Pink a platformer

Instructions: arrow keys\npress g to change the shot or click the button\nCollab- @hinkonar @turkeymanyeet\neverything possible\n\nskip and backwards skip is in menu.\nbacwards skip doesnt work in lvl 1.\npress down arrow to go down in water\nneed outro\ndie particles from @--Explosion--\nintro by @Techplayer2000\n\npls propose this to be featured

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [play v]\nswitch backdrop to (game v)\n\nwhen I receive [next v]\n\nnext backdrop\n\n@player\n\nwhen flag clicked\nforever\n    if <[-160] > (y position)> then\n        set [xv v] to [0]\n        broadcast (die v)\n        set [yv v] to [0]\n        start sound [Crunch v]\n        repeat (20)\n            change [ghost v] effect by (5)\n            change size by (.2)\n            change [mosaic v] effect by (30)\n        end\n        set [ghost v] effect to (0)\n        set [mosaic v] effect to (0)\n        set size to (15) %\n        set size to (100) %\n        set size to (100) %\n        go to x: (-200) y: (0)\n        go to x: (-200) y: (0)\n    end\n    if <<touching (spikes2 v)?> or <<touching (spikes v)?> or <touching (enemy demo v)?>>> then\n        start sound [OOF v]\n        set [xv v] to [0]\n        broadcast (die v)\n        set [yv v] to [0]\n        start sound [Crunch v]\n        repeat (20)\n            change [ghost v] effect by (5)\n            change size by (.2)\n            change [mosaic v] effect by (30)\n        end\n        set [ghost v] effect to (0)\n        set [mosaic v] effect to (0)\n        set size to (100) %\n        go to x: (-200) y: (0)\n    end\n    if <touching (bounce  v)?> then\n        set [yv v] to [22]\n    end\n    if <touching (water v)?> then\n        broadcast (water v)\n        set [yv v] to [5]\n        if <key (down arrow v) pressed?> then\n            set [yv v] to [-5]\n        end\n        if <key (up arrow v) pressed?> then\n            set [yv v] to [13]\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <<touching (_edge_ v)?> and <(x position) > [230]>> then\n        broadcast (next v)\n        change [level v] by (1)\n        set [xv v] to [0]\n        set [yv v] to [0]\n        go to x: (-200) y: (10)\n        show\n    end\nend\n\nwhen flag clicked\nerase all\n\nhide\n\nhide\n\nchange y by (1)\n\nif <touching (level v)?> then\n\ndefine ground/levle\nset size to (100) %\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (10)\nshow\nforever\n    if <not <<touching (spikes2 v)?> or <touching (spikes v)?>>> then\n        change [yv v] by (-0.72)\n        if <key (left arrow v) pressed?> then\n            change [xv v] by (-0.8)\n            switch costume to (costume2 v)\n        end\n        if <key (right arrow v) pressed?> then\n            change [xv v] by (0.8)\n            switch costume to (costume1 v)\n        end\n        set [xv v] to ((Xv) * (0.9))\n        change x by (Xv)\n        if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n            change y by (1)\n            if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n                change y by (1)\n                if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n                    change y by (1)\n                    if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n                        change y by (1)\n                        if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n                            change y by (1)\n                            if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n                                change x by ((Xv) * (-1))\n                                change x by (-1)\n                                change y by (-5)\n                                change x by (1)\n                                if <key (up arrow v) pressed?> then\n                                    if <(Xv) > [0]> then\n                                        set [xv v] to [-5]\n                                    else\n                                        set [xv v] to [5]\n                                    end\n                                    set [yv v] to [10]\n                                else\n                                    set [xv v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change y by (Yv)\n        if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n            change y by ((Yv) * (-1))\n            set [yv v] to [0]\n        end\n        change y by (-1)\n        if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n            if <key (up arrow v) pressed?> then\n                set [yv v] to [13]\n                start sound [Jump v]\n            end\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [die v]\ngo to x: (-200) y: (100)\n\nwhen flag clicked\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n\nplay sound [Elektronomia - Sky High \[NCS Release\].mp3 v] until done\n\nwhen I receive [play v]\ngo to x: (-200) y: (10)\nshow\n\nwhen I receive [play v]\nground/levle\n\nwhen I receive [play v]\nwait (1) seconds\n\nwhen I receive [jump v]\nhide\nset volume to (50) %\n\nwhen I receive [jump1 v]\nforever\n    if <touching (jump v)?> then\n        broadcast (jump v)\n    end\nend\n\nforever\n    if <touching (level v)?> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [yv v] to [15]\n        end\n    end\nend\n\nwhen I receive [l v]\nchange [color v] effect by (25)\n\nwhen I receive [r v]\nchange [color v] effect by (-25)\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [play v]\nset [ink v] to [0]\nforever\n    if <touching (pencil v)?> then\n        broadcast (rink v)\n        set [ink v] to [1]\n    end\nend\n\n@Level\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nset [color v] effect to (125)\nset [brightness v] effect to (0)\n\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\nforever\n    if <(Level) = [18]> then\n        broadcast (show v)\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <(Level) = [20]> then\n        broadcast (jump1 v)\n    end\nend\n\nwhen I receive [jump v]\nhide\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nstart sound [Revenge v]\nset volume to (100) %\n\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [jump v]\nshow\nhide\n\nwhen I receive [play v]\nset volume to (0) %\n\n@trail\n\nwhen I start as a clone\npoint in direction (90)\nshow\nclear graphic effects\nrepeat (20)\n    change [brightness v] effect by (1)\n    go to [back v] layer\n    change [ghost v] effect by (5)\n    change [pixelate v] effect by (pick random (1) to (10))\n    change size by (-5)\n    turn right (pick random (1) to (20)) degrees\nend\ndelete this clone\n\nwhen flag clicked\nset [color v] effect to (0)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nhide\nforever\n    go to [back v] layer\n    go to (player v)\n    create clone of (_myself_ v)\nend\n\nchange [fisheye v] effect by (10)\n\nwhen I receive [r v]\nchange [color v] effect by (-25)\n\nwhen I receive [l v]\nchange [color v] effect by (25)\n\n@Play\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (Play v)\nrepeat (10)\n    change [pixelate v] effect by (25)\nend\n\nwhen I receive [play v]\nshow\nhide\n\nwhen flag clicked\nshow\nforever\n    point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n    set [brightness v] effect to (0)\n    set size to (200) %\n    if <touching (mouse-pointer v)?> then\n        change [brightness v] effect by (20)\n        set size to (300) %\n    end\nend\n\nwhen I receive [start game v]\nset [ghost v] effect to (0)\nshow\nwait (0.001) seconds\ngo to x: (0) y: (-50)\nclear graphic effects\nshow\n\n@SHOT\n\nwhen I start as a clone\nclear graphic effects\nrepeat (20)\n    go to [back v] layer\n    change [ghost v] effect by (5)\n    change size by (-5)\n    change [mosaic v] effect by (pick random (1) to (10))\n    turn right (15) degrees\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n    go to (player v)\n    if <key (space v) pressed?> then\n        show\n        start sound [Pew v]\n        if <([costume name v] of [player v]) = [costume2]> then\n            repeat until <<touching (spikes v)?> or <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (enemy2 v)?> or <touching (enemy v)?>>>>>\n                change x by (-12)\n            end\n        end\n        if <([costume name v] of [player v]) = [costume1]> then\n            repeat until <<touching (spikes v)?> or <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (enemy2 v)?> or <touching (enemy v)?>>>>>\n                change x by (12)\n            end\n        end\n        if <key (space v) pressed?> then\n            show\n            start sound [Pew v]\n        end\n        go to (player v)\n    end\n    hide\nend\n\nwhen I start as a clone\n\ndelete this clone\n\nwhen I receive [play v]\nshow\n\nwhen I receive [die v]\nhide\n\nwhen flag clicked\n\nwhen I receive [play v]\nbroadcast (G1 v)\nforever\n    create clone of (_myself_ v)\nend\n\nwhen [space v] key pressed\n\nwhen I receive [g1 v]\nswitch costume to (costume1 v)\n\nwhen I receive [g2 v]\nswitch costume to (costume2 v)\n\nwhen I receive [g3 v]\nswitch costume to (costume3 v)\n\ngo to (player v)\n\nwhen I receive [play v]\nforever\n    if <touching (enemy v)?> then\n        hide\n    end\nend\n\n@...\n\nwhen flag clicked\nwait (0.001) seconds\nclear graphic effects\nhide\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nnext costume\nrepeat (10)\n    change [pixelate v] effect by (25)\nend\nrepeat (10)\n    change [pixelate v] effect by (-25)\nend\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\nforever\n    point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\n    set [brightness v] effect to (0)\n    if <touching (mouse-pointer v)?> then\n        change [brightness v] effect by (20)\n    end\nend\n\nbroadcast (SHOT 1 v)\n\nshow\n\nwhen I receive [play v]\nforever\n    if <(costume [number v]) = [1]> then\n        broadcast (G1 v)\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <(costume [number v]) = [3]> then\n        broadcast (G3 v)\n    end\nend\n\nbroadcast (G3 v) and wait\n\nwhen I receive [play v]\nforever\n    if <(costume [number v]) = [2]> then\n        broadcast (G2 v)\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    if <key (g v) pressed?> then\n        next costume\n        repeat (10)\n            change [pixelate v] effect by (25)\n        end\n        repeat (10)\n            change [pixelate v] effect by (-25)\n        end\n    end\nend\n\n@Slide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\nwhen I receive [die v]\ngo to [front v] layer\nswitch costume to ( 2 v)\nshow\ngo to x: (-200) y: (0)\nglide (0.3) secs to x: (450) y: (0)\nglide (0.3) secs to x: (1000) y: (0)\nhide\n\nnext costume\n\nwhen I receive [next v]\nstart sound [Ding - v]\ngo to [front v] layer\nswitch costume to ( 1 v)\nshow\ngo to x: (-200) y: (0)\nglide (0.3) secs to x: (450) y: (0)\nglide (0.3) secs to x: (1000) y: (0)\nhide\n\nnext costume\n\n@enemy\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nshow\ngo to x: (70) y: (100)\nset [x2 v] to [0]\nset [y2 v] to [0]\n\nbroadcast (start2 v)\n\nif <key (up arrow v) pressed?> then\n    if <[0] < (X)> then\n        set [x v] to [-7]\n    else\n        set [x v] to [7]\n    end\n    set [y v] to [10]\nelse\n    set [x v] to ((X) * (-1.3))\n    change x by (X)\n    set [x v] to [0]\n    change x by ((X) / (5))\nend\nchange y by (-4)\n\nchange y by (-4)\n\nchange y by (-4)\n\nwhen I receive [die v]\nshow\ngo to x: (70) y: (100)\nset [x2 v] to [0]\nset [y2 v] to [0]\n\nwhen I receive [play v]\ngo to [front v] layer\ngo to x: (70) y: (100)\nshow\nset [y2 v] to [0]\nset [x2 v] to [0]\nforever\n    if <([x position v] of [player v]) > (x position)> then\n        switch costume to (right v)\n        change [x2 v] by (0.25)\n    else\n        switch costume to (left v)\n        change [x2 v] by (-0.25)\n    end\n    if <<([y position v] of [player v]) > (y position)> and <touching (level v)?>> then\n        set [y2 v] to [9]\n    end\n    set [x2 v] to ((x2) * (0.9))\n    change x by (x2)\n    if <touching (level v)?> then\n        change y by (0.5)\n        if <touching (level v)?> then\n            change y by (0.5)\n            if <touching (level v)?> then\n                change y by (0.5)\n                if <touching (level v)?> then\n                    change y by (0.5)\n                    if <touching (level v)?> then\n                        change y by (0.5)\n                        if <touching (level v)?> then\n                            change y by (0.5)\n                            if <touching (level v)?> then\n                                change y by (0.5)\n                                if <touching (level v)?> then\n                                    change y by (0.5)\n                                    if <touching (level v)?> then\n                                        if <[0] < (x2)> then\n                                            set [x2 v] to [-4]\n                                        else\n                                            set [x2 v] to [4]\n                                        end\n                                        set [y2 v] to [9]\n                                    else\n                                        set [x2 v] to ((x2) * (-1.3))\n                                        change x by (x2)\n                                        set [x2 v] to [0]\n                                        change x by ((x2) / (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    change [y2 v] by (-0.5)\n    change y by (y2)\n    change y by (-1)\n    if <touching (level v)?> then\n        set [y2 v] to ((y2) * (-0.25))\n        change y by (y2)\n        if <touching (level v)?> then\n            change y by (y2)\n            if <touching (level v)?> then\n                change y by (y2)\n                if <touching (level v)?> then\n                    change y by (y2)\n                end\n            end\n        end\n    end\n    change y by (1)\nend\n\nwhen I receive [play v]\nforever\n    if <touching (player v)?> then\n        start sound [OOF v]\n        broadcast (die v)\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <touching (bounce  v)?> then\n        set [y2 v] to [15]\n    end\nend\n\ngo to x: (70) y: (100)\nhide\n\nswitch costume to (right v)\n\nwhen I receive [play v]\nforever\n    if <touching (shot v)?> then\n        go to x: (70) y: (100)\n        hide\n    end\nend\n\n@90\n\nwhen flag clicked\nforever\n    if <(Lock) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen this sprite clicked\nrepeat (5)\n    change [brightness v] effect by (4)\nend\nbroadcast (next v)\n\nchange [level v] by (1)\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (20)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen this sprite clicked\nrepeat (5)\n    change [brightness v] effect by (4)\nend\nbroadcast (next v)\nchange [level v] by (1)\nset [brightness v] effect to (0)\nset [brightness v] effect to (0)\n\n@yu\n\nwhen flag clicked\nforever\n    if <(Lock) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen this sprite clicked\nrepeat (5)\n    change [brightness v] effect by (4)\nend\nbroadcast (die v)\nset [brightness v] effect to (0)\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (20)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@t\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\npoint in direction (pick random (20) to (168))\nset [ghost v] effect to (pick random (45) to (90))\nset [whirl v] effect to (pick random (45) to (90))\nset [brightness v] effect to (pick random (-45) to (45))\nset [fisheye v] effect to (pick random (-30) to (100))\nset [color v] effect to (pick random (-5) to (5))\nshow\nset x to (pick random (-300) to (300))\nglide (3) secs to x: (pick random (-300) to (300)) y: (-223)\nforever\n    delete this clone\nend\n\nwhen I start as a clone\n\nwhen I receive [play v]\nhide\ngo to [back v] layer\ngo [backward v] (3) layers\nset [ghost v] effect to (50)\nset x to (-240)\nforever\n    create clone of (_myself_ v)\n    wait (0.4) seconds\nend\n\nset [pixelate v] effect to (pick random (-45) to (10))\n\n@Bounce \n\nwhen flag clicked\nset [brightness v] effect to (-20)\nhide\n\ndefine p\nif <(Level) = [0]> then\n    show\n    go to x: (48) y: (-80)\nend\nif <(Level) = [1]> then\n    hide\nend\nif <(Level) = [2]> then\n    show\n    go to x: (-178) y: (-140)\nend\nif <(Level) = [3]> then\n    go to x: (-40) y: (-35)\nend\nif <(Level) = [4]> then\n    hide\nend\nif <(Level) = [5]> then\n    hide\nend\nif <(Level) = [7]> then\n    show\n    go to x: (-150) y: (60)\nend\nif <(Level) = [8]> then\n    show\n    hide\nend\nif <(Level) = [9]> then\n    hide\nend\nif <(Level) = [6]> then\n    hide\nend\nif <(Level) = [10]> then\n    hide\nend\nif <(Level) = [11]> then\n    hide\nend\nif <(Level) = [12]> then\n    hide\nend\nif <(Level) = [13]> then\n    hide\nend\n\nwhen I receive [play v]\np\nshow\nforever\n    p\nend\n\nwhen flag clicked\nforever\n    if <<touching (player v)?> or <<touching (enemy v)?> or <touching (enemy2 v)?>>> then\n        start sound [Big Boing v]\n        switch costume to (costume2 v)\n        repeat (5)\n            change y by (-1)\n        end\n        wait (0.1) seconds\n        repeat (5)\n            change y by (1)\n        end\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nif  then\n\nchange x by (10)\n\nwhen I receive [next v]\np\n\nwhen I receive [back v]\np\n\n@y\n\nwhen flag clicked\n\nshow\n\nwhen flag clicked\nforever\n    if <(Lock) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (20)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen this sprite clicked\nif <not <(Level) = [1]>> then\n    repeat (5)\n        change [brightness v] effect by (4)\n    end\n    broadcast (back v)\n    change [level v] by (-1)\n    set [brightness v] effect to (0)\nend\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (20)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen this sprite clicked\nbroadcast (l v)\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (50)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [play v]\nhide\n\nset size to (100) %\n\nset size to (110) %\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nclear graphic effects\nshow\n\nwhen I receive [l v]\nchange [color v] effect by (25)\n\nwhen I receive [r v]\nchange [color v] effect by (-25)\n\nwhen flag clicked\nforever\n    point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\nend\n\nif <touching (mouse-pointer v)?> then\n    change [brightness v] effect by (20)\n    set size to (300) %\nend\n\nwhen I receive [play v]\nhide\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\nswitch costume to (hinkonar v)\nset [spin vel v] to [0]\npoint in direction (90)\nshow\nwait (0.5) seconds\nstart sound [Pew v]\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change [brightness v] effect by (10)\nend\nswitch costume to (turkeymanyeet v)\nset [brightness v] effect to (0)\nstart sound [Pew v]\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change [brightness v] effect by (10)\nend\nwait (0.5) seconds\ncreate clone of (_myself_ v)\ngo to x: (85) y: (0)\nwait (0.5) seconds\nstart sound [Pew v]\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\nwait (0.5) seconds\nbroadcast (Intro turkeymanyeet Glide To Center v) and wait\npoint in direction (180)\nrepeat (30)\n    change [spin vel v] by (6)\n    turn right (Spin Vel) degrees\nend\nwait (0.5) seconds\nstart sound [Pew v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.2) seconds\nbroadcast (Start Game v)\n\nwhen I start as a clone\nswitch costume to (hinkonar v)\ngo to x: (-85) y: (0)\nwait (0.5) seconds\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\nwait (0.5) seconds\nbroadcast (Intro hinkonar Glide To Center v)\npoint in direction (-90)\nrepeat (45)\n    change [spin vel v] by (4)\n    turn right (Spin Vel) degrees\nend\nwait (0.5) seconds\nstart sound [Pew v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [intro hinkonar glide to center v]\nglide (2) secs to x: (0) y: (0)\n\nwhen I receive [intro turkeymanyeet glide to center v]\nglide (1) secs to x: (0) y: (0)\n\n@enemy2\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nshow\ngo to x: (70) y: (100)\nset [x3 v] to [0]\nset [y3 v] to [0]\n\nbroadcast (start2 v)\n\nif <key (up arrow v) pressed?> then\n    if <[0] < (X)> then\n        set [x v] to [-7]\n    else\n        set [x v] to [7]\n    end\n    set [y v] to [10]\nelse\n    set [x v] to ((X) * (-1.3))\n    change x by (X)\n    set [x v] to [0]\n    change x by ((X) / (5))\nend\nchange y by (-4)\n\nchange y by (-4)\n\nchange y by (-4)\n\nwhen I receive [die v]\nshow\ngo to x: (70) y: (100)\nset [x3 v] to [0]\nset [y3 v] to [0]\n\nwhen I receive [play v]\ngo to [front v] layer\ngo to x: (70) y: (100)\nshow\nset [x3 v] to [0]\nset [y3 v] to [0]\nforever\n    if <([x position v] of [player v]) > (x position)> then\n        switch costume to (right v)\n        change [x3 v] by (0.1)\n    else\n        switch costume to (left v)\n        change [x3 v] by (-0.1)\n    end\n    if <<([y position v] of [player v]) > (y position)> and <touching (level v)?>> then\n        set [y3 v] to [14]\n    end\n    set [x3 v] to ((x3) * (0.9))\n    change x by (x3)\n    if <touching (level v)?> then\n        change y by (0.5)\n        if <touching (level v)?> then\n            change y by (0.5)\n            if <touching (level v)?> then\n                change y by (0.5)\n                if <touching (level v)?> then\n                    change y by (0.5)\n                    if <touching (level v)?> then\n                        change y by (0.5)\n                        if <touching (level v)?> then\n                            change y by (0.5)\n                            if <touching (level v)?> then\n                                change y by (0.5)\n                                if <touching (level v)?> then\n                                    change y by (0.5)\n                                    if <touching (level v)?> then\n                                        if <[0] < (x3)> then\n                                            set [x3 v] to [-4]\n                                        else\n                                            set [x3 v] to [4]\n                                        end\n                                        set [y3 v] to [14]\n                                    else\n                                        set [x3 v] to ((x3) * (-1.3))\n                                        change x by (x3)\n                                        set [x3 v] to [0]\n                                        change x by ((x3) / (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    change [y3 v] by (-0.5)\n    change y by (y3)\n    change y by (-1)\n    if <touching (level v)?> then\n        set [y3 v] to ((y3) * (-0.25))\n        change y by (y3)\n        if <touching (level v)?> then\n            change y by (y3)\n            if <touching (level v)?> then\n                change y by (y3)\n                if <touching (level v)?> then\n                    change y by (y3)\n                end\n            end\n        end\n    end\n    change y by (1)\nend\n\nwhen I receive [play v]\nforever\n    if <touching (player v)?> then\n        start sound [OOF v]\n        broadcast (die v)\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <touching (shot v)?> then\n        go to x: (70) y: (100)\n        hide\n    end\nend\n\nswitch costume to (right v)\n\n\n\nwhen flag clicked\n\nforever\n\n\n\nif <not <(Level) = [1]>> then\n\nwhen I receive [play v]\nforever\n    if <touching (bounce  v)?> then\n        set [y3 v] to [15]\n    end\nend\n\nwhen I receive [play v]\nrepeat until <not <(Level) = [1]>>\n    hide\nend\nshow\n\n@Sprite1\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (50)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nset size to (110) %\n\nset size to (100) %\n\nwhen I receive [start game v]\nshow\n\nwhen this sprite clicked\nbroadcast (r v)\n\nwhen I receive [play v]\nhide\n\n@u\n\nwhen flag clicked\nset [lock v] to [0]\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n    if <(Lock) = [0]> then\n        switch costume to (costume1 v)\n    else\n        switch costume to (costume2 v)\n    end\n    if <(Lvl) = [9]> then\n        hide\n    else\n    end\nend\n\nwhen this sprite clicked\nif <(Lock) = [0]> then\n    repeat until <(Lock) = [1]>\n        set [lock v] to [1]\n        broadcast (lock v)\n    end\nend\n\nswitch costume to (costume2 v)\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (20)\n    else\n        set [brightness v] effect to (0)\n        set size to (100) %\n    end\nend\n\nwhen this sprite clicked\nif <(Lock) = [1]> then\n    set [lock v] to [0]\nend\n\nrepeat until <(Lock) = [1]>\n\nwhen I receive [die v]\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@volume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n    if <(costume [number v]) = [1]> then\n        set volume to (100) %\n    end\nend\n\nstop all sounds\n\nwhen I receive [play v]\nshow\n\nwhen I receive [end v]\nset volume to (0) %\n\nif <(Mute) > [2]> then\n    set [mute v] to [2]\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n    if <(costume [number v]) = [2]> then\n        set volume to (0) %\n    end\nend\n\nwhen flag clicked\n\nwhen I receive [play v]\nforever\n    play sound (pick random (1) to (3)) until done\nend\n\nwhen I receive [play v]\nshow\nset size to (30) %\nset [bright v] to [0]\nforever\n    if <touching (mouse-pointer v)?> then\n        repeat until <(bright) = [20]>\n            change [bright v] by (2)\n            change [brightness v] effect by (2)\n        end\n    else\n        repeat until <(bright) = [0]>\n            change [bright v] by (-2)\n            change [brightness v] effect by (-2)\n        end\n    end\nend\n\nwhen I receive [play v]\nshow\nset [mute v] to [0]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <mouse down?> then\n            next costume\n            change [mute v] by (1)\n            wait until <not <mouse down?>>\n        end\n    end\nend\n\n@Background\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to [back v] layer\nswitch costume to (lines v)\nset [ghost v] effect to (50)\nset [brightness v] effect to (10)\nset size to (500) %\nshow\nset [background2: yx v] to [0]\nforever\n    go to x: (((Background2: yX) mod (161)) - (100)) y: (0)\n    change [background2: yx v] by (-5)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [play v]\nshow\nset [ghost v] effect to (100)\nhide\nshow\nwait (1) seconds\npoint in direction (90)\nset size to (0) %\nrepeat (10)\n    change [ghost v] effect by (-10)\n    turn left (-10) degrees\n    change size by (10)\nend\nset size to (100) %\npoint in direction (90)\n\nwhen I receive [next v]\nset [ghost v] effect to (100)\nhide\nshow\nwait (1) seconds\npoint in direction (90)\nset size to (0) %\nrepeat (10)\n    change [ghost v] effect by (-10)\n    turn left (-10) degrees\n    change size by (10)\nend\nset size to (100) %\npoint in direction (90)\n\nwhen I receive [die v]\nset [ghost v] effect to (100)\nhide\nshow\nwait (1) seconds\npoint in direction (90)\nset size to (0) %\nrepeat (10)\n    change [ghost v] effect by (-10)\n    turn left (-35) degrees\n    change size by (10)\nend\nset size to (100) %\npoint in direction (90)\n\nrepeat (10)\n    turn left (10) degrees\n    change size by (-10)\nend\n\nchange [ghost v] effect by (25)\n\nwhen I receive [back v]\nset [ghost v] effect to (100)\nhide\nshow\nwait (1) seconds\npoint in direction (90)\nset size to (0) %\nrepeat (10)\n    change [ghost v] effect by (-10)\n    turn left (-10) degrees\n    change size by (10)\nend\nset size to (100) %\npoint in direction (90)\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n    go [forward v] (5) layers\nend\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nhide\nswitch costume to (1 v)\nset [ghost v] effect to (50)\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [play v]\nshow\n\n@P\n\nwhen I start as a clone\nshow\ngo to (player v)\nset size to (pick random (80) to (130)) %\nset [brightness v] effect to (pick random (6) to (-6))\nset [p xv v] to (pick random (-5) to (5))\nset [p yv v] to (pick random (0) to (10))\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n    go to x: ((x position) + (p xv)) y: ((y position) + (p yv))\n    change [p yv v] by (-1)\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nrepeat (10)\n    create clone of (_myself_ v)\nend\n\n@P2\n\nwhen I start as a clone\nshow\ngo to (player v)\nset size to (pick random (30) to (40)) %\nset [brightness v] effect to (pick random (6) to (-6))\nset [p xv v] to (pick random (-5) to (5))\nset [p yv v] to (pick random (0) to (10))\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n    go to x: ((x position) + (p xv)) y: ((y position) + (p yv))\n    change [p yv v] by (-1)\nend\nrepeat (9)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [water v]\ncreate clone of (_myself_ v)\n\n@outro \n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n    if <(Level) = [18]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (turkeymanyeet v)\nwait until <(Level) = [18]>\nswitch costume to (hinkonar v)\ncreate clone of (_myself_ v)\nswitch costume to (turkeymanyeet v)\ncreate clone of (_myself_ v)\nforever\n    set size to (50) %\n    point in direction (120)\n    repeat until <touching (_edge_ v)?>\n        change x by (10)\n        if <touching (_edge_ v)?> then\n            change x by (10)\n        end\n    end\n    point in direction (60)\n    repeat until <touching (_edge_ v)?>\n        change x by (-10)\n        if <touching (_edge_ v)?> then\n            change x by (-10)\n        end\n    end\nend\n\nforever\n    \n        show\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [hinkonar]> then\n    point in direction (90)\n    switch costume to (hinkonar v)\n    glide (1) secs to x: (17) y: (146)\n    repeat until <<(x position) = [17]> and <(y position) = [146]>>\n        change size by (-10)\n    end\n    forever\n        point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\n    end\nelse\n    show\n    switch costume to (you win v)\n    go to x: (0) y: (-180)\n    point in direction (90)\n    forever\n        set size to (100) %\n        show\n        set x to ((-28) + (([tan v] of (((timer) - (1)) * (100)) ) * (10)))\n        go to [front v] layer\n        set [color v] effect to ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\n    end\nend\n\nchange [color v] effect by (25)\n\nset [level v] to [18]\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\n\n    set size to (100) %\nend\n\n\n\nchange x by (10)\n\n