ranking Platformer 

Instructions: TOP LOVED!!!!??? 2022/03/13\nTOP REMIXED!!!!??? 2022/03/14\n\n\n\nMovement\n-W/A/D\nAction\n-T for chat\nHow to win\n-take all the pieces and go to the exit\n\nScratch News!||Week 1||Special Edition!\nhttps://scratch.mit.edu/projects/655153730/

@Stage\n\n@Blank\n\n@Player\n\ndefine x player (px)\nchange [x v] by (px)\nif <touching (platforms v)?> then\n    repeat (60)\n        change [y v] by (1)\n        Position\n        if <not <touching (platforms v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-60)\n    if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        if <(px) > [0]> then\n            set [x mov v] to [-2.5]\n        else\n            set [x mov v] to [2.5]\n        end\n        set [in air v] to [0]\n    else\n        set [x mov v] to [0]\n    end\n    repeat until <not <touching (platforms v)?>>\n        Position\n    end\nend\n\ndefine Checkpoint\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Movement\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    point in direction (90)\n    change [x mov v] by (-2.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    point in direction (-90)\n    change [x mov v] by (2.5)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n    if <(in air) < [5.5]> then\n        set [y mov v] to [16]\n    end\nend\nset [x mov v] to ((x Mov) * (0.799))\nif <([abs v] of (x Mov) ) > [0.9]> then\n    x player (round (x Mov))\nend\nif <(y Mov) > [-20]> then\n    change [y mov v] by (-2)\nend\ny player (y Mov)\nset [scroll x v] to (x)\nif <<<<touching (enemies effects v)?> or <touching (enemies effects2 v)?>> or <touching color (#83d256)?>> or <touching color (#337995)?>> then\n    mort\nend\nif <(scroll X) < [7]> then\n    set [scroll x v] to [7]\nend\nif <(LEVEL) = [1]> then\n    if <<(scroll X) > [2090]> and <(scroll X) < [2200]>> then\n        if <(y position) < [13]> then\n            change [y mov v] by (40)\n        end\n    end\nend\n\ndefine y player (py)\nchange [y v] by (py)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n    if <(py) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n    end\n    Position\n    set [y mov v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (scroll X)) y: ((y) - (scroll Y))\n\ndefine Test - Die\n\ndefine mort\nbroadcast (Start v)\n\nwhen I receive [start v]\nset [y mov v] to [0]\nset [x mov v] to [0]\nset [in air v] to [0]\nset [issue v] to []\nforever\n    broadcast (Delete v) and wait\n    broadcast (Clone v) and wait\n    Checkpoint\n    repeat until <(issue) > []>\n        Movement\n        broadcast (Movement v) and wait\n    end\nend\n\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\nwhen I receive [start v]\nset size to (95) %\nclear graphic effects\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nswitch costume to (rémy v)\nforever\n    if <<key (up arrow v) pressed?> or <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>>> then\n        repeat (7)\n            change [scroll y v] by (1.1)\n        end\n        wait (0.475) seconds\n        repeat (7)\n            change [scroll y v] by (-1.1)\n        end\n        wait until <not <key (up arrow v) pressed?>>\n    end\n    if <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n        switch costume to (rémy v)\n        repeat until <(costume [number v]) = [6]>\n            next costume\n        end\n    end\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>>>> then\n        repeat (20)\n            switch costume to (costume1 v)\n        end\n    end\n    if <touching (platforms v)?> then\n        switch costume to (rémy v)\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <<<<key (up arrow v) pressed?> or <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>> or <<key (up arrow v) pressed?> and <key (a v) pressed?>>> or <(in air) > [1]>> then\n        change [x v] by (-2.5)\n        change x by ()\n    end\n    if <<key (up arrow v) pressed?> or <<<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (up arrow v) pressed?> and <key (d v) pressed?>>> or <(in air) > [1]>>> then\n        change [x v] by (2.5)\n        change x by ()\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    if <key (h v) pressed?> then\n        broadcast (Start v)\n    end\nend\n\nwhen I receive [start v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\nset [x v] to [0]\nset [y v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nstart sound [ACCUEIL v]\nset [thumbnail v] to [0]\nset size to (100) %\nshow\ngo to [front v] layer\nswitch costume to (costume3 v)\ngo to x: (0) y: (-4)\nwait (0.3) seconds\nswitch costume to (thumbnail v)\nrepeat (10)\n    wait () seconds\n    create clone of (_myself_ v)\n    change [thumbnail v] by (1)\nend\n\nhide\n\ndefine Thumbnail (plan) (size) (x) (y) (rotation) (stop) (costume)\nswitch costume to (costume)\nset size to (size) %\ngo to x: (x) y: (y)\nif <(plan) = [avant]> then\n    go to [front v] layer\nelse\n    if <(plan) = [arriere]> then\n        go to [back v] layer\n    end\nend\nforever\n    if <(stop) = [1]> then\n        if <<mouse down?> or <touching (mouse-pointer v)?>> then\n            wait (0.75) seconds\n            broadcast (Instructions v)\n            hide\n            wait until <not <mouse down?>>\n        end\n    end\n    if <(rotation) = [1]> then\n        repeat (10)\n            turn right ([cos v] of (66) ) degrees\n            wait (0.1) seconds\n        end\n        wait (0.1) seconds\n        repeat (10)\n            turn left ([cos v] of (-66) ) degrees\n            wait (0.1) seconds\n        end\n    else\n        if <(rotation) = [2]> then\n            repeat (10)\n                turn right ([cos v] of (66) ) degrees\n            end\n            wait (0.1) seconds\n            repeat (10)\n                turn left ([cos v] of (-66) ) degrees\n            end\n            if <mouse down?> then\n                hide\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nset size to (100) %\nif <(Thumbnail) = [1]> then\n    Thumbnail [avant] [100] [0] [0] [1] [1] [costume1]\nend\nif <(Thumbnail) = [2]> then\n    Thumbnail [avant] [100] [0] [0] [2] [1] [costume2]\nend\n\nwhen I receive [instructions v]\nhide\ndelete this clone\n\nwhen I receive [music v]\nstop all sounds\nforever\n    play sound [ratatouille v] until done\nend\n\n@Enemies effects\n\ndefine Enemies (size) (orientation) (montrer / cacher) (plan) (costume)\nset size to (size) %\npoint in direction (orientation)\nif <(montrer / cacher) = [1]> then\n    show\nelse\n    if <<(montrer / cacher) < [1]> or <(montrer / cacher) > [1]>> then\n        hide\n    end\nend\nif <(plan) = [1]> then\n    go to [front v] layer\nelse\n    if <<(montrer / cacher) < [1]> or <(montrer / cacher) > [1]>> then\n        go to [back v] layer\n    end\nend\nturn left (costume) degrees\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [movement v]\nif <(LEVEL) = [1]> then\n    if <(Enemies) = [1]> then\n        turn left (5) degrees\n    end\n    if <(Enemies) = [0]> then\n        point in direction (90)\n    end\nend\nPosition ((x) - (scroll X)) ((y) - (scroll Y))\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\ngo [forward v] (1) layers\n\nwhen I receive [start v]\npoint in direction (90)\nforever\n    if <(LEVEL) = [1]> then\n        if <<(scroll X) > [7]> and <(scroll X) < [400]>> then\n            set [enemies v] to [1]\n        else\n            set [enemies v] to [0]\n        end\n    end\n    if <(Character) = [6]> then\n        if <<(scroll X) > [1861]> and <(scroll X) < [3000]>> then\n            turn left (7) degrees\n        end\n    end\nend\n\nwhen I receive [clone v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    set [x v] to [332.5]\n    set [y v] to [-11]\n    switch costume to (1 v)\n    set [character v] to [1]\n    Clone at x: [500] y: [0]\n    switch costume to (2 v)\n    set [character v] to [2]\n    Clone at x: [363] y: [-50]\n    switch costume to (3 v)\n    set [character v] to [3]\n    Clone at x: [550] y: [90]\n    switch costume to (5 v)\n    set [character v] to [4]\nelse\n    if <(LEVEL) = [2]> then\n        set [character v] to [0]\n        set [x v] to [332.5]\n        set [y v] to [-7]\n        switch costume to (8 v)\n        Clone at x: [625] y: [-75]\n        switch costume to (9 v)\n        Clone at x: [1062] y: [200]\n        switch costume to (10 v)\n        Clone at x: [1420] y: [0]\n        switch costume to (11 v)\n    else\n        if <(LEVEL) = [3]> then\n            set [move enemies v] to [1]\n            set [character v] to [5]\n            set [x v] to [200]\n            set [y v] to [0]\n            switch costume to (12 v)\n            Clone at x: [560] y: [-40]\n            switch costume to (14 v)\n        else\n            if <(LEVEL) = [4]> then\n                set [move enemies v] to [0]\n                set [character v] to [6]\n                set [x v] to [300]\n                set [y v] to [0]\n                switch costume to (16 v)\n                Clone at x: [530] y: [0]\n                switch costume to (17 v)\n                Clone at x: [440] y: [-20]\n                switch costume to (18 v)\n                Clone at x: [400] y: [10]\n                switch costume to (19 v)\n                Clone at x: [430] y: [80]\n                switch costume to (21 v)\n            end\n        end\n    end\nend\n\nnext costume\n\nClone at x: [363] y: [-50]\n\nwhen I receive [start v]\nforever\n    if <(Character) = [4]> then\n        if <<(scroll X) > [1489]> and <(scroll X) < [1952]>> then\n            switch costume to (3 v)\n            repeat until <(costume [number v]) = [7]>\n                next costume\n                wait (0.2) seconds\n            end\n        end\n    end\n    if <(Character) = [5]> then\n        if <<(scroll X) > [7]> and <(scroll X) < [1100]>> then\n            switch costume to (14 v)\n            wait (0.2) seconds\n            switch costume to (15 v)\n            wait (0.2) seconds\n        end\n    end\nend\n\nswitch costume to (9 v)\nClone at x: [1062] y: [200]\nswitch costume to (10 v)\nClone at x: [1420] y: [0]\nswitch costume to (11 v)\n\nClone at x: [1000] y: [0]\nswitch costume to (16 v)\n\nClone at x: [560] y: [-40]\nswitch costume to (14 v)\n\npoint in direction (90)\n\nset [enemies v] to [0]\n\nset [enemies v] to [1]\n\nwhen I receive [start v]\npoint in direction (90)\nif <(LEVEL) = [4]> then\n    point in direction (90)\nend\n\nClone at x: [480] y: [10]\nswitch costume to (20 v)\nClone at x: [510] y: [10]\nswitch costume to (20 v)\n\n@Platforms\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [clone v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 v)\n    switch backdrop to (backdrop1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (blank2 v)\n        Clone at x: [480] y: [0]\n        Clone at x: [480] y: [0]\n        Clone at x: [480] y: [0]\n        Clone at x: [480] y: [0]\n        Clone at x: [480] y: [0]\n        Clone at x: [480] y: [0]\n        Clone at x: [480] y: [0]\n        Clone at x: [480] y: [0]\n        Clone at x: [480] y: [0]\n        Clone at x: [480] y: [0]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (10 v)\n            Clone at x: [480] y: [0]\n            Clone at x: [480] y: [0]\n            Clone at x: [480] y: [0]\n            Clone at x: [480] y: [0]\n            Clone at x: [480] y: [0]\n            Clone at x: [480] y: [0]\n            Clone at x: [480] y: [0]\n            Clone at x: [480] y: [0]\n            Clone at x: [480] y: [0]\n            Clone at x: [480] y: [0]\n        else\n            if <(LEVEL) = [4]> then\n                switch costume to (15 v)\n                Clone at x: [480] y: [0]\n                Clone at x: [480] y: [0]\n                Clone at x: [480] y: [0]\n                Clone at x: [480] y: [0]\n                Clone at x: [480] y: [0]\n                Clone at x: [480] y: [0]\n                Clone at x: [480] y: [0]\n                Clone at x: [480] y: [0]\n                Clone at x: [480] y: [0]\n                Clone at x: [480] y: [0]\n            end\n        end\n    end\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [movement v]\nPosition ((x) - (scroll X)) ((y) - (scroll Y))\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (4) layers\n\n@Background\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [clone v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (2 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 v)\n    Clone at x: [480] y: [0]\n    switch costume to (2 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 v)\n    Clone at x: [480] y: [0]\n    switch costume to (2 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 v)\n    Clone at x: [480] y: [0]\n    switch costume to (2 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 v)\n    Clone at x: [480] y: [0]\n    switch costume to (2 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 v)\n    Clone at x: [480] y: [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (3 v)\n        Clone at x: [480] y: [0]\n        switch costume to (4 v)\n        Clone at x: [480] y: [0]\n        switch costume to (3 v)\n        Clone at x: [480] y: [0]\n        switch costume to (4 v)\n        Clone at x: [480] y: [0]\n        switch costume to (3 v)\n        Clone at x: [480] y: [0]\n        switch costume to (4 v)\n        Clone at x: [480] y: [0]\n        switch costume to (3 v)\n        Clone at x: [480] y: [0]\n        switch costume to (4 v)\n        Clone at x: [480] y: [0]\n        switch costume to (3 v)\n        Clone at x: [480] y: [0]\n        switch costume to (4 v)\n        Clone at x: [480] y: [0]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (costume1 v)\n            Clone at x: [480] y: [0]\n            switch costume to (costume2 v)\n            Clone at x: [480] y: [0]\n            switch costume to (costume1 v)\n            Clone at x: [480] y: [0]\n            switch costume to (costume2 v)\n            Clone at x: [480] y: [0]\n            switch costume to (costume1 v)\n            Clone at x: [480] y: [0]\n            switch costume to (costume2 v)\n            Clone at x: [480] y: [0]\n            switch costume to (costume1 v)\n            Clone at x: [480] y: [0]\n            switch costume to (costume2 v)\n            Clone at x: [480] y: [0]\n            switch costume to (costume1 v)\n            Clone at x: [480] y: [0]\n            switch costume to (costume2 v)\n            Clone at x: [480] y: [0]\n        else\n            if <(LEVEL) = [4]> then\n                switch costume to (costume3 v)\n                Clone at x: [480] y: [0]\n                switch costume to (costume4 v)\n                Clone at x: [480] y: [0]\n                switch costume to (costume3 v)\n                Clone at x: [480] y: [0]\n                switch costume to (costume4 v)\n                Clone at x: [480] y: [0]\n                switch costume to (costume3 v)\n                Clone at x: [480] y: [0]\n                switch costume to (costume4 v)\n                Clone at x: [480] y: [0]\n                switch costume to (costume3 v)\n                Clone at x: [480] y: [0]\n                switch costume to (costume4 v)\n                Clone at x: [480] y: [0]\n                switch costume to (costume3 v)\n                Clone at x: [480] y: [0]\n                switch costume to (costume4 v)\n                Clone at x: [480] y: [0]\n            end\n        end\n    end\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [movement v]\nPosition ((x) - (scroll X)) ((y) - (scroll Y))\n\nwhen I receive [start v]\nswitch costume to (2 v)\n\nhide\ngo to [front v] layer\n\n@Instructions\n\nwhen flag clicked\nset [cacher v] to [0]\nInstructions [] [] [] [91] [] [] []\nforever\n    if <(Cacher) = [2]> then\n        broadcast (Map v)\n        hide\n        stop [other scripts in sprite v]\n        stop [this script v]\n    end\nend\n\ndefine Instructions (costume) (size) (plan) (montrer ou cacher) (+1 plan ou -1 plan) (x) (y)\nset y to (y)\nset x to (x)\nswitch costume to (costume)\nset size to (size) %\nif <(plan) = [1]> then\n    go to [front v] layer\nend\nif <<(plan) < [1]> or <(plan) > [1]>> then\n    go to [back v] layer\nend\nif <(montrer ou cacher) = [1]> then\n    show\nend\nif <<(montrer ou cacher) < [1]> or <(montrer ou cacher) > [1]>> then\n    hide\nend\nif <(+1 plan ou -1 plan) = [1]> then\n    go [forward v] (2) layers\nend\nif <<(+1 plan ou -1 plan) < [1]> or <(+1 plan ou -1 plan) > [1]>> then\n    go [backward v] (1) layers\nend\n\nwhen I receive [instructions v]\nInstructions [1] [100] [1] [1] [1] [-1] [-1]\nwait (0.1) seconds\nforever\n    infinity\nend\n\ndefine infinity\nif <(Cacher) = [2]> then\n    hide\nend\nif <key (any v) pressed?> then\n    next costume\n    change [cacher v] by (1)\n    repeat until <not <key (any v) pressed?>>\n        wait (0.3) seconds\n    end\nend\nif <mouse down?> then\n    next costume\n    change [cacher v] by (1)\n    repeat until <not <mouse down?>>\n        wait (0.3) seconds\n    end\nend\n\n@Maps Level\n\nwhen flag clicked\nset [level v] to [1]\nset [character v] to [0]\nhide\n\nwhen I receive [map v]\nif <(LEVEL) = [1]> then\n    broadcast (Scroll v)\n    go to x: (7) y: (0)\n    set size to (105) %\n    go to [front v] layer\n    go [forward v] (5) layers\n    show\n    repeat (3)\n        switch costume to (costume1 v)\n        repeat (4)\n            repeat until <(costume [number v]) = [4]>\n                next costume\n                wait (0.4) seconds\n            end\n        end\n    end\n    hide\n    broadcast (Music v)\n    broadcast (Start v) and wait\n    broadcast (Flag v) and wait\nend\nif <(LEVEL) = [2]> then\n    broadcast (Scroll v)\n    show\n    go to [front v] layer\n    go [forward v] (4) layers\n    repeat (3)\n        switch costume to (costume5 v)\n        repeat (4)\n            repeat until <(costume [number v]) = [8]>\n                next costume\n                wait (0.4) seconds\n            end\n        end\n    end\n    hide\n    broadcast (Start v) and wait\nend\nif <(LEVEL) = [3]> then\n    broadcast (Scroll v)\n    show\n    go to [front v] layer\n    go [forward v] (4) layers\n    repeat (3)\n        switch costume to (costume9 v)\n        repeat (4)\n            repeat until <(costume [number v]) = [12]>\n                next costume\n                wait (0.4) seconds\n            end\n        end\n    end\n    hide\n    broadcast (Start v) and wait\nend\nif <(LEVEL) = [4]> then\n    broadcast (Scroll v)\n    show\n    go to [front v] layer\n    go [forward v] (4) layers\n    repeat (3)\n        switch costume to (costume12 v)\n        repeat (4)\n            repeat until <(costume [number v]) = [16]>\n                next costume\n                wait (0.4) seconds\n            end\n        end\n    end\n    hide\n    broadcast (Start v) and wait\nend\nif <(LEVEL) = [5]> then\n    show\n    go to [front v] layer\n    go [forward v] (4) layers\n    switch costume to (costume17 v)\n    change [☁ highscore v] by (1)\nend\n\nstart sound [recording1 v]\nstart sound [recording2 v]\n\nwhen I receive [map v]\n\nchange x by (1)\n\n@Vegetables\n\ndefine Enemies (size) (orientation) (montrer / cacher) (plan) (costume)\nset size to (size) %\npoint in direction (orientation)\nif <(montrer / cacher) = [1]> then\n    show\nelse\n    if <<(montrer / cacher) < [1]> or <(montrer / cacher) > [1]>> then\n        hide\n    end\nend\nif <(plan) = [1]> then\n    go to [front v] layer\nelse\n    if <<(montrer / cacher) < [1]> or <(montrer / cacher) > [1]>> then\n        go to [back v] layer\n    end\nend\nturn left (costume) degrees\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [movement v]\nPosition ((x) - (scroll X)) ((y) - (scroll Y))\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo [forward v] (3) layers\n\nwhen I receive [clone v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    set [x v] to [2740]\n    set [y v] to [-10]\n    switch costume to (poivron v)\nelse\n    if <(LEVEL) = [2]> then\n        set [x v] to [3600]\n        set [y v] to [-30]\n        switch costume to (tomate v)\n    else\n        if <(LEVEL) = [3]> then\n            set [x v] to [2750]\n            set [y v] to [-30]\n            switch costume to (aubergine v)\n        else\n            if <(LEVEL) = [4]> then\n                set [x v] to [2750]\n                set [y v] to [20]\n                switch costume to (courgette v)\n            else\n            end\n        end\n    end\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n    point in direction (90)\n    set [ghost v] effect to (0)\n    repeat (10)\n        turn left ([cos v] of (50) ) degrees\n        change [ghost v] effect by (1)\n    end\n    repeat (10)\n        turn right ([cos v] of (-50) ) degrees\n    end\n    if <touching (player v)?> then\n        set [ghost v] effect to (444)\n        wait (1) seconds\n        change [level v] by (1)\n        broadcast (Map v) and wait\n    end\nend\n\n@Enemies effects2\n\ndefine Enemies (size) (orientation) (montrer / cacher) (plan) (costume)\nset size to (size) %\npoint in direction (orientation)\nif <(montrer / cacher) = [1]> then\n    show\nelse\n    if <<(montrer / cacher) < [1]> or <(montrer / cacher) > [1]>> then\n        hide\n    end\nend\nif <(plan) = [1]> then\n    go to [front v] layer\nelse\n    if <<(montrer / cacher) < [1]> or <(montrer / cacher) > [1]>> then\n        go to [back v] layer\n    end\nend\nturn left (costume) degrees\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\ndefine Position (x) (y)\nif <(LEVEL) = [3]> then\n    point in direction (90)\n    go to x: (x) y: (y)\n    if <<(x) = (x position)> and <(y) = (y position)>> then\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\n\nwhen I receive [movement v]\nif <(LEVEL) = [1]> then\n    if <(Enemies) = [1]> then\n        turn left (5) degrees\n    end\nend\nPosition ((x) - (scroll X)) ((y) - (scroll Y))\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [clone v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [3]> then\n    set size to (50) %\n    set [move enemies v] to [1]\n    set [x v] to [1350]\n    set [y v] to [-100]\n    switch costume to (16 v)\nelse\n    if <<(LEVEL) = [1]> or <<(LEVEL) = [2]> or <(LEVEL) = [4]>>> then\n        switch costume to (costume1 v)\n        hide\n    else\n        if <(LEVEL) = [4]> then\n            switch costume to (costume1 v)\n            hide\n        end\n    end\nend\n\nwhen I receive [start v]\nforever\n    Dragon effect\n    DRAGON\n    if <(Move enemies) = [1]> then\n        if <<(scroll X) > [1100]> and <(scroll X) < [1551]>> then\n            switch costume to (16 v)\n            wait (0.2) seconds\n            switch costume to (17 v)\n            wait (0.2) seconds\n            switch costume to (18 v)\n            wait (0.2) seconds\n        end\n    end\nend\n\nwhen flag clicked\nset [move enemies v] to [0]\n\nwhen I receive [start v]\nforever\n    if <(Move enemies) = [1]> then\n        set size to (50) %\n        if <<(scroll X) > [1150]> and <(scroll X) < [1551]>> then\n            repeat (20)\n                change [x v] by (-4)\n            end\n            repeat (20)\n                change [x v] by (4)\n            end\n        end\n    end\nend\n\ndefine DRAGON\nif <(LEVEL) = [3]> then\n    if <(scroll X) > [1719]> then\n        set [move enemies v] to [2]\n    else\n        set [move enemies v] to [1]\n    end\nend\nif <(LEVEL) = [3]> then\n    if <(Move enemies) = [2]> then\n        switch costume to (dragon v)\n        set [x v] to [2050]\n        set [y v] to [-5]\n    end\nend\n\ndefine Dragon effect\nif <(Move enemies) = [2]> then\n    if <<(scroll X) > [1700]> and <(scroll X) < [3000]>> then\n        switch costume to (costume1 v)\n        switch costume to (dragon v)\n        wait (0.3) seconds\n        switch costume to (dragon3 v)\n        wait (0.3) seconds\n        switch costume to (dragon2 v)\n        wait (0.3) seconds\n        switch costume to (dragon4 v)\n        wait (0.3) seconds\n        switch costume to (dragon5 v)\n        wait (0.3) seconds\n        set size to (50) %\n        point in direction (90)\n        show\n    else\n        if <(scroll X) > [2466]> then\n            set size to (50) %\n        end\n    end\nend\n\nEnemies [50] [90] [0] [1] [5]\n\nwait (0.2) seconds\n\n@Buttons\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset size to (50) %\ngo [forward v] (7) layers\n\nwhen I receive [music v]\ngo to x: (3) y: (144)\nswitch costume to (buttons v)\nset [ghost v] effect to (100)\nforever\n    wait (pick random (10) to (15)) seconds\n    show\n    repeat (100)\n        change [ghost v] effect by (-1)\n    end\n    wait (pick random (0.25) to (1.25)) seconds\n    repeat (100)\n        change [ghost v] effect by (1)\n    end\n    next costume\nend\n\nwhen I receive [music v]\nforever\n    point in direction (90)\n    repeat (10)\n        turn right ([cos v] of (66) ) degrees\n    end\n    repeat (10)\n        turn left ([cos v] of (55) ) degrees\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n