Seasons: A platformer


@Stage\n\nwhen I receive [menu animation reset v]\nwait (1) seconds\nbroadcast (menu animation start v)\n\nwhen I receive [start brodcast v]\nswitch backdrop to (level 1/2 bg v)\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen I receive [start v]\nbroadcast (cutscene 1 v)\n\nwhen flag clicked\nset [cutscene? v] to [0]\nset [snow show v] to [0]\nswitch backdrop to (empty v)\nshow list [common tp v]\nhide variable [scroll x v]\nhide variable [scroll y v]\n\nwhen I receive [play game v]\nstop all sounds\nforever\n    if <<(LEVEL) = [2]> or <(LEVEL) = [1]>> then\n        play sound [BGmusic_1 v] until done\n    else\n        stop all sounds\n        stop [this script v]\n    end\nend\n\nwhen I receive [cutscene 2 v]\nstop all sounds\nstop [other scripts in sprite v]\nplay sound [music 2 v] until done\n\nwhen I receive [play game v]\nforever\n    if <<(LEVEL) = [2]> or <(LEVEL) = [1]>> then\n        play sound [Track1 - Before The Night v] until done\n        play sound [Track2 - If I'm Wrong v] until done\n        play sound [Track3 - two v] until done\n        play sound [Track4 - nine v] until done\n        play sound [Track5 - ten v] until done\n        play sound [track6 - twelve v] until done\n    else\n        stop all sounds\n        play sound [track6 - twelve v] until done\n        play sound [Track5 - ten v] until done\n        play sound [Track4 - nine v] until done\n        play sound [Track3 - two v] until done\n        play sound [Track2 - If I'm Wrong v] until done\n        play sound [Track1 - Before The Night v] until done\n    end\nend\n\nwhen I receive [play game v]\nset [exit v] to [win]\nset [cutscene? v] to [0]\nforever\n    if <<(LEVEL) = [2]> or <(LEVEL) = [1]>> then\n        play sound [BGmusic_2 v] until done\n    else\n        stop all sounds\n        stop [this script v]\n    end\nend\n\nwhen [t v] key pressed\n\nif <[admins v] contains (username)?> then\n    hide list [common tp v]\n    show variable [scroll x v]\n    show variable [scroll y v]\n    ask [where to? X] and wait\n    set [checkpoint x v] to (answer)\n    ask [Y] and wait\n    set [checkpoint y v] to (answer)\n    set [exit v] to [Die]\n    show list [common tp v]\n    wait (4) seconds\n    hide variable [scroll x v]\n    hide variable [scroll y v]\nend\n\nwhen [o v] key pressed\n\nshow variable [scroll x v]\nshow variable [scroll y v]\nwait (20) seconds\nhide variable [scroll x v]\nhide variable [scroll y v]\n\nwhen I receive [play game v]\nforever\n    if <(paused?) = [1]> then\n        set volume to (0) %\n    else\n        set volume to (100) %\n    end\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [level 3 v]\nstop all sounds\n\n@blank\n\n@menu\n\nwhen I receive [information v]\nstart sound [menu music v]\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch backdrop to (space v)\ngo to [front v] layer\nclear graphic effects\nswitch costume to (size v)\nset size to (100) %\nswitch costume to (information planel v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n    change [ghost v] effect by (-2)\nend\nclear graphic effects\nforever\n    switch costume to (information planel v)\n    wait (.7) seconds\n    switch costume to (information plane2 v)\n    wait (.7) seconds\nend\n\nwhen I receive [info quit v]\nstop [other scripts in sprite v]\nhide\nstop all sounds\nbroadcast (information v)\ndelete this clone\n\nwhen I receive [information v]\nwait (1) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nstop [other scripts in sprite v]\nhide\nbroadcast (transition v)\nbroadcast (menu v)\nbroadcast (menu animation start v)\nswitch backdrop to (empty v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nclear graphic effects\nset [dfm v] to [0]\nset [exit v] to [win]\n\nwhen I start as a clone\nif <(id) = [4]> then\n    switch costume to (start v)\n    set size to (90) %\n    clear graphic effects\n    point in direction (90)\n    go to x: (-40) y: (-10)\n    show\n    wait (2.3) seconds\n    forever\n        if <(DFM) = [0]> then\n            show\n            go to [front v] layer\n            if <touching (mouse-pointer v)?> then\n                switch costume to (start slected v)\n                if <mouse down?> then\n                    play sound [slect v] until done\n                    wait (.1) seconds\n                    set [dfm v] to [1]\n                end\n            else\n                switch costume to (start v)\n            end\n        else\n            go to [back v] layer\n            hide\n        end\n    end\nend\nif <(id) = [5]> then\n    switch costume to (information v)\n    set size to (90) %\n    clear graphic effects\n    point in direction (90)\n    go to x: (-40) y: (-10)\n    show\n    wait (2.3) seconds\n    forever\n        if <(DFM) = [0]> then\n            show\n            go to [front v] layer\n            if <touching (mouse-pointer v)?> then\n                switch costume to (information slected v)\n                if <mouse down?> then\n                    play sound [slect v] until done\n                    broadcast (info quit v)\n                    broadcast (menu animation QUIT v)\n                    hide\n                end\n            else\n                switch costume to (information v)\n            end\n        else\n            go to [back v] layer\n            hide\n        end\n    end\nend\nif <(id) = [6]> then\n    switch costume to (quit v)\n    set size to (90) %\n    clear graphic effects\n    point in direction (90)\n    go to x: (-40) y: (-10)\n    show\n    wait (2.3) seconds\n    forever\n        if <(DFM) = [0]> then\n            show\n            go to [front v] layer\n            if <touching (mouse-pointer v)?> then\n                switch costume to (quit slected v)\n                if <mouse down?> then\n                    play sound [slect v] until done\n                    broadcast (thumbnail v)\n                    broadcast (quit v)\n                    hide\n                end\n            else\n                switch costume to (quit v)\n            end\n        else\n            go to [back v] layer\n            hide\n        end\n    end\nend\nif <(id) = [7]> then\n    set size to (100) %\n    clear graphic effects\n    point in direction (90)\n    go to x: (0) y: (0)\n    show\n    forever\n        if <(stars) = [2]> then\n            switch costume to (title 2 star v)\n        else\n            if <(stars) = [1]> then\n                switch costume to (title 1 star v)\n            else\n                switch costume to (title v)\n            end\n        end\n    end\nend\nif <(id) = [9]> then\n    switch costume to (hardcore v)\n    set size to (90) %\n    clear graphic effects\n    point in direction (90)\n    go to x: (-40) y: (-13)\n    show\n    forever\n        if <(DFM) = [1]> then\n            show\n            go to [front v] layer\n            if <touching (mouse-pointer v)?> then\n                switch costume to (hardcore slected v)\n                if <mouse down?> then\n                    play sound [slect v] until done\n                    set [hardcore? v] to [YES]\n                    set [dfm v] to [2]\n                    hide\n                end\n            else\n                switch costume to (hardcore v)\n            end\n        else\n            go to [back v] layer\n            hide\n        end\n    end\nend\nif <(id) = [10]> then\n    switch costume to (normal v)\n    set size to (90) %\n    clear graphic effects\n    point in direction (90)\n    go to x: (-40) y: (-10)\n    show\n    forever\n        if <(DFM) = [1]> then\n            show\n            go to [front v] layer\n            if <touching (mouse-pointer v)?> then\n                switch costume to (normal slected v)\n                if <mouse down?> then\n                    play sound [slect v] until done\n                    set [dfm v] to [2]\n                    hide\n                end\n            else\n                switch costume to (normal v)\n            end\n        else\n            go to [back v] layer\n            hide\n        end\n    end\nend\nif <(id) = [11]> then\n    switch costume to (back menu v)\n    set size to (90) %\n    clear graphic effects\n    point in direction (90)\n    go to x: (-40) y: (-100)\n    show\n    forever\n        if <(DFM) = [1]> then\n            show\n            go to [front v] layer\n            if <touching (mouse-pointer v)?> then\n                switch costume to (back menu slected v)\n                if <mouse down?> then\n                    play sound [slect v] until done\n                    set [dfm v] to [0]\n                    hide\n                end\n            else\n                switch costume to (back menu v)\n            end\n        else\n            go to [back v] layer\n            hide\n        end\n    end\nend\nif <(id) = [12]> then\n    switch costume to (level 1 v)\n    set size to (110) %\n    clear graphic effects\n    point in direction (90)\n    go to x: (-7) y: (0)\n    show\n    forever\n        if <(DFM) = [2]> then\n            show\n            go to [front v] layer\n            if <touching (mouse-pointer v)?> then\n                switch costume to (level 1 slected v)\n                if <mouse down?> then\n                    play sound [slect v] until done\n                    set [level v] to [1]\n                    set [distance v] to [9580]\n                    broadcast (transition v)\n                    set [dfm v] to [0]\n                    wait (1) seconds\n                    broadcast (HOW TO PLAY v)\n                    hide\n                end\n            else\n                switch costume to (level 1 v)\n            end\n        else\n            go to [back v] layer\n            hide\n        end\n    end\nend\nif <(id) = [13]> then\n    switch costume to (level 2 v)\n    set size to (110) %\n    clear graphic effects\n    point in direction (90)\n    go to x: (-7) y: (-10)\n    show\n    forever\n        if <(DFM) = [2]> then\n            show\n            go to [front v] layer\n            if <touching (mouse-pointer v)?> then\n                switch costume to (level 2 slected v)\n                if <mouse down?> then\n                    play sound [slect v] until done\n                    set [level v] to [3]\n                    set [distance v] to [12575]\n                    broadcast (transition v)\n                    set [dfm v] to [0]\n                    wait (1) seconds\n                    broadcast (HOW TO PLAY v)\n                    hide\n                end\n            else\n                switch costume to (level 2 v)\n            end\n        else\n            go to [back v] layer\n            hide\n        end\n    end\nend\nif <(id) = [14]> then\n    switch costume to (level 3 v)\n    set size to (110) %\n    clear graphic effects\n    point in direction (90)\n    go to x: (-7) y: (-22)\n    show\n    forever\n        if <(DFM) = [2]> then\n            show\n            go to [front v] layer\n            if <touching (mouse-pointer v)?> then\n                switch costume to (level 3 slected v)\n                if <mouse down?> then\n                    play sound [slect v] until done\n                    set [distance v] to [16242]\n                    set [level v] to [4]\n                    broadcast (transition v)\n                    set [dfm v] to [0]\n                    wait (1) seconds\n                    broadcast (HOW TO PLAY v)\n                    hide\n                end\n            else\n                switch costume to (level 3 v)\n            end\n        else\n            go to [back v] layer\n            hide\n        end\n    end\nend\nif <(id) = [15]> then\n    switch costume to (level back v)\n    set size to (100) %\n    clear graphic effects\n    point in direction (90)\n    go to x: (-25) y: (0)\n    show\n    forever\n        if <(DFM) = [2]> then\n            show\n            go to [front v] layer\n            if <touching (mouse-pointer v)?> then\n                switch costume to (level back slected v)\n                if <mouse down?> then\n                    play sound [slect v] until done\n                    set [dfm v] to [1]\n                    hide\n                end\n            else\n                switch costume to (level back v)\n            end\n        else\n            go to [back v] layer\n            hide\n        end\n    end\nend\n\nwhen I receive [quit v]\nstop all sounds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [how to play v]\nstop [other scripts in sprite v]\nbroadcast (transition v)\nbroadcast (quit v)\n\nwhen I receive [menu v]\nswitch backdrop to (space v)\nbroadcast (menu animation start v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nset [id v] to [5]\ncreate clone of (_myself_ v)\nset [id v] to [6]\ncreate clone of (_myself_ v)\nset [id v] to [7]\ncreate clone of (_myself_ v)\nset [id v] to [8]\ncreate clone of (_myself_ v)\nset [id v] to [9]\ncreate clone of (_myself_ v)\nset [id v] to [10]\ncreate clone of (_myself_ v)\nset [id v] to [11]\ncreate clone of (_myself_ v)\nset [id v] to [12]\ncreate clone of (_myself_ v)\nset [id v] to [13]\ncreate clone of (_myself_ v)\nset [id v] to [14]\ncreate clone of (_myself_ v)\nset [id v] to [15]\ncreate clone of (_myself_ v)\nstop all sounds\n\nwhen I receive [creds v]\nset [id v] to [2]\ncreate clone of (_myself_ v)\nstop all sounds\n\nwhen flag clicked\nset [stars v] to [0]\n\nwhen I start as a clone\nwait (2.3) seconds\nforever\n    go to [front v] layer\nend\n\nwhen I receive [level selector v]\nstop [other scripts in sprite v]\nbroadcast (transition v)\nbroadcast (quit v)\n\n@animation\n\nwhen I start as a clone\nif <(id) = [1]> then\n    go to x: (14) y: (50)\n    go to [back v] layer\n    switch costume to (size v)\n    set size to (200) %\n    set [brightness v] effect to (10)\n    switch costume to (blackhole v)\n    forever\n        turn left (0.03) degrees\n        change x by (-.3)\n        switch costume to (size v)\n        change size by (.05)\n        switch costume to (blackhole v)\n    end\nend\nif <(id) = [2]> then\n    go to x: (0) y: (0)\n    switch costume to (cloud v)\n    go [backward v] (1) layers\n    forever\n        repeat (1200)\n            change x by (-.5)\n        end\n        repeat (1200)\n            change x by (.5)\n        end\n    end\nend\nif <(id) = [3]> then\n    go to x: (0) y: (-40)\n    switch costume to (ship v)\n    forever\n        turn left (.1) degrees\n        change x by (.03)\n    end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n    switch costume to (size v)\n    set size to (500) %\n    switch costume to (fog slowest v)\n    set [ghost v] effect to (95)\n    go [forward v] (6) layers\n    forever\n        go to x: (-102) y: (-150)\n        repeat (600)\n            change x by (-2)\n        end\n    end\nend\nif <(id) = [5]> then\n    switch costume to (size v)\n    set size to (500) %\n    switch costume to (fog middle v)\n    set [ghost v] effect to (60)\n    go [forward v] (7) layers\n    forever\n        go to x: (-115) y: (-150)\n        repeat (240)\n            change x by (-5)\n        end\n    end\nend\nif <(id) = [6]> then\n    switch costume to (size v)\n    set size to (500) %\n    switch costume to (fog fastest v)\n    set [ghost v] effect to (50)\n    go [forward v] (8) layers\n    forever\n        go to x: (-130) y: (-150)\n        repeat (40)\n            change x by (-30)\n        end\n    end\nend\nif <(id) = [7]> then\n    go to x: (0) y: (0)\n    point in direction (90)\n    clear graphic effects\n    switch costume to (top gradent v)\n    set size to (100) %\n    show\n    wait (.3) seconds\n    go [forward v] (10) layers\nend\n\nwhen I receive [menu animation reset v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [menu animation start v]\nif <not <(Game Win? \(menu\)) = [1]>> then\n    wait (.1) seconds\n    reset timer\n    go to x: (0) y: (0)\n    point in direction (90)\n    clear graphic effects\n    switch costume to (size v)\n    set size to (100) %\n    show\n    create clone of (_myself_ v)\n    set [id v] to [1]\n    create clone of (_myself_ v)\n    set [id v] to [2]\n    create clone of (_myself_ v)\n    set [id v] to [3]\n    create clone of (_myself_ v)\n    set [id v] to [4]\n    create clone of (_myself_ v)\n    set [id v] to [5]\n    create clone of (_myself_ v)\n    set [id v] to [6]\n    create clone of (_myself_ v)\n    set [id v] to [7]\n    wait (35) seconds\n    broadcast (menu animation reset v)\nelse\n    show\n    switch costume to (game win v)\n    clear graphic effects\n    forever\n        repeat (35)\n            change [brightness v] effect by (-.1)\n        end\n        repeat (35)\n            change [brightness v] effect by (.1)\n        end\n    end\nend\n\nwhen I receive [quit v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [menu animation quit v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [menu animation start v]\nforever\n    if <not <(Game Win? \(menu\)) = [1]>> then\n        play sound [LOST IN TIME v] until done\n    else\n        play sound [nightfall v] until done\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [how to play v]\nstop [other scripts in sprite v]\nbroadcast (transition v)\nbroadcast (quit v)\n\n@Player walk\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (-262) y: (-111)\nset size to (300) %\nset [atomic clock v] to [0]\nforever\n    wait (.02) seconds\n    change [atomic clock v] by (.02)\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\nforever\n    if <<<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> and <not <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(move) = [no]> or <(paused?) = [1]>>>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <(AIR) = [0]>> then\n        play sound (pick random (1) to (4)) until done\n    end\nend\n\n@game states\n\nwhen flag clicked\nhide\nset [hardcore? v] to [NO]\nswitch costume to (hardcore fail v)\n\nwhen I receive [hardcore fail v]\nset [cutscene? v] to [1]\nswitch backdrop to (space v)\nswitch costume to (hardcore fail v)\ngo to [front v] layer\nshow\nwait (8) seconds\nbroadcast (transition v)\nbroadcast (Reset v)\nbroadcast (quit v) and wait\nbroadcast (menu v)\nset [hardcore? v] to [NO]\nset [cutscene? v] to [0]\nhide\n\nwhen I receive [hardcore fail v]\nwait (1) seconds\nwait until <key (space v) pressed?>\nbroadcast (transition v)\nbroadcast (Reset v)\nbroadcast (quit v) and wait\nbroadcast (menu v)\nset [hardcore? v] to [NO]\nhide\n\nwhen I receive [wr ani v]\nswitch backdrop to (space v)\nswitch costume to (wr v)\ngo to [front v] layer\nshow\nwait (15) seconds\nbroadcast (transition v)\nbroadcast (quit v) and wait\nbroadcast (menu v)\nhide\n\nbroadcast (transition v)\nbroadcast (Reset v)\nbroadcast (quit v) and wait\nbroadcast (menu v)\nset [hardcore? v] to [NO]\nhide\n\nwhen I receive [start v]\nwait (.3) seconds\nwait until <key (any v) pressed?>\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (transition v)\nhide\nbroadcast (Play Game v)\n\nwhen I receive [ingame pause menu quit v]\nset [cutscene? v] to [1]\nswitch backdrop to (space v)\nbroadcast (transition v)\nbroadcast (Reset v)\nbroadcast (quit v) and wait\nbroadcast (menu v)\nset [hardcore? v] to [NO]\nset [cutscene? v] to [0]\nhide\n\n@transition\n\nwhen I receive [transition v]\nswitch costume to (black screen v)\ngo to [front v] layer\nshow\nclear graphic effects\nwait (1.3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nswitch costume to (1 v)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nset [seen loading v] to [2]\nclear graphic effects\n\nwhen I receive [long transistion v]\nswitch costume to (black screen v)\nchange [ghost v] effect by (100)\nshow\nrepeat (25)\n    change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (25)\n    change [ghost v] effect by (5)\nend\nswitch costume to (1 v)\nhide\nstop [other scripts in sprite v]\ngo to [back v] layer\n\nwhen I receive [transition v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [long transistion v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [long transition screen v]\nswitch costume to (black screen v)\nchange [ghost v] effect by (100)\nshow\nrepeat (25)\n    change [ghost v] effect by (-5)\nend\nswitch costume to (seen loading)\nif <<(costume [number v]) = [5]> or <(seen loading) > [5]>> then\n    set [seen loading v] to [2]\nelse\n    change [seen loading v] by (1)\nend\nwait (3) seconds\nrepeat (25)\n    change [ghost v] effect by (5)\nend\nswitch costume to (1 v)\nhide\nstop [other scripts in sprite v]\ngo to [back v] layer\n\nwhen I receive [long transition screen v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [menu animation reset v]\nswitch costume to (black screen v)\nshow\nclear graphic effects\nwait (1.3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nswitch costume to (1 v)\nhide\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\nset [checkpoint x v] to [0]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nset [move v] to [yes]\nset [snow show v] to [1]\nforever\n    broadcast (Reset v) and wait\n    broadcast (Setip v) and wait\n    Game on\n    repeat until <(EXIT) > []>\n        Tick\n        broadcast (Tick v) and wait\n    end\n    if <(EXIT) = [Win]> then\n        Game - Win\n    else\n        Game - Die\n    end\n    if <touching (front art v)?> then\n        Game - Die\n    end\nend\n\ndefine Game on\nset [y v] to ((Checkpoint Y) + (1))\nset [x v] to ((Checkpoint X) + (1))\nset [speed y v] to [-100]\nset [speed x v] to [0]\nset [air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nif <not <(cutscene?) = [1]>> then\n    set size to (130) %\n    clear graphic effects\n    show\n    wait (1.1) seconds\n    set [meter stick show/hide v] to [show]\nend\n\ndefine Tick\nif <(cutscene?) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    if <<[admins v] contains (username)?> and <key (space v) pressed?>> then\n        switch costume to (hitbox v)\n        if <key (left arrow v) pressed?> then\n            change [scroll x v] by (-12)\n            change [x v] by (-12)\n        end\n        if <key (right arrow v) pressed?> then\n            if <key (c v) pressed?> then\n                change [scroll x v] by (40)\n                change [x v] by (40)\n            else\n                change [scroll x v] by (12)\n                change [x v] by (12)\n            end\n        end\n        if <key (up arrow v) pressed?> then\n            change [scroll y v] by (12)\n            change [y v] by (12)\n        end\n        if <key (down arrow v) pressed?> then\n            change [scroll y v] by (-12)\n            change [y v] by (-12)\n        end\n        if <(SCROLL Y) < [0]> then\n            set [scroll y v] to [0]\n        end\n    else\n        set [ghost v] effect to (0)\n        switch costume to (hitbox v)\n        if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <<not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> and <(move) = [yes]>>> then\n            change [speed x v] by ((changeable X speed) * (-1))\n            point in direction (-90)\n        end\n        if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> and <(move) = [yes]>>> then\n            change [speed x v] by (changeable X speed)\n            point in direction (90)\n        end\n        set [speed x v] to ((Speed x) * (0.8))\n        if <([abs v] of (Speed x) ) > [0.9]> then\n            Change player x by (round (Speed x))\n        end\n        if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<(move) = [yes]> and <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>>> then\n            if <(AIR) < [5]> then\n                set [speed y v] to (changeable Y speed)\n            end\n        end\n        if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>>> then\n            set [movement buttons v] to [1]\n        else\n            set [movement buttons v] to [0]\n        end\n        if <(Speed y) > [-20]> then\n            change [speed y v] by (-2)\n        end\n        Change player y by (Speed y)\n        Test - Die\n        set [scroll x v] to (x)\n        if <(SCROLL X) < [0]> then\n            set [scroll x v] to [0]\n        end\n        change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\n        if <(SCROLL Y) < [0]> then\n            set [scroll y v] to [0]\n        end\n        Position\n        if <<<(y) < [-178]> or <touching (hurt- v)?>> or <key (r v) pressed?>> then\n            set [meter stick show/hide v] to [hide]\n            hide variable [time v]\n            broadcast (transition v)\n            start sound [oof v]\n            set [exit v] to [Die]\n        end\n        if <(x) < [0]> then\n            set [x player global v] to (x position)\n        else\n            set [x player global v] to [0]\n        end\n        set [y player global v] to (y position)\n        if <(move) = [yes]> then\n            if <<<<(movement buttons) = [1]> or <mouse down?>> and <(AIR) < [3]>> and <not <(already loved/faved?) = [yes]>>> then\n                change [animatetimervariable v] by (1)\n                set [animateshowsprite v] to (((AnimateShowSprite) + ([floor v] of ((((AnimateTimerVariable) mod (3)) + (1)) / (3)) )) mod (4))\n                switch costume to ((AnimateShowSprite) + (4))\n            else\n                if <not <(already loved/faved?) = [yes]>> then\n                    if <(AIR) < [3]> then\n                        set [animateshowsprite v] to [0]\n                        set [animatetimervariable v] to [0]\n                        switch costume to (still v)\n                    else\n                        switch costume to (up v)\n                    end\n                end\n            end\n            if <<<<(movement buttons) = [1]> or <mouse down?>> and <(AIR) < [3]>> and <(already loved/faved?) = [yes]>> then\n                change [animatetimervariable v] by (1)\n                set [animateshowsprite v] to (((AnimateShowSprite) + ([floor v] of ((((AnimateTimerVariable) mod (3)) + (1)) / (3)) )) mod (4))\n                switch costume to ((AnimateShowSprite) + (10))\n            else\n                if <(already loved/faved?) = [yes]> then\n                    if <(AIR) < [3]> then\n                        set [animateshowsprite v] to [0]\n                        set [animatetimervariable v] to [0]\n                        switch costume to (still skin v)\n                    else\n                        switch costume to (up2 v)\n                    end\n                end\n            end\n            if <(already loved/faved?) = [yes]> then\n                change [color v] effect by (1)\n            end\n        else\n            switch costume to (still v)\n        end\n        if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(move) = [yes]>> then\n            switch costume to (duck v)\n        end\n    end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [air v] to [0]\n    end\n    Position\n    set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n    repeat (12)\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 (-12)\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        if <(sx) > [0]> then\n            set [speed x v] to [-16]\n        else\n            set [speed x v] to [16]\n        end\n        set [air v] to [0]\n    else\n        set [speed x v] to [0]\n    end\n    repeat until <not <touching (platforms v)?>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Game - Die\nif <not <(HARDCORE?) = [yes]>> then\n    set [exit v] to []\n    hide\nelse\n    broadcast (hardcore fail v)\n    broadcast (transition v)\n    stop [other scripts in sprite v]\n    hide\nend\n\ndefine Game - Win\nset [checkpoint y v] to [0]\nset [checkpoint x v] to [0]\nwait (1) seconds\nhide\nset [checkpoint y v] to [0]\nset [checkpoint x v] to [0]\n\ndefine Test - Die\n\nwhen I receive [cutscene 2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play game v]\nswitch backdrop to (level 1/2 bg v)\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nwait until <(LEVEL) = [1]>\nset [exit v] to [Win]\nwait (5) seconds\nwait until <<(LEVEL) = [1]> and <(SCROLL X) > [4200]>>\nbroadcast (pad text v) and wait\nwait until <<(LEVEL) = [1]> and <(SCROLL X) > [4420]>>\nswitch backdrop to (level 1/2 bg v)\nswitch costume to (still v)\nbroadcast (collectable found v)\nset [checkpoint y v] to [50]\nset [checkpoint x v] to [4460]\nwait until <<(LEVEL) = [1]> and <(SCROLL X) > [4914]>>\nbroadcast (level 2 v)\nwait until <<(LEVEL) = [1]> and <(SCROLL X) > [5946]>>\nbroadcast (level2 text1 v)\nwait until <<(LEVEL) = [1]> and <(SCROLL X) > [9580]>>\nset [move v] to [no]\nset [checkpoint y v] to [0]\nset [checkpoint x v] to [0]\nset [meter stick show/hide v] to [hide]\nbroadcast (long transistion v)\nwait (3) seconds\nset [ghost v] effect to (100)\nset [snow show v] to [0]\nswitch costume to (still v)\nset [cutscene? v] to [1]\nbroadcast (cutscene 3 v)\nset [exit v] to [win]\n\nwhen I receive [cutscene 2 v]\nstop [other scripts in sprite v]\nstop [other scripts in sprite v]\nhide\nbroadcast (Screen Shake v)\nbroadcast (Reset v)\n\nwhen I receive [tick v]\nif <(LEVEL) = [3]> then\n    if <<(LEVEL) = [3]> and <<[hide snow list v] contains (SCROLL X)?> and <(SCROLL Y) < [200]>>> then\n        set [snow show v] to [0]\n    else\n        set [snow show v] to [1]\n    end\nend\n\nwhen I receive [play game v]\nset [exit v] to [Win]\nswitch backdrop to (level 3 bg v)\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nwait until <(LEVEL) = [3]>\nset [exit v] to [Win]\nwait (8) seconds\nwait until <<(LEVEL) = [3]> and <(SCROLL X) > [5670]>>\nbroadcast (collectable found v)\nset [checkpoint y v] to [15]\nset [checkpoint x v] to [5670]\nwait until <<(LEVEL) = [3]> and <(SCROLL X) > [12575]>>\nset [exit v] to [Win]\nset [level v] to [4]\nswitch costume to (still v)\nset [move v] to [no]\nset [snow show v] to [0]\nset [checkpoint y v] to [0]\nset [checkpoint x v] to [0]\nset [meter stick show/hide v] to [hide]\nbroadcast (long transistion v)\nwait (2) seconds\nswitch backdrop to (level 4 bg v)\nset [ghost v] effect to (100)\nwait (1) seconds\nset [move v] to [yes]\nset [snow show v] to [0]\nset [meter stick show/hide v] to [show]\n\nwhen I receive [play game v]\nswitch backdrop to (level 4 bg v)\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nwait until <(LEVEL) = [4]>\nset [exit v] to [Win]\nwait (8) seconds\nwait until <<(LEVEL) = [4]> and <(SCROLL X) > [4840]>>\nbroadcast (collectable found v)\nset [checkpoint y v] to [15]\nset [checkpoint x v] to [4888]\nwait until <<(LEVEL) = [4]> and <(SCROLL X) > [16242]>>\nswitch backdrop to (empty v)\nswitch costume to (still v)\nset [move v] to [no]\nset [meter stick show/hide v] to [hide]\nset [snow show v] to [0]\nset [checkpoint y v] to [0]\nset [checkpoint x v] to [0]\nbroadcast (long transistion v)\nwait (3) seconds\nset [ghost v] effect to (100)\nset [cutscene? v] to [1]\nbroadcast (Final Cutscene v)\n\nwhen flag clicked\nset [y v] to [0]\nset [x v] to [0]\nset [speed y v] to [-100]\nset [speed x v] to [0]\nset [air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\n@1st BG ART\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(cutscene?) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [brightness v] effect to (0)\nif <(LEVEL) = [1]> then\n    set [distance v] to [9580]\n    switch costume to (1 1 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 2 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 3 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 2 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 1 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 2 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 5 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 2 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 6 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 6 v)\n    Clone at x: [480] y: [0]\n    switch costume to (2 1 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    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nelse\n    if <(LEVEL) = [3]> then\n        set [distance v] to [12575]\n        set [brightness v] effect to (-15)\n        switch costume to (3 1 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        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        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            set [distance v] to [16242]\n            set [brightness v] effect to (-20)\n            switch costume to (4 1 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            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            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            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) = [5]> then\n                set [brightness v] effect to (-15)\n                switch costume to (5 1 v)\n                Clone at x: [480] y: [0]\n            else\n                hide\n                delete this clone\n            end\n        end\n    end\nend\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 [reset v]\ndelete this clone\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 [hardcore fail v]\nstop [other scripts in sprite v]\nhide\n\n@FRONT Art\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(cutscene?) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nif <(LEVEL) = [1]> then\n    switch costume to (1 1 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    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    Clone at x: [480] y: [0]\nelse\n    if <(LEVEL) = [3]> then\n        switch costume to (3 1 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        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        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 (4 1 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            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            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            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) = [5]> then\n                switch costume to (5 1 v)\n                Clone at x: [480] y: [0]\n            end\n        end\n    end\nend\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 [reset v]\ndelete this clone\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 [hardcore fail v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@HURT-\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (100)\nif <(LEVEL) = [1]> then\n    switch costume to (1 1 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    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    Clone at x: [480] y: [0]\nelse\n    if <(LEVEL) = [3]> then\n        switch costume to (3 1 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        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        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 (4 1 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            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            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            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) = [5]> then\n                switch costume to (5 1 v)\n                Clone at x: [480] y: [0]\n            end\n        end\n    end\nend\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\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 [reset v]\ndelete this clone\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 [hardcore fail v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\ngo [forward v] (10000) layers\nset [ghost v] effect to (100)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (100)\nif <(LEVEL) = [1]> then\n    switch costume to (1 1 v)\n    switch backdrop to (level 1/2 bg 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    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    Clone at x: [480] y: [0]\nelse\n    if <(LEVEL) = [3]> then\n        switch costume to (3 1 v)\n        switch backdrop to (level 3 bg 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        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        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 (4 1 v)\n            switch backdrop to (level 4 bg 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            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            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            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) = [5]> then\n                switch costume to (5 1 v)\n                Clone at x: [480] y: [0]\n            end\n        end\n    end\nend\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 [reset v]\ndelete this clone\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 flag clicked\nset [checkpoint x v] to [0]\ngo [forward v] (10000) layers\nset [ghost v] effect to (100)\n\nwhen I receive [hardcore fail v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@2nd BG ART\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - ((SCROLL X) * (.1))) ((y) - ((SCROLL Y) * (.1)))\nif <(cutscene?) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo [backward v] (99) layers\nset [brightness v] effect to (-30)\nif <(LEVEL) = [1]> then\n    switch costume to (1 1 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 2 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 3 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 4 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 3 v)\n    Clone at x: [480] y: [0]\n    switch costume to (1 4 v)\n    Clone at x: [480] y: [0]\nelse\n    if <(LEVEL) = [3]> then\n        set [brightness v] effect to (-10)\n        switch costume to (3 1 v)\n        Clone at x: [500] y: [0]\n        switch costume to (3 2 v)\n        Clone at x: [500] y: [0]\n        switch costume to (3 1 v)\n        Clone at x: [500] y: [0]\n        switch costume to (3 2 v)\n        Clone at x: [500] y: [0]\n    else\n        if <(LEVEL) = [4]> then\n            set [brightness v] effect to (-14)\n            switch costume to (4 1 v)\n            Clone at x: [480] y: [0]\n            switch costume to (4 2 v)\n            Clone at x: [480] y: [0]\n            switch costume to (4 3 v)\n            Clone at x: [480] y: [0]\n            switch costume to (4 1 v)\n            Clone at x: [480] y: [0]\n            switch costume to (4 2 v)\n            Clone at x: [480] y: [0]\n            switch costume to (4 3 v)\n            Clone at x: [480] y: [0]\n        else\n            if <(LEVEL) = [5]> then\n                switch costume to (5 1 v)\n                Clone at x: [480] y: [0]\n            end\n        end\n    end\nend\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 [reset v]\ndelete this clone\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 [hardcore fail v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@3rd BG ART\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - ((SCROLL X) * (.05))) ((y) - ((SCROLL Y) * (.05)))\nif <(cutscene?) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [brightness v] effect to (-20)\nif <(LEVEL) = [1]> then\n    switch costume to (1 1 v)\n    Clone at x: [500] y: [0]\n    switch costume to (1 2 v)\n    Clone at x: [500] y: [0]\n    switch costume to (1 1 v)\n    Clone at x: [500] y: [0]\n    switch costume to (1 2 v)\n    Clone at x: [500] y: [0]\n    switch costume to (1 1 v)\n    Clone at x: [500] y: [0]\n    switch costume to (1 2 v)\n    Clone at x: [500] y: [0]\n    switch costume to (1 1 v)\n    Clone at x: [500] y: [0]\n    switch costume to (1 2 v)\n    Clone at x: [500] y: [0]\nelse\n    if <(LEVEL) = [3]> then\n        set [brightness v] effect to (0)\n        switch costume to (3 1 v)\n        Clone at x: [500] y: [0]\n        switch costume to (3 2 v)\n        Clone at x: [500] y: [0]\n        switch costume to (3 1 v)\n        Clone at x: [500] y: [0]\n        switch costume to (3 2 v)\n        Clone at x: [500] y: [0]\n    else\n        if <(LEVEL) = [4]> then\n            set [brightness v] effect to (-10)\n            switch costume to (4 1 v)\n            Clone at x: [480] y: [0]\n            switch costume to (4 2 v)\n            Clone at x: [480] y: [0]\n            switch costume to (4 3 v)\n            Clone at x: [480] y: [0]\n            switch costume to (4 1 v)\n            Clone at x: [480] y: [0]\n            switch costume to (4 2 v)\n            Clone at x: [480] y: [0]\n            switch costume to (4 3 v)\n            Clone at x: [480] y: [0]\n        else\n            if <(LEVEL) = [5]> then\n                switch costume to (5 1 v)\n                Clone at x: [480] y: [0]\n            end\n        end\n    end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\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 [hardcore fail v]\nstop [other scripts in sprite v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n    reset timer\nend\n\nwhen I receive [thumbnail v]\nif <not <(menu reset) = [1]>> then\n    hide variable [time v]\n    hide variable [☁ wr v]\n    go to [front v] layer\n    go to x: (0) y: (200)\n    set [brightness v] effect to (45)\n    switch costume to (thumbnail v)\n    show\n    repeat (45)\n        change y by (((0) - (y position)) / (7))\n        change [brightness v] effect by (-1)\n    end\nelse\n    hide\n    set [menu reset v] to [0]\n    broadcast (menu v)\nend\n\nwhen [timer v] > (.01)\nbroadcast (thumbnail v)\n\n@intro\n\nwhen flag clicked\n\nwhen flag clicked\nwait (.3) seconds\nwait until <key (any v) pressed?>\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (transition v)\nhide\nbroadcast (menu v)\n\nwhen flag clicked\nbroadcast (Green Flag v)\nshow\nstart sound [sound v]\nswitch backdrop to (space v)\nswitch costume to (first - normal v)\nwait (1) seconds\nrepeat (2)\n    next costume\n    wait (.1) seconds\nend\nstart sound [up v]\nwait (.5) seconds\nstart sound [upup v]\nrepeat (4)\n    next costume\n    wait (.07) seconds\nend\nrepeat (4)\n    next costume\n    wait (.07) seconds\nend\nstart sound [land v]\nnext costume\nwait (2) seconds\nbroadcast (transition v)\nswitch costume to (last gone v)\nwait (3) seconds\nbroadcast (long transition screen v)\nwait (1) seconds\nhide\nwait (1.1) seconds\nstop all sounds\nstop [other scripts in sprite v]\nbroadcast (menu v)\n\nhide\nbroadcast (quit v)\nbroadcast (start brodcast v)\nwait (1) seconds\nrepeat (10)\n    broadcast (quit v)\nend\nswitch costume to (still v)\nset [level v] to [4]\nset [exit v] to [Win]\nset [snow show v] to [hide]\nbroadcast (transition v) and wait\n\n@TIMER+hue\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [win? v] to [no]\nset [time v] to [0]\nhide variable [time v]\nhide variable [☁ world record v]\nhide\nif <(☁ World Record) < [150]> then\n    set [☁ world record v] to [1000]\nend\n\nwhen I receive [play game v]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nhide variable [time v]\nset [time v] to [0]\nset [win? v] to [no]\nhide variable [☁ world record v]\nwait (1) seconds\nset [time v] to [0]\nforever\n    repeat until <(Win?) = [yes]>\n        change [time v] by (1)\n        wait (1) seconds\n    end\n    stop [this script v]\nend\n\nwhen I receive [cutscene 2 v]\nset [win? v] to [yes]\nshow variable [☁ world record v]\n\nwhen I receive [menu v]\nset [win? v] to [no]\nhide variable [☁ world record v]\nhide variable [time v]\n\nwhen I receive [tick v]\nset [ghost v] effect to (75)\nset [brightness v] effect to (0)\nif <(hue show) = [1]> then\n    show\nelse\n    hide\nend\nif <<(LEVEL) = [1]> or <(LEVEL) = [2]>> then\n    switch costume to (hue v)\nend\nif <(LEVEL) = [3]> then\n    switch costume to (hue2 v)\nend\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (75)\nend\n\n@snow\n\nwhen I receive [tick v]\nif <<(snow show) = [1]> and <<(LEVEL) = [1]> or <(LEVEL) = [2]>>> then\n    if <not <(paused?) = [1]>> then\n        show\n        next costume\n        point in direction (90)\n        clear graphic effects\n    end\nelse\n    if <(LEVEL) = [3]> then\n        show\n        point in direction (180)\n        set [ghost v] effect to (68)\n        set [color v] effect to (29)\n        next costume\n    else\n        hide\n    end\nend\n\nwhen flag clicked\ngo to x: (9) y: (9)\npoint in direction (90)\nclear graphic effects\nhide\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    if <(LEVEL) = [3]> then\n        set [ghost v] effect to (68)\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen I receive [menu v]\nhide\n\n@snow2\n\nwhen I receive [tick v]\nif <<(snow show) = [1]> and <<(LEVEL) = [1]> or <(LEVEL) = [2]>>> then\n    if <not <(paused?) = [1]>> then\n        show\n        next costume\n    end\nelse\n    hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\nwhen I receive [menu v]\nhide\n\n@[cut2] portal\n\nwhen flag clicked\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [back v] layer\npoint in direction (90)\n\nwhen I start as a clone\nif <(id) = [1]> then\n    switch costume to (pback v)\n    go to [back v] layer\n    show\nend\nif <(id) = [2]> then\n    switch costume to (pfront v)\n    go to [front v] layer\n    show\nend\nif <(id) = [3]> then\n    go to x: (-400) y: (-100)\n    switch costume to (hand v)\n    point in direction (180)\n    go to x: (-400) y: (-100)\n    show\n    repeat (50)\n        change x by (4)\n        turn left (.5) degrees\n        change x by (1)\n        wait (pick random (.01) to (.05)) seconds\n        change x by (-1)\n    end\n    switch costume to (fist v)\n    wait (1) seconds\n    switch costume to (hand v)\n    wait (1) seconds\n    repeat (15)\n        change x by (4)\n        change y by (2)\n        change x by (.2)\n        wait (pick random (.01) to (.05)) seconds\n        change x by (-.2)\n    end\n    broadcast (long transition screen v)\n    repeat (10)\n        change x by (4)\n        change y by (2)\n        change x by (.2)\n        wait (pick random (.01) to (.05)) seconds\n        change x by (-.2)\n    end\n    switch backdrop to (level 2 bg v)\n    set [checkpoint y v] to [0]\n    set [checkpoint x v] to [0]\n    set [level v] to [3]\n    set [exit v] to [Win]\n    set [meter stick show/hide v] to [show]\n    broadcast (level 3 v)\n    set [move v] to [yes]\n    set [cutscene? v] to [0]\n    set [checkpoint y v] to [0]\n    set [checkpoint x v] to [0]\nend\n\nwhen I receive [cutscene 3 v]\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [back v] layer\npoint in direction (90)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [long transition screen v]\nwait (1) seconds\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [cutscene 3 v]\nset [cutscene? v] to [1]\nset [move v] to [no]\nset [hue show v] to [0]\n\n@dialouge\n\ndefine Text: (string) Character: (char) Bubble Type: (bubble) Character Dark?: (dark)\nbroadcast (delete text v)\nset [dark chracter v] to (dark)\nset [bubble type v] to (bubble)\nset [clone type v] to [bubble]\ncreate clone of (_myself_ v)\nset [character v] to (char)\nset [clone type v] to [char]\ncreate clone of (_myself_ v)\nset [clone type v] to [text]\ngo to x: (-200) y: (-80)\nset [letter v] to [1]\nrepeat (length of (string))\n    hide\n    if <not <(letter (letter) of (string)) = [ ]>> then\n        start sound [text v]\n        switch costume to (letter (letter) of (string))\n        create clone of (_myself_ v)\n        change x by (12)\n    else\n        start sound [text v]\n        switch costume to (  v)\n        create clone of (_myself_ v)\n        change x by (12)\n    end\n    change [letter v] by (1)\n    wait (0) seconds\n    if <(x position) > [200]> then\n        set x to (-200)\n        change y by (-20)\n    end\nend\nwait until <not <<key (any v) pressed?> or <mouse down?>>>\nwait until <<key (any v) pressed?> or <mouse down?>>\nwait until <not <<key (any v) pressed?> or <mouse down?>>>\nstart sound [Click v]\nbroadcast (delete text v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\n\nwhen I receive [delete text v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nshow\nif <(clone type) = [bubble]> then\n    set size to (100) %\n    clear graphic effects\n    go to x: (0) y: (-115)\n    switch costume to (bubble type)\n    if <(bubble type) = [textbox4]> then\n        forever\n            set [pixelate v] effect to (pick random (0) to (50))\n        end\n    end\nend\nif <(clone type) = [char]> then\n    set size to (100) %\n    go [backward v] (1) layers\n    clear graphic effects\n    if <(Dark chracter) = [1]> then\n        set [brightness v] effect to (-100)\n    end\n    switch costume to (character)\n    go to x: (-150) y: (-5)\n    glide (0.1) secs to x: (-141) y: (-5)\n    if <(bubble type) = [textbox4]> then\n        forever\n            set [pixelate v] effect to (pick random (0) to (50))\n        end\n    end\nend\nif <(clone type) = [text]> then\n    set size to (80) %\n    if <(bubble type) = [textbox4]> then\n        forever\n            set [pixelate v] effect to (pick random (0) to (50))\n        end\n    end\nend\n\nwhen I receive [play game v]\nif <(LEVEL) = [1]> then\n    set [meter stick show/hide v] to [hide]\n    set [dialogue? v] to [1]\n    set [move v] to [no]\n    wait (1) seconds\n    Text: [I ran out of fuel] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\n    Text: [and now i'm stranded in this ice planet] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\n    Text: [This suit wasn't made to withstand such cold temperatures] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\n    set [move v] to [yes]\n    set [dialogue? v] to [0]\n    set [meter stick show/hide v] to [show]\nelse\n    set [move v] to [yes]\n    set [dialogue? v] to [0]\n    set [meter stick show/hide v] to [show]\nend\n\nwhen I receive [level 3 v]\nset [meter stick show/hide v] to [hide]\nset [dialogue? v] to [1]\nset [move v] to [no]\nText: [UGH, Where am I?!] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nText: [This place doesn't look very friendly towards humans] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nText: [I have to find another portal or something quick] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nset [move v] to [yes]\nset [dialogue? v] to [0]\nset [meter stick show/hide v] to [show]\n\nwhen I receive [level 2 v]\nset [meter stick show/hide v] to [hide]\nset [dialogue? v] to [1]\nset [move v] to [no]\nText: [I've been running for so long...] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nText: [I need to stay warm] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nText: [I have to find something...] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nset [move v] to [yes]\nset [dialogue? v] to [0]\nset [meter stick show/hide v] to [show]\n\nwhen I receive [level2 text1 v]\nset [meter stick show/hide v] to [hide]\nset [dialogue? v] to [1]\nset [move v] to [no]\nText: [Quite odd seeing all of these frames...] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nText: [It must lead somewhere] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nset [move v] to [yes]\nset [dialogue? v] to [0]\nset [meter stick show/hide v] to [show]\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\n@metere stick\n\nwhen I receive [tick v]\nif <(meter stick show/hide) = [show]> then\n    if <<not <(paused?) = [1]>> or <not <(dialogue?) = [1]>>> then\n        show\n        go to [front v] layer\n        go to (metere body v)\n        point in direction (SCROLL Y)\n    end\nelse\n    hide\nend\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nset size to (150) %\nhide\n\nwhen I receive [play game v]\nswitch costume to (rod v)\ngo to x: (-148) y: (-98)\nshow\ngo to [front v] layer\n\nwhen I receive [cutscene 2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (rod v)\nif <(cutscene?) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\n@metere body\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nset size to (100) %\nhide\n\nwhen I receive [play game v]\nwait (1) seconds\ngo to [front v] layer\nset drag mode [draggable v]\ngo to [front v] layer\npoint in direction (90)\ngo to x: (-158) y: (-106)\nshow\nforever\n    if <<not <(costume [number v]) = [6]>> or <<(move) = [no]> or <(paused?) = [1]>>> then\n        wait (15) seconds\n        next costume\n    end\nend\n\nwhen I receive [cutscene 2 v]\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play game v]\nforever\n    if <(EXIT) = [Die]> then\n        set [stama v] to [5]\n        switch costume to (5 v)\n    end\n    if <(costume [number v]) = [2]> then\n        set [changeable x speed v] to [2]\n        set [changeable y speed v] to [16]\n        set [stama v] to [5]\n    else\n        if <(costume [number v]) = [3]> then\n            set [changeable x speed v] to [1.8]\n            set [changeable y speed v] to [15]\n            set [stama v] to [4]\n        else\n            if <(costume [number v]) = [4]> then\n                set [changeable x speed v] to [1.6]\n                set [changeable y speed v] to [14]\n                set [stama v] to [3]\n            else\n                if <(costume [number v]) = [5]> then\n                    set [changeable x speed v] to [1.4]\n                    set [changeable y speed v] to [13]\n                    set [stama v] to [2]\n                else\n                    if <(costume [number v]) = [6]> then\n                        set [changeable x speed v] to [1.2]\n                        set [changeable y speed v] to [12.5]\n                        set [stama v] to [1]\n                    end\n                end\n            end\n        end\n    end\n    if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <not <(costume [number v]) = [2]>>> then\n        wait (1) seconds\n        switch costume to ((costume [number v]) - (1))\n    end\nend\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\n@[cut1] hand\n\nwhen I start as a clone\nbroadcast (clock v)\ngo to [front v] layer\nshow\nswitch costume to (spin boi v)\npoint in direction (78)\ngo to x: (43) y: (19)\nrepeat (200)\n    turn right (30) degrees\nend\nrepeat until <(direction) = [78]>\n    turn right (30) degrees\nend\ndelete this clone\n\nwhen I receive [long transistion v]\nwait (1) seconds\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [end clone v]\ndelete this clone\n\nwhen I receive [cutscene 1 v]\nshow\ngo to [front v] layer\nswitch costume to (hand grab v)\nset size to (130) %\ngo to x: (0) y: (-400)\npoint in direction (150)\nwait (1) seconds\nrepeat (20)\n    change y by (6)\n    turn left (3) degrees\nend\ncreate clone of (_myself_ v)\nswitch costume to (hand nohand v)\nwait (5) seconds\nbroadcast (end clone v)\ngo to [front v] layer\nswitch costume to (hand grab v)\nwait (1) seconds\nrepeat (15)\n    change y by (-20)\n    turn right (3) degrees\nend\nhide\nbroadcast (cutscene 1 2 v)\nbroadcast (long transistion v) and wait\n\nwhen I receive [clock v]\nplay sound [Clock Ticking v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene 1 v]\nforever\n    change x by (2)\n    wait (pick random (.01) to (.05)) seconds\n    change x by (-2)\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@[cut1] ground\n\nwhen I start as a clone\nif <(id) = [1]> then\n    show\n    switch costume to (blackhole v)\n    go to x: (-180) y: (120)\n    point in direction (90)\n    switch costume to (size v)\n    set size to (80) %\n    switch costume to (blackhole v)\n    forever\n        switch costume to (size v)\n        change size by (.2)\n        turn right (.1) degrees\n        change x by (.1)\n        switch costume to (blackhole v)\n    end\nend\nif <(id) = [2]> then\n    show\n    switch costume to (ground v)\n    set size to (100) %\n    go to x: (0) y: (0)\n    point in direction (90)\nend\n\nwhen flag clicked\nrepeat (10)\n    go to [back v] layer\nend\n\nwhen I receive [long transistion v]\nwait (1) seconds\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [cutscene 1 v]\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene 1 v]\nwait (.1) seconds\nstart sound [rummble v]\n\nwhen I start as a clone\nforever\n    change x by (2)\n    wait (pick random (.01) to (.05)) seconds\n    change x by (-2)\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@[cut1] cutscene 1\n\nwhen flag clicked\nhide\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (blackhole v)\n\nwhen I receive [cutscene 1 3 v]\nshow\nclear graphic effects\nswitch costume to (size v)\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (1) seconds\nswitch costume to (blackhole v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\nrepeat (320)\n    switch costume to (size v)\n    change size by (.5)\n    switch costume to (blackhole v)\n    turn right (.1) degrees\nend\nbroadcast (long transistion v)\nwait (1) seconds\nstop [other scripts in sprite v]\nhide\nbroadcast (cutscene 1 4 v)\n\nwhen I start as a clone\nshow\nclear graphic effects\nswitch costume to (size v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (200) %\nswitch costume to (planet v)\nrepeat (300)\n    move (pick random (1) to (-1)) steps\n    point in direction (pick random (0) to (360))\n    change [whirl v] effect by (10)\n    change size by (-.7)\nend\nrepeat (10)\n    move (pick random (1) to (-1)) steps\n    point in direction (pick random (0) to (360))\n    change [whirl v] effect by (10)\n    change size by (-.7)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [cutscene 1 v]\nforever\n    change x by (2)\n    wait (pick random (.01) to (.05)) seconds\n    change x by (-2)\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@[cut1] animation space\n\nwhen I start as a clone\nif <(id) = [3]> then\n    switch costume to (clone v)\n    go to x: (pick random (-125) to (125)) y: (pick random (-150) to (-50))\n    set size to (500) %\n    set [ghost v] effect to (50)\n    repeat (15)\n        change size by (4)\n    end\n    repeat (200)\n        change [ghost v] effect by (.5)\n    end\n    delete this clone\nend\n\nwhen I receive [clone delete v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [cutscene 1 2 v]\nwait (1) seconds\nshow\nswitch backdrop to (cutscene 1 v)\nwait (1) seconds\nclear graphic effects\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\nrepeat (8)\n    go to [back v] layer\n    show\n    create clone of (_myself_ v)\n    change y by (my variable)\n    wait (0.01) seconds\n    create clone of (_myself_ v)\n    change x by ((my variable) * (-1))\n    wait (0.01) seconds\n    create clone of (_myself_ v)\n    change y by ((my variable) * (-1))\n    wait (0.01) seconds\n    create clone of (_myself_ v)\n    change x by (my variable)\n    wait (0.01) seconds\n    create clone of (_myself_ v)\n    change y by ((my variable) * (-1))\n    wait (0.01) seconds\n    create clone of (_myself_ v)\n    change x by (my variable)\n    wait (0.01) seconds\n    create clone of (_myself_ v)\n    change y by (my variable)\n    wait (0.01) seconds\n    create clone of (_myself_ v)\n    change x by ((my variable) * (-1))\n    wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nrepeat (13)\n    next costume\nend\nhide\nwait (6) seconds\nbroadcast (long transistion v)\nwait (.5) seconds\nbroadcast (clone delete v)\nwait (.5) seconds\nstop [other scripts in sprite v]\nhide\nswitch backdrop to (space v)\nbroadcast (cutscene 1 3 v)\ndelete this clone\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(id) = [1]> then\n    show\n    clear graphic effects\n    switch costume to (front v)\n    set size to (100) %\n    go to x: (0) y: (0)\n    forever\n        show\n        switch costume to (front v)\n    end\nend\nif <(id) = [2]> then\n    show\n    clear graphic effects\n    switch costume to (bg v)\n    go to [back v] layer\n    set size to (100) %\n    go to x: (0) y: (0)\n    forever\n        go to [back v] layer\n    end\nend\n\nwhen I receive [cutscene 1 v]\nforever\n    change x by (2)\n    wait (pick random (.01) to (.05)) seconds\n    change x by (-2)\nend\n\nwhen I start as a clone\nforever\n    change x by (2)\n    wait (pick random (.01) to (.05)) seconds\n    change x by (-2)\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Move with ScreenShake | amount (0 to 1) (amount)\nforever\n    change x by (((_lastSCX) * (-1)) * (amount))\n    change y by (((_lastSCY) * (-1)) * (amount))\n    set [_lastscx v] to (ScreenShake_X)\n    set [_lastscy v] to (ScreenShake_Y)\n    change x by ((_lastSCX) * (amount))\n    change y by ((_lastSCY) * (amount))\nend\n\n@[cut1] last cut\n\nwhen I start as a clone\nif <(id) = [1]> then\n    show\n    clear graphic effects\n    switch costume to (ship v)\n    set size to (100) %\n    go to x: (0) y: (0)\nend\nif <(id) = [2]> then\n    show\n    clear graphic effects\n    switch costume to (space v)\n    set size to (100) %\n    go to x: (0) y: (0)\n    go to [back v] layer\n    forever\n        turn right (3) degrees\n        change [whirl v] effect by (.1)\n    end\nend\n\nwhen I receive [cutscene 1 4 v]\nhide\npoint in direction (90)\nclear graphic effects\nswitch costume to (ship v)\nset size to (100) %\ngo to x: (0) y: (0)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (hand v)\npoint in direction (90)\ngo to x: (0) y: (-241)\nwait (5) seconds\nshow\nrepeat (20)\n    change y by (12)\n    turn left (1) degrees\nend\nrepeat (20)\n    change x by (2)\n    turn left (.5) degrees\nend\nwait (3) seconds\nrepeat (20)\n    change y by (-12)\n    turn left (-1) degrees\n    change x by (2)\nend\nhide\nwait (4) seconds\nbroadcast (long transistion v)\nwait (1) seconds\nbroadcast (cutscene 1 5 v)\n\nwhen I receive [cutscene 1 5 v]\nhide\ndelete this clone\n\nwhen I receive [cutscene 1 v]\nforever\n    change x by (2)\n    wait (pick random (.01) to (.05)) seconds\n    change x by (-2)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@blackhole extended visual\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nswitch costume to (size v)\nset size to (100) %\nswitch costume to (blackhole v)\nhide\n\nwhen I receive [cutscene 1 5 v]\nswitch costume to (blackhole v)\nshow\nforever\n    switch costume to (size v)\n    turn left (.03) degrees\n    change size by (-.05)\n    switch costume to (blackhole v)\nend\n\nwhen I receive [cutscene 1 5 v]\nwait (7) seconds\nbroadcast (long transistion v)\nwait (1) seconds\nstop [other scripts in sprite v]\nhide\nbroadcast (cutscene 1 6 v)\n\nwhen I receive [cutscene 1 6 v]\ndelete this clone\n\nwhen I receive [cutscene 1 5 v]\nforever\n    repeat (20)\n        change [brightness v] effect by (-.5)\n    end\n    repeat (20)\n        change [brightness v] effect by (.5)\n    end\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@cutscene 1 6\n\nwhen I receive [cutscene 1 6 v]\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nswitch costume to (size v)\nset size to (100) %\nhide\ncreate clone of (_myself_ v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    if <(id) = [1]> then\n        show\n        go to x: (-255) y: (-192)\n        set size to (30) %\n        switch costume to (ship v)\n        set [brightness v] effect to (-30)\n        wait (2) seconds\n        repeat (180)\n            turn right (1) degrees\n            change y by (1)\n            change x by (1.5)\n            change size by (-.1)\n        end\n        repeat (10)\n            turn right (1) degrees\n            change y by (1)\n            change x by (1.5)\n            change size by (-.1)\n            change [ghost v] effect by (10)\n        end\n        wait (3) seconds\n        broadcast (long transition screen v)\n        wait (.3) seconds\n        play sound [explosion v] until done\n        broadcast (Play Game v)\n        delete this clone\n    end\n    if <(id) = [2]> then\n        show\n        point in direction (80)\n        go to x: (100) y: (0)\n        set size to (400) %\n        switch costume to (planet v)\n        forever\n            turn right (.2) degrees\n        end\n    end\nend\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@HOW TO PLAY\n\nwhen I receive [how to play v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (bg v)\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\nwait (1) seconds\ncreate clone of (_myself_ v)\nstart sound [music v]\nwait until <key (any v) pressed?>\nstop [other scripts in sprite v]\nbroadcast (transition v)\nhide\nbroadcast (start v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (1. to move v)\ngo to x: (0) y: (0)\nwait (.5) seconds\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (2. meter v)\ngo to x: (0) y: (0)\nwait (.5) seconds\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (7) seconds\nrepeat (30)\n    change [ghost v] effect by (5)\nend\nhide\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (3. how to use meter v)\ngo to x: (0) y: (0)\nwait (.5) seconds\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (30)\n    change [ghost v] effect by (5)\nend\nhide\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (4. spikes v)\ngo to x: (0) y: (0)\nwait (.5) seconds\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (30)\n    change [ghost v] effect by (5)\nend\nhide\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (5. distance meter v)\ngo to x: (0) y: (0)\nwait (.5) seconds\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (30)\n    change [ghost v] effect by (5)\nend\nhide\nstop all sounds\nbroadcast (start v)\nbroadcast (transition v)\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@pause menu\n\nwhen I receive [pause loader v]\nwait until <<key (p v) pressed?> and <(dialogue?) = [0]>>\nset [move v] to [no]\ngo to [front v] layer\nset [pause done? v] to [0]\nswitch costume to (opacity screen v)\nwait (.5) seconds\nset volume to (100) %\nset [paused? v] to [1]\ngo to [front v] layer\nshow\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nwait until <<(pause done?) = [1]> or <(menu reset) = [1]>>\nset volume to (0) %\nset [move v] to [yes]\nhide\nstop [other scripts in sprite v]\nbroadcast (pause loader v)\ndelete this clone\n\nwhen flag clicked\nclear graphic effects\nset [paused? v] to [0]\nset [pause done? v] to [0]\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n    go to [front v] layer\n    switch costume to (resume v)\n    show\n    forever\n        if <not <(pause done?) = [1]>> then\n            if <touching (mouse-pointer v)?> then\n                switch costume to (resume selected v)\n                if <mouse down?> then\n                    start sound [slect v]\n                    set [pause done? v] to [1]\n                    set [paused? v] to [0]\n                end\n            else\n                switch costume to (resume v)\n            end\n        else\n            delete this clone\n        end\n    end\nend\nif <(id) = [2]> then\n    go to [front v] layer\n    switch costume to (quit game v)\n    show\n    forever\n        if <not <(pause done?) = [1]>> then\n            if <touching (mouse-pointer v)?> then\n                switch costume to (quit game selected v)\n                if <mouse down?> then\n                    start sound [slect v]\n                    set [pause done? v] to [1]\n                    set [paused? v] to [0]\n                    broadcast (ingame pause menu quit v)\n                end\n            else\n                switch costume to (quit game v)\n            end\n        else\n            delete this clone\n        end\n    end\nend\nif <(id) = [3]> then\n    go to [front v] layer\n    clear graphic effects\n    switch costume to (paused text v)\n    show\n    forever\n        if <not <(pause done?) = [1]>> then\n    end\nend\n\nwhen I receive [play game v]\nbroadcast (pause loader v)\n\nwhen I receive [pause loader v]\nforever\n    play sound [PAUSE - Synchronize v] until done\nend\n\n@Final Cutscene\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nswitch costume to (size v)\nset size to (100) %\nswitch costume to (blackhole v)\nhide\n\nwhen I receive [final cutscene v]\nhide\npoint in direction (90)\nclear graphic effects\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(id) = [1]> then\n    go to [front v] layer\n    show\n    clear graphic effects\n    switch costume to (gradient v)\n    set size to (100) %\n    go to x: (0) y: (0)\n    wait (8) seconds\n    delete this clone\nend\nif <(id) = [2]> then\n    show\n    clear graphic effects\n    switch costume to (1 v)\n    set size to (100) %\n    go to x: (0) y: (0)\n    wait (3) seconds\n    repeat (25)\n        change [ghost v] effect by (4)\n    end\n    delete this clone\nend\nif <(id) = [3]> then\n    go to [back v] layer\n    show\n    clear graphic effects\n    switch costume to (2 v)\n    set size to (100) %\n    go to x: (0) y: (0)\n    wait (6) seconds\n    broadcast (long transistion v)\n    wait (2) seconds\n    switch costume to (3 v)\n    wait (6) seconds\n    broadcast (long transistion v)\n    wait (2) seconds\n    switch costume to (4 v)\n    go to x: (0) y: (0)\n    clear graphic effects\n    set size to (127) %\n    repeat (54)\n        change size by (-0.5)\n    end\n    wait (4) seconds\n    broadcast (long transistion v)\n    wait (1.2) seconds\n    broadcast (menu v)\n    set [game win? \(menu\) v] to [1]\n    set [stars v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\n@distance left\n\nwhen flag clicked\nhide\ngo to x: (-140) y: (162)\ndelete this clone\n\nwhen I receive [tick v]\nif <(id) = [2]> then\n    go to x: ((((SCROLL X) / (distance)) * (280)) - (140)) y: (162)\n    if <not <(paused?) = [1]>> then\n        go to [front v] layer\n    end\n    if <(cutscene?) = [1]> then\n        set [ghost v] effect to (100)\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen I start as a clone\nif <(id) = [1]> then\n    switch costume to (land v)\n    go to [front v] layer\n    show\n    go to x: (0) y: (0)\nend\nif <(id) = [2]> then\n    switch costume to (point v)\n    go to [front v] layer\n    show\n    go to x: (-140) y: (162)\nend\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\nwhen I receive [play game v]\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\n@collectable screen\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [collectable found v]\nswitch costume to (size v)\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nrepeat (5)\n    next costume\nend\nwait (3) seconds\nrepeat (5)\n    switch costume to ((costume [number v]) - (1))\nend\nhide\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\n