Underwater Platformer!


@Stage\n\nwhen flag clicked\nforever\n    play sound [Bowser's Inside Story - In the Final Theme.mp3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n    create clone of (_myself_ v)\n    wait (5) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (-465) y: (-1)\nglide (10) secs to x: (466) y: (3)\ndelete this clone\n\nwhen I receive [effectkill v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [editor v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (84) y: (49)\nshow\nset [my variable v] to [1]\npoint in direction (105)\nforever\n    set [my variable v] to [1]\n    repeat (30)\n        turn left (my variable) degrees\n        change [my variable v] by (-0.02)\n    end\n    set [my variable v] to [-1]\n    repeat (30)\n        turn left (my variable) degrees\n        change [my variable v] by (0.02)\n    end\nend\n\nwhen I receive [effectkill v]\nhide\n\nwhen I receive [editor v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (120) %\n        broadcast (playimage v)\n    else\n        set size to (100) %\n        broadcast (no image v)\n    end\nend\n\nwhen this sprite clicked\nbroadcast (transition v)\nwait (1) seconds\nbroadcast (effectkill v)\n\nwhen I receive [effectkill v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [editor v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [no image v]\nwait (0.1) seconds\nshow\ngo to x: (-467) y: (-6)\nglide (0.2) secs to x: (-5) y: (0)\n\nwhen I receive [playimage v]\nwait (0.1) seconds\ngo to x: (0) y: (0)\nglide (0.2) secs to x: (-467) y: (0)\nhide\n\nwhen I receive [effectkill v]\nforever\n    hide\nend\n\nwhen I receive [editor v]\nforever\n    hide\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (120) %\n        broadcast (playimage2 v)\n    else\n        set size to (100) %\n        broadcast (noimage2 v)\n    end\nend\n\nwhen I receive [effectkill v]\nhide\nstop [other scripts in sprite v]\n\nwhen this sprite clicked\nbroadcast (transition v)\nwait (1) seconds\nbroadcast (editor v)\n\nwhen I receive [editor v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite6\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [noimage2 v]\nwait (0.1) seconds\nshow\ngo to x: (-467) y: (-6)\nglide (0.2) secs to x: (-5) y: (0)\n\nwhen I receive [playimage2 v]\nwait (0.1) seconds\ngo to x: (0) y: (0)\nglide (0.2) secs to x: (-467) y: (0)\nhide\n\nwhen I receive [effectkill v]\nforever\n    hide\nend\n\nwhen I receive [editor v]\nforever\n    hide\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [transition v]\ngo to x: (-953) y: (0)\ngo to [front v] layer\nshow\nglide (1) secs to x: (0) y: (0)\nglide (1) secs to x: (953) y: (0)\n\n@Sprite8\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [effectkill v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nglide (0.3) secs to x: (-7) y: (-347)\nnext costume\nglide (0.3) secs to x: (0) y: (0)\n\nwhen I receive [change v]\nnext costume\n\n@Sprite9\n\nwhen I receive [effectkill v]\npoint in direction (90)\nclear graphic effects\nset [jetpack v] to [0]\nshow\ngo to x: (-214) y: (81)\nwait (1) seconds\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n    if <key (left arrow v) pressed?> then\n        change [xv v] by (-0.5)\n    end\n    if <key (right arrow v) pressed?> then\n        change [xv v] by (0.5)\n    end\n    change x by (Xv)\n    set [xv v] to ((Xv) * (0.9))\n    if <touching color (#000000)?> then\n        change y by (0.5)\n        if <touching color (#000000)?> then\n            change y by (0.5)\n            if <touching color (#000000)?> then\n                change y by (0.5)\n                if <touching color (#000000)?> then\n                    change y by (0.5)\n                    if <touching color (#000000)?> then\n                        change y by (0.5)\n                        if <touching color (#000000)?> then\n                            change y by (0.5)\n                            if <touching color (#000000)?> then\n                                change y by (0.5)\n                                if <touching color (#000000)?> then\n                                    change y by (0.5)\n                                    if <touching color (#000000)?> then\n                                        if <key (up arrow v) pressed?> then\n                                            if <(Xv) > [0]> then\n                                                set [xv v] to [-7]\n                                            else\n                                                set [xv v] to [7]\n                                            end\n                                            set [yv v] to [10]\n                                        else\n                                            set [xv v] to ((Xv) * (-1.3))\n                                            change x by (Xv)\n                                            set [xv v] to [0]\n                                            change x by ((Xv) / (5))\n                                        end\n                                        change y by (-4)\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [yv v] by (-0.5)\n    change y by (Yv)\n    if <touching color (#000000)?> then\n        set [yv v] to ((Yv) * (-0.25))\n        change y by (Yv)\n        if <touching color (#000000)?> then\n            change y by (Yv)\n            if <touching color (#000000)?> then\n                change y by (Yv)\n                if <touching color (#000000)?> then\n                    change y by (Yv)\n                end\n            end\n        end\n    end\n    change y by (-1)\n    if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n        set [yv v] to [10]\n    end\n    change y by (1)\nend\n\nwhen I receive [effectkill v]\nforever\n    if <touching color (#fff300)?> then\n        broadcast (next v)\n        clear graphic effects\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        go to x: (-214) y: (81)\n        set [jetpack v] to [0]\n        set size to (100) %\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [effectkill v]\nforever\n    if <touching color (#ff0000)?> then\n        change [lives v] by (-1)\n        clear graphic effects\n        repeat (10)\n            change [ghost v] effect by (10)\n            turn left (15) degrees\n        end\n        go to x: (-214) y: (81)\n        set [jetpack v] to [0]\n        set size to (100) %\n        point in direction (90)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    end\nend\n\nwhen I receive [effectkill v]\nforever\n    if <touching color (#00ff1e)?> then\n        set [jetpack v] to [1]\n        set size to (100) %\n    end\nend\n\nwhen I receive [effectkill v]\nforever\n    if <<(Jetpack) = [1]> and <key (up arrow v) pressed?>> then\n        change [yv v] by (1)\n    end\nend\n\nwhen I receive [effectkill v]\nforever\n    if <touching color (#00f6ff)?> then\n        set size to (50) %\n        set [jetpack v] to [0]\n    end\nend\n\nwhen I receive [effectkill v]\nforever\n    if <touching color (#830000)?> then\n        broadcast (change v)\n    end\nend\n\nwhen I receive [play v]\nshow\nforever\n    if <touching color (#fff300)?> then\n        broadcast (next v)\n        clear graphic effects\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        go to x: (-214) y: (81)\n        set [jetpack v] to [0]\n        set size to (100) %\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <touching color (#ff0000)?> then\n        change [lives v] by (-1)\n        clear graphic effects\n        repeat (10)\n            change [ghost v] effect by (10)\n            turn left (15) degrees\n        end\n        go to x: (-214) y: (81)\n        set [jetpack v] to [0]\n        set size to (100) %\n        point in direction (90)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <touching color (#00ff1e)?> then\n        set [jetpack v] to [1]\n        set size to (100) %\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <<(Jetpack) = [1]> and <key (up arrow v) pressed?>> then\n        change [yv v] by (1)\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <touching color (#00f6ff)?> then\n        set size to (50) %\n        set [jetpack v] to [0]\n    end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [play v]\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [jetpack v] to [0]\nshow\ngo to x: (-214) y: (81)\nwait (1) seconds\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n    if <key (left arrow v) pressed?> then\n        change [xv v] by (-0.5)\n    end\n    if <key (right arrow v) pressed?> then\n        change [xv v] by (0.5)\n    end\n    change x by (Xv)\n    set [xv v] to ((Xv) * (0.9))\n    if <touching color (#000000)?> then\n        change y by (0.5)\n        if <touching color (#000000)?> then\n            change y by (0.5)\n            if <touching color (#000000)?> then\n                change y by (0.5)\n                if <touching color (#000000)?> then\n                    change y by (0.5)\n                    if <touching color (#000000)?> then\n                        change y by (0.5)\n                        if <touching color (#000000)?> then\n                            change y by (0.5)\n                            if <touching color (#000000)?> then\n                                change y by (0.5)\n                                if <touching color (#000000)?> then\n                                    change y by (0.5)\n                                    if <touching color (#000000)?> then\n                                        if <key (up arrow v) pressed?> then\n                                            if <(Xv) > [0]> then\n                                                set [xv v] to [-7]\n                                            else\n                                                set [xv v] to [7]\n                                            end\n                                            set [yv v] to [10]\n                                        else\n                                            set [xv v] to ((Xv) * (-1.3))\n                                            change x by (Xv)\n                                            set [xv v] to [0]\n                                            change x by ((Xv) / (5))\n                                        end\n                                        change y by (-4)\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [yv v] by (-0.5)\n    change y by (Yv)\n    if <touching color (#000000)?> then\n        set [yv v] to ((Yv) * (-0.25))\n        change y by (Yv)\n        if <touching color (#000000)?> then\n            change y by (Yv)\n            if <touching color (#000000)?> then\n                change y by (Yv)\n                if <touching color (#000000)?> then\n                    change y by (Yv)\n                end\n            end\n        end\n    end\n    change y by (-1)\n    if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n        set [yv v] to [10]\n    end\n    change y by (1)\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [effectkill v]\nclear graphic effects\nforever\n    if <(Jetpack) = [1]> then\n        show\n        go to (sprite9 v)\n        change y by (25)\n        go to [back v] layer\n    else\n        hide\n    end\nend\n\nwhen I receive [effectkill v]\nforever\n    if <(Jetpack) = [1]> then\n        if <key (up arrow v) pressed?> then\n            switch costume to (costume1 v)\n            repeat (4)\n                next costume\n            end\n            create clone of (_myself_ v)\n        else\n            switch costume to (costume1 v)\n        end\n    else\n        switch costume to (costume1 v)\n        hide\n    end\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nswitch costume to (costume6 v)\nrepeat (10)\n    change [ghost v] effect by (10)\n    change y by (-5)\nend\ndelete this clone\n\nwhen I receive [play v]\nforever\n    if <(Jetpack) = [1]> then\n        if <key (up arrow v) pressed?> then\n            switch costume to (costume1 v)\n            repeat (4)\n                next costume\n            end\n            create clone of (_myself_ v)\n        else\n            switch costume to (costume1 v)\n        end\n    else\n        switch costume to (costume1 v)\n        hide\n    end\nend\n\nwhen I receive [play v]\nclear graphic effects\nforever\n    if <(Jetpack) = [1]> then\n        show\n        go to (sprite9 v)\n        change y by (25)\n        go to [back v] layer\n    else\n        hide\n    end\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [effectkill v]\nswitch costume to (costume1 v)\npoint in direction (90)\nwait (1) seconds\nwait until <([costume # v] of [sprite8 v]) = [16]>\nwait (1) seconds\nshow\ngo to x: (91) y: (242)\nglide (1) secs to x: (96) y: (36)\nrepeat (5)\n    turn left (2) degrees\nend\nwait (1) seconds\nrepeat (3)\n    repeat (5)\n        turn right (4) degrees\n    end\n    repeat (5)\n        turn right (-2) degrees\n    end\nend\npoint in direction (90)\nwait (1) seconds\nset [attack v] to (pick random (1) to (3))\npoint in direction (90)\nswitch costume to (costume1 v)\nset [jetpack v] to [1]\nrepeat (2)\n    set [attack v] to (pick random (1) to (3))\n    if <(attack) = [1]> then\n        switch costume to (costume2 v)\n        glide (1) secs to x: (-219) y: (203)\n        repeat (15)\n            change x by (10)\n            switch costume to (costume3 v)\n            wait (0.01) seconds\n            switch costume to (costume4 v)\n            wait (0.01) seconds\n        end\n        switch costume to (costume2 v)\n        glide (1) secs to x: (149) y: (208)\n        repeat (15)\n            change x by (-10)\n            switch costume to (costume3 v)\n            wait (0.01) seconds\n            switch costume to (costume4 v)\n            wait (0.01) seconds\n        end\n        switch costume to (costume1 v)\n    else\n        if <(attack) = [2]> then\n            point in direction (90)\n            switch costume to (costume1 v)\n            glide (1) secs to x: (237) y: (-9)\n            switch costume to (costume5 v)\n            wait (1) seconds\n            repeat (10)\n                turn right (2) degrees\n                switch costume to (costume6 v)\n                wait (0.01) seconds\n                turn right (2) degrees\n                switch costume to (costume7 v)\n                wait (0.01) seconds\n            end\n            switch costume to (costume1 v)\n            repeat (10)\n                turn right (-4) degrees\n            end\n            point in direction (90)\n        else\n            switch costume to (costume1 v)\n            point in direction (90)\n            switch costume to (costume5 v)\n            repeat (13)\n                turn right (6) degrees\n            end\n            wait (0.5) seconds\n            switch costume to (costume6 v)\n            repeat (10)\n                turn right (-6) degrees\n                wait (0.01) seconds\n            end\n            switch costume to (costume5 v)\n            repeat (4)\n                turn right (-6) degrees\n                wait (0.01) seconds\n            end\n            wait (0.5) seconds\n            switch costume to (costume6 v)\n            repeat (10)\n                turn right (4) degrees\n                wait (0.01) seconds\n            end\n            switch costume to (costume1 v)\n            point in direction (90)\n        end\n    end\nend\nglide (1) secs to x: (36) y: (28)\nswitch costume to (costume8 v)\nwait until <touching (sprite9 v)?>\nswitch costume to (costume1 v)\nrepeat (45)\n    turn right (8) degrees\nend\npoint in direction (90)\nset [attack v] to (pick random (1) to (3))\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat (2)\n    set [attack v] to (pick random (1) to (3))\n    if <(attack) = [1]> then\n        switch costume to (costume2 v)\n        glide (1) secs to x: (-219) y: (203)\n        repeat (15)\n            change x by (10)\n            switch costume to (costume3 v)\n            wait (0.01) seconds\n            switch costume to (costume4 v)\n            wait (0.01) seconds\n        end\n        switch costume to (costume2 v)\n        glide (1) secs to x: (149) y: (208)\n        repeat (15)\n            change x by (-10)\n            switch costume to (costume3 v)\n            wait (0.01) seconds\n            switch costume to (costume4 v)\n            wait (0.01) seconds\n        end\n        switch costume to (costume1 v)\n    else\n        if <(attack) = [2]> then\n            point in direction (90)\n            switch costume to (costume1 v)\n            glide (1) secs to x: (237) y: (-9)\n            switch costume to (costume5 v)\n            wait (1) seconds\n            repeat (10)\n                turn right (2) degrees\n                switch costume to (costume6 v)\n                wait (0.01) seconds\n                turn right (2) degrees\n                switch costume to (costume7 v)\n                wait (0.01) seconds\n            end\n            switch costume to (costume1 v)\n            repeat (10)\n                turn right (-4) degrees\n            end\n            point in direction (90)\n        else\n            glide (1) secs to x: (162) y: (-17)\n            switch costume to (costume1 v)\n            point in direction (90)\n            switch costume to (costume5 v)\n            repeat (13)\n                turn right (6) degrees\n            end\n            wait (0.5) seconds\n            switch costume to (costume6 v)\n            repeat (10)\n                turn right (-6) degrees\n                wait (0.01) seconds\n            end\n            switch costume to (costume5 v)\n            repeat (4)\n                turn right (-6) degrees\n                wait (0.01) seconds\n            end\n            wait (0.5) seconds\n            switch costume to (costume6 v)\n            repeat (10)\n                turn right (4) degrees\n                wait (0.01) seconds\n            end\n            switch costume to (costume1 v)\n            point in direction (90)\n        end\n    end\nend\nglide (1) secs to x: (36) y: (28)\nswitch costume to (costume8 v)\nwait until <touching (sprite9 v)?>\nswitch costume to (costume1 v)\nrepeat (45)\n    turn right (8) degrees\nend\npoint in direction (90)\nset [attack v] to (pick random (1) to (3))\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat (2)\n    set [attack v] to (pick random (1) to (3))\n    if <(attack) = [1]> then\n        switch costume to (costume2 v)\n        glide (1) secs to x: (-219) y: (203)\n        repeat (15)\n            change x by (10)\n            switch costume to (costume3 v)\n            wait (0.01) seconds\n            switch costume to (costume4 v)\n            wait (0.01) seconds\n        end\n        switch costume to (costume2 v)\n        glide (1) secs to x: (149) y: (208)\n        repeat (15)\n            change x by (-10)\n            switch costume to (costume3 v)\n            wait (0.01) seconds\n            switch costume to (costume4 v)\n            wait (0.01) seconds\n        end\n        switch costume to (costume1 v)\n    else\n        if <(attack) = [2]> then\n            point in direction (90)\n            switch costume to (costume1 v)\n            glide (1) secs to x: (237) y: (-9)\n            switch costume to (costume5 v)\n            wait (1) seconds\n            repeat (10)\n                turn right (2) degrees\n                switch costume to (costume6 v)\n                wait (0.01) seconds\n                turn right (2) degrees\n                switch costume to (costume7 v)\n                wait (0.01) seconds\n            end\n            switch costume to (costume1 v)\n            repeat (10)\n                turn right (-4) degrees\n            end\n            point in direction (90)\n        else\n            glide (1) secs to x: (162) y: (-17)\n            switch costume to (costume1 v)\n            point in direction (90)\n            switch costume to (costume5 v)\n            repeat (13)\n                turn right (6) degrees\n            end\n            wait (0.5) seconds\n            switch costume to (costume6 v)\n            repeat (10)\n                turn right (-6) degrees\n                wait (0.01) seconds\n            end\n            switch costume to (costume5 v)\n            repeat (4)\n                turn right (-6) degrees\n                wait (0.01) seconds\n            end\n            wait (0.5) seconds\n            switch costume to (costume6 v)\n            repeat (10)\n                turn right (4) degrees\n                wait (0.01) seconds\n            end\n            switch costume to (costume1 v)\n            point in direction (90)\n        end\n    end\nend\nglide (1) secs to x: (36) y: (28)\nswitch costume to (costume8 v)\nwait until <touching (sprite9 v)?>\nswitch costume to (costume1 v)\nrepeat (45)\n    turn right (8) degrees\nend\npoint in direction (90)\nhide\nstop [all v]\n\nwhen I receive [effectkill v]\nwait (3) seconds\nwait until <([costume # v] of [sprite8 v]) = [16]>\nforever\n    set [jetpack v] to [1]\nend\n\n@Sprite12\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-208) y: (146)\nset drag mode [not draggable v]\nhide\n\nwhen I receive [editor v]\nshow\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (3) y: (11)\nset drag mode [draggable v]\n\nwhen I start as a clone\nforever\n    if <<touching (mouse-pointer v)?> and <key (x v) pressed?>> then\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<touching (mouse-pointer v)?> and <key (r v) pressed?>> then\n        turn left (1) degrees\n    end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [stop v]\nshow\n\nwhen I start as a clone\nforever\n    show\nend\n\nwhen I receive [editor v]\nsay [Click = Spawn clone, Click and drag = Move block, R = Rotate, X = Delete] for (6) seconds\n\n@Sprite13\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-147) y: (146)\nset drag mode [not draggable v]\nhide\n\nwhen I receive [editor v]\nshow\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (3) y: (11)\nset drag mode [draggable v]\n\nwhen I start as a clone\nforever\n    if <<touching (mouse-pointer v)?> and <key (x v) pressed?>> then\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<touching (mouse-pointer v)?> and <key (r v) pressed?>> then\n        turn left (1) degrees\n    end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [stop v]\nshow\n\nwhen I start as a clone\nforever\n    show\nend\n\n@Sprite14\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-96) y: (146)\nset drag mode [not draggable v]\nhide\n\nwhen I receive [editor v]\nshow\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (3) y: (11)\nset drag mode [draggable v]\n\nwhen I start as a clone\nforever\n    if <<touching (mouse-pointer v)?> and <key (x v) pressed?>> then\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<touching (mouse-pointer v)?> and <key (r v) pressed?>> then\n        turn left (1) degrees\n    end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [stop v]\nshow\n\nwhen I start as a clone\nforever\n    show\nend\n\n@Sprite15\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-50) y: (146)\nset drag mode [not draggable v]\nhide\n\nwhen I receive [editor v]\nshow\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (3) y: (11)\nset drag mode [draggable v]\n\nwhen I start as a clone\nforever\n    if <<touching (mouse-pointer v)?> and <key (x v) pressed?>> then\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<touching (mouse-pointer v)?> and <key (r v) pressed?>> then\n        turn left (1) degrees\n    end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [stop v]\nshow\n\nwhen I start as a clone\nforever\n    show\nend\n\n@Sprite16\n\nwhen flag clicked\ngo to x: (187) y: (129)\nhide\n\nwhen I receive [editor v]\nshow\n\nwhen I receive [stop v]\nshow\n\nwhen this sprite clicked\nbroadcast (play v)\nhide\n\n@Sprite17\n\nwhen flag clicked\ngo to x: (186) y: (129)\nhide\n\nwhen I receive [play v]\nshow\n\nwhen this sprite clicked\nbroadcast (stop v)\nhide\n\n@Sprite18\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [del.clone v] to [0]\nshow\nswitch costume to (costume2 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (50)\n    change [ghost v] effect by (-2)\n    wait (0.01) seconds\nend\nwait (2) seconds\nrepeat (50)\n    change [ghost v] effect by (2)\n    wait (0.01) seconds\nend\nset [del.clone v] to [1]\nhide\n\nwhen I start as a clone\nwait (5.5) seconds\nrepeat (50)\n    change [ghost v] effect by (2)\n    wait (0.01) seconds\nend\ndelete this clone\n\n