The Derpy Platformer

Instructions: WARNING: This platform may be kinda silly. (⌐■_■)\nThis game is a little hard...\n\nREAD THIS BEFORE PLAYING!!!\nFULL SCREEN RECOMMENDED\nAlso, the best part of this game by far is the boss battle, so it's definitely worth it to beat the levels...\n\nStory:===================================\nYou are a young cube named DERP and your friends and  family have been taken by the EVIL DERP KING!!! Travel through this platformer and save them and fight the king!\n\nCONTROLS:\nArrow keys to move and jump\nR to restart if you get stuck\n\nBoss: \nThe boss has three stages of health, hurt his health all the way to get to the next stage. Use the green targets that randomly spawn to shoot and hurt the boss. \n\nMe:\nThis platformer was just something fun and crazy I just wanted to do because why not?\n\nHave Fun!!! and Follow me for more of my games!\n\n

@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nset [stop sounds v] to [False]\n\nwhen backdrop switches to [story v]\nrepeat (4)\n    wait (5) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    wait (1) seconds\n    switch backdrop to (next backdrop v)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen backdrop switches to [level 1 v]\nrepeat until <(backdrop [name v]) = [Story5]>\n    play sound [Prelude v] until done\nend\n\nwhen backdrop switches to [story5 v]\nwait (5) seconds\nswitch backdrop to (story6 v)\n\nwhen backdrop switches to [story5 v]\nstop all sounds\n\nwhen backdrop switches to [level 12 v]\nrepeat until <(backdrop [name v]) = [Story7]>\n    play sound [Prelude v] until done\nend\n\nwhen backdrop switches to [story6 v]\nwait (7) seconds\nswitch backdrop to (level 12 v)\n\nwhen backdrop switches to [story7 v]\nstop all sounds\n\nwhen I receive [next story v]\nswitch backdrop to (story8 v)\n\nwhen I receive [next story2 v]\nswitch backdrop to (story9 v)\n\nwhen I receive [next story3 v]\nswitch backdrop to (story10 v)\n\nwhen I receive [next story4 v]\nswitch backdrop to (guide v)\n\nwhen backdrop switches to [boss level v]\nrepeat until <(Stop sounds) = [True]>\n    play sound [Vs squashini v] until done\nend\n\nwhen I receive [the end story v]\nwait (3) seconds\nset [stop sounds v] to [True]\nstop all sounds\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nwait (2) seconds\nswitch backdrop to (story11 v)\nset [brightness v] effect to (0)\n\nwhen backdrop switches to [story11 v]\nset [brightness v] effect to (0)\nrepeat (6)\n    wait (5) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    wait (1) seconds\n    switch backdrop to (next backdrop v)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\n\n@Loading\n\nwhen flag clicked\ngo to x: (-12) y: (-27)\nswitch costume to (costume1 v)\nset size to (100) %\nshow\npoint in direction (90)\nwait (2) seconds\nwait (0) seconds\nswitch costume to (costume2 v)\nwait (0) seconds\nswitch costume to (costume3 v)\nwait (0) seconds\nswitch costume to (costume4 v)\nwait (0) seconds\nswitch costume to (costume5 v)\nwait (0) seconds\nswitch costume to (costume6 v)\nwait (0) seconds\nswitch costume to (costume7 v)\nwait (0) seconds\nswitch costume to (costume8 v)\nwait (0) seconds\nswitch costume to (costume9 v)\nrepeat (20)\n    change x by (-20)\n    change y by (30)\n    turn right (70) degrees\nend\nwait (3) seconds\nhide\nswitch backdrop to (story v)\n\n@Broken\n\nwhen flag clicked\ngo to x: (1) y: (143)\nswitch costume to (costume1 v)\nset size to (100) %\nshow\npoint in direction (90)\nwait (2) seconds\nwait (0) seconds\nswitch costume to (costume2 v)\nwait (0) seconds\nswitch costume to (costume3 v)\nwait (0) seconds\nswitch costume to (costume4 v)\nwait (0) seconds\nswitch costume to (costume5 v)\nwait (0) seconds\nswitch costume to (costume6 v)\nwait (0) seconds\nswitch costume to (costume7 v)\nwait (0) seconds\nswitch costume to (costume8 v)\nwait (0) seconds\nswitch costume to (costume9 v)\nwait (0.2) seconds\nrepeat (8)\n    change y by (-30)\nend\nwait (3) seconds\nhide\n\n@Player\n\nwhen I receive [start v]\nwait (0.05) seconds\nshow\nset size to (80) %\nset [x-vel v] to [0]\nset [y-vel v] to [0]\ngo to (spawnpoint v)\nforever\n    if <key (right arrow v) pressed?> then\n        change [x-vel v] by (1.5)\n        point in direction (90)\n        next costume\n    end\n    if <key (left arrow v) pressed?> then\n        change [x-vel v] by (-1.5)\n        point in direction (-90)\n        next costume\n    end\n    if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n        switch costume to (costume1 v)\n    end\n    set [x-vel v] to ((X-vel) * (0.75))\n    change x by (X-vel)\n    if <touching color (#000000)?> then\n        change y by (1)\n        if <touching color (#000000)?> then\n            change y by (1)\n            if <touching color (#000000)?> then\n                change y by (1)\n                if <touching color (#000000)?> then\n                    change y by (1)\n                    if <touching color (#000000)?> then\n                        change y by (1)\n                        if <touching color (#000000)?> then\n                            change y by (1)\n                            if <touching color (#000000)?> then\n                                change x by ((X-vel) * (-1))\n                                set [x-vel v] to ((X-vel) * (-1))\n                                change y by (-6)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y-vel v] by (-1)\n    change y by (Y-vel)\n    if <touching color (#000000)?> then\n        change y by ((Y-vel) * (-1))\n        set [y-vel v] to [0]\n    end\n    change y by (-1)\n    if <touching color (#000000)?> then\n        if <key (up arrow v) pressed?> then\n            set [y-vel v] to [10]\n        end\n    end\n    change y by (1)\n    if <key (r v) pressed?> then\n        go to (spawnpoint v)\n    end\n    if <<(backdrop [name v]) = [Story5]> or <(backdrop [name v]) = [Story6]>> then\n        go to (spawnpoint v)\n        wait until <(backdrop [name v]) = [Level 12]>\n    end\n    if <(backdrop [name v]) = [Story7]> then\n        go to (spawnpoint v)\n        wait until <(backdrop [name v]) = [Boss Level]>\n    end\n    if <touching color (#a67a00)?> then\n        set [y-vel v] to [3]\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <touching (next stage v)?> then\n        switch backdrop to (next backdrop v)\n        wait (0.0000001) seconds\n        go to (spawnpoint v)\n    end\n    if <<(y position) < [-175]> or <<touching color (#ff6868)?> or <<touching (laser v)?> or <<touching (archer v)?> or <<touching (laser2 v)?> or <<<touching (guard v)?> or <touching (guard2 v)?>> or <<touching (bazooka boi v)?> or <<touching (rocket v)?> or <<<touching (rocket explode v)?> or <touching (executioner v)?>> or <<touching (hammer boi v)?> or <<touching (wave v)?> or <<<touching (axe boomerang v)?> or <touching (mage v)?>> or <<touching (lazer v)?> or <<<touching (heat seeking bullet v)?> or <touching (cannon ball v)?>> or <<touching (cannon v)?> or <<<touching (enemy2 v)?> or <touching (crusher2 v)?>> or <<<touching (crusher3 v)?> or <touching (spin thing v)?>> or <<<<touching (spin thing2 v)?> or <touching (the boss v)?>> or <touching (boss right hand v)?>> or <<<touching (boss left hand v)?> or <touching (card v)?>> or <<<<<<<<<<touching (card2 v)?> or <touching (boss lazer v)?>> or <touching (fist explosion8 v)?>> or <touching (fist explosion v)?>> or <touching (fist explosion2 v)?>> or <touching (fist explosion3 v)?>> or <touching (fist explosion4 v)?>> or <touching (fist explosion5 v)?>> or <touching (fist explosion6 v)?>> or <touching (fist explosion7 v)?>>>>>>>>>>>>>>>>>>>>> then\n        create clone of (death v)\n        wait (0.01) seconds\n        start sound [Crunch v]\n        go to (spawnpoint v)\n    end\n    if <<touching (fist explosion8 v)?> or <<touching (boss lazer v)?> or <<touching (boss heat seeking bullet v)?> or <<touching (boss wave v)?> or <<touching ( boss wave2 v)?> or <<touching (falling thing v)?> or <<touching (falling thing2 v)?> or <<touching (cool move v)?> or <<touching (hand laser v)?> or <<touching (focus laser v)?> or <<touching (focus laser2 v)?> or <touching (focus laser3 v)?>>>>>>>>>>>> then\n        create clone of (death v)\n        wait (0.01) seconds\n        start sound [Crunch v]\n        go to (spawnpoint v)\n    end\n    if <<touching (arrow v)?> or <touching (rocket v)?>> then\n        create clone of (death v)\n        wait (0.03) seconds\n        start sound [Crunch v]\n        go to (spawnpoint v)\n    end\nend\n\nwhen backdrop switches to [story5 v]\nhide\n\nwhen backdrop switches to [level 12 v]\nset size to (50) %\nshow\ngo to (spawnpoint v)\n\nwhen backdrop switches to [story7 v]\nhide\n\nwhen backdrop switches to [boss level v]\nwait (0.05) seconds\nset size to (60) %\nshow\ngo to (spawnpoint v)\n\nwhen flag clicked\nhide\n\nwhen I receive [the end story v]\nwait (2.5) seconds\nhide\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (start v)\nswitch backdrop to (level 1 v)\nhide\n\nwhen backdrop switches to [start v]\nshow\ngo to x: (-13) y: (35)\nwait (1.5) seconds\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nforever\n    glide (0.5) secs to x: (-13) y: (37)\n    glide (0.5) secs to x: (-13) y: (32)\nend\n\nwhen flag clicked\nhide\nset size to (90) %\nset [ghost v] effect to (100)\nforever\n    set [brightness v] effect to (0)\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (50)\n    end\nend\n\n@Spawnpoint\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-222) y: (143)\n\nwhen backdrop switches to [level 11 v]\ngo to x: (-212) y: (-68)\n\nwhen backdrop switches to [story5 v]\nhide\n\nwhen backdrop switches to [level 12 v]\nswitch costume to (costume2 v)\ngo to x: (-212) y: (-68)\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [level 1 v]\ngo to [back v] layer\ngo [backward v] (99999999) layers\ngo to x: (-212) y: (-68)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [level 18 v]\ngo to x: (-154) y: (-108)\n\nwhen backdrop switches to [level 20 v]\ngo to x: (-221) y: (156)\n\nwhen backdrop switches to [level 21 v]\ngo to x: (-220) y: (-75)\n\nwhen backdrop switches to [story7 v]\nhide\n\nwhen backdrop switches to [boss level v]\nshow\ngo to x: (0) y: (-120)\n\nwhen I receive [you win!!! v]\nhide\n\n@Next Stage\n\nwhen backdrop switches to [level 2 v]\ngo to x: (202) y: (-0)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (210) y: (-71)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (210) y: (-71)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (210) y: (145)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (210) y: (-71)\n\nwhen backdrop switches to [level 11 v]\ngo to x: (113) y: (-74)\n\nwhen backdrop switches to [story5 v]\nhide\n\nwhen backdrop switches to [level 12 v]\nshow\nset size to (30) %\ngo to x: (202) y: (-71)\n\nwhen backdrop switches to [level 15 v]\ngo to x: (217) y: (93)\n\nwhen backdrop switches to [level 16 v]\ngo to x: (217) y: (157)\n\nwhen backdrop switches to [level 18 v]\ngo to x: (211) y: (-162)\n\nwhen backdrop switches to [level 17 v]\ngo to x: (200) y: (157)\n\nwhen backdrop switches to [level 20 v]\ngo to x: (226) y: (-30)\n\nwhen backdrop switches to [level 19 v]\ngo to x: (211) y: (161)\n\nwhen backdrop switches to [level 21 v]\ngo to x: (213) y: (-65)\n\nwhen backdrop switches to [level 1 v]\nshow\ngo to x: (202) y: (-71)\n\nwhen flag clicked\nhide\nset size to (40) %\nforever\n    repeat (8)\n        move (0.5) steps\n    end\n    repeat (8)\n        move (-0.5) steps\n    end\nend\n\nwhen backdrop switches to [level 22 v]\ngo to x: (219) y: (120)\n\nwhen backdrop switches to [level 24 v]\ngo to x: (70) y: (-71)\n\nwhen backdrop switches to [level 25 v]\ngo to x: (46) y: (-45)\n\nwhen backdrop switches to [story7 v]\nhide\n\n@Crusher1\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nshow\ngo to x: (0) y: (90)\nforever\n    repeat (15)\n        change y by (-9)\n    end\n    wait (0.5) seconds\n    repeat (15)\n        change y by (9)\n    end\n    wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\n\n@Laser\n\nwhen backdrop switches to [level 6 v]\nhide\n\nwhen backdrop switches to [level 5 v]\nshow\ngo to x: (0) y: (-169)\nforever\n    repeat until <(backdrop [name v]) = [Level 6]>\n        switch costume to (costume1 v)\n        wait (3) seconds\n        start sound [recording1 v]\n        switch costume to (costume2 v)\n        wait (1) seconds\n    end\n    if <(backdrop [name v]) = [Level 6]> then\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nhide\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 6 v]\nshow\ngo to x: (-40) y: (-72)\nswitch costume to (costume1 v)\nforever\n    repeat (50)\n        next costume\n        point in direction (90)\n        move (4) steps\n    end\n    switch costume to (costume1 v)\n    wait (1) seconds\n    repeat (50)\n        next costume\n        point in direction (-90)\n        move (4) steps\n    end\n    switch costume to (costume1 v)\n    wait (1) seconds\nend\n\nwhen backdrop switches to [level 7 v]\nhide\n\n@Archer\n\nwhen flag clicked\nhide\nforever\n    point towards (player v)\nend\n\nwhen backdrop switches to [level 7 v]\nshow\ngo to x: (77) y: (51)\nswitch costume to (costume1 v)\nforever\n    wait (2.5) seconds\n    create clone of (arrow v)\n    if <(backdrop [name v]) = [Level 8]> then\n        stop [this script v]\n    end\nend\n\nwhen backdrop switches to [level 8 v]\nhide\n\n@Arrow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (archer v)\nstart sound [Bow v]\nforever\n    show\n    point towards (player v)\n    repeat until <<touching color (#000000)?> or <<touching (_edge_ v)?> or <<touching (player v)?> or <(backdrop [name v]) = [Level 8]>>>>\n        move (7) steps\n    end\n    if <<touching color (#000000)?> or <touching (_edge_ v)?>> then\n        wait (0.5) seconds\n        delete this clone\n    end\n    if <<touching (player v)?> or <(backdrop [name v]) = [Level 8]>> then\n        delete this clone\n    end\nend\n\n@Death\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (player v)\npoint in direction ([direction v] of [player v])\nset [ghost v] effect to (0)\nshow\nrepeat (20)\n    change y by (2)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen backdrop switches to [level 1 v]\nset size to (80) %\n\nwhen backdrop switches to [level 12 v]\nset size to (50) %\n\nwhen backdrop switches to [boss level v]\nset size to (55) %\n\nwhen I receive [the end story v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen backdrop switches to [level 8 v]\nshow\nset [ghost v] effect to (100)\nforever\n    if <touching (player v)?> then\n        repeat (10)\n            set [ghost v] effect to (-10)\n        end\n    end\nend\n\nwhen backdrop switches to [level 9 v]\nhide\nset [ghost v] effect to (0)\n\n@Story\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [story6 v]\nset size to (100) %\ngo to x: (-76) y: (-13)\nshow\nswitch costume to (costume1 v)\nwait (1.5) seconds\nswitch costume to (costume2 v)\nwait (3) seconds\nrepeat (42)\n    move (10) steps\nend\nhide\n\nwhen backdrop switches to [story8 v]\nset size to (50) %\nswitch costume to (costume1 v)\ngo to x: (-129) y: (-90)\nshow\nwait (1) seconds\nswitch costume to (costume2 v)\nbroadcast (Speak2 v)\n\nwhen backdrop switches to [story9 v]\nhide\n\nwhen backdrop switches to [story10 v]\nset size to (100) %\nswitch costume to (costume3 v)\ngo to x: (-105) y: (-48)\nshow\nwait (1.7) seconds\nswitch costume to (costume4 v)\nbroadcast (Speak4 v)\n\nwhen backdrop switches to [guide v]\nhide\n\n@Story2\n\nwhen backdrop switches to [story6 v]\nset [ghost v] effect to (100)\ngo to x: (-10) y: (37)\nshow\nwait (1.5) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (2) seconds\nhide\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\n@Laser2\n\nwhen backdrop switches to [level 14 v]\nhide\n\nwhen backdrop switches to [level 13 v]\nset size to (100) %\nshow\ngo to x: (168) y: (-88)\nswitch costume to (costume2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [switch v]\nswitch costume to (costume1 v)\n\n@Lever\n\nwhen backdrop switches to [level 14 v]\nhide\n\nwhen backdrop switches to [level 13 v]\nset size to (80) %\nshow\nswitch costume to (costume1 v)\ngo to x: (212) y: (112)\nforever\n    if <touching (player v)?> then\n        repeat (2)\n            next costume\n        end\n        wait (0.05) seconds\n        broadcast (Switch v)\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nhide\n\n@Guard\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 14 v]\nclear graphic effects\nshow\ngo to x: (-30) y: (-77)\nswitch costume to (costume1 v)\nset size to (50) %\nforever\n    point towards (player v)\n    if <(distance to [player v]) < [50]> then\n        switch costume to (costume2 v)\n        wait (0.2) seconds\n        switch costume to (costume3 v)\n        wait (1) seconds\n    end\n    if <[50] < (distance to [player v])> then\n        switch costume to (costume1 v)\n    end\nend\n\nwhen backdrop switches to [level 15 v]\nhide\n\nswitch costume to (costume2 v)\nwait (0.2) seconds\nswitch costume to (costume3 v)\nwait (1) seconds\n\nwhen backdrop switches to [level 24 v]\nshow\ngo to x: (25) y: (-77)\n\nwhen backdrop switches to [level 25 v]\nhide\n\n@Guard2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 14 v]\nshow\ngo to x: (80) y: (-77)\nswitch costume to (costume1 v)\nset size to (50) %\nforever\n    point towards (player v)\n    if <(distance to [player v]) < [50]> then\n        switch costume to (costume2 v)\n        wait (0.2) seconds\n        switch costume to (costume3 v)\n        wait (1) seconds\n    end\n    if <[50] < (distance to [player v])> then\n        switch costume to (costume1 v)\n    end\nend\n\nwhen backdrop switches to [level 15 v]\nhide\n\nwhen backdrop switches to [level 24 v]\nshow\ngo to x: (-80) y: (-77)\n\nwhen backdrop switches to [level 25 v]\nhide\n\n@Bazooka Boi\n\nwhen flag clicked\nhide\nforever\n    point towards (player v)\nend\n\nwhen backdrop switches to [level 15 v]\nshow\ngo to x: (195) y: (-16)\nswitch costume to (costume1 v)\nset size to (50) %\nforever\n    wait (1) seconds\n    create clone of (rocket v)\n    start sound [Bow v]\n    if <(backdrop [name v]) = [Level 16]> then\n        stop [this script v]\n    end\nend\n\nwhen backdrop switches to [level 16 v]\nhide\n\n@Rocket\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    show\n    go to (bazooka boi v)\n    start sound [Shoot v]\n    point towards (player v)\n    repeat until <<touching color (#000000)?> or <<touching (_edge_ v)?> or <<touching (player v)?> or <(backdrop [name v]) = [Level 16]>>>>\n        move (15) steps\n    end\n    if <<touching color (#000000)?> or <<touching (_edge_ v)?> or <touching (player v)?>>> then\n        set [explosion_x v] to (x position)\n        set [explosion_y v] to (y position)\n        create clone of (rocket explode v)\n        delete this clone\n    end\n    if <(backdrop [name v]) = [Level 16]> then\n        hide\n        delete this clone\n    end\nend\n\n@Rocket Explode\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: (explosion_x) y: (explosion_y)\nshow\nstart sound [Explode v]\nwait (0.05) seconds\nswitch costume to (2 v)\nwait (0.05) seconds\nswitch costume to (3 v)\nwait (0.05) seconds\ndelete this clone\n\n@Executioner\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 17 v]\nhide\n\nwhen backdrop switches to [level 16 v]\nshow\ngo to x: (-165) y: (45)\nswitch costume to (costume1 v)\nset size to (50) %\npoint in direction (90)\nforever\n    if <touching (axe boomerang v)?> then\n        switch costume to (costume1 v)\n    else\n        switch costume to (costume2 v)\n    end\nend\n\n@Axe Boomerang\n\nwhen flag clicked\nhide\nforever\n    turn left (-30) degrees\nend\n\nwhen backdrop switches to [level 17 v]\nforever\n    hide\nend\n\nwhen backdrop switches to [level 16 v]\nhide\nset size to (50) %\ngo to x: (([x position v] of [executioner v]) + (20)) y: ([y position v] of [executioner v])\nset [ghost v] effect to (0)\nforever\n    set [ghost v] effect to (0)\n    show\n    repeat (40)\n        change x by (5)\n    end\n    wait (0.05) seconds\n    repeat (40)\n        change x by (-5)\n    end\n    set [ghost v] effect to (100)\n    wait (2) seconds\nend\n\n@Hammer Boi\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 17 v]\nhide\n\nwhen backdrop switches to [level 16 v]\nshow\ngo to x: (217) y: (-72)\nswitch costume to (costume1 v)\nset size to (70) %\npoint in direction (-90)\nforever\n    switch costume to (costume1 v)\n    wait (1) seconds\n    switch costume to (costume2 v)\n    wait (0.01) seconds\n    switch costume to (costume3 v)\n    set [wave_x v] to (x position)\n    set [wave_y v] to (y position)\n    create clone of (wave v)\n    wait (8) seconds\n    if <(backdrop [name v]) = [Level 17]> then\n        hide\n        stop [this script v]\n    end\nend\n\n@Wave\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: ((wave_x) - (60)) y: ((wave_y) - (14))\nset size to (150) %\nrepeat (30)\n    switch costume to (costume1 v)\n    show\n    start sound [Shockwave v]\n    repeat (5)\n        next costume\n    end\n    switch costume to (costume1 v)\n    change x by (-11)\n    if <(backdrop [name v]) = [Level 17]> then\n        delete this clone\n    end\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 16 v]\nshow\ngo to x: (-211) y: (42)\nforever\n    repeat (50)\n        change y by (2)\n    end\n    wait (1) seconds\n    repeat (50)\n        change y by (-2)\n    end\n    wait (1) seconds\nend\n\nwhen backdrop switches to [level 17 v]\nhide\n\n@Mage\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 18 v]\nhide\n\nwhen backdrop switches to [level 17 v]\nset [ghost v] effect to (0)\nshow\ngo to x: (-155) y: (-18)\nswitch costume to (costume1 v)\nset size to (70) %\npoint in direction (90)\nforever\n    if <touching (falling spike v)?> then\n        broadcast (Mage Death v)\n        repeat (6)\n            turn left (15) degrees\n        end\n        wait (0.5) seconds\n        repeat (10)\n            change [ghost v] effect by (15)\n            change y by (-8)\n        end\n        hide\n    end\nend\n\n@Lazer\n\nwhen backdrop switches to [level 17 v]\ngo to x: (-132) y: (16)\ngo [forward v] (100) layers\nset size to (160) %\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [mage lazer v]\nshow\nstart sound [Laser v]\nwait (1.2) seconds\nhide\n\n@Lever2\n\nwhen backdrop switches to [level 18 v]\nhide\n\nwhen backdrop switches to [level 17 v]\nset size to (80) %\nshow\nswitch costume to (costume1 v)\ngo to x: (83) y: (82)\nforever\n    if <touching (player v)?> then\n        repeat (2)\n            next costume\n        end\n        wait (0.05) seconds\n        broadcast (switch2 v)\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nhide\n\n@Charge\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 17 v]\ngo to x: (-133) y: (16)\nforever\n    set size to (500) %\n    show\n    repeat (50)\n        change size by (-8)\n    end\n    broadcast (Mage Lazer v)\n    hide\n    wait (3) seconds\nend\n\nwhen I receive [mage death v]\nhide\nstop [other scripts in sprite v]\n\n@Falling Spike\n\nwhen backdrop switches to [level 18 v]\nhide\n\nwhen backdrop switches to [level 17 v]\nset size to (300) %\nshow\ngo to x: (-159) y: (144)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [switch2 v]\nswitch costume to (costume2 v)\nrepeat (20)\n    change y by (-15)\nend\nhide\n\n@Heat Seeking Bullet\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (scary thing v)\nset size to (150) %\nset [ghost v] effect to (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n    repeat (150)\n        if <(backdrop [name v]) = [Level 19]> then\n            hide\n            delete this clone\n        end\n        if <(x position) < ([x position v] of [player v])> then\n            change [x v] by (0.2)\n            if <(x) > [8]> then\n                set [x v] to [8]\n            end\n        else\n            change [x v] by (-0.2)\n            if <(x) < [-8]> then\n                set [x v] to [-8]\n            end\n        end\n        if <(y position) < ([y position v] of [player v])> then\n            change [y v] by (0.2)\n            if <(y) > [8]> then\n                set [y v] to [8]\n            end\n        else\n            change [y v] by (-0.2)\n            if <(y) < [-8]> then\n                set [y v] to [-8]\n            end\n        end\n        change x by (x)\n        change y by (y)\n    end\n    repeat (5)\n        change size by (90)\n        change [ghost v] effect by (20)\n    end\n    stop [other scripts in sprite v]\n    delete this clone\nend\n\nwhen I start as a clone\nset [homingsize v] to [100]\nforever\n    wait (0.2) seconds\n    set [homingx v] to (x position)\n    set [homingy v] to (y position)\n    create clone of (particles v)\nend\n\n@Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo [backward v] (10) layers\nset x to (homingx)\nset y to (homingy)\nset size to (homingsize) %\nset [size v] to ((homingsize) / (30))\nshow\nrepeat (20)\n    change size by ((size) - ((size) * (2)))\nend\ndelete this clone\n\n@Scary Thing\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 18 v]\ngo to [back v] layer\nshow\ngo to x: (0) y: (0)\nforever\n    wait (3.9) seconds\n    create clone of (heat seeking bullet v)\nend\n\nwhen backdrop switches to [level 18 v]\nforever\n    if <(backdrop [name v]) = [Level 19]> then\n        hide\n        stop [other scripts in sprite v]\n    end\nend\n\n@Scary particles\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 18 v]\nforever\n    wait (0.05) seconds\n    create clone of (_myself_ v)\n    if <(backdrop [name v]) = [Level 19]> then\n        stop [this script v]\n    end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\ngo to x: (([x position v] of [scary thing v]) + (pick random (-30) to (30))) y: (([y position v] of [scary thing v]) + (pick random (-30) to (30)))\nrepeat (10)\n    change y by (2)\n    change [ghost v] effect by (10)\n    if <(backdrop [name v]) = [Level 19]> then\n        delete this clone\n    end\nend\ndelete this clone\n\n@Cannon\n\nwhen flag clicked\nhide\nforever\n    point towards (player v)\nend\n\nwhen backdrop switches to [level 19 v]\nshow\ngo to [front v] layer\ngo to x: (1) y: (-22)\nswitch costume to (costume1 v)\nset size to (200) %\nforever\n    if <(backdrop [name v]) = [Level 20]> then\n        stop [this script v]\n    end\n    wait (0.6) seconds\n    create clone of (cannon ball v)\nend\n\nwhen backdrop switches to [level 20 v]\nhide\n\n@Cannon Ball\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    switch costume to (costume1 v)\n    show\n    go to (cannon v)\n    point towards (player v)\n    repeat until <<touching color (#000000)?> or <<touching (_edge_ v)?> or <<touching (player v)?> or <(backdrop [name v]) = [Level 20]>>>>\n        move (7) steps\n    end\n    if <<touching (_edge_ v)?> or <touching (player v)?>> then\n        delete this clone\n    end\n    if <touching color (#000000)?> then\n        point in direction (90)\n        set y to (-132)\n        start sound [Shockwave v]\n        repeat (9)\n            next costume\n            wait (0.01) seconds\n        end\n        delete this clone\n    end\n    if <(backdrop [name v]) = [Level 20]> then\n        hide\n        delete this clone\n    end\nend\n\n@Enemy2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 20 v]\nhide\npoint in direction (-90)\nforever\n    if <(backdrop [name v]) = [Level 21]> then\n        stop [this script v]\n    end\n    wait (2) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset rotation style [all around v]\nset [ghost v] effect to (0)\npoint in direction (-90)\nshow\ngo to x: (240) y: (-81)\nswitch costume to (costume1 v)\nforever\n    repeat (50)\n        next costume\n        move (3) steps\n        if <(backdrop [name v]) = [Level 21]> then\n            hide\n            delete this clone\n        end\n        if <touching color (#ff6868)?> then\n            switch costume to (costume1 v)\n            set rotation style [all around v]\n            repeat (9)\n                turn right (10) degrees\n            end\n            wait (0.3) seconds\n            repeat (10)\n                change y by (-5)\n                change [ghost v] effect by (10)\n            end\n            delete this clone\n        end\n    end\nend\n\n@Crusher2\n\nwhen backdrop switches to [level 21 v]\nhide\n\nwhen backdrop switches to [level 20 v]\nshow\ngo to x: (-100) y: (107)\nforever\n    repeat (10)\n        change y by (-8)\n    end\n    wait (0.6) seconds\n    repeat (10)\n        change y by (8)\n    end\n    wait (0.4) seconds\nend\n\nwhen flag clicked\nhide\n\n@Crusher3\n\nwhen backdrop switches to [level 21 v]\nhide\n\nwhen backdrop switches to [level 20 v]\nshow\ngo to x: (-1) y: (25)\nforever\n    repeat (10)\n        change y by (8)\n    end\n    wait (1.4) seconds\n    repeat (10)\n        change y by (-8)\n    end\n    wait (1.1) seconds\nend\n\nwhen flag clicked\nhide\n\nrepeat until <(Boss Health) = [2]>\n\n@Spin thing\n\nwhen flag clicked\nhide\nforever\n    turn left (15) degrees\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (weird thing v)\nforever\n    show\n    point towards (player v)\n    repeat until <<touching (_edge_ v)?> or <(backdrop [name v]) = [Level 22]>>\n        next costume\n        move (8) steps\n    end\n    if <<touching (_edge_ v)?> or <(backdrop [name v]) = [Level 22]>> then\n        delete this clone\n    end\nend\n\n@Weird Thing\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 21 v]\ngo to [back v] layer\nshow\ngo to x: (212) y: (153)\nforever\n    wait (2) seconds\n    create clone of (spin thing v)\nend\n\nwhen backdrop switches to [level 21 v]\nforever\n    if <(backdrop [name v]) = [Level 22]> then\n        hide\n        stop [other scripts in sprite v]\n    end\nend\n\nwhen backdrop switches to [level 22 v]\nhide\n\n@Spin thing2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (weird thing2 v)\nforever\n    show\n    point towards (player v)\n    repeat until <<touching (_edge_ v)?> or <(backdrop [name v]) = [Level 22]>>\n        next costume\n        move (8) steps\n    end\n    if <<touching (_edge_ v)?> or <(backdrop [name v]) = [Level 22]>> then\n        delete this clone\n    end\nend\n\n@Weird Thing2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 21 v]\ngo to [back v] layer\nshow\ngo to x: (212) y: (-141)\nforever\n    wait (2) seconds\n    create clone of (spin thing2 v)\nend\n\nwhen backdrop switches to [level 21 v]\nforever\n    if <(backdrop [name v]) = [Level 22]> then\n        hide\n        stop [other scripts in sprite v]\n    end\nend\n\nwhen backdrop switches to [level 22 v]\nhide\n\n@Wow its the king!!!\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 25 v]\nshow\nswitch costume to (costume1 v)\ngo to x: (101) y: (-44)\npoint in direction (-90)\n\nwhen backdrop switches to [story7 v]\nhide\n\n@Story3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [story7 v]\nset size to (100) %\nhide\nwait (1) seconds\ngo to x: (-240) y: (-96)\nshow\nswitch costume to (costume1 v)\nrepeat (30)\n    next costume\n    move (5) steps\nend\nrepeat (50)\n    next costume\nend\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [story8 v]\nhide\n\n@Speaking parts\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [speak v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to x: (17) y: (-84)\nshow\nwait (1.5) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (2.6) seconds\nbroadcast (next story v)\nhide\n\nwhen I receive [speak2 v]\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\ngo to x: (17) y: (-84)\nshow\nwait (0.5) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (2.4) seconds\nbroadcast (next story2 v)\nhide\n\nwhen I receive [speak3 v]\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\ngo to x: (-2) y: (-16)\nshow\nwait (0.5) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (2.4) seconds\nhide\n\nwhen I receive [speak4 v]\nswitch costume to (costume4 v)\nset [ghost v] effect to (100)\ngo to x: (1) y: (-80)\nshow\nwait (0.5) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (2.4) seconds\nhide\nbroadcast (next story4 v)\n\n@Story5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [story7 v]\npoint in direction (-90)\nhide\nwait (3) seconds\ngo to x: (240) y: (-93)\nshow\nswitch costume to (costume1 v)\nrepeat (20)\n    move (5) steps\nend\nwait (0.5) seconds\nbroadcast (Speak v)\n\nwhen backdrop switches to [story8 v]\nhide\n\n@Story4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [story9 v]\npoint in direction (-90)\ngo to x: (119) y: (-116)\nset size to (400) %\nshow\nswitch costume to (costume1 v)\nwait (2) seconds\nbroadcast (Speak3 v)\nswitch costume to (costume2 v)\n\nwhen I receive [flyyyy v]\nrepeat (38)\n    change y by (10)\nend\nhide\nbroadcast (next story3 v)\n\n@Story6\n\nwhen flag clicked\nhide\n\nwhen I receive [speak3 v]\nhide\ngo to x: (22) y: (-107)\npoint in direction (69)\nswitch costume to (1 v)\nset size to (300) %\nwait (1) seconds\nshow\nswitch costume to (1 v)\nwait (0.05) seconds\nswitch costume to (2 v)\nwait (0.05) seconds\nswitch costume to (3 v)\nwait (0.05) seconds\nset size to (200) %\nswitch costume to (4 v)\nwait (2) seconds\ngo to x: (51) y: (-74)\npoint in direction (-154)\nswitch costume to (4 v)\nwait (0.7) seconds\nswitch costume to (5 v)\nwait (0.7) seconds\nswitch costume to (6 v)\nwait (0.7) seconds\nswitch costume to (7 v)\nwait (1) seconds\nhide\nbroadcast (flyyyy v)\n\n@Sprite4\n\nwhen this sprite clicked\nbroadcast (Boss Battle v)\nswitch backdrop to (boss level v)\nhide\n\nwhen backdrop switches to [guide v]\nshow\ngo to x: (14) y: (-100)\nforever\n    glide (0.5) secs to x: (14) y: (-102)\n    glide (0.5) secs to x: (14) y: (-98)\nend\n\nwhen flag clicked\nhide\nset size to (150) %\nforever\n    set [brightness v] effect to (0)\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (50)\n    end\nend\n\n@THE BOSS\n\nwhen flag clicked\nhide\nset [stage 1 end v] to [False]\nset [stage 2 end v] to [False]\nset [u have won!!! v] to [False]\nset [stage boss costume v] to [Stage1]\nset [boss freeze v] to [False]\n\nwhen backdrop switches to [boss level v]\npoint in direction (90)\ngo to x: (0) y: (130)\nset size to (100) %\nshow\nswitch costume to (Stage Boss Costume)\nbroadcast (Boss Stage 1  v)\nforever\n    if <(Boss Freeze) = [True]> then\n        wait (1) seconds\n    else\n        repeat (10)\n            change y by (0.5)\n        end\n        repeat (10)\n            change y by (-0.5)\n        end\n    end\nend\n\nwhen I receive [boss stage 1  v]\nwait (5) seconds\nrepeat until <(Stage 1 end) = [True]>\n    set [attack v] to (pick random (1) to (3))\n    if <(Attack) = [1]> then\n        broadcast (Fist Together Attack v)\n        repeat (7)\n            if <(Stage 1 end) = [True]> then\n                stop [this script v]\n            end\n            wait (1) seconds\n        end\n    end\n    if <(Attack) = [2]> then\n        broadcast (Card Attack v)\n        repeat (12)\n            if <(Stage 1 end) = [True]> then\n                stop [this script v]\n            end\n            wait (1) seconds\n        end\n    end\n    if <(Attack) = [3]> then\n        broadcast (Laser Head Attack v)\n        repeat (11)\n            if <(Stage 1 end) = [True]> then\n                stop [this script v]\n            end\n            wait (1) seconds\n        end\n    end\nend\n\nwhen I receive [laser head attack v]\nwait (2) seconds\nswitch costume to (lazer shoot v)\nrepeat (3)\n    switch costume to (lazer shoot v)\n    glide (0.4) secs to x: ([x position v] of [player v]) y: (130)\n    repeat (2)\n        repeat (3)\n            change x by (2)\n        end\n        repeat (3)\n            change x by (-2)\n        end\n    end\n    wait (0.1) seconds\n    create clone of (boss lazer v)\n    start sound [Laser v]\n    wait (1) seconds\nend\nswitch costume to (Stage Boss Costume)\nglide (0.5) secs to x: (0) y: (130)\n\nwhen I receive [hurt boss v]\nswitch costume to (hurt v)\nset [brightness v] effect to (0)\nrepeat (3)\n    set [brightness v] effect to (20)\n    repeat (3)\n        change x by (2)\n    end\n    repeat (3)\n        change x by (-2)\n    end\nend\nset [brightness v] effect to (0)\nswitch costume to (Stage Boss Costume)\n\nwhen I receive [start boss stage 2 v]\nset [stage boss costume v] to [Stage2]\nswitch costume to (hurt v)\nrepeat (3)\n    repeat (3)\n        change x by (pick random (-3) to (3))\n        change y by (pick random (-3) to (3))\n    end\nend\nwait (0.5) seconds\nglide (0.5) secs to x: (0) y: (130)\nswitch costume to (stage2 v)\nwait until <<(Animate Left Hand) = [True]> and <(Animate Right Hand) = [True]>>\nbroadcast (Heal Boss v)\nwait (1) seconds\nrepeat until <(Stage 2 end) = [True]>\n    set [attack v] to (pick random (1) to (6))\n    if <(Attack) = [1]> then\n        broadcast (Fist Together Attack v)\n        repeat (7)\n            if <(Stage 2 end) = [True]> then\n                stop [this script v]\n            end\n            wait (1) seconds\n        end\n    end\n    if <(Attack) = [2]> then\n        broadcast (Card Attack v)\n        repeat (12)\n            if <(Stage 2 end) = [True]> then\n                stop [this script v]\n            end\n            wait (1) seconds\n        end\n    end\n    if <(Attack) = [3]> then\n        broadcast (Laser Head Attack v)\n        repeat (11)\n            if <(Stage 2 end) = [True]> then\n                stop [this script v]\n            end\n            wait (1) seconds\n        end\n    end\n    if <(Attack) = [4]> then\n        broadcast (Heat Seeking Attack v)\n        repeat (7)\n            if <(Stage 2 end) = [True]> then\n                stop [this script v]\n            end\n            wait (1) seconds\n        end\n    end\n    if <(Attack) = [5]> then\n        broadcast (Wave Attack v)\n        repeat (7)\n            if <(Stage 2 end) = [True]> then\n                stop [this script v]\n            end\n            wait (1) seconds\n        end\n    end\n    if <(Attack) = [6]> then\n        broadcast (Raining Attack v)\n        repeat (8)\n            if <(Stage 2 end) = [True]> then\n                stop [this script v]\n            end\n            wait (1) seconds\n        end\n    end\nend\n\nwhen I receive [start boss stage 3!!! v]\nset [stage boss costume v] to [Stage3]\nswitch costume to (hurt v)\nrepeat (3)\n    repeat (3)\n        change x by (pick random (-3) to (3))\n        change y by (pick random (-3) to (3))\n    end\nend\nwait (0.5) seconds\nglide (0.5) secs to x: (0) y: (130)\nswitch costume to (stage3 v)\nwait until <<(Animate Left Hand) = [True]> and <(Animate Right Hand) = [True]>>\nbroadcast (Heal Boss v)\nrepeat (4)\n    repeat (2)\n        change x by (3)\n    end\n    repeat (2)\n        change x by (-3)\n    end\nend\nglide (0.5) secs to x: (0) y: (130)\nwait (0.2) seconds\nforever\n    set [attack v] to (pick random (4) to (8))\n    if <(Attack) = [4]> then\n        broadcast (Heat Seeking Attack v)\n        repeat (6)\n            wait (1) seconds\n        end\n    end\n    if <(Attack) = [5]> then\n        broadcast (Wave Attack v)\n        repeat (6)\n            wait (1) seconds\n        end\n    end\n    if <(Attack) = [6]> then\n        broadcast (Raining Attack v)\n        repeat (7)\n            wait (1) seconds\n        end\n    end\n    if <(Attack) = [7]> then\n        broadcast (Hand Laser Attack v)\n        repeat (7)\n            wait (1) seconds\n        end\n    end\n    if <(Attack) = [8]> then\n        broadcast (Focus Laser Attack v)\n        repeat (9)\n            wait (1) seconds\n        end\n    end\nend\n\nwhen I receive [focus laser attack v]\nset [boss freeze v] to [True]\nrepeat (3)\n    switch costume to (focusing v)\n    wait (0.2) seconds\n    create clone of (focus laser target v)\n    create clone of (focus laser target2 v)\n    create clone of (focus laser target3 v)\n    wait (2) seconds\nend\nwait (1) seconds\nset [boss freeze v] to [False]\nswitch costume to (Stage Boss Costume)\nglide (0.5) secs to x: (0) y: (130)\n\nwhen I receive [you win!!! v]\nswitch costume to (hurt v)\nstop [other scripts in sprite v]\nrepeat (10)\n    change x by (pick random (5) to (-5))\n    change y by (pick random (5) to (-5))\nend\nwait (1) seconds\nrepeat until <(y position) < [-160]>\n    change y by (-5)\n    turn right (15) degrees\nend\nhide\nbroadcast (The End Story v)\n\n@BOSS RIGHT HAND\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [boss level v]\ngo [forward v] (99) layers\nset rotation style [left-right v]\npoint in direction (90)\nhide\ngo to x: (-50) y: (125)\nset size to (100) %\nwait (1) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [fist together attack v]\nset [animate right hand v] to [False]\nswitch costume to (costume2 v)\nglide (1) secs to x: (-165) y: (-20)\nwait (1) seconds\nrepeat (9)\n    change x by (17)\nend\nstart sound [Punch v]\ncreate clone of (fist explosion v)\ncreate clone of (fist explosion2 v)\ncreate clone of (fist explosion3 v)\ncreate clone of (fist explosion4 v)\ncreate clone of (fist explosion5 v)\ncreate clone of (fist explosion6 v)\ncreate clone of (fist explosion7 v)\ncreate clone of (fist explosion8 v)\nwait (1.7) seconds\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen I receive [card attack v]\nset [animate right hand v] to [False]\nswitch costume to (costume2 v)\nglide (0.5) secs to x: (-191) y: (100)\nwait (1) seconds\nswitch costume to (costume3 v)\ncreate clone of (card v)\nwait (0.5) seconds\nrepeat (4)\n    repeat (10)\n        switch costume to (costume2 v)\n        change y by (-5)\n    end\n    wait (0.5) seconds\n    switch costume to (costume3 v)\n    create clone of (card v)\n    wait (0.5) seconds\nend\nwait (0.65) seconds\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen backdrop switches to [boss level v]\nforever\n    if <(Animate Right Hand) = [True]> then\n        glide (0.2) secs to x: ((x position) + (pick random (2) to (-2))) y: ((y position) + (pick random (2) to (-2)))\n    end\n    if <(Animate Right Hand) = [False]> then\n        wait until <(Animate Right Hand) = [True]>\n    end\nend\n\nwhen I receive [right return v]\nglide (1) secs to x: (-50) y: (125)\nset [animate right hand v] to [True]\n\nwhen I receive [laser head attack v]\nset [animate right hand v] to [False]\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nhide\nwait (9) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen I receive [heat seeking attack v]\nset [animate right hand v] to [False]\nswitch costume to (costume7 v)\nwait (1) seconds\nglide (1) secs to x: (0) y: (0)\nset rotation style [all around v]\nrepeat (35)\n    turn left (30) degrees\n    if <(Stage 2 end) = [True]> then\n        create clone of (cool move v)\n    end\nend\ncreate clone of (boss heat seeking bullet v)\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen I receive [wave attack v]\nset [animate right hand v] to [False]\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nhide\nwait (3.5) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen I receive [raining attack v]\nset [animate right hand v] to [False]\nglide (0.2) secs to x: (-50) y: (125)\nswitch costume to (costume4 v)\nwait (1) seconds\nrepeat (10)\n    create clone of (falling thing v)\n    wait (0.12) seconds\nend\nwait (1) seconds\nswitch costume to (costume1 v)\nwait (1) seconds\nbroadcast (Right Return v)\n\nwhen I receive [hand laser attack v]\nset [animate right hand v] to [False]\nglide (0.2) secs to x: (0) y: (50)\nwait (1) seconds\nswitch costume to (costume8 v)\nset rotation style [all around v]\nrepeat (20)\n    point towards (player v)\n    create clone of (hand laser v)\n    start sound [Laser v]\n    wait (0.05) seconds\nend\nwait (1) seconds\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen I receive [focus laser attack v]\nset [animate right hand v] to [False]\nswitch costume to (costume3 v)\nglide (0.2) secs to x: (-40) y: (125)\nwait (6.5) seconds\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen I receive [you win!!! v]\nshow\nswitch costume to (costume1 v)\nset rotation style [all around v]\nstop [other scripts in sprite v]\nrepeat (10)\n    change x by (pick random (5) to (-5))\n    change y by (pick random (5) to (-5))\nend\nwait (1) seconds\nrepeat until <(y position) < [-160]>\n    change y by (-5)\n    turn right (2) degrees\nend\nhide\n\n@BOSS LEFT HAND\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [boss level v]\ngo [forward v] (99) layers\nset rotation style [left-right v]\npoint in direction (90)\nhide\ngo to x: (50) y: (125)\nset size to (100) %\nwait (1) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [fist together attack v]\nset [animate left hand v] to [False]\nswitch costume to (costume2 v)\nglide (1) secs to x: (165) y: (-20)\nwait (1) seconds\nrepeat (9)\n    change x by (-17)\nend\nwait (1.7) seconds\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [card attack v]\nset [animate left hand v] to [False]\nswitch costume to (costume2 v)\nglide (0.5) secs to x: (191) y: (75)\nwait (1.65) seconds\nswitch costume to (costume3 v)\ncreate clone of (card2 v)\nwait (0.5) seconds\nrepeat (4)\n    repeat (10)\n        switch costume to (costume2 v)\n        change y by (-5)\n    end\n    wait (0.5) seconds\n    switch costume to (costume3 v)\n    create clone of (card2 v)\n    wait (0.5) seconds\nend\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [left return v]\nglide (1) secs to x: (50) y: (125)\nset [animate left hand v] to [True]\n\nwhen backdrop switches to [boss level v]\nforever\n    if <(Animate Left Hand) = [True]> then\n        glide (0.2) secs to x: ((x position) + (pick random (2) to (-2))) y: ((y position) + (pick random (2) to (-2)))\n    end\n    if <(Animate Left Hand) = [False]> then\n        wait until <(Animate Left Hand) = [True]>\n    end\nend\n\nwhen I receive [laser head attack v]\nset [animate left hand v] to [False]\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nhide\nwait (9) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [heat seeking attack v]\nset [animate left hand v] to [False]\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nhide\nwait (4) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [wave attack v]\nset [animate left hand v] to [False]\nswitch costume to (costume5 v)\nwait (1) seconds\nset rotation style [all around v]\npoint in direction (0)\nglide (1) secs to x: (20) y: (-140)\ncreate clone of (boss wave v)\ncreate clone of ( boss wave2 v)\nif <(Stage 2 end) = [True]> then\n    create clone of (boss pillar thing v)\n    create clone of (boss pillar thing2 v)\nend\nstart sound [Hand Against Floor v]\nwait (1) seconds\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [raining attack v]\nset [animate left hand v] to [False]\nglide (0.2) secs to x: (50) y: (125)\nswitch costume to (costume4 v)\nwait (1) seconds\nrepeat (10)\n    create clone of (falling thing2 v)\n    wait (0.12) seconds\nend\nwait (1) seconds\nswitch costume to (costume1 v)\nwait (1) seconds\nbroadcast (Left Return v)\n\nwhen I receive [hand laser attack v]\nset [animate left hand v] to [False]\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nhide\nwait (3.5) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [focus laser attack v]\nset [animate left hand v] to [False]\nswitch costume to (costume3 v)\nglide (0.2) secs to x: (40) y: (125)\nwait (6.5) seconds\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [you win!!! v]\nshow\nswitch costume to (costume1 v)\nset rotation style [all around v]\nstop [other scripts in sprite v]\nrepeat (10)\n    change x by (pick random (5) to (-5))\n    change y by (pick random (5) to (-5))\nend\nwait (1) seconds\nrepeat until <(y position) < [-160]>\n    change y by (-5)\n    turn right (-5) degrees\nend\nhide\n\n@Boss Health\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [boss level v]\ngo to [back v] layer\ngo to x: (152) y: (159)\nset size to (100) %\nswitch costume to (health v)\nshow\n\nwhen I receive [hurt boss v]\nif <(costume [name v]) < [Health5]> then\n    next costume\nend\n\nwhen I receive [boss stage 1  v]\nforever\n    if <(costume [name v]) = [Health5]> then\n        broadcast (Start Boss Stage 2 v)\n        set [stage 1 end v] to [True]\n        stop [this script v]\n    end\nend\n\nwhen I receive [heal boss v]\nswitch costume to (health4 v)\nwait (0.1) seconds\nswitch costume to (health3 v)\nwait (0.1) seconds\nswitch costume to (health2 v)\nwait (0.1) seconds\nswitch costume to (health v)\n\nwhen I receive [start boss stage 2 v]\nwait until <(costume [name v]) = [Health]>\nforever\n    if <(costume [name v]) = [Health5]> then\n        broadcast (Start Boss Stage 3!!! v)\n        set [stage 2 end v] to [True]\n        stop [this script v]\n    end\nend\n\nwhen I receive [start boss stage 3!!! v]\nwait until <(costume [name v]) = [Health]>\nforever\n    if <(costume [name v]) = [Health5]> then\n        broadcast (You win!!! v)\n        set [u have won!!! v] to [True]\n        stop [this script v]\n    end\nend\n\nwhen I receive [you win!!! v]\nhide\nstop [other scripts in sprite v]\n\n@Card\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (boss right hand v)\nstart sound [Card shoot v]\nforever\n    show\n    repeat until <touching (_edge_ v)?>\n        next costume\n        change x by (5)\n    end\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nend\n\nwhen I receive [boss stage 1  v]\nset size to (80) %\n\nwhen I receive [start boss stage 2 v]\nset size to (125) %\n\n@Card2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (boss left hand v)\nstart sound [Card shoot v]\nforever\n    show\n    repeat until <touching (_edge_ v)?>\n        next costume\n        change x by (-5)\n    end\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nend\n\nwhen I receive [boss stage 1  v]\nset size to (80) %\n\nwhen I receive [start boss stage 2 v]\nset size to (125) %\n\n@Fist Explosion\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n    show\n    repeat until <touching (_edge_ v)?>\n        next costume\n        change x by (-10)\n    end\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nend\n\nwhen I receive [boss stage 1  v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n    show\n    repeat until <touching (_edge_ v)?>\n        next costume\n        change y by (5)\n        change x by (-5)\n    end\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nend\n\nwhen I receive [boss stage 1  v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n    show\n    repeat until <touching (_edge_ v)?>\n        next costume\n        change y by (10)\n    end\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nend\n\nwhen I receive [boss stage 1  v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion4\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n    show\n    repeat until <touching (_edge_ v)?>\n        next costume\n        change y by (5)\n        change x by (5)\n    end\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nend\n\nwhen I receive [boss stage 1  v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion5\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n    show\n    repeat until <touching (_edge_ v)?>\n        next costume\n        change x by (10)\n    end\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nend\n\nwhen I receive [boss stage 1  v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion6\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n    show\n    repeat until <touching color (#000000)?>\n        change y by (-5)\n        change x by (5)\n    end\n    if <touching color (#000000)?> then\n        point in direction (90)\n        set y to (-142)\n        start sound [Shockwave v]\n        repeat (9)\n            next costume\n            wait (0.01) seconds\n        end\n    end\n    delete this clone\nend\n\nwhen I receive [boss stage 1  v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion7\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n    show\n    repeat until <touching color (#000000)?>\n        change y by (-10)\n    end\n    if <touching color (#000000)?> then\n        point in direction (90)\n        set y to (-142)\n        start sound [Shockwave v]\n        repeat (9)\n            next costume\n            wait (0.01) seconds\n        end\n    end\n    delete this clone\nend\n\nwhen I receive [boss stage 1  v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion8\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n    show\n    repeat until <touching color (#000000)?>\n        change y by (-5)\n        change x by (-5)\n    end\n    if <touching color (#000000)?> then\n        point in direction (90)\n        set y to (-142)\n        start sound [Shockwave v]\n        repeat (9)\n            next costume\n            wait (0.01) seconds\n        end\n    end\n    delete this clone\nend\n\nwhen I receive [boss stage 1  v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Boss Lazer\n\nwhen flag clicked\nhide\npoint in direction (180)\n\nwhen I start as a clone\nshow\npoint in direction (180)\ngo to [front v] layer\ngo to (the boss v)\nchange y by (-10)\nwait (1) seconds\ndelete this clone\n\n@Player Attack\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen backdrop switches to [boss level v]\nhide\nforever\n    wait (15) seconds\n    set [player attack spots v] to (pick random (1) to (2))\n    if <(Player Attack Spots) = [1]> then\n        go to x: (221) y: (123)\n        set [ghost v] effect to (0)\n        show\n        set size to (100) %\n        switch costume to (show v)\n        repeat (10)\n            change size by (20)\n        end\n        set size to (100) %\n        switch costume to (attack v)\n        wait (10) seconds\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n    end\n    if <(Player Attack Spots) = [2]> then\n        go to x: (-221) y: (123)\n        set [ghost v] effect to (0)\n        show\n        set size to (100) %\n        switch costume to (show v)\n        repeat (10)\n            change size by (20)\n        end\n        set size to (100) %\n        switch costume to (attack v)\n        wait (10) seconds\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n    end\nend\n\nwhen I receive [boss stage 1  v]\nforever\n    if <touching (player v)?> then\n        broadcast (Hurt Boss v)\n        create clone of (player laser v)\n        hide\n    end\nend\n\nwhen I receive [the end story v]\nhide\nstop [other scripts in sprite v]\n\n@Player Laser\n\nwhen flag clicked\nhide\npoint in direction (90)\n\nwhen I start as a clone\nshow\npoint in direction (90)\ngo to [front v] layer\ngo to x: (0) y: (124)\nwait (0.5) seconds\ndelete this clone\n\n@Boss Heat Seeking Bullet\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (boss right hand v)\nset size to (250) %\nset [ghost v] effect to (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n    repeat (200)\n        if <(x position) < ([x position v] of [player v])> then\n            change [x v] by (0.2)\n            if <(x) > [8]> then\n                set [x v] to [8]\n            end\n        else\n            change [x v] by (-0.2)\n            if <(x) < [-8]> then\n                set [x v] to [-8]\n            end\n        end\n        if <(y position) < ([y position v] of [player v])> then\n            change [y v] by (0.2)\n            if <(y) > [8]> then\n                set [y v] to [8]\n            end\n        else\n            change [y v] by (-0.2)\n            if <(y) < [-8]> then\n                set [y v] to [-8]\n            end\n        end\n        change x by (x)\n        change y by (y)\n    end\n    repeat (5)\n        change size by (80)\n        change [ghost v] effect by (20)\n    end\n    stop [other scripts in sprite v]\n    delete this clone\nend\n\nwhen I start as a clone\nset [homingsize v] to [200]\nforever\n    wait (0.2) seconds\n    set [homingx v] to (x position)\n    set [homingy v] to (y position)\n    create clone of (boss particles v)\nend\n\n@Boss Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo [backward v] (10) layers\nset x to (homingx)\nset y to (homingy)\nset size to (homingsize) %\nset [size v] to ((homingsize) / (30))\nshow\nrepeat (20)\n    change size by ((size) - ((size) * (2)))\nend\ndelete this clone\n\n@Boss Wave\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (-138)\nset size to (200) %\nrepeat (15)\n    switch costume to (costume1 v)\n    show\n    start sound [Shockwave v]\n    repeat (4)\n        next costume\n    end\n    switch costume to (costume1 v)\n    change x by (-11)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@ Boss Wave2\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (-138)\nset size to (200) %\nrepeat (15)\n    switch costume to (costume1 v)\n    show\n    start sound [Shockwave v]\n    repeat (4)\n        next costume\n    end\n    switch costume to (costume1 v)\n    change x by (11)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Falling Thing\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (boss right hand v)\nstart sound [Card shoot v]\nforever\n    show\n    repeat until <touching (_edge_ v)?>\n        next costume\n        change y by (10)\n    end\n    hide\n    wait (2) seconds\n    go to x: (pick random (-240) to (240)) y: (180)\n    show\n    repeat until <(y position) < [-180]>\n        next costume\n        change y by (-10)\n        if <(Stage 2 end) = [True]> then\n            change y by (-15)\n        end\n    end\n    delete this clone\nend\n\nwhen I receive [start boss stage 2 v]\nset size to (100) %\n\nwhen I receive [start boss stage 3!!! v]\nset size to (150) %\n\n@Falling Thing2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (boss left hand v)\nstart sound [Card shoot v]\nforever\n    show\n    repeat until <touching (_edge_ v)?>\n        next costume\n        change y by (10)\n    end\n    hide\n    wait (2) seconds\n    go to x: (pick random (-240) to (240)) y: (180)\n    show\n    repeat until <(y position) > [-180]>\n        next costume\n        change y by (-10)\n        if <(Stage 2 end) = [True]> then\n            change y by (-15)\n        end\n    end\n    delete this clone\nend\n\nwhen I receive [start boss stage 2 v]\nset size to (100) %\n\nwhen I receive [start boss stage 3!!! v]\nset size to (150) %\n\n@Boss Pillar Thing\n\nwhen flag clicked\nhide\npoint in direction (180)\n\nwhen I start as a clone\npoint in direction (180)\ngo to [front v] layer\nshow\ngo to x: (-210) y: (-180)\nglide (0.5) secs to x: (x position) y: (100)\nwait (1.5) seconds\nglide (0.5) secs to x: (x position) y: (-180)\nhide\ndelete this clone\n\n@Boss Pillar Thing2\n\nwhen flag clicked\nhide\npoint in direction (180)\n\nwhen I start as a clone\npoint in direction (180)\ngo to [front v] layer\nshow\ngo to x: (210) y: (-180)\nglide (0.5) secs to x: (x position) y: (100)\nwait (1.5) seconds\nglide (0.5) secs to x: (x position) y: (-180)\nhide\ndelete this clone\n\n@Cool Move\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    switch costume to (costume1 v)\n    show\n    go to (boss right hand v)\n    point in direction ([direction v] of [boss right hand v])\n    repeat until <touching (_edge_ v)?>\n        move (7) steps\n    end\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nend\n\n@Hand Laser\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    switch costume to (costume1 v)\n    show\n    go to (boss right hand v)\n    point in direction ([direction v] of [boss right hand v])\n    repeat until <touching (_edge_ v)?>\n        move (25) steps\n    end\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nend\n\n@Focus Laser\n\nwhen flag clicked\nhide\npoint in direction (180)\n\nwhen I start as a clone\npoint in direction (180)\ngo to [front v] layer\nshow\nstart sound [Laser v]\ngo to x: (Target1_x) y: (180)\nwait (1) seconds\nhide\ndelete this clone\n\n@Focus Laser Target\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nglide (0.5) secs to x: (pick random (-220) to (-100)) y: (0)\nshow\nwait (1) seconds\nset [target1_x v] to (x position)\ncreate clone of (focus laser v)\nforever\n    if <touching (focus laser v)?> then\n        delete this clone\n    end\nend\n\n@Focus Laser2\n\nwhen flag clicked\nhide\npoint in direction (180)\n\nwhen I start as a clone\npoint in direction (180)\ngo to [front v] layer\nshow\nstart sound [Laser v]\ngo to x: (Target2_x) y: (180)\nwait (1) seconds\nhide\ndelete this clone\n\n@Focus Laser Target2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nglide (0.5) secs to x: (pick random (-50) to (50)) y: (0)\nshow\nwait (1) seconds\nset [target2_x v] to (x position)\ncreate clone of (focus laser2 v)\nforever\n    if <touching (focus laser2 v)?> then\n        delete this clone\n    end\nend\n\n@Focus Laser3\n\nwhen flag clicked\nhide\npoint in direction (180)\n\nwhen I start as a clone\npoint in direction (180)\ngo to [front v] layer\nshow\nstart sound [Laser v]\ngo to x: (Target3_x) y: (180)\nwait (1) seconds\nhide\ndelete this clone\n\n@Focus Laser Target3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nglide (0.5) secs to x: (pick random (100) to (220)) y: (0)\nshow\nwait (1) seconds\nset [target3_x v] to (x position)\ncreate clone of (focus laser3 v)\nforever\n    if <touching (focus laser3 v)?> then\n        delete this clone\n    end\nend\n\n@Boss Sign\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [boss level v]\ngo to [back v] layer\ngo to x: (-125) y: (150)\nset size to (100) %\nswitch costume to (health v)\nshow\n\nwhen I receive [start boss stage 2 v]\nswitch costume to (health2 v)\n\nwhen I receive [start boss stage 3!!! v]\nwait until <(costume [name v]) = [Health]>\nforever\n    if <(costume [name v]) = [Health5]> then\n        broadcast (You win!!! v)\n        set [u have won!!! v] to [True]\n        stop [this script v]\n    end\nend\n\nwhen I receive [you win!!! v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start boss stage 3!!! v]\nswitch costume to (health3 v)\n\n