [xvelocity v] to [0]\nset [nextlevel v] to [0]\nset [level v] to [1]\nbroadcast (Play Platformer v)\nshow\nforever\n    Platform Gravity: [-1] Jump Height: [12] Side Movement Speed: [2] Friction: [0.8] Slope: [8]\n    if <<<<<<touching (spike v)?> or <touching (zombie v)?>> or <<(Enraged) = [1]> and <touching (enderman v)?>>> or <touching (armored zombie v)?>> or <touching (slime/magma cube v)?>> or <<<touching (warden v)?> or <touching (explode v)?>> or <<touching (big boom v)?> or <touching (phantom v)?>>>> then\n        broadcast (die v)\n        broadcast (enemy die v)\n        hide\n        start sound [oof v]\n        broadcast (restart v)\n        wait (.3) seconds\n        set [y velocity v] to [0]\n        set [xvelocity v] to [0.01]\n        show\n    end\n    if <(x position) > [225]> then\n        broadcast (restart v)\n        broadcast (enemy die v)\n        change [level v] by (1)\n    end\n    if <key (r v) pressed?> then\n        broadcast (restart v)\n        broadcast (enemy die v)\n    end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [play platformer v]\nforever\n    if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        play sound [Jump v] until done\n        wait until <(Y Velocity) = [0]>\n    end\nend\n\nwhen I receive [play platformer v]\nforever\n    wait until <key (s v) pressed?>\n    change [level v] by (1)\n    broadcast (restart v)\n    wait until <not <key (s v) pressed?>>\nend\n\nchange [level v] by (-1)\n\n@Level\n\nwhen flag clicked\ngo to x: (10) y: (36)\nhide\n\nwhen I receive [play platformer v]\nshow\nforever\n    switch costume to (join [Level ] (Level))\nend\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\ngo to [back v] layer\nset [pixelate v] effect to (25)\ngo to x: (0) y: (0)\nshow\nforever\n    switch costume to (join [Level ] (Level))\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n    go to [back v] layer\nend\n\n@bounce pad\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\ngo to [back v] layer\nshow\nforever\n    switch costume to (join [Level ] (Level))\nend\n\nwhen flag clicked\nset [pixelate v] effect to (25)\nhide\n\n@background\n\nwhen flag clicked\ngo to x: (24) y: (-4)\nhide\n\nwhen I receive [play platformer v]\nshow\nset [pixelate v] effect to (2)\nforever\n    switch costume to (join [Level ] (Level))\n    go to [back v] layer\nend\n\n@TNT\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n    switch costume to (join [Level ] (Level))\n    if <touching (player v)?> then\n        broadcast (explode v)\n    end\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n    go to [back v] layer\nend\n\n@Creeper\n\nwhen I receive [play platformer v]\nshow variable [hp v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n    switch costume to (join [Level ] (Level))\n    set x to ((0) + (([cos v] of (((timer) - (1)) * (100)) ) * (100)))\n    if <touching (player v)?> then\n        broadcast (explode v)\n        wait (0.4) seconds\n    end\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n    go to [back v] layer\nend\n\nwhen flag clicked\nforever\n    wait until <<touching (sword v)?> and <(attacking) = [1]>>\n    if <(Y Velocity) < [-1]> then\n        start sound [minecraft_hit_soundmp3converter2 v]\n        change [hp v] by (-10.5)\n    else\n        start sound [minecraft_hit_soundmp3converter v]\n        change [hp v] by (-7)\n    end\n    wait (0.6) seconds\nend\n\nwhen flag clicked\nset [hp v] to [20]\nhide variable [hp v]\nhide\n\nwhen flag clicked\nforever\n    if <(HP) < [0.1]> then\n        hide\n        hide variable [hp v]\n        set volume to (999999999999999) %\n        start sound [Wilhelm Scream v]\n        set volume to (100) %\n    end\n    wait until <not <(HP) < [0.1]>>\n    show variable [hp v]\nend\n\nwhen I receive [restart v]\nset [hp v] to [20]\nshow\n\nwhen flag clicked\nforever\n    if <touching (scanner v)?> then\n        show variable [hp v]\n    else\n        hide variable [hp v]\n    end\nend\n\n@Charged Creeper\n\nwhen I receive [play platformer v]\nshow variable [hp v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n    switch costume to (join [Level ] (Level))\n    set x to ((0) + (([cos v] of (((timer) - (1)) * (115)) ) * (150)))\n    if <touching (player v)?> then\n        broadcast (BIGBOOM v)\n        wait (0.4) seconds\n    end\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n    go to [back v] layer\nend\n\nwhen flag clicked\nforever\n    wait until <<touching (sword v)?> and <(attacking) = [1]>>\n    if <(Y Velocity) < [-1]> then\n        start sound [minecraft_hit_soundmp3converter2 v]\n        change [hp v] by (-10.5)\n    else\n        start sound [minecraft_hit_soundmp3converter v]\n        change [hp v] by (-7)\n    end\n    wait (0.6) seconds\nend\n\nwhen flag clicked\nset [hp v] to [20]\nhide variable [hp v]\nhide\n\nwhen flag clicked\nforever\n    if <(HP) < [0.1]> then\n        hide\n        hide variable [hp v]\n        start sound [Wilhelm Scream v]\n    end\n    wait until <not <(HP) < [0.1]>>\n    show variable [hp v]\nend\n\nwhen I receive [restart v]\nset [hp v] to [20]\nshow\n\nwhen flag clicked\nforever\n    if <touching (scanner v)?> then\n        show variable [hp v]\n    else\n        hide variable [hp v]\n    end\nend\n\n@Zombie\n\npoint in direction (90)\n\nwhen flag clicked\nset [hp v] to [20]\nhide variable [hp v]\nhide\n\nwhen I receive [play platformer v]\nshow variable [hp v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n    switch costume to (join [Level ] (Level))\n    set x to ((0) + (([cos v] of (((timer) - (1)) * (65)) ) * (100)))\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n    go to [back v] layer\nend\n\nwhen flag clicked\nforever\n    wait until <<touching (sword v)?> and <(attacking) = [1]>>\n    if <(Y Velocity) < [-1]> then\n        start sound [minecraft_hit_soundmp3converter2 v]\n        change [hp v] by (-10.5)\n    else\n        start sound [minecraft_hit_soundmp3converter v]\n        change [hp v] by (-7)\n    end\n    wait (0.6) seconds\nend\n\nwhen I receive [restart v]\nset [hp v] to [20]\nshow\n\nwhen flag clicked\nforever\n    if <(HP) < [0.1]> then\n        hide\n        hide variable [hp v]\n        start sound [Wilhelm Scream v]\n    end\n    wait until <not <(HP) < [0.1]>>\n    show variable [hp v]\nend\n\nwhen flag clicked\nforever\n    if <touching (scanner v)?> then\n        show variable [hp v]\n    else\n        hide variable [hp v]\n    end\nend\n\n@Armored zombie\n\npoint in direction (90)\n\nwhen flag clicked\nset [hp v] to [20]\nhide variable [hp v]\nhide\n\nwhen I receive [play platformer v]\nshow variable [hp v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n    switch costume to (join [Level ] (Level))\n    set x to ((0) + (([cos v] of (((timer) - (1)) * (50)) ) * (100)))\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n    go to [back v] layer\nend\n\nwhen flag clicked\nforever\n    wait until <<touching (sword v)?> and <(attacking) = [1]>>\n    if <(Y Velocity) < [-1]> then\n        start sound [minecraft_hit_soundmp3converter2 v]\n        change [hp v] by (-7)\n    else\n        start sound [minecraft_hit_soundmp3converter v]\n        change [hp v] by (-4.5)\n    end\n    wait (0.6) seconds\nend\n\nwhen I receive [restart v]\nset [hp v] to [20]\nshow\n\nwhen flag clicked\nforever\n    if <(HP) < [0.1]> then\n        hide\n        hide variable [hp v]\n        start sound [Wilhelm Scream v]\n    end\n    wait until <not <(HP) < [0.1]>>\n    show variable [hp v]\nend\n\nwhen flag clicked\nforever\n    if <touching (scanner v)?> then\n        show variable [hp v]\n    else\n        hide variable [hp v]\n    end\nend\n\n@Slime/Magma cube\n\npoint in direction (90)\n\nwhen flag clicked\nset [hp v] to [15]\nhide variable [hp v]\nhide\n\nwhen I receive [play platformer v]\nshow variable [hp v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n    switch costume to (join [Level ] (Level))\n    set x to ((0) + (([cos v] of (((timer) - (1)) * (75)) ) * (100)))\n    set y to ((0) + ([abs v] of (([cos v] of (((timer) - (1)) * (250)) ) * (100)) ))\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n    go to [back v] layer\nend\n\nwhen flag clicked\nforever\n    wait until <<touching (sword v)?> and <(attacking) = [1]>>\n    if <(Y Velocity) < [-1]> then\n        start sound [minecraft_hit_soundmp3converter2 v]\n        change [hp v] by (-10.5)\n    else\n        start sound [minecraft_hit_soundmp3converter v]\n        change [hp v] by (-7)\n    end\n    wait (0.6) seconds\nend\n\nwhen I receive [restart v]\nset [hp v] to [15]\nshow\n\nwhen flag clicked\nforever\n    if <(HP) < [0.1]> then\n        hide\n        hide variable [hp v]\n        start sound [Wilhelm Scream v]\n    end\n    wait until <not <(HP) < [0.1]>>\n    show variable [hp v]\nend\n\nwhen flag clicked\nforever\n    if <touching (scanner v)?> then\n        show variable [hp v]\n    else\n        hide variable [hp v]\n    end\nend\n\n@Warden\n\npoint in direction (90)\n\nwhen flag clicked\nset [hp v] to [85]\nhide variable [hp v]\nhide\n\nwhen I receive [play platformer v]\nshow variable [hp v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n    switch costume to (join [Level ] (Level))\n    set x to ((0) + (([cos v] of (((timer) - (1)) * (60)) ) * (100)))\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n    go to [back v] layer\nend\n\nwhen flag clicked\nforever\n    wait until <<touching (sword v)?> and <(attacking) = [1]>>\n    if <(Y Velocity) < [-1]> then\n        start sound [minecraft_hit_soundmp3converter2 v]\n        change [hp v] by (-10.5)\n    else\n        start sound [minecraft_hit_soundmp3converter v]\n        change [hp v] by (-7)\n    end\n    wait (0.6) seconds\nend\n\nwhen I receive [restart v]\nset [hp v] to [85]\nshow\n\nwhen flag clicked\nforever\n    if <(HP) < [0.1]> then\n        hide\n        hide variable [hp v]\n        start sound [Wilhelm Scream v]\n    end\n    wait until <not <(HP) < [0.1]>>\n    show variable [hp v]\nend\n\nwhen flag clicked\nforever\n    wait (2) seconds\n    if <not <(HP) < [0.1]>> then\n        change [hp v] by (1.5)\n    end\nend\n\nwhen flag clicked\nforever\n    if <[85] < (HP)> then\n        set [hp v] to [85]\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (scanner v)?> then\n        show variable [hp v]\n    else\n        hide variable [hp v]\n    end\nend\n\n@Enderman\n\nwhen flag clicked\nset [enraged v] to [0]\nhide\n\nwhen I receive [play platformer v]\ngo to [back v] layer\nset [hp v] to [40]\nset [enraged v] to [0]\nset [enderman in level? v] to [0]\nforever\n    if <<<<(Level) = [11]> and <not <(HP) < [0.1]>>> or <<(Level) = [12]> and <not <(HP) < [0.1]>>>> or > then\n        set [enderman in level? v] to [1]\n    else\n        set [enderman in level? v] to [0]\n    end\nend\n\nwhen I receive [restart v]\nset [enraged v] to [0]\nset [hp v] to [40]\nrepeat (25)\n    set [enraged v] to [0]\nend\n\nwhen I receive [play platformer v]\nforever\n    if <(Enderman In Level?) = [1]> then\n        show variable [hp v]\n        show\n        switch costume to (hitbox v)\n        if <touching (player v)?> then\n            set [enraged v] to [1]\n        end\n        switch costume to (Costume)\n    else\n        hide\n        hide variable [hp v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(HP) < [0.1]> then\n        start sound [ENDERMAN DEATH SOUND \(128 kbps\) v]\n        set [enraged v] to [0]\n    end\n    wait until <not <(HP) < [0.1]>>\nend\n\nwhen flag clicked\nforever\n    wait until <<touching (sword v)?> and <(attacking) = [1]>>\n    set [enraged v] to [1]\n    if <(Y Velocity) < [-1]> then\n        start sound [minecraft_hit_soundmp3converter2 v]\n        change [hp v] by (-10.5)\n    else\n        start sound [minecraft_hit_soundmp3converter v]\n        change [hp v] by (-7)\n    end\n    wait (0.6) seconds\nend\n\nwhen flag clicked\nforever\n    if <(Enraged) = [1]> then\n        set [costume v] to [2]\n    else\n        set [costume v] to [1]\n    end\nend\n\nwhen I receive [play platformer v]\nforever\n    wait (pick random (2.5) to (5.2)) seconds\n    if <<(HP) > [0.1]> and <(Enderman In Level?) = [1]>> then\n        if <(Enraged) = [1]> then\n            start sound [Enderman Teleport - Minecraft Gaming Sound Effect \(HD\) \(128 kbps\) v]\n            go to x: (([x position v] of [player v]) + (pick random (-15) to (15))) y: (0)\n        else\n            start sound [Enderman Teleport - Minecraft Gaming Sound Effect \(HD\) \(128 kbps\) v]\n            go to x: (pick random (200) to (-200)) y: (0)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (scanner v)?> then\n        show variable [hp v]\n    else\n        hide variable [hp v]\n    end\nend\n\n@Phantom\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (150)\nset rotation style [left-right v]\npoint in direction (90)\nhide\nforever\n    if <(Phantom in level) = [1]> then\n        set rotation style [left-right v]\n        repeat (pick random (4) to (6))\n            point in direction (-90)\n            glide (0.7) secs to x: (-150) y: (150)\n            point in direction (90)\n            glide (0.7) secs to x: (150) y: (150)\n        end\n        set rotation style [all around v]\n        point towards (player v)\n        glide (0.7) secs to (player v)\n        point in direction (45)\n        glide (0.7) secs to x: (150) y: (150)\n    end\nend\n\nwhen I receive [play platformer v]\ngo to [back v] layer\nset [hp v] to [26]\nforever\n    if <<<(Level) = [23]> and <not <(HP) < [0.1]>>> or <<(Level) = [24]> and <not <(HP) < [0.1]>>>> then\n        set [phantom in level v] to [1]\n    else\n        set [phantom in level v] to [0]\n    end\nend\n\nwhen I receive [play platformer v]\nforever\n    if <(Phantom in level) = [1]> then\n        show variable [hp v]\n        show\n    else\n        hide\n        hide variable [hp v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(HP) < [0.1]> then\n    wait until <not <(HP) < [0.1]>>\nend\n\nwhen flag clicked\nforever\n    wait until <<touching (sword v)?> and <(attacking) = [1]>>\n    if <(Y Velocity) < [-1]> then\n        start sound [minecraft_hit_soundmp3converter2 v]\n        change [hp v] by (-10.5)\n    else\n        start sound [minecraft_hit_soundmp3converter v]\n        change [hp v] by (-7)\n    end\n    wait (0.6) seconds\nend\n\nwhen flag clicked\nforever\n    if <touching (scanner v)?> then\n        show variable [hp v]\n    else\n        hide variable [hp v]\n    end\nend\n\nwhen I receive [restart v]\nset [hp v] to [26]\n\n@Phantom trail\n\nwhen I start as a clone\nif <(Phantom in level) = [0]> then\n    delete this clone\nend\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\nrepeat (20)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [play platformer v]\nhide\nclear graphic effects\nset [phantom in level v] to [0]\nforever\n    if <(Phantom in level) = [1]> then\n        go to (phantom v)\n        create clone of (_myself_ v)\n    end\nend\n\n@Phantom trail2\n\nwhen I start as a clone\nif <(Phantom in level) = [0]> then\n    delete this clone\nend\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\nrepeat (20)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [play platformer v]\nhide\nclear graphic effects\nset [phantom in level v] to [0]\nforever\n    if <(Phantom in level) = [1]> then\n        go to (phantom v)\n        create clone of (_myself_ v)\n    end\nend\n\n@Phantom trail3\n\nwhen I start as a clone\nif <(Phantom in level) = [0]> then\n    delete this clone\nend\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\nrepeat (20)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [play platformer v]\nhide\nclear graphic effects\nset [phantom in level v] to [0]\nforever\n    if <(Phantom in level) = [1]> then\n        go to (phantom v)\n        create clone of (_myself_ v)\n    end\nend\n\n@sword\n\nwhen I receive [play platformer v]\nset [attacking v] to [0]\ngo to x: (([x position v] of [player v]) + (-15)) y: (([y position v] of [player v]) + (-3))\nrepeat until <<([direction v] of [player v]) > [0]> or <[0] > ([direction v] of [player v])>>\n    go to (player v)\nend\nforever\n    if <([direction v] of [player v]) > [0]> then\n        go to x: (([x position v] of [player v]) + (-15)) y: (([y position v] of [player v]) + (-3))\n    end\n    if <[0] > ([direction v] of [player v])> then\n        go to x: (([x position v] of [player v]) + (15)) y: (([y position v] of [player v]) + (-3))\n    end\n    if <touching (_edge_ v)?> then\n        hide\n    else\n        show\n    end\nend\n\nwhen I receive [play platformer v]\nshow\nset [attacking v] to [0]\nforever\n    if <([direction v] of [player v]) > [0]> then\n        point in direction (-90)\n        switch costume to (sharp stick2 v)\n    end\n    if <[0] > ([direction v] of [player v])> then\n        point in direction (90)\n        switch costume to (sharp stick v)\n    end\n    if <key (space v) pressed?> then\n        set [attacking v] to [1]\n        repeat (5)\n            if <([direction v] of [player v]) > [0]> then\n                show\n                turn right (-13) degrees\n            end\n            if <[0] > ([direction v] of [player v])> then\n                show\n                turn left (-13) degrees\n            end\n        end\n        repeat (5)\n            if <([direction v] of [player v]) > [0]> then\n                show\n                turn left (-13) degrees\n                wait (0.01) seconds\n            end\n            if <[0] > ([direction v] of [player v])> then\n                show\n                turn right (-13) degrees\n                wait (0.01) seconds\n            end\n        end\n        set [attacking v] to [0]\n    end\nend\n\nwhen flag clicked\nhide\n\n@Big Boom\n\nwhen I receive [bigboom v]\nswitch costume to (big boom-0 v)\nset [stop v] to [0]\ngo to x: (0) y: (-40)\nset size to (180) %\nshow\nset [pitch v] effect to (50)\nstart sound [BOOM!!!!!!#@%k v]\nrepeat (32)\n    go to [front v] layer\n    next costume\n    go to x: (pick random (-7) to (7)) y: (pick random (-35) to (-30))\nend\nhide\nswitch costume to (big boom-0 v)\nset [pitch v] effect to (0)\nset [stop v] to [1]\nwait (0.0001) seconds\nset [stop v] to [0]\n\nbroadcast (big boom thing v)\n\nwait () seconds\n\nwhen flag clicked\nset [stop v] to [0]\ngo to x: (0) y: (-40)\nswitch costume to (big boom-0 v)\ngo to [front v] layer\nhide\n\nwhen I receive [bigboom v]\nrepeat until <(stop) = [1]>\n    go to x: (pick random (-7) to (7)) y: (pick random (-35) to (-30))\nend\n\n@scanner\n\nwhen flag clicked\nrepeat (5)\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n@explode\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (explode-05-june\[2 v)\n\nwhen I receive [explode v]\nset size to (100) %\ngo to (player v)\nswitch costume to (explode-05-june\[2 v)\ngo to [front v] layer\nshow\nstart sound [explbomb v]\nrepeat (25)\n    next costume\n    wait (0.02) seconds\nend\nhide\n\n@Intro\n\nwhen flag clicked\nhide\nReset\nset [waiting v] to [0]\nset [clonenumber v] to [0]\nset [sides v] to [0]\nset [value v] to [0]\nset [velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nwait (1.82) seconds\nset [clonenumber v] to [1]\nset [i v] to [5]\nrepeat (10)\n    create clone of (_myself_ v)\n    if <(sides) = [1]> then\n        set [sides v] to [0]\n        change [value v] by (10)\n        change [i v] by (-.4)\n    else\n        set [sides v] to [1]\n    end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n    create clone of (_myself_ v)\n    change [value v] by (10)\n    wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n    change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#fbffe6)?>\nrepeat until <(round (size)) = [100]>\n    change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n    go [forward v] (99) layers\n    set [velocity v] to ((velocity) * (.95))\n    set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n    go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n    change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n    turn right (value) degrees\n    change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n    turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n    go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n    change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n    change size by (velocity)\n    change [velocity v] by (-1)\n    change [ghost v] effect by (3.3)\n    go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n    Reset\n    show\n    set size to (0) %\n    point in direction (-15)\n    switch costume to (square v)\n    set [velocity v] to [0]\n    set [value v] to [0]\n    repeat (15)\n        change [value v] by (1)\n        turn right (value) degrees\n        change [velocity v] by (1)\n        change size by (velocity)\n    end\n    set [value v] to [8]\n    repeat (30)\n        set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n        turn right (value) degrees\n    end\n    repeat (12)\n        next costume\n    end\n    repeat until <(round (size)) = [2000]>\n        switch costume to (blank v)\n        change size by (((2000) - (size)) / (5))\n        switch costume to (square13 v)\n    end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n    Reset\n    show\n    switch costume to (blank v)\n    set size to (150) %\n    point in direction (90)\n    switch costume to (square13 v)\n    set [brightness v] effect to (value)\n    go to x: (0) y: (0)\n    set [i v] to (i)\n    if <(sides) = [1]> then\n        repeat until <(round (y position)) = [180]>\n            change y by (((180) - (y position)) / (i))\n            change [ghost v] effect by (5)\n        end\n    else\n        repeat until <(round (y position)) = [-180]>\n            change y by (((-180) - (y position)) / (i))\n            change [ghost v] effect by (5)\n        end\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n    Reset\n    show\n    switch costume to (blank v)\n    set size to (150) %\n    point in direction (90)\n    set [brightness v] effect to (value)\n    go to x: (240) y: (-180)\n    point in direction (-135)\n    switch costume to (screen v)\n    repeat until <(round (direction)) = [90]>\n        turn right (((90) - (direction)) / (5)) degrees\n    end\n    point in direction (90)\n    wait until <(waiting) = [1]>\n    delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n    Reset\n    show\n    go to [front v] layer\n    switch costume to (screennormal v)\n    set size to (100) %\n    point in direction (90)\n    set [brightness v] effect to (100)\n    go to x: (0) y: (0)\n    repeat (5)\n        change [brightness v] effect by (-20)\n    end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n    Reset\n    clear graphic effects\n    show\n    go to [front v] layer\n    go [forward v] (999) layers\n    switch costume to (screennormal v)\n    set size to (100) %\n    point in direction (90)\n    set [brightness v] effect to (100)\n    go to x: (0) y: (0)\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    point in direction (90)\n    switch costume to (sidesquareline v)\n    set [velocity v] to [0]\n    set [value v] to [0]\n    go to [front v] layer\n    repeat until <(round (size)) = [300]>\n        change size by (((300) - (size)) / (15))\n        change [ghost v] effect by (4)\n    end\n    delete this clone\nend\n\nwhen flag clicked\nwait until <(waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n    Move and Clones\n    wait (1) seconds\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n    repeat (20)\n        change size by (((0) - (size)) / (5))\n        change [ghost v] effect by (5)\n    end\nelse\n    repeat until <(round (size)) = [100]>\n        change size by (((100) - (size)) / (5))\n        switch costume to (blank v)\n        switch costume to (square v)\n    end\n    set [velocity v] to [12]\n    repeat (30)\n        change size by (velocity)\n        change [velocity v] by (-1)\n        change [ghost v] effect by (3.3)\n        turn right (([abs v] of (velocity) ) / (2)) degrees\n    end\n    delete this clone\nend\n\nwhen flag clicked\nrepeat (10)\n    go to [front v] layer\nend\n\nwhen flag clicked\nplay sound [Amadeus - Euphoria v] until done\nstop [other scripts in sprite v]\nwait (1) seconds\nbroadcast (Intro End Animation v)\nhide\n\nset [i v] to [5]\nrepeat (10)\n    create clone of (_myself_ v)\n    if <(sides) = [1]> then\n        set [sides v] to [0]\n        change [value v] by (10)\n        change [i v] by (-.4)\n    else\n        set [sides v] to [1]\n    end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n    create clone of (_myself_ v)\n    change [value v] by (10)\n    wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n    change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#fbffe6)?>\nrepeat until <(round (size)) = [100]>\n    change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n    go [forward v] (99) layers\n    set [velocity v] to ((velocity) * (.95))\n    set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n    go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n    change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n    turn right (value) degrees\n    change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n    turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n    go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n    change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n    change size by (velocity)\n    change [velocity v] by (-1)\n    change [ghost v] effect by (3.3)\n    go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    reset timer\nend\n\nwhen [timer v] > (0.1)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nshow\nstart sound [Wilhelm Scream v]\nrepeat (20)\n    change [pixelate v] effect by (-5)\n    change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n    change [timer v] by (0.035)\nend\n\nwait (0.01) seconds\n\n@cloud\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\ngo to [back v] layer\nset [ghost v] effect to (25)\nset [pixelate v] effect to (50)\ngo to x: (-306) y: (pick random (158) to (85))\nshow\nrepeat until <(x position) = [296]>\n    change x by (pick random (0.5) to (1))\n    go to [back v] layer\nend\ndelete this clone\n\nwhen I receive [intro end animation v]\ngo to x: (-306) y: (158)\nhide\nforever\n    wait (pick random (3) to (7)) seconds\n    create clone of (_myself_ v)\nend\n\n