Explore 2 || Puzzle Platformer


@Stage\n\nwhen I receive [intro done v]\nswitch backdrop to (2 v)\nforever\n    switch backdrop to (1 v)\nend\n\nwhen flag clicked\nswitch backdrop to (2 v)\n\nwhen flag clicked\n\nwhen I receive [play scene v]\nset volume to (50) %\nwait (1) seconds\nforever\n\nwhen I receive [play scene v]\nwait until <(Level) = [10]>\nset volume to (0) %\n\n@Intro\n\ndefine Particle (amount)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) Size: (size) Dir: (dir) & Speed: (speed) || Costume: (costume)\nrepeat until <<<(x position) = (x)> and <(y position) = (y)>> and <<(size) = (size)> and <(round (direction)) = (dir)>>>\n    switch costume to (pos hack v)\n    change x by (((x) - (x position)) / (speed))\n    change y by (((y) - (y position)) / (speed))\n    turn right (((dir) - (direction)) / (speed)) degrees\n    switch costume to (costume)\n    change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n    go to x: (0) y: (200)\n    Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 1]\nelse\n    if <(id) = [2]> then\n        go to x: (0) y: (200)\n        Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 2]\n    else\n        if <(id) = [3]> then\n            go to x: (0) y: (0)\n            switch costume to (logo v)\n            go to [front v] layer\n            show\n            point in direction (-45)\n            set [ghost v] effect to (100)\n            set size to (0) %\n            repeat (20)\n                change size by (((120) - (size)) / (5))\n                change [ghost v] effect by (-10)\n                turn right (((92) - (direction)) / (5)) degrees\n            end\n            repeat (23)\n                change size by (((100) - (size)) / (5))\n                change y by (((0) - (y position)) / (5))\n            end\n            wait (0.5) seconds\n            Smooth Glide To X: [0] Y: [40] Size: [100] Dir: [90] & Speed: [6] || Costume: [Logo]\n        else\n            if <(id) = [5]> then\n                go to [front v] layer\n                go to x: (0) y: (0)\n                Smooth Glide To X: [0] Y: [100] Size: [90] Dir: [90] & Speed: [5] || Costume: [Text]\n            else\n                if <(id) = [6]> then\n                    go to [front v] layer\n                    go to x: (0) y: (200)\n                    Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 3]\n                else\n                    if <(id) = [7]> then\n                        go to [front v] layer\n                        go to x: (0) y: (200)\n                        Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 4]\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n    show\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (100)\n    set [1 v] to (pick random (-15) to (15))\n    set [2 v] to (pick random (-15) to (15))\n    set [3 v] to (pick random (-50) to (50))\n    set size to (pick random (50) to (300)) %\n    go to x: (0) y: (0)\n    repeat (25)\n        go to [front v] layer\n        switch costume to (thing 1 v)\n        change [ghost v] effect by (-7.5)\n        set size to ((size) * (.9)) %\n        change x by (1)\n        change y by (2)\n        turn right (3) degrees\n        set [1 v] to ((1) * (0.9))\n        set [2 v] to ((2) * (0.9))\n        switch costume to (pick random (6) to (7))\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n    forever\n        change [yv v] by (-0.1)\n        change y by (YV)\n    end\nend\n\nwhen I receive [play scene v]\nif <(id) = [1]> then\n    delete this clone\nelse\n    if <(id) = [2]> then\n        delete this clone\n    else\n        if <(id) = [3]> then\n            delete this clone\n        else\n            if <(id) = [5]> then\n                delete this clone\n            else\n                if <(id) = [6]> then\n                    repeat (10)\n                        change [ghost v] effect by (10)\n                    end\n                    wait (0.5) seconds\n                    delete this clone\n                else\n                    if <(id) = [7]> then\n                        repeat (10)\n                            change [ghost v] effect by (10)\n                        end\n                        wait (0.5) seconds\n                        delete this clone\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [intro v]\nstart sound [Intro Song v]\nwait (0.3) seconds\nset [id v] to [1]\nset [sequence # v] to [1]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [2]\nset [sequence # v] to [2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [3]\nset [sequence # v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [id v] to [4]\nset [sequence # v] to [4]\nParticle [20]\nwait (1) seconds\nset [id v] to [5]\nset [sequence # v] to [5]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [id v] to [6]\nset [sequence # v] to [6]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [7]\nset [sequence # v] to [7]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\n\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Play Scene v)\n\n@Player\n\nwhen I receive [animation v]\nset size to (2) %\nrepeat (100)\n    change size by (((100) - (size)) / (10))\nend\n\nwhen I receive [move player v]\nchange x by (Move X)\nchange y by (Move Y)\n\nwhen I receive [move player v]\nif <not <touching (danger v)?>> then\n    change x by (Move X)\n    change y by (Move Y)\nend\n\nwhen flag clicked\nset [level v] to [0]\nset volume to (100) %\nset [deaths v] to [0]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <(Can Move?) = [1]> then\n    Ground Touch <(Y Velocity) > [0]>\n    switch costume to (idle v)\n    if <not <touching (water v)?>> then\n        if <not <touching (ladders v)?>> then\n            if <touching (low gravity v)?> then\n                if <<(Level) = [6]> or > then\n                    change [y velocity v] by (-0.6)\n                else\n                    change [y velocity v] by (-0.65)\n                end\n            else\n                if <touching (high gravity v)?> then\n                    change [y velocity v] by (-1.5)\n                else\n                    change [y velocity v] by (-1)\n                end\n            end\n        end\n    end\n    if <touching (ladders v)?> then\n        Ladders\n    end\n    if <(STICK X) > [0.3]> then\n        change [x velocity v] by (speed)\n    end\n    if <(STICK X) < [-0.3]> then\n        change [x velocity v] by ((0) - (speed))\n    end\n    set [x velocity v] to ((X Velocity) * (friction))\n    change x by (X Velocity)\n    set [slope v] to [0]\n    if <<<touching (level v)?> or <touching (locked v)?>> or <<touching (test v)?> or <<touching (coinlock v)?> or >>> then\n        repeat until <<not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (test v)?> or <<touching (coinlock v)?> or <<touching color (#fee6d7)?> and <not <<(Level) = [6]> or <<(Level) = [7]> or >>>>>>>> or <(Slope) = [-8]>>\n            change [slope v] by (-1)\n            change y by (1)\n        end\n    end\n    if <<<touching (level v)?> or <touching (locked v)?>> or <<touching (test v)?> or <<touching (coinlock v)?> or <<touching color (#fee6d7)?> and <not <<(Level) = [6]> or <<(Level) = [7]> or >>>>>>> then\n        change y by (Slope)\n        repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (pink v)?> or <<touching (coinlock v)?> or <<touching color (#fee6d7)?> and <not <<(Level) = [6]> or <<(Level) = [7]> or >>>>>>>>\n            change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n        end\n        set [x velocity v] to [0]\n    end\n    change y by (Y Velocity)\n    if <<<touching (level v)?> or <touching (locked v)?>> or > then\n        repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or >>\n            change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n        end\n        set [falling? v] to [-1]\n        set [y velocity v] to [0]\n    end\n    change y by (-1)\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> and <<<touching (level v)?> or <touching (coinlock v)?>> or <<<touching color (#fee6d7)?> and <not <<(Level) = [6]> or <<(Level) = [7]> or >>>> or <touching (jump through v)?>>>> then\n        if <(Jump) = [0]> then\n            set [falling? v] to [6]\n            set [jump v] to [1]\n            if <not <touching (water v)?>> then\n                set [y velocity v] to (jump height)\n            end\n            if <(Falling?) < [7]> then\n                if <<touching (left v)?> or <touching (right v)?>> then\n                    start sound (pick random (34) to (36))\n                else\n                    start sound (pick random (27) to (33))\n                end\n            end\n        end\n    else\n        set [jump v] to [0]\n    end\n    change y by (1)\n    if <touching (water v)?> then\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n            if <(Y Velocity) < [11]> then\n                change [y velocity v] by (0.8)\n            end\n        end\n        if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n            change [y velocity v] by (-0.8)\n        end\n        if <touching (water v)?> then\n            if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n                change [y velocity v] by (-0.1)\n            end\n        end\n    end\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jump rings v)?>> then\n        set [y velocity v] to [13]\n    end\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (small jump rings v)?>> then\n        set [y velocity v] to [8]\n    end\n    if <not <touching (water v)?>> then\n        if <(Y Velocity) > [0]> then\n            switch costume to (jump v)\n        end\n        if <(Y Velocity) < [-1]> then\n            switch costume to (fall v)\n        end\n    end\nend\n\ndefine Detection\nif <<(x position) > [230]> and <not <(Level) = [12]>>> then\n    broadcast (Swich to black v)\n    broadcast (Create Clone v)\n    broadcast (Next v)\n    broadcast (Animation v)\n    broadcast (Start Keys v)\n    broadcast (Lock v)\n    broadcast (Reset orb v)\n    broadcast (Next Level v)\n    start sound [Checkpoint v]\n    set size to (100) %\n    set [level v] to ((Level) + (1))\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    Spawn Position\nend\nif <<<touching (danger v)?> or <<touching (saws v)?> or <<(y position) < [-170]> or >>> and <not <(CHEAT) = [1]>>> then\n    broadcast (Particles v)\n    broadcast (Lock v)\n    broadcast (Start Keys v)\n    broadcast (Animation v)\n    broadcast (Reset orb v)\n    broadcast (Next v)\n    start sound [Respawn v]\n    switch costume to (idle v)\n    if <<(Level) = []> or > then\n        broadcast (Reset v)\n    end\n    Respawn Position\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n    start sound [Big Boing v]\n    set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n    set [y velocity v] to [18]\nend\nif <(Can Move?) = [1]> then\n    if <(STICK X) < [-0.3]> then\n        point in direction (-90)\n    end\n    if <(STICK X) > [0.3]> then\n        point in direction (90)\n    end\n    set rotation style [left-right v]\nend\nif <touching (bounce part v)?> then\n    if <(Level) = [8]> then\n        set [y velocity v] to [18]\n    else\n        set [y velocity v] to [17.5]\n    end\n    start sound [spring v]\nend\nif <touching (left v)?> then\n    change [x velocity v] by (-1.1)\nend\nif <touching (right v)?> then\n    change [x velocity v] by (1.1)\nend\n\nwhen I receive [intro done v]\nset [speed? v] to [0]\nset [win? v] to [0]\nset [can move? v] to [0]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-57)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n    if <touching (slippery v)?> then\n        Platformer Physics [2.2] [0.83] [14]\n        Detection\n    else\n        Platformer Physics [1.9] [0.8] [12.8]\n        Detection\n    end\n    Ground Touch <(Y Velocity) > [0]>\nend\n\nwhen flag clicked\nforever\n    Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n    set [cheat v] to [1]\n    wait (0.3) seconds\nelse\n    if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n        set [cheat v] to [0]\n        wait (0.3) seconds\n    end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n    set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n    set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n    set [x v] to (round (x position))\n    set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\nif <<(Level) = []> or > then\n    broadcast (Reset v)\nend\nstart sound [Crunch v]\nset [deaths v] to ((DEATHS) + (1))\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-215) y: (-60)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n    if <(username) = [250119code2]> then\nend\n\nwhen flag clicked\nforever\n    if <(username) = [250119code2]> then\nend\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    wait until <touching (water v)?>\n    set [y velocity v] to ((Y Velocity) / (2))\n    wait until <not <touching (water v)?>>\nend\n\ngo [forward v] (1) layers\n\nwhen I receive [jump v]\nset [y velocity v] to [10]\n\nwhen I receive [intro done v]\nset [level v] to [1]\n\ndefine Respawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [speed? v] to [0]\nif <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [5]> or <(Level) = [9]>>>> then\n    go to x: (-215) y: ((-57) + (30))\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [3]> or > then\n    go to x: (-215) y: ((-10) + (30))\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: ((-62) + (30))\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: ((18) + (30))\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: ((-44) + (30))\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: ((-81) + (30))\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [10]> or <<(Level) = [11]> or <(Level) = [12]>>> then\n    go to x: (-215) y: (80)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\n\ndefine Ladders\nif <touching (ladders v)?> then\n    if <touching (ladders v)?> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <not <touching (level v)?>> then\n                set [y velocity v] to [6.5]\n            end\n        end\n    end\n    if <touching (ladders v)?> then\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            if <not <touching (level v)?>> then\n                set [y velocity v] to [-6.5]\n            end\n        end\n    end\nend\nif <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <[] = [1]>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <[] = [1]>>>> then\n    set [y velocity v] to [0]\nend\n\ngo to x: (-215) y: (-55)\n\nwhen flag clicked\nforever\n    wait until <touching (low gravity v)?>\n    broadcast (Show Blue v)\n    wait until <not <touching (low gravity v)?>>\n    broadcast (Out v)\nend\n\ngo [forward v] (5) layers\n\nwhen flag clicked\nforever\n    wait until <touching (high gravity v)?>\n    broadcast (Show Red v)\n    wait until <not <touching (high gravity v)?>>\n    broadcast (Hide Red v)\nend\n\nwhen I receive [win v]\nhide\n\nwhen I receive [animation v]\nset size to (2) %\nrepeat (100)\n    change size by (((100) - (size)) / (10))\nend\n\nwhen flag clicked\nforever\n    wait until <touching (water v)?>\n    broadcast (Water v)\n    start sound [In Water v]\n    wait until <not <touching (water v)?>>\n    if <(x position) > [-215]> then\n        set [y velocity v] to [7.5]\n    end\nend\n\nstop all sounds\nplay sound [Drum Roll v] until done\nstart sound [Clash v]\nwait (0.65) seconds\nstart sound [Qualified v]\n\nstart sound [T7 v]\n\nwhen [space v] key pressed\n\nbroadcast (Particles v)\nbroadcast (Lock v)\nbroadcast (Start Keys v)\nbroadcast (Animation v)\nbroadcast (Reset orb v)\nbroadcast (Next v)\nstart sound [Respawn v]\nswitch costume to (idle v)\nif <<(Level) = []> or > then\n    broadcast (Reset v)\nend\nRespawn Position\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwait (1) seconds\n\nwhen I receive [hide v]\ngo to x: (0) y: ((50) + (25))\npoint in direction (90)\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nhide\n\nwhen I receive [count v]\n\nshow\n\nwhen flag clicked\nwait until <touching (slime v)?>\nif <(Win?) = [0]> then\n    set [can move? v] to [0]\n    broadcast (GAME OVER v)\n    start sound (pick random (11) to (16))\n    start sound [Eliminated v]\n    wait (2) seconds\n    hide\nend\n\nwhen I receive [win v]\nstart sound [Qualified v]\nset [win? v] to [1]\n\nwhen I receive [win v]\n\nwhen I receive [game over v]\nhide\nset [lost v] to [1]\n\nwhen flag clicked\nset [lost v] to [0]\n\nbroadcast (Create Clone v)\n\nwhen flag clicked\nforever\n    if <<<touching (right v)?> or <touching (left v)?>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n        play sound (pick random (20) to (25)) until done\n    end\nend\n\nif <touching (left v)?> then\n    change x by (-4.8)\nend\nif <touching (right v)?> then\n    change x by (4.8)\nend\n\nset [can move? v] to [1]\n\nset [can move? v] to [0]\n\nwhen I receive [be still v]\nswitch costume to (idle v)\n\nwhen I receive [speed up v]\n\nset [speed? v] to [1]\nwait (5) seconds\nset [speed? v] to [0]\n\nif <(Speed?) = [1]> then\n    Platformer Physics [2] [0.8] [14]\n    Detection\nend\n\nset size to (100) %\n\ndefine Spawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [speed? v] to [0]\nif <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [5]> or <<(Level) = [6]> or <(Level) = [9]>>>>> then\n    go to x: (-215) y: (-57)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [3]> or > then\n    go to x: (-215) y: (-10)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: (-62)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: (18)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: (-44)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: (-81)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [10]> or <<(Level) = [11]> or <(Level) = [12]>>> then\n    go to x: (-215) y: (-57)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\n\ndefine Ground Touch <up?>\nchange [falling? v] by (1)\nif <touching (jump through v)?> then\n    if <<touching (jump through v)?> and <not <up?>>> then\n        set [slope v] to [0]\n        repeat until <<(Slope) > (([abs v] of (Y Velocity) ) + (2))> or <not <touching (jump through v)?>>>\n            change y by (1)\n            change [slope v] by (1)\n        end\n        if <not <touching (jump through v)?>> then\n            change y by ((0) - (round (Slope)))\n            repeat until <not <touching (jump through v)?>>\n                change y by (1)\n                switch costume to (idle v)\n                set [falling? v] to [0]\n                set [y velocity v] to [0]\n            end\n        else\n            if <(Slope) > (([abs v] of (Y Velocity) ) + (2))> then\n                change y by ((0) - (round (Slope)))\n            end\n        end\n    end\nend\n\nif <touching (jump through v)?> then\n    repeat until <not <touching (jump through v)?>>\n        change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n    end\n    set [y velocity v] to [0]\nend\n\ndefine Jump\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>> then\n    set [falling? v] to [6]\n    set [jump v] to [1]\n    if <not <touching (water v)?>> then\n        set [y velocity v] to [12.8]\n    end\n    if <(Falling?) < [7]> then\n        start sound (pick random (27) to (33))\n        wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>>>\n    end\nend\nchange y by (1)\n\nforever\n    Jump\nend\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Jump Through\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n    switch costume to (Level)\nend\n\ngo to [back v] layer\n\ngo [backward v] (1) layers\n\nwhen I receive [animation start v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\n    set [ghost v] effect to (55)\n    switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nshow\nwait (5) seconds\nrepeat (29)\n    go [forward v] (1) layers\nend\n\ngo [forward v] (10) layers\n\nwhen I receive [animation start v]\nhide\n\n@Saws\n\nwhen flag clicked\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nif <(Level) = [4]> then\n    Clone At X: [200] [-42] At Size [60]\nend\nif <(Level) = [6]> then\n    Clone At X: [60] [-35] At Size [60]\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to [back v] layer\nset [move x v] to [0]\nset [move y v] to [0]\nshow\ngo [forward v] (12) layers\nforever\n    set [move x v] to ((Move X) * (0.9))\n    set [move y v] to ((Move Y) * (0.9))\n    change x by (Move X)\n    change y by (Move Y)\n    turn right ((Move X) * (2)) degrees\n    turn right ((Move Y) * (2)) degrees\nend\n\nturn right (4) degrees\n\nClone At X: [0] [0] At Size [100]\n\nwhen I start as a clone\nforever\n    if <<(Level) = [4]> or <<(Level) = [6]> or >> then\n        turn right (5) degrees\n    end\nend\n\nwhen I receive [intro done v]\nif  then\n    delete this clone\nend\n\nif <(Level) = [1]> then\n    Clone At X: [-122] [130] At Size [100]\nend\n\nbroadcast (Next Level v)\n\nforever\n    repeat (38)\n        set [move y v] to [-3]\n    end\n    wait (0.8) seconds\n    repeat (38)\n        set [move y v] to [3]\n    end\n    wait (0.8) seconds\nend\n\nif <(Level) = [7]> then\n    Clone At X: [-172] [25] At Size [40]\n    Clone At X: [-110] [25] At Size [40]\nend\n\n@Blue\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [show blue v]\nshow\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (-2)\nend\n\nwhen I receive [out v]\nrepeat (10)\n    change [ghost v] effect by (2)\n    go to [front v] layer\nend\nhide\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\nend\n\n@High Gravity\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (30)\nend\n\nwhen I receive [animation start v]\nhide\n\ngo to [back v] layer\n\n@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    switch costume to (Level)\nend\n\ngo to [front v] layer\n\nwhen I receive [animation start v]\nhide\n\ngo to [front v] layer\n\ngo [backward v] (20) layers\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    go [forward v] (5) layers\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\ngo [forward v] (5) layers\n\n@Low Gravity\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo to [back v] layer\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (30)\nend\n\nwhen I receive [animation start v]\nhide\n\ngo [backward v] (20) layers\n\n@Left\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\nend\n\nset [ghost v] effect to (0)\nset [showing? v] to [1]\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n    if <(Showing?) = [0]> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (100)\n    end\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [showing? v] to [0]\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    switch costume to (Level)\nend\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n    if <(Showing?) = [0]> then\n        set [ghost v] effect to (0)\n        set [showing? v] to [1]\n    else\n        set [ghost v] effect to (100)\n        set [showing? v] to [0]\n    end\nend\n\n@Red\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [show red v]\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (-2)\nend\n\nwhen I receive [hide red v]\nrepeat (10)\n    change [ghost v] effect by (2)\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\nend\n\n@TITLE\n\nwhen flag clicked\nset [screen v] to [1]\ngo [backward v] (99) layers\nhide\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n    if <(SCREEN) = [1]> then\n        change [titleturn v] by (1)\n    end\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <(SCREEN) = [0]> then\n        go [backward v] (6) layers\n    end\nend\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\nforever\n    switch costume to (Level)\nend\n\ngo [forward v] (4) layers\n\ngo to [back v] layer\n\nwhen I receive [animation start v]\nhide\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\n    set [ghost v] effect to (55)\n    switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nshow\nwait (5) seconds\nwait until <(Level) = [9]>\nwait (2) seconds\nrepeat (29)\n    go [forward v] (1) layers\nend\n\ngo [forward v] (10) layers\n\nrepeat (29)\n    go [forward v] (5) layers\nend\n\nwhen I receive [animation start v]\nhide\n\n@Transitions\n\nwhen I receive [died v]\n\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n    thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n    other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\n@Ladders\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@next\n\nwhen I receive [next level v]\n\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\ngo to x: (550) y: (0)\nrepeat (20)\n    change x by (((x position) - (0)) / (-5))\nend\nwait (0.5) seconds\nrepeat (20)\n    change x by (((x position) - (-550)) / (-5))\nend\nwait (0) seconds\nset [ghost v] effect to (15)\nwait (0) seconds\nset [ghost v] effect to (40)\ngo to [front v] layer\nwait (0) seconds\nset [ghost v] effect to (75)\nwait (0) seconds\nset [ghost v] effect to (90)\ngo to [front v] layer\nwait (0) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nstart sound [Next v]\n\nwhen flag clicked\nhide\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nset [screen v] to [0]\nstart sound [Selected v]\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (Next v)\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n            set volume to (100) %\n            start sound [Hover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play scene v]\nset [screen v] to [1]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((80) - (size)) / (5))\n        set [brightness v] effect to (5)\n        switch costume to (costume2 v)\n    else\n        change size by (((75) - (size)) / (5))\n        set [brightness v] effect to (0)\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [animation start v]\n\n@Instructions\n\nwhen I receive [play scene v]\nset [in v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n            set volume to (100) %\n            start sound [Hover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((80) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <mouse down?> then\n            if <(IN) = [0]> then\n                broadcast (IN v)\n                set [in v] to [1]\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((75) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\n@Credits\n\nwhen I receive [play scene v]\nset [in2 v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN2) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n            set volume to (100) %\n            start sound [Hover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((80) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <mouse down?> then\n            if <(IN2) = [0]> then\n                broadcast (IN2 v)\n                set [in2 v] to [1]\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((75) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (5)\nend\n\n@CreditsButton\n\nwhen flag clicked\nset [in2 v] to [0]\nhide\n\nwhen I receive [in2 v]\nset [in2 v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [in2 v] to [0]\nend\n\nwhen flag clicked\nforever\n    if <(IN2) = [0]> then\n        go [backward v] (5) layers\n    end\nend\n\n@Jump Rings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif  then\n    delete this clone\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (14) layers\nforever\n    point in direction (90)\n    if <touching (player v)?> then\n        set [brightness v] effect to (5)\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            start sound [Jump v]\n            repeat (10)\n                change [ghost v] effect by (10)\n                change size by (-2)\n            end\n            delete this clone\n        end\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nbroadcast (Reset orb v)\n\nwhen I start as a clone\nshow\nforever\n    set size to ((([sin v] of (((timer) + ((0) * (400))) * (150)) ) * (10)) + (80)) %\nend\n\nClone At X: [-200] [60] At Size: [90]\n\n@CoinLock\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [2]>\nswitch costume to (1 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\ngo [forward v] (1) layers\n\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nif <(Level) = [1]> then\n    go [forward v] (3) layers\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [3]>\nswitch costume to (2 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [5]>\nswitch costume to (3 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [7]>\nswitch costume to (4 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [11]>\nswitch costume to (6 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [36]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\n@title screen\n\nwhen flag clicked\nset [screen v] to [0]\nset [in v] to [0]\nhide\n\nwhen I receive [in v]\nset [in v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [in v] to [0]\nend\n\nwhen flag clicked\nforever\n    if <(IN) = [0]> then\n        go [backward v] (5) layers\n    end\nend\n\n@Message\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nswitch backdrop to (1 v)\n\nwhen I receive [intro done v]\nset [can move? v] to [0]\nwait (0.5) seconds\nswitch backdrop to (1 v)\nshow\nset [ghost v] effect to (100)\nswitch backdrop to (1 v)\nrepeat (10)\n    change [ghost v] effect by (-16)\n    switch backdrop to (1 v)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n    change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\nwait until <(Level) = [2]>\nswitch costume to (2 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n    change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\nwait until <(Level) = [3]>\nswitch costume to (3 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n    change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\nwait until <(Level) = [4]>\nswitch costume to (4 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n    change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nwait until <(Level) = [6]>\nswitch costume to (5 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n    change [ghost v] effect by (16)\nend\n\nswitch costume to (Level)\n\nforever\n\nwhen I receive [intro done v]\nwait (1) seconds\nwait until <(Level) = [9]>\nswitch costume to (7 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n    change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nwait until <(Level) = [10]>\nswitch costume to (8 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n    change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nwait until <(Level) = [11]>\nswitch costume to (9 v)\nbroadcast (Be still v)\nset [can move? v] to [0]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n    change [ghost v] effect by (16)\nend\n\nwhen I receive [intro done v]\n\n@Particle\n\ndefine Particle (amount)\nrepeat (amount)\n    set [clone id v] to [Particle]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (20)\n    set [a v] to (pick random (-15) to (15))\n    set [b v] to (pick random (-15) to (15))\n    set [c v] to (pick random (-50) to (50))\n    set size to (pick random (100) to (150)) %\n    repeat (25)\n        go to [front v] layer\n        switch costume to (size hack  v)\n        change [ghost v] effect by (0)\n        set size to ((size) * (0.9)) %\n        change x by (a)\n        change y by (b)\n        turn right (c) degrees\n        set [a v] to ((a) * (0.85))\n        set [b v] to ((b) * (0.85))\n        switch costume to (particle v)\n    end\n    delete this clone\nend\n\nwhen I receive [particles v]\n\nif  then\n    delete this clone\nend\ngo to (player v)\nParticle [40]\n\n@Water Particles\n\ndefine Particle (amount)\nrepeat (amount)\n    set [clone id v] to [Particle]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (20)\n    set [a v] to (pick random (-15) to (15))\n    set [b v] to (pick random (-15) to (15))\n    set [c v] to (pick random (-50) to (50))\n    set size to (pick random (100) to (150)) %\n    repeat (25)\n        go to [front v] layer\n        switch costume to (size hack  v)\n        change [ghost v] effect by (0)\n        set size to ((size) * (0.9)) %\n        change x by (a)\n        change y by (b)\n        turn right (c) degrees\n        set [a v] to ((a) * (0.8))\n        set [b v] to ((b) * (0.8))\n        switch costume to (particle v)\n    end\n    delete this clone\nend\n\nwhen I receive [water v]\nif  then\n    delete this clone\nend\ngo to (player v)\nParticle [10]\n\nchange [change y v] by (-1)\nchange y by (Change Y)\n\nwhen I start as a clone\nforever\n    change [change y v] by (-0.2)\n    change y by (Change Y)\nend\n\n@Conveyor Belt 1\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (-80) y: (0)\nforever\n    if <(Level) = [1]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@CrumblingPlatform\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (costume)\nswitch costume to (costume)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nif  then\n    delete this clone\nend\nif <(Level) = [1]> then\n    Clone At X: [0] [0] At Size: [100] [1]\nend\nif <(Level) = [2]> then\n    Clone At X: [0] [0] At Size: [100] [2]\n    Clone At X: [0] [0] At Size: [100] [3]\nend\nif <(Level) = [3]> then\n    Clone At X: [0] [0] At Size: [100] [4]\nend\nif <(Level) = [5]> then\n    Clone At X: [0] [0] At Size: [100] [5]\n    Clone At X: [0] [0] At Size: [100] [6]\nend\nif <(Level) = [8]> then\n    Clone At X: [0] [0] At Size: [100] [7]\n    Clone At X: [0] [0] At Size: [100] [8]\n    Clone At X: [0] [0] At Size: [100] [9]\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n    change y by (3)\n    if <touching (player v)?> then\n        Fall\n    end\n    change y by (-3)\nend\n\ndefine Fall\nchange [ghost v] effect by (1)\nstart sound [Rumble2 v]\nrepeat (75)\n    go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\nend\nstart sound [Fall v]\nGo down\n\ndefine Go down\nrepeat (100)\n    change [ghost v] effect by (10)\n    change y by (-5)\nend\n\ndelete this clone\n\nstop all sounds\n\nif <(Level) = [1]> then\n    go [forward v] (3) layers\nend\n\n@Conveyor Belt 2\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (5)\nforever\n    if <(Level) = [2]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Flash\n\nwhen I receive [swich to black v]\nshow\nset [brightness v] effect to (90)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (16)\n    next costume\n    go to [front v] layer\nend\nbroadcast (nextblackswitch v)\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [nextblackswitch v]\nwait (0.5) seconds\npoint in direction (-90)\nrepeat (16)\n    switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\n\nwhen I receive [start game v]\nshow\nset [brightness v] effect to (87)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (new piskel - 2021-04-26t12280533 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (16)\n    switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\nhide\n\n@Coins\n\ndefine Spin\nset [coin y v] to [10]\nrepeat (20)\n    change [coin y v] by (-1)\n    change [ghost v] effect by (5)\n    turn right (8) degrees\n    change y by (Coin Y)\nend\n\nwhen flag clicked\nset [coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [coinscollected v] to [0]\nif  then\n    delete this clone\nend\nif <(Level) = [2]> then\n    Clone At X: [148] [117] At Size: [100]\n    Clone At X: [48] [55] At Size: [100]\nend\nif <(Level) = [3]> then\n    Clone At X: [-157] [-92] At Size: [100]\n    Clone At X: [128] [75] At Size: [100]\nend\nif <(Level) = [5]> then\n    Clone At X: [-4] [-95] At Size: [100]\n    Clone At X: [-4] [110] At Size: [100]\n    Clone At X: [-165] [127] At Size: [100]\nend\nif <(Level) = [7]> then\n    Clone At X: [35] [58] At Size: [100]\n    Clone At X: [-132] [111] At Size: [95]\n    Clone At X: [96] [149] At Size: [100]\nend\nif <(Level) = [11]> then\n    Clone At X: [-172] [-52] At Size: [100]\n    Clone At X: [-132] [-52] At Size: [100]\n    Clone At X: [-92] [-52] At Size: [100]\n    Clone At X: [-52] [-52] At Size: [100]\n    Clone At X: [-12] [-52] At Size: [100]\n    Clone At X: [28] [-52] At Size: [100]\n    Clone At X: [-212] [-12] At Size: [100]\n    Clone At X: [-172] [-12] At Size: [100]\n    Clone At X: [-132] [-12] At Size: [100]\n    Clone At X: [-92] [-12] At Size: [100]\n    Clone At X: [-52] [-12] At Size: [100]\n    Clone At X: [-12] [-12] At Size: [100]\n    Clone At X: [28] [-12] At Size: [100]\n    Clone At X: [76] [35] At Size: [100]\n    Clone At X: [76] [35] At Size: [100]\n    Clone At X: [116] [35] At Size: [100]\n    Clone At X: [156] [35] At Size: [100]\n    Clone At X: [-27] [79] At Size: [100]\n    Clone At X: [-67] [79] At Size: [100]\n    Clone At X: [-26] [150] At Size: [100]\n    Clone At X: [14] [150] At Size: [100]\n    Clone At X: [54] [150] At Size: [100]\n    Clone At X: [94] [110] At Size: [100]\n    Clone At X: [134] [70] At Size: [100]\n    Clone At X: [-212] [150] At Size: [100]\n    Clone At X: [-212] [110] At Size: [100]\n    Clone At X: [-212] [70] At Size: [100]\n    Clone At X: [-212] [30] At Size: [100]\n    Clone At X: [-172] [150] At Size: [100]\n    Clone At X: [-172] [110] At Size: [100]\n    Clone At X: [-172] [70] At Size: [100]\n    Clone At X: [-172] [30] At Size: [100]\n    Clone At X: [-132] [150] At Size: [100]\n    Clone At X: [-132] [110] At Size: [100]\n    Clone At X: [-132] [70] At Size: [100]\n    Clone At X: [-132] [30] At Size: [100]\nend\n\nwhen I start as a clone\nshow\nwait until <touching (player v)?>\nchange [coinscollected v] by (1)\nstart sound [Collect v]\nset rotation style [all around v]\nif <(Level) = [11]> then\n    hide\n    delete this clone\nelse\n    Spin\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n    change y by ((0.5) * ([sin v] of (Coins: frame) ))\n    change [coins: frame v] by (5)\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nClone At X: [-138] [50] At Size: [100]\ndelete this clone\n\nbroadcast (Next v)\n\nwhen I start as a clone\n\nshow\nif <(Level) = [2]> then\n    go [forward v] (3) layers\n    wait until <touching (player v)?>\n    change [coinscollected v] by (1)\n    start sound [Collect v]\n    set rotation style [all around v]\n    Spin\nelse\n    if <(Level) = [3]> then\n        wait until <touching (player v)?>\n        change [coinscollected v] by (1)\n        start sound [Collect v]\n        set rotation style [all around v]\n        Spin\n    else\n        if <(Level) = [5]> then\n            wait until <touching (player v)?>\n            change [coinscollected v] by (1)\n            start sound [Collect v]\n            set rotation style [all around v]\n            Spin\n        end\n    end\nend\n\nClone At X: [-172] [-52] At Size: [100]\n\n@Death Particles\n\nwhen I receive [particles v]\nset [last death x v] to (PLAYER X)\nset [last death y v] to (PLAYER Y)\nif  then\n    delete this clone\nend\nParticle [20]\n\nwhen flag clicked\nhide\nset [death v] to [0]\nset [last death x v] to [0]\nset [last death y v] to [0]\nforever\n    set [player x v] to ([x position v] of [player v])\n    set [player y v] to ([y position v] of [player v])\nend\n\ndefine Particle (amount)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset [a v] to (pick random (-15) to (15))\nset [b v] to (pick random (-15) to (15))\nset [c v] to (pick random (-50) to (50))\nset size to (pick random (50) to (300)) %\ngo to x: (LAST DEATH X) y: (LAST DEATH Y)\nrepeat (25)\n    go to [front v] layer\n    switch costume to (sh v)\n    change [ghost v] effect by (-7.5)\n    set size to ((size) * (.9)) %\n    change x by (a)\n    change y by (b)\n    turn right (c) degrees\n    set [a v] to ((a) * (0.9))\n    set [b v] to ((b) * (0.9))\n    switch costume to (pick random (1) to (2))\n    go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [particles v]\n\n@Conveyor Belt 3\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (5)\nforever\n    if <(Level) = [3]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\ngo to [back v] layer\n\n@Hidden\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    Hidden\nend\n\ngo [forward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n    change [ghost v] effect by (16)\nelse\n    change [ghost v] effect by (-20)\nend\n\n@Conveyor Belt 4\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (5)\nforever\n    if <(Level) = [3]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Slippery\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (100)\nend\n\ngo [backward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [intro done v]\nforever\n    wait until <touching (player v)?>\n    broadcast (Speed Up v)\n    wait until <not <touching (player v)?>>\nend\n\nbroadcast (Speed Up v)\n\n@Conveyor Belt 5\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (5)\nforever\n    if <(Level) = [5]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Conveyor Belt 6\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (5)\nforever\n    if <(Level) = [7]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\ngo to [back v] layer\n\n@Conveyor Belt 7\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (-80) y: (0)\nforever\n    if <(Level) = [8]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Stick\n\nwhen flag clicked\nhide\n\ndefine Keyboard controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <key (space v) pressed?> then\n    change [stick button v] by (1)\nelse\n    set [stick button v] to [0]\nend\n\ndefine Stick Activated\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n    Detect Stick Movement\n    Detect Stick Button\nend\nbroadcast (Deactivate stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n    set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n    set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n    if <(STICK BUTTON) > []> then\n        change [stick button v] by (1)\n    end\nelse\n    set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n    go [forward v] (1) layers\n    set [ghost v] effect to (0)\n    forever\n        go to (stick v)\n        change x by ((STICK X) * (range))\n        change y by ((STICK Y) * (range))\n    end\nend\ngo to x: (170) y: (-110)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n    if <mouse down?> then\n        set [ghost v] effect to (25)\n    else\n        set [ghost v] effect to (75)\n    end\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nhide\nwait until <mouse down?>\nshow\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n    switch costume to (base v)\n    go to x: (-170) y: (-110)\n    repeat until <not <mouse down?>>\n        Keyboard controls\n    end\n    repeat until <mouse down?>\n        Keyboard controls\n    end\n    if <(distance to [mouse-pointer v]) < (size)> then\n        Stick Activated\n    end\nend\n\n\n\nwhen flag clicked\nforever\n    Keyboard controls\nend\n\n