Orpheus and Eurydice - A Platformer

Instructions: - Orpheus (pronounced oar-fee-us) and Eurydice (pronounced yer-rid-uh-chee) is an ancient Greek myth, which this platformer is based on.\n- Full screen - spam the flag - have fun :)\n- In order to complete the level, you must be touching the platforms, all levels are possible\n- I know that the original myth doesn't end this way, I wanted to give mine a happier ending.\n\n-------------------------------Credits--------------------------------\nMusic - All soundtracks from One Shot\nSound Effects - Deltarune (Footsteps), Me (Lyre)\nCoding - scrolling platformer tutorial by @griffpatch, modified by me, the rest of the code is by me\nGraphics - Me, google images as references, google translate for the greek writing\n\n#Platformer #Game #Greek #Greece #Myth #Mythology #Love #Fun #Apollo #Hades

@Stage\n\nwhen flag clicked\nswitch backdrop to (menu v)\nrepeat until <(backdrop [number v]) = [1]>\n    play sound [To Dream - One Shot v] until done\nend\n\nwhen I receive [startlevel v]\nswitch backdrop to (LEVEL)\n\nwhen I receive [startgame v]\nstop all sounds\nrepeat until <(backdrop [number v]) = [11]>\n    play sound [Geothermal - One Shot v] until done\nend\n\nwhen I receive [startgame v]\nwait until <(backdrop [number v]) = [11]>\nstop all sounds\nrepeat until <(backdrop [number v]) = [21]>\n    play sound [Flooded Ruins - One Shot v] until done\nend\n\nwhen I receive [startgame v]\nwait until <(backdrop [number v]) = [21]>\nstop all sounds\nrepeat until <(backdrop [number v]) = [31]>\n    play sound [Simple Secrets - One Shot v] until done\nend\n\nset volume to (0) %\n\nset volume to (100) %\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n    play sound [Distant Water - One Shot v] until done\nend\n\nwhen flag clicked\nforever\n    set volume to (VOLUME) %\nend\n\nwhen I receive [cutscenes v]\nswitch backdrop to (1 v)\nstop all sounds\nstart sound [Distant - One Shot v]\n\nwhen flag clicked\nhide variable [level v]\nhide variable [lyre v]\nhide variable [turn v]\nhide variable [volume v]\n\n@Orpheus\n\nwhen I receive [startlevel v]\nswitch costume to (1 v)\nGame On\nrepeat until <not <(TURN) = [O]>>\n    Tick\nend\nif <(TURN) = [E]> then\n    Game - Win\nelse\n    if <(TURN) = [S]> then\n        Game - Skip\n    else\n        Game - Die\n    end\nend\n\ndefine Game On\nset [x v] to [-185]\nset [y v] to [-112]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [turn v] to [O]\nset [step v] to [1]\nset [moving v] to [N]\nset [lyre v] to [N]\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n    switch costume to (1 v)\n    change [sx v] by (-.8)\nend\nif <key (right arrow v) pressed?> then\n    switch costume to (1 v)\n    change [sx v] by (2)\nend\nif <(x) < [-245]> then\n    set [x v] to [-245]\nend\nif <[245] < (x)> then\n    set [x v] to [245]\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n    Change Player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n    if <(in air) < [4]> then\n        set [sy v] to [16]\n    end\nend\nif <key (up arrow v) pressed?> then\n    if <key (left arrow v) pressed?> then\n        if <(in air) < [4]> then\n            set [sy v] to [12]\n        end\n    else\n        if <(in air) < [4]> then\n            set [sy v] to [15]\n        end\n    end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nPosition\nTest - Die\nTest - Win\nif <key (space v) pressed?> then\n    switch costume to (lyre v)\n    wait (.5) seconds\n    start sound [Lyre v]\n    set [lyre v] to [Y]\n    wait (1) seconds\n    switch costume to (1 v)\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in 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 [in air v] to [0]\n    end\n    Position\n    set [sy v] to [0]\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n    repeat (8)\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 (-8)\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\nbroadcast (Fade v)\n\ndefine Test - Die\nif <<<<touching (enemies v)?> and <(LYRE) = [N]>> or <touching (danger v)?>> or <touching (souls v)?>> then\n    set [turn v] to [OD]\nend\n\ndefine Game - Win\nset [x v] to [218]\nPosition\nbroadcast (EStart v)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\ndefine Game - Skip\nchange [level v] by (1)\nbroadcast (Fade v)\n\ndefine Test - Win\nif <<touching (wincheck v)?> and <[213] < (x)>> then\n    set [turn v] to [E]\nend\n\nwhen I receive [run off v]\nglide (.7) secs to x: (245) y: (y position)\n\nwhen I receive [run off v]\nrepeat (10)\n    wait (.04) seconds\n    change [ghost v] effect by (10)\nend\nwait (.1) seconds\nbroadcast (EFade v)\n\nwhen I receive [estart v]\nset [ghost v] effect to (0)\nset [x v] to [218]\nPosition\nwait (5) seconds\nif <(TURN) = [E]> then\n    set [turn v] to [ED2]\n    broadcast (Run Off v)\nend\n\nwhen flag clicked\nforever\n    if <(TURN) = [O]> then\n        if <[2] < (step)> then\n            set [step v] to [1]\n        end\n        if <<(in air) = [0]> and <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n            set [moving v] to [Y]\n        else\n            set [moving v] to [N]\n        end\n        if <(moving) = [Y]> then\n            start sound (step)\n            if <key (left arrow v) pressed?> then\n                wait (.8) seconds\n            else\n                wait (.6) seconds\n            end\n            change [step v] by (1)\n        end\n    end\nend\n\nset volume to (0) %\n\nwhen flag clicked\nset [level v] to [1]\n\nset volume to (100) %\n\nwhen flag clicked\nforever\n    set [pan left/right v] effect to (x position)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nforever\n    set volume to (VOLUME) %\nend\n\nwhen flag clicked\ngo [forward v] (2) layers\n\n@Eurydice\n\nwhen I receive [startlevel v]\nswitch costume to (1 v)\nGame On\nset [ghost v] effect to (50)\n\ndefine Game On\nset [x v] to [-227]\nset [y v] to [-113]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [step v] to [1]\nset [moving v] to [N]\nset [lyre v] to [N]\nPosition\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n    switch costume to (2 v)\n    change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n    switch costume to (1 v)\n    change [sx v] by (2)\nend\nif <(x) < [-245]> then\n    set [x v] to [-245]\nend\nif <[245] < (x)> then\n    set [x v] to [245]\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n    Change Player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n    if <(in air) < [4]> then\n        set [sy v] to [15]\n    end\nend\nif <[245] < (y)> then\n    set [y v] to [245]\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nPosition\nTest - Die\nTest - Win\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in 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 [in air v] to [0]\n    end\n    Position\n    set [sy v] to [0]\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n    repeat (8)\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 (-8)\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\nbroadcast (EFade v)\n\ndefine Test - Die\nif <<<touching (danger v)?> or <touching (enemies v)?>> or <touching (souls v)?>> then\n    set [turn v] to [ED]\nend\n\ndefine Game - Win\nif <(backdrop [number v]) = [30]> then\n    broadcast (End Fade v)\nelse\n    change [level v] by (1)\n    broadcast (Fade v)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\ndefine Game - Skip\nchange [level v] by (1)\nbroadcast (Fade v)\n\ndefine Test - Win\nif <<touching (wincheck v)?> and <[172] < (x)>> then\n    set [turn v] to [W]\nend\n\nwhen I receive [estart v]\nswitch costume to (1 v)\nGame On\nrepeat until <not <(TURN) = [E]>>\n    Tick\nend\nif <(TURN) = [W]> then\n    Game - Win\nelse\n    if <(TURN) = [S]> then\n        Game - Skip\n    else\n        if <(TURN) = [ED]> then\n            Game - Die\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(TURN) = [E]> then\n        if <[2] < (step)> then\n            set [step v] to [1]\n        end\n        if <<(in air) = [0]> and <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n            set [moving v] to [Y]\n        else\n            set [moving v] to [N]\n        end\n        if <(moving) = [Y]> then\n            start sound (step)\n            wait (.6) seconds\n            change [step v] by (1)\n        end\n    end\nend\n\nset volume to (0) %\n\nset volume to (100) %\n\nwhen flag clicked\nforever\n    set [pan left/right v] effect to (x position)\nend\n\nwhen I receive [newlevel v]\nif <(backdrop [number v]) = [31]> then\n    hide\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nforever\n    set volume to (VOLUME) %\nend\n\nwhen flag clicked\ngo [forward v] (2) layers\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [startlevel v]\nswitch costume to (LEVEL)\nshow\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\ngo [backward v] (1) layers\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [startlevel v]\nswitch costume to (LEVEL)\nshow\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\ngo [backward v] (1) layers\n\n@Enemies\n\nwhen flag clicked\nset [enemy# v] to [1]\nhide\n\nwhen I start as a clone\nif <(enemy#) = [1]> then\n    go to x: (80) y: (-114)\n    show\n    forever\n        if <(LYRE) = [N]> then\n            switch costume to (ram-1 v)\n            glide (.7) secs to x: (-70) y: (-113)\n            glide (.1) secs to x: (-80) y: (-113)\n            switch costume to (ram-2 v)\n            glide (.7) secs to x: (70) y: (-113)\n            glide (.1) secs to x: (80) y: (-113)\n        else\n            switch costume to (ram-sleep v)\n        end\n    end\nend\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [21]> then\n    create clone of (_myself_ v)\n    change [enemy# v] by (1)\nend\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [22]> then\n    create clone of (_myself_ v)\n    change [enemy# v] by (1)\nend\n\nwhen I start as a clone\nif <(enemy#) = [2]> then\n    show\n    go to x: (-85) y: (-114)\n    forever\n        if <(LYRE) = [N]> then\n            switch costume to (viper-2 v)\n            glide (.8) secs to x: (pick random (10) to (80)) y: (-114)\n            switch costume to (viper-1 v)\n            glide (.8) secs to x: (pick random (-90) to (-50)) y: (-114)\n        else\n            switch costume to (viper-sleep v)\n        end\n    end\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [23]> then\n    repeat (3)\n        create clone of (_myself_ v)\n        change [enemy# v] by (1)\n    end\nend\n\nwhen I start as a clone\nif <(enemy#) = [3]> then\n    show\n    go to x: (-5) y: (-48)\n    forever\n        if <(LYRE) = [N]> then\n            switch costume to (viper-1 v)\n        else\n            switch costume to (viper-sleep v)\n        end\n    end\nend\n\nwhen I start as a clone\nif <(enemy#) = [4]> then\n    show\n    go to x: (-175) y: (-2)\n    forever\n        if <(LYRE) = [N]> then\n            switch costume to (viper-2 v)\n        else\n            switch costume to (viper-sleep2 v)\n        end\n    end\nend\n\nwhen I start as a clone\nif <(enemy#) = [5]> then\n    show\n    go to x: (0) y: (81)\n    forever\n        if <(LYRE) = [N]> then\n            switch costume to (viper-1 v)\n        else\n            switch costume to (viper-sleep v)\n        end\n    end\nend\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [24]> then\n    repeat (2)\n        create clone of (_myself_ v)\n        change [enemy# v] by (1)\n    end\nend\n\nwhen I start as a clone\nif <(enemy#) = [6]> then\n    go to x: (80) y: (-113)\n    show\n    forever\n        if <(LYRE) = [N]> then\n            switch costume to (ram-1 v)\n            glide (.7) secs to x: (-70) y: (-113)\n            glide (.1) secs to x: (-80) y: (-113)\n            switch costume to (ram-2 v)\n            glide (.7) secs to x: (70) y: (-113)\n            glide (.1) secs to x: (80) y: (-113)\n        else\n            switch costume to (ram-sleep v)\n        end\n    end\nend\n\nwhen I start as a clone\nif <(enemy#) = [7]> then\n    go to x: (-80) y: (-113)\n    show\n    forever\n        if <(LYRE) = [N]> then\n            switch costume to (ram-2 v)\n            glide (.7) secs to x: (70) y: (-113)\n            glide (.1) secs to x: (80) y: (-113)\n            switch costume to (ram-1 v)\n            glide (.7) secs to x: (-70) y: (-113)\n            glide (.1) secs to x: (-80) y: (-113)\n        else\n            switch costume to (ram-sleep v)\n        end\n    end\nend\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [25]> then\n    create clone of (_myself_ v)\n    change [enemy# v] by (1)\nend\n\nwhen I start as a clone\nif <(enemy#) = [8]> then\n    show\n    go to x: (-125) y: (-114)\n    forever\n        if <(LYRE) = [N]> then\n            switch costume to (viper-2 v)\n            glide (1.1) secs to x: (pick random (90) to (125)) y: (-114)\n            switch costume to (viper-1 v)\n            glide (1.1) secs to x: (pick random (-125) to (-90)) y: (-114)\n        else\n            switch costume to (viper-sleep v)\n        end\n    end\nend\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [27]> then\n    create clone of (_myself_ v)\n    change [enemy# v] by (1)\nend\n\nwhen I start as a clone\nif <(enemy#) = [9]> then\n    go to x: (10) y: (-113)\n    show\n    forever\n        if <(LYRE) = [N]> then\n            switch costume to (ram-1 v)\n            glide (.7) secs to x: (-90) y: (-113)\n            glide (.05) secs to x: (-100) y: (-113)\n            switch costume to (ram-2 v)\n            glide (.7) secs to x: (0) y: (-113)\n            glide (.05) secs to x: (10) y: (-113)\n        else\n            switch costume to (ram-sleep v)\n        end\n    end\nend\n\nwhen I receive [newlevel v]\nwait (.001) seconds\nif <(LEVEL) = [28]> then\n    create clone of (_myself_ v)\n    change [enemy# v] by (1)\nend\n\nwhen I start as a clone\nif <(enemy#) = [10]> then\n    go to x: (-86) y: (-113)\n    show\n    forever\n        if <(LYRE) = [N]> then\n            switch costume to (viper-1 v)\n        else\n            switch costume to (viper-sleep v)\n        end\n    end\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\n\n@Souls\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [11 v]\nwait (.001) seconds\nrepeat until <[11] < (backdrop [number v])>\n    set [min v] to [-70]\n    set [max v] to [55]\n    create clone of (_myself_ v)\n    wait (pick random (0) to (1)) seconds\nend\n\nwhen backdrop switches to [12 v]\nwait (.001) seconds\nrepeat until <[12] < (backdrop [number v])>\n    set [min v] to [-146]\n    set [max v] to [-98]\n    create clone of (_myself_ v)\n    wait (pick random (.7) to (1.2)) seconds\nend\n\nwhen backdrop switches to [12 v]\nwait (.001) seconds\nrepeat until <[12] < (backdrop [number v])>\n    set [min v] to [-29]\n    set [max v] to [18]\n    create clone of (_myself_ v)\n    wait (pick random (.6) to (1.2)) seconds\nend\n\nwhen backdrop switches to [12 v]\nwait (.001) seconds\nrepeat until <[12] < (backdrop [number v])>\n    set [min v] to [87]\n    set [max v] to [138]\n    create clone of (_myself_ v)\n    wait (pick random (.5) to (1.2)) seconds\nend\n\nwhen I receive [startlevel v]\ndelete this clone\n\nwhen backdrop switches to [13 v]\nwait (.001) seconds\nrepeat until <[13] < (backdrop [number v])>\n    repeat (pick random (5) to (8))\n        set [min v] to [-123]\n        set [max v] to [-80]\n        create clone of (_myself_ v)\n        wait (pick random (.04) to (.1)) seconds\n    end\n    wait (1) seconds\nend\n\nwhen backdrop switches to [13 v]\nwait (.001) seconds\nrepeat until <[13] < (backdrop [number v])>\n    wait (1) seconds\n    repeat (pick random (3) to (6))\n        set [min v] to [66]\n        set [max v] to [114]\n        create clone of (_myself_ v)\n        wait (pick random (.04) to (.1)) seconds\n    end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (10)\nswitch costume to (pick random (3) to (4))\nset size to (pick random (90) to (110)) %\ngo to x: (pick random (min) to (max)) y: (-178)\nset [speed v] to (pick random (0.9) to (1.5))\nshow\nrepeat (50)\n    change y by (speed)\n    change [ghost v] effect by (.5)\nend\nrepeat (17)\n    change y by ((speed) * (.8))\n    change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen backdrop switches to [14 v]\nwait (.001) seconds\nrepeat until <[14] < (backdrop [number v])>\n    set [min v] to [-139]\n    set [max v] to [139]\n    create clone of (_myself_ v)\n    wait (pick random (.1) to (.7)) seconds\nend\n\nwhen backdrop switches to [15 v]\nwait (.001) seconds\nrepeat until <[15] < (backdrop [number v])>\n    repeat (5)\n        set [min v] to [-44]\n        set [max v] to [52]\n        create clone of (_myself_ v)\n        wait (pick random (.1) to (.25)) seconds\n    end\n    wait (pick random (1.4) to (1.7)) seconds\nend\n\nwhen backdrop switches to [16 v]\nwait (.001) seconds\nrepeat until <[16] < (backdrop [number v])>\n    set [min v] to [-144]\n    set [max v] to [140]\n    create clone of (_myself_ v)\n    wait (pick random (0) to (.5)) seconds\nend\n\nwhen backdrop switches to [17 v]\nwait (.001) seconds\nrepeat until <[17] < (backdrop [number v])>\n    set [min v] to [-141]\n    set [max v] to [139]\n    create clone of (_myself_ v)\n    wait (pick random (0) to (.8)) seconds\nend\n\nwhen backdrop switches to [18 v]\nwait (.001) seconds\nrepeat until <[18] < (backdrop [number v])>\n    set [min v] to [-141]\n    set [max v] to [139]\n    create clone of (_myself_ v)\n    wait (pick random (0) to (.8)) seconds\nend\n\nwhen backdrop switches to [19 v]\nwait (.001) seconds\nrepeat until <[19] < (backdrop [number v])>\n    set [min v] to [-141]\n    set [max v] to [98]\n    create clone of (_myself_ v)\n    wait (pick random (0) to (.8)) seconds\nend\n\nwhen backdrop switches to [20 v]\nwait (.001) seconds\nrepeat until <[20] < (backdrop [number v])>\n    set [min v] to [-141]\n    set [max v] to [139]\n    create clone of (_myself_ v)\n    wait (pick random (0) to (.8)) seconds\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\n\n@WinCheck\n\nwhen I receive [startlevel v]\nswitch costume to (LEVEL)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\ngo [forward v] (1) layers\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (122)\nswitch costume to (menu v)\nshow\nforever\n    glide (1.3) secs to x: (0) y: (130)\n    glide (1.3) secs to x: (0) y: (122)\nend\n\nwhen I receive [startlevel v]\nshow\nswitch costume to (LEVEL)\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\ngo [forward v] (1) layers\n\nwhen I receive [cutscenes v]\nswitch costume to (c1 v)\nshow\n\nwhen I receive [scene change v]\nnext costume\n\n@Fader\n\ndefine Fade In\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n    go to [front v] layer\nend\n\nwhen I receive [fade v]\nFade In\nif <<(TURN) = [W]> or <(TURN) = [S]>> then\n    broadcast (NewLevel v)\nend\nbroadcast (StartLevel v)\nwait (.05) seconds\nFade Out\n\nwhen I receive [efade v]\nFade In\nset [turn v] to [E]\nbroadcast (EStart v)\nwait (.05) seconds\nFade Out\n\nwhen I receive [end fade v]\nFade In\nset [turn v] to [WW]\nswitch backdrop to (31 v)\nbroadcast (End v)\nwait (.5) seconds\nFade Out\n\nwhen I receive [startfade v]\nFade In\nbroadcast (Cutscenes v)\nwait (.2) seconds\nFade Out\nwait (4.6) seconds\nCutscene Fade\nwait (5) seconds\nCutscene Fade\nwait (4.4) seconds\nCutscene Fade\nwait (4.8) seconds\nCutscene Fade\nwait (5.4) seconds\nCutscene Fade\nwait (5.4) seconds\nCutscene Fade\nwait (4.4) seconds\nFade In\nwait (.2) seconds\nbroadcast (StartGame v)\nbroadcast (StartLevel v)\nbroadcast (NewLevel v)\nswitch backdrop to (1 v)\nFade Out\n\ndefine Cutscene Fade\nFade In\nbroadcast (Scene Change v)\nwait (.2) seconds\nFade Out\n\nwhen I receive [skip cutscenes v]\nFade In\nstop [other scripts in sprite v]\nbroadcast (StartGame v)\nbroadcast (NewLevel v)\nbroadcast (StartLevel v)\nFade Out\n\n@Start\n\nwhen flag clicked\ngo to x: (0) y: (-108)\nswitch costume to (start v)\nswitch backdrop to (menu v)\nshow\n\nwhen this sprite clicked\nset [level v] to [1]\nbroadcast (StartFade v)\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen I receive [cutscenes v]\nhide\n\nwhen flag clicked\ngo [forward v] (1) layers\n\n@Skip\n\nwhen flag clicked\ngo to x: (123) y: (153)\nhide\n\nwhen I receive [startlevel v]\nshow\n\nwhen this sprite clicked\nif <(backdrop [number v]) = [30]> then\n    broadcast (End Fade v)\nelse\n    set [turn v] to [S]\nend\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\nrepeat (10)\n    go to [front v] layer\nend\n\n@Mute\n\nwhen flag clicked\nset [volume v] to [100]\nhide\n\nwhen I receive [startlevel v]\nshow\n\nwhen this sprite clicked\nif <(VOLUME) = [100]> then\n    set [volume v] to [0]\nelse\n    set [volume v] to [100]\nend\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\ngo to x: (200) y: (153)\nhide\n\nwhen flag clicked\nrepeat (10)\n    go to [front v] layer\nend\n\n@Overlay\n\nwhen I receive [startlevel v]\nshow\nswitch costume to (LEVEL)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo [forward v] (3) layers\n\nwhen backdrop switches to [31 v]\nhide\n\n@Time Indicator\n\nwhen flag clicked\ngo to x: (-170) y: (154)\nhide\n\nwhen I receive [newlevel v]\nif <(backdrop [number v]) = [31]> then\n    hide\nelse\n    repeat (10)\n        switch costume to (5 v)\n        show\n    end\nend\n\nwhen I receive [estart v]\nswitch costume to (5 v)\nwait (.97) seconds\nrepeat (4)\n    if <(TURN) = [E]> then\n        next costume\n    else\n        stop [this script v]\n    end\n    wait (.97) seconds\nend\nif <<(TURN) = [ED2]> or <(TURN) = [E]>> then\n    switch costume to (0 v)\nend\n\nwhen I receive [efade v]\nswitch costume to (5 v)\nshow\n\nwhen I receive [startgame v]\nswitch costume to (5 v)\nshow\n\nwhen backdrop switches to [31 v]\nhide\n\nwhen flag clicked\nrepeat (10)\n    go to [front v] layer\nend\n\n@Art\n\nwhen flag clicked\nhide\n\n@Cutscenes\n\nwhen I receive [cutscenes v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [scene change v]\nnext costume\n\nwhen I receive [startgame v]\nhide\n\n@SkipCutscenes\n\nwhen flag clicked\nhide\nrepeat (10)\n    go to [front v] layer\nend\n\nwhen I receive [cutscenes v]\nshow\n\nwhen this sprite clicked\nbroadcast (Skip Cutscenes v)\n\nwhen I receive [startgame v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nswitch costume to (thumbnail v)\ngo to [front v] layer\nshow\n\n