Escape || A platformer || #all #games #art

Instructions: ~~~~~~~~~~~~~~~~~Controls~~~~~~~~~~~~~~~~~~\n\nUse WASD or arrow keys to move.\nLove and star this project!\nAlso follow me here --- @hern1\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhy are u still scrolling?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nS.T.O.P\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nFine. Bye.\n\n\n\n\n\n\n\n.

@Stage\n\nwhen flag clicked\nforever\n    play sound [audiohub__4066141012261_run-if-you-can__testversion v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Move in step (steps)\nchange [falling? v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((speed x) / (steps))\n    Check touching solid\n    if <(touching!) > [0]> then\n        Collide X - Slope or Wall?\n    end\n    set [last value v] to (y position)\n    change y by ((speed y) / (steps))\n    Check touching solid\n    if <(touching!) > [0]> then\n        Collide Y - Ceiling and Floor\n    end\nend\n\ndefine Reset and Begin Level\nset [acceleration v] to [2]\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [99]\nset [wall slide v] to [0]\nset [jumping? v] to [0]\nset [long jump v] to [0]\ngo to x: (-74) y: (-10)\nbroadcast (Change scene v)\nbroadcast (Game loop v)\n\nwhen I receive [tick - last v]\nif <touching (portal v)?> then\n    Begin Scene # ((SCENE #) + (1)) go to x: [-235]\n    broadcast (Change scene v)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [game loop v]\nforever\n    broadcast (Tick - First v)\n    broadcast (Tick - player v)\n    broadcast (Tick - last v)\nend\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n    Check touching solid\n    if <(touching!) < [1]> then\n        point in direction (temp)\n        stop [this script v]\n    end\n    move (distance) steps\n    turn right (180) degrees\n    change [distance v] by (1)\nend\n\nwhen I receive [game loop v]\nshow\nforever\n    broadcast (Tick - First v)\n    broadcast (Tick - player v)\n    broadcast (Tick - last v)\nend\n\ndefine Begin Scene # (scene #) go to x: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Tick - player v)\nbroadcast (Change scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nFix Collision in Direction [0]\nSet costume\nbroadcast (Game loop v)\n\ndefine Controls - left and right\nif <(long jump) > [0]> then\n    change [long jump v] by (-1)\n    stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(KEY X) = [0]> then\n    if <<(falling?) > [2]> and <(wall slide) < [1]>> then\n        set [speed x v] to ((speed x) * (0.95))\n        stop [this script v]\n    end\n    if <([abs v] of (speed x) ) < [1]> then\n        set [frame v] to [0]\n        set [speed x v] to [0]\n    else\n        change [frame v] by (0.5)\n    end\nelse\n    change [speed x v] by ((KEY X) * (AcCeLEraTIoN))\n    point in direction ((KEY X) * (90))\n    change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (resisTANCE))\n\nwhen I receive [tick - player v]\nControls - left and right\nControls - up and down\nMove in step (([abs v] of (speed y) ) + ([abs v] of (speed x) ))\nSet costume\n\ndefine Set costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n    switch costume to (hangon01 v)\n    stop [this script v]\nend\nif <(falling?) > [1]> then\n    if <(speed y) > [0]> then\n        switch costume to (jump01 v)\n    else\n        switch costume to (run_j2 v)\n    end\n    stop [this script v]\nend\nif <(frame) > [0]> then\n    switch costume to ([floor v] of ((1) + ((frame) mod (16))) )\nelse\n    switch costume to (hit angle 0 v)\n    repeat (5)\n        Check touching solid\n        if <(touching!) < [1]> then\n            switch costume to ((costume [number v]) + (5))\n            stop [this script v]\n        end\n        next costume\n    end\n    switch costume to (stand v)\nend\n\ndefine Controls - up and down\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n    if <<(wall slide) > [0]> and <(Jumping?) = [0]>> then\n        set [jumping? v] to [1]\n        set [falling? v] to [3]\n        set [wall slide v] to [0]\n        turn right (180) degrees\n        set [speed x v] to (((direction) / (90)) * (7))\n        set [long jump v] to [12]\n    end\n    if <<(falling?) < [3]> and <(Jumping?) = [0]>> then\n        set [jumping? v] to [1]\n        set [falling? v] to [3]\n    end\n    if <<(Jumping?) > [0]> and <(Jumping?) < (jump duratioN)>> then\n        change [jumping? v] by (1)\n        set [speed y v] to (Jump force)\n    end\nelse\n    set [jumping? v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n    Check can wall slide\n    if <(speed y) < [0]> then\n        set [speed y v] to ((speed y) * (0.7))\n    end\nend\n\ndefine Check touching solid\nif <<<<touching (level v)?> or <touching (lasor stand v)?>> or <touching (lock door v)?>> or <<touching (falling blocks v)?> or <touching (lasor stand 2 v)?>>> then\n    set [touching! v] to [1]\nelse\n    set [touching! v] to [0]\nend\n\nwhen I receive [start game v]\ngo to x: (-74) y: (-105)\nset size to (100) %\nset [gravity v] to [-1.2]\nset [jump force v] to [13]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nReset and Begin Level\n\nwhen I receive [game over - reset game v]\ngo to x: (-210) y: (-99)\n\nwhen I receive [that guy die v]\nbroadcast (Game over - reset game v)\n\nwhen flag clicked\nif <(costume [number v]) = [28]> then\n    stop [all v]\nend\n\nwhen I receive [change scene v]\nforever\n    set size to (80) %\n    if <touching (shrink portal v)?> then\n        forever\n            set size to (60) %\n        end\n    end\nend\n\ndefine Collide X - Slope or Wall?\nCheck can wall slide\nchange y by (1)\nCheck touching solid\nif <(touching!) > [0]> then\n    change y by (1)\n    Check touching solid\n    if <(touching!) > [0]> then\n        change y by (-2)\n        set x to (Last value)\n        set [speed x v] to [0]\n        stop [this script v]\n    end\n    set [speed x v] to ((speed x) * (0.7))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\nbroadcast (Game loop v)\nFix Collision in Direction [90]\nFix Collision in Direction [0]\n\ndefine Collide Y - Ceiling and Floor\nset y to (Last value)\nif <(speed y) > [0]> then\n    set [speed y v] to [0]\n    stop [this script v]\nend\nif <(falling?) > [0]> then\n    set [falling? v] to [0]\n    Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck touching solid\nif <(touching!) < [1]> then\n    set [falling? v] to [9]\n    change [speed x v] by (1)\n    stop [this script v]\nend\nchange x by (-2)\nCheck touching solid\nif <(touching!) < [1]> then\n    set [falling? v] to [9]\n    change [speed x v] by (-1)\n    stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check can wall slide\nif <(falling?) < [2]> then\n    set [wall slide v] to [0]\n    stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck touching solid\nset [wall slide v] to (touching!)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nif <touching (－ v)?> then\n    switch costume to (being lasor die v)\nend\nwait (1) seconds\nbroadcast (Game over - reset game v)\n\nwhen I receive [change scene v]\nforever\n    if <touching (ball v)?> then\n        broadcast (Game over - reset game v)\n    end\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [already open v]\n\nwhen I receive [game over - reset game v]\nforever\n    Set costume\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n    show\nend\n\nwhen I receive [escape done v]\nforever\n    hide\nend\n\nwhen flag clicked\ngo to x: (30) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [game over - reset game v]\n\n@Portal\n\nwhen flag clicked\nforever\n    set size to (100) %\n    set [whirl v] effect to (600)\n    go to x: (165) y: (-47)\nend\n\nwhen I receive [start game v]\nforever\n    set size to (100) %\n    set [whirl v] effect to (600)\n    go to x: (212) y: (-109)\nend\n\nwhen I receive [change scene v]\nforever\n    if <(SCENE #) = [1]> then\n        show\n        go to x: (209) y: (-100)\n    end\n    if <(SCENE #) = [2]> then\n        show\n        go to x: (209) y: (135)\n    end\n    if <(SCENE #) = [3]> then\n        show\n        go to x: (219) y: (-10)\n    end\n    if <(SCENE #) = [4]> then\n        show\n        go to x: (212) y: (41)\n    end\n    if <(SCENE #) = [5]> then\n        show\n        go to x: (209) y: (-103)\n    end\n    if <(SCENE #) = [6]> then\n        show\n        go to x: (203) y: (142)\n    end\n    if <(SCENE #) = [7]> then\n        show\n        go to x: (44) y: (3)\n    end\n    if <(SCENE #) = [8]> then\n        show\n        go to x: (210) y: (-105)\n    end\n    if <(SCENE #) = [9]> then\n        show\n        go to x: (202) y: (-3)\n    end\n    if <(SCENE #) = [12]> then\n        show\n    end\nend\n\nwhen I receive [change scene v]\nforever\n    if <(SCENE #) = [12]> then\n        hide\n    end\nend\n\ngo to x: (202) y: (-3)\n\n@thumbnail\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nshow\n\nshow\ngo to [front v] layer\n\n@Mr. Bullet\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n    point in direction ([direction v] of [enemy ftf v])\nend\n\nwhen I start as a clone\nshow\ngo to (enemy ftf v)\nswitch costume to (pick random (1) to (9))\nrepeat until <<touching (level v)?> or <<touching (player v)?> or <touching (_edge_ v)?>>>\n    if <(direction) < [0]> then\n        change x by (-20)\n    else\n        change x by (20)\n    end\nend\nif <touching (player v)?> then\n    broadcast (that guy DIE v)\nend\ndelete this clone\n\nif <touching (player v)?> then\n    broadcast (that guy DIE v)\nend\n\nwhen I receive [change scene v]\nforever\n    if <(SCENE #) = [5]> then\n        show\n        switch costume to (costume14 v)\n    else\n        hide\n    end\nend\n\n@Mr. Spike\n\nwhen I receive [start game v]\nforever\n    if <touching (player v)?> then\n        broadcast (Game over - reset game v)\n    end\n    if <(SCENE #) = [3]> then\n        switch costume to (costume1 v)\n        show\n        go to [back v] layer\n        go to x: (36) y: (28)\n    end\n    if <(SCENE #) = [1]> then\n        hide\n    end\n    if <(SCENE #) = [2]> then\n        hide\n    end\n    if <(SCENE #) = [4]> then\n        hide\n    end\n    if <(SCENE #) = [5]> then\n        go to x: (-122) y: (132)\n        switch costume to (costume2 v)\n        go to [back v] layer\n        show\n    end\n    if <(SCENE #) = [6]> then\n        switch costume to (costume2 v)\n        go to [back v] layer\n        go to x: (-24) y: (115)\n        show\n    end\n    if <(SCENE #) = [7]> then\n        switch costume to (costume3 v)\n        go to [back v] layer\n        go to x: (-77) y: (82)\n        show\n    end\n    if <(SCENE #) = [8]> then\n        switch costume to (costume4 v)\n        go to [back v] layer\n        go to x: (-77) y: (82)\n        show\n    end\n    if <(SCENE #) = [9]> then\n        hide\n    end\n    if <(SCENE #) = [10]> then\n        hide\n    end\n    if <(SCENE #) = [11]> then\n        switch costume to (costume5 v)\n        go to [back v] layer\n        go to x: (-77) y: (82)\n        show\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n    if <(SCENE #) = [12]> then\n        hide\n    end\nend\n\n@－\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n    if <(SCENE #) = [1]> then\n        hide\n    end\n    if <(SCENE #) = [2]> then\n        hide\n    end\n    if <(SCENE #) = [3]> then\n        hide\n    end\n    if <(SCENE #) = [4]> then\n        hide\n    end\n    if <(SCENE #) = [5]> then\n        hide\n    end\n    if <(SCENE #) = [6]> then\n        switch costume to (if v)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n    if <touching (player v)?> then\n        broadcast (Game over - reset game v)\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <(SCENE #) = [6]> then\nend\n\nstop [other scripts in sprite v]\ngo to x: (39) y: (-12)\nswitch costume to (costume v)\nshow\nif <touching (player v)?> then\n    broadcast (Game over - reset game v)\nend\n\nwhen I receive [change scene v]\n\n@Lasor stand\n\nwhen I receive [start game v]\nforever\n    if <(SCENE #) = [1]> then\n        hide\n    end\n    if <(SCENE #) = [2]> then\n        hide\n    end\n    if <(SCENE #) = [3]> then\n        hide\n    end\n    if <(SCENE #) = [4]> then\n        hide\n    end\n    if <(SCENE #) = [5]> then\n        hide\n    end\n    if <(SCENE #) = [6]> then\n        switch costume to (if v)\n    end\nend\n\nwhen flag clicked\nhide\n\nif <(SCENE #) = [7]> then\n    switch costume to (6 v)\n    show\n    go to x: (36) y: (28)\nend\n\n@Play button\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        show\n        switch costume to (play button2 v)\n    else\n        switch costume to (play button v)\n        show\n    end\nend\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nhide\nswitch costume to (blank v)\nbroadcast (Start game v)\n\nshow\n\nforever\n\nforever\n\n@Enemy FTF\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n    if <(SCENE #) = [4]> then\n        set size to (100) %\n        switch costume to (i'm here! v)\n        point in direction (90)\n        show\n        go to x: (-100) y: (45)\n    else\n        if <(SCENE #) = [8]> then\n            switch costume to (bline v)\n            point in direction (90)\n            show\n            go to x: (-180) y: (50)\n        else\n            if <(SCENE #) = [11]> then\n                switch costume to (i'm here! v)\n                show\n                point in direction (90)\n                go to x: (2) y: (-97)\n            else\n                hide\n            end\n        end\n    end\nend\n\nhide\n\nwhen I receive [shoot v]\nstop [other scripts in sprite v]\ncreate clone of (mr. bullet v)\nwait (0.1) seconds\ncreate clone of (mr. bullet v)\nwait (0.1) seconds\ncreate clone of (mr. bullet v)\n\n@Lasor stand 2\n\nwhen I receive [start game v]\nforever\n    if <(SCENE #) = [1]> then\n        hide\n    end\n    if <(SCENE #) = [2]> then\n        hide\n    end\n    if <(SCENE #) = [3]> then\n        hide\n    end\n    if <(SCENE #) = [4]> then\n        hide\n    end\n    if <(SCENE #) = [5]> then\n        go to [front v] layer\n        switch costume to (5 v)\n        show\n        go to x: (36) y: (28)\n    end\n    if <(SCENE #) = [6]> then\n        show\n        go to x: (164) y: (31)\n        switch costume to (3 v)\n    end\n    if <(SCENE #) = [7]> then\n        hide\n    end\n    if <(SCENE #) = [8]> then\n        show\n        go to x: (164) y: (31)\n        switch costume to (2 v)\n    end\n    if <(SCENE #) = [9]> then\n        hide\n    end\n    if <(SCENE #) = [10]> then\n        show\n        go to x: (164) y: (31)\n        switch costume to (10 v)\n    end\n    if <(SCENE #) = [11]> then\n        hide\n    end\nend\n\nwhen flag clicked\nhide\n\n@I\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n    if <(SCENE #) = [5]> then\n        go to x: (37) y: (13)\n        switch costume to (l1 v)\n        show\n        wait (0.1) seconds\n        hide\n        wait (0.1) seconds\n        show\n        wait (0.1) seconds\n        hide\n        wait (2) seconds\n        show\n        wait (0.1) seconds\n        hide\n        wait (0.1) seconds\n        show\n        wait (0.1) seconds\n        hide\n        wait (0.1) seconds\n        show\n        wait (1.3) seconds\n        hide\n    else\n        if <(SCENE #) = [6]> then\n            go to x: (147) y: (22)\n            go to [back v] layer\n            switch costume to (l1 - s v)\n            show\n        else\n            if <(SCENE #) = [8]> then\n                go to x: (-20) y: (180)\n                show\n                switch costume to (l2 v)\n                wait (0.8) seconds\n                switch costume to (l2 \( 2 \) v)\n                wait (0.8) seconds\n            else\n                if <(SCENE #) = [10]> then\n                    go to x: (-27) y: (-55)\n                    switch costume to (l1 \( 2 \) v)\n                    show\n                    wait (0.1) seconds\n                    hide\n                    wait (0.1) seconds\n                    show\n                    wait (0.1) seconds\n                    hide\n                    wait (1) seconds\n                    show\n                    wait (0.1) seconds\n                    hide\n                    wait (0.1) seconds\n                    show\n                    wait (0.1) seconds\n                    hide\n                    wait (0.1) seconds\n                    show\n                    wait (1.3) seconds\n                    hide\n                else\n                    hide\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n    if <touching (player v)?> then\n        broadcast (Game over - reset game v)\n    end\nend\n\nwhen I receive [change scene v]\nforever\n\nwhen I receive [start game v]\nforever\n    if <(SCENE #) = [1]> then\n        hide\n    end\n    if <(SCENE #) = [2]> then\n        hide\n    end\n    if <(SCENE #) = [3]> then\n        hide\n    end\n    if <(SCENE #) = [4]> then\n        hide\n    end\nend\n\nwhen I receive [change scene v]\nforever\n\nset size to (10) %\n\n@enemy detecter\n\nwhen I receive [start game v]\nforever\n    if <(SCENE #) = [4]> then\n        show\n        switch costume to (s4 v)\n        go to x: (36) y: (31)\n        set [ghost v] effect to (100)\n        if <touching (player v)?> then\n            broadcast (Shoot v)\n            hide\n            wait (0.1) seconds\n            show\n        end\n    end\n    if <(SCENE #) = [8]> then\n        show\n        go to x: (38) y: (27)\n        switch costume to (s8 v)\n        set [ghost v] effect to (100)\n        if <touching (player v)?> then\n            broadcast (Shoot v)\n            hide\n            wait (0.1) seconds\n            show\n        end\n    end\n    if <(SCENE #) = [11]> then\n        show\n        go to x: (38) y: (27)\n        switch costume to (s11 v)\n        set [ghost v] effect to (100)\n        if <touching (player v)?> then\n            broadcast (Shoot v)\n            hide\n            wait (0.1) seconds\n            show\n        end\n    end\n    if <(SCENE #) = [1]> then\n        hide\n    end\n    if <(SCENE #) = [2]> then\n        hide\n    end\n    if <(SCENE #) = [3]> then\n        hide\n    end\n    if <(SCENE #) = [5]> then\n        hide\n    end\nend\n\nwhen flag clicked\nhide\n\ngo to x: (149) y: (140)\n\nwhen I receive [change scene v]\nforever\n    if <(SCENE #) = [12]> then\n        hide\n    end\nend\n\n@Nice Key\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n    if <(SCENE #) = [6]> then\n        show\n        set size to (100) %\n        go to x: (12) y: (-89)\n    else\n        if <(SCENE #) = [8]> then\n            show\n            set size to (80) %\n            go to x: (207) y: (119)\n        else\n            if <(SCENE #) = [10]> then\n                show\n                set size to (80) %\n                go to x: (-186) y: (101)\n            else\n                hide\n            end\n        end\n    end\nend\n\nhide\n\nwhen I receive [change scene v]\nforever\n    if <touching (player v)?> then\n        broadcast (Can open door v)\n        stop [other scripts in sprite v]\n        set size to (60) %\n        glide (1) secs to x: (-198) y: (142)\n        stop [this script v]\n    end\nend\n\nwhen I receive [already open v]\nhide\n\n@Lock door\n\nwhen I receive [start game v]\n\nwhen flag clicked\nhide\n\nwhen I receive [can open door v]\nforever\n    if <touching (player v)?> then\n        stop [other scripts in sprite v]\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n        broadcast (Already open v)\n        stop [this script v]\n    end\nend\n\nwhen I receive [change scene v]\nforever\n    if <(SCENE #) = [6]> then\n        set size to (150) %\n        show\n        go to x: (149) y: (140)\n    else\n        if <(SCENE #) = [8]> then\n            show\n            clear graphic effects\n            set size to (150) %\n            go to x: (-32) y: (-45)\n        else\n            if <(SCENE #) = [10]> then\n                show\n                clear graphic effects\n                set size to (150) %\n                go to x: (64) y: (136)\n            end\n        end\n    end\nend\n\nwhen I receive [already open v]\n\n@Canon\n\nwait (1) seconds\n\nwhen flag clicked\nhide\n\nforever\n\nshow\n\nwhen I receive [change scene v]\nforever\n    if <(SCENE #) = [9]> then\n        show\n        go to x: (221) y: (158)\n        forever\n            point towards (player v)\n            if <(Bullet rate) > [0]> then\n                change [bullet rate v] by (-1)\n            else\n                create clone of (ball v)\n                set [bullet rate v] to [20]\n            end\n        end\n    else\n        if <(SCENE #) = [11]> then\n            show\n            go to x: (221) y: (158)\n            forever\n                point towards (player v)\n                if <(Bullet rate) > [0]> then\n                    change [bullet rate v] by (-1)\n                else\n                    create clone of (ball v)\n                    set [bullet rate v] to [25]\n                end\n            end\n        else\n            hide\n        end\n    end\nend\n\ncreate clone of (ball v)\n\nwhen I receive [change scene v]\n\n\n\n@Shrink portal\n\nwhen I receive [change scene v]\nif <(SCENE #) = [8]> then\n    show\n    change [whirl v] effect by (500)\n    set size to (90) %\n    go to x: (-117) y: (-65)\n    if <touching (player v)?> then\n        hide\n    end\nelse\n    if <(SCENE #) = [10]> then\n        show\n        change [whirl v] effect by (500)\n        set size to (90) %\n        go to x: (193) y: (135)\n        if <touching (player v)?> then\n            hide\n        end\n    else\n        if <(SCENE #) = [11]> then\n            show\n            change [whirl v] effect by (500)\n            set size to (90) %\n            go to x: (-157) y: (137)\n            if <touching (player v)?> then\n                hide\n            end\n        else\n            hide\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nset [whirl v] effect to (25)\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n    if <(SCENE #) = [1]> then\n        show\n        go to x: (-9) y: (-7)\n        switch costume to (costume1 v)\n    end\n    if <(SCENE #) = [2]> then\n        show\n        go to x: (-22) y: (22)\n        switch costume to (costume2 v)\n    end\n    if <(SCENE #) = [3]> then\n        show\n        go to x: (40) y: (22)\n        switch costume to (costume3 v)\n    end\n    if <(SCENE #) = [4]> then\n        show\n        go to x: (40) y: (22)\n        switch costume to (costume4 v)\n    end\n    if <(SCENE #) = [5]> then\n        show\n        go to x: (40) y: (22)\n        switch costume to (costume5 v)\n    end\n    if <(SCENE #) = [6]> then\n        show\n        go to x: (0) y: (22)\n        switch costume to (costume6 v)\n    end\n    if <(SCENE #) = [7]> then\n        show\n        go to x: (0) y: (22)\n        switch costume to (costume7 v)\n    end\n    if <(SCENE #) = [8]> then\n        show\n        go to x: (0) y: (70)\n        switch costume to (costume8 v)\n    end\n    if <(SCENE #) = [9]> then\n        show\n        go to x: (0) y: (70)\n        switch costume to (costume9 v)\n    end\n    if <(SCENE #) = [10]> then\n        hide\n    end\n    if <(SCENE #) = [11]> then\n        hide\n    end\n    if <(SCENE #) = [12]> then\n        hide\n    end\nend\n\n@Ball\n\nwhen flag clicked\ngo [backward v] (3) layers\ngo to (canon v)\nhide\n\nwhen I start as a clone\nif <(SCENE #) = [9]> then\n    show\nelse\n    if <(SCENE #) = [11]> then\n        show\n    else\n        hide\n    end\nend\nset size to (100) %\nswitch costume to (apple v)\npoint towards (player v)\nrepeat until <<<touching (_edge_ v)?> or <touching (level v)?>> or <<touching (player v)?> or <touching (enemy ftf v)?>>>\n    move (10) steps\nend\ndelete this clone\n\nshow\n\n