Portal Run | A Platformer

Instructions: ◤━━━━━━━━━━━━━━━━━━━━━━◥\nUse WASD or Arrow Keys to move the player. Your goal is to get to the portal. Who knows how you will get out... All levels are possible! If a level is very challenging for you, you can press "p" to skip it. If you want to go back a level you can press "o". The number keys, 1, 2, and 3 will change the sound to 0%, 50% and 100% respectively. \n◣━━━━━━━━━━━━━━━━━━━━━━━◢\n\nFullscreen is advised! (It makes the level look better and is easier to play)

@Stage\n\nwhen flag clicked\nforever\n    if <key (1 v) pressed?> then\n        set volume to (0) %\n    end\n    if <key (2 v) pressed?> then\n        set volume to (40) %\n    end\n    if <key (3 v) pressed?> then\n        set volume to (80) %\n    end\nend\n\nwhen flag clicked\nclear sound effects\nset volume to (80) %\nswitch backdrop to (fantasycloud v)\nset [level v] to [1]\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        switch backdrop to (fantasycloud v)\n    end\n    if <(Level) = [2]> then\n        switch backdrop to (fantasycloud2 v)\n    end\n    if <(Level) = [3]> then\n        switch backdrop to (fantasycloud3 v)\n    end\n    if <(Level) = [4]> then\n        switch backdrop to (fantasycloud4 v)\n    end\n    if <(Level) = [5]> then\n        switch backdrop to (fantasycloud5 v)\n    end\n    if <(Level) = [6]> then\n        switch backdrop to (fantasycloud6 v)\n    end\n    if <(Level) = [7]> then\n        switch backdrop to (fantasycloud7 v)\n    end\n    if <(Level) = [8]> then\n        switch backdrop to (fantasycloud8 v)\n    end\n    if <(Level) = [9]> then\n        switch backdrop to (fantasycloud9 v)\n    end\n    if <(Level) = [10]> then\n        switch backdrop to (fantasycloud10 v)\n    end\n    if <(Level) = [11]> then\n        switch backdrop to (fantasycloud11 v)\n    end\n    if <(Level) = [12]> then\n        switch backdrop to (fantasycloud12 v)\n    end\n    if <(Level) = [13]> then\n        switch backdrop to (fantasycloud13 v)\n    end\n    if <(Level) = [14]> then\n        switch backdrop to (fantasycloud14 v)\n    end\n    if <(Level) = [15]> then\n        switch backdrop to (fantasycloud15 v)\n    end\n    if <(Level) = [16]> then\n        switch backdrop to (fantasycloud16 v)\n    end\n    if <(Level) = [17]> then\n        switch backdrop to (fantasycloud17 v)\n    end\n    if <(Level) = [18]> then\n        switch backdrop to (fantasycloud18 v)\n    end\n    if <(Level) = [19]> then\n        switch backdrop to (fantasycloud19 v)\n    end\n    if <(Level) = [20]> then\n        switch backdrop to (fantasycloud20 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (1 v) pressed?> then\n        set volume to (0) %\n    end\n    if <key (2 v) pressed?> then\n        set volume to (40) %\n    end\n    if <key (3 v) pressed?> then\n        set volume to (80) %\n    end\nend\n\nwhen I receive [win v]\nswitch backdrop to (afterwin v)\n\nwhen flag clicked\nforever\n    if <(Level) = [20]> then\n        play sound [Dragon's Nest - Pokkén Tournament \[OST\] \(1\) v] until done\n    else\n        play sound [Elektronomia - Limitless \[NCS Release\]2 v] until done\n    end\nend\n\nwhen I receive [refresh v]\nif <(Level) = [20]> then\n    stop all sounds\nend\n\nwhen flag clicked\nforever\n    if <key (1 v) pressed?> then\n        set volume to (0) %\n    end\n    if <key (2 v) pressed?> then\n        set volume to (40) %\n    end\n    if <key (3 v) pressed?> then\n        set volume to (80) %\n    end\nend\n\nwhen I receive [cutscene v]\nswitch backdrop to (cutscene v)\nif <(Level) = [20]> then\n    switch backdrop to (cutscene v)\nend\n\nwhen I receive [cutscene v]\nhide variable [level v]\n\nwhen flag clicked\nshow variable [level v]\n\n@ThePlayer\n\nwhen flag clicked\nbroadcast (REFRESH v)\nset [level v] to [1]\nshow variable [level v]\nset [death v] to [0]\nshow variable [death v]\nforever\n    Platform [11.5] [-1] [0.7] [2]\n    if <<touching (spikes v)?> or <touching (laser v)?>> then\n        start sound [pop v]\n        broadcast (REFRESH v)\n        change [death v] by (1)\n    end\n    if <touching color (#f983ff)?> then\n        set [y velocity v] to [20]\n    end\n    if <touching (goal v)?> then\n        broadcast (LEVEL UP! v)\n        change [level v] by (1)\n        broadcast (message1 v) and wait\n    end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    point in direction (90)\n    change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    point in direction (-90)\n    change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X velocity) * (friction))\nchange x by (X velocity)\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n    set [slope v] to [0]\n    repeat until <<(Slope) = [8]> or <not <<touching (level v)?> or <touching (moving platform v)?>>>>\n        change [slope v] by (1)\n        change y by (1)\n    end\n    if <<touching (level v)?> or <touching (moving platform v)?>> then\n        change y by ((Slope) * (-1))\n        repeat ([ceiling v] of ([abs v] of (X velocity) ) )\n            if <<touching (level v)?> or <touching (moving platform v)?>> then\n                change x by (([abs v] of (X velocity) ) / ((X velocity) * (-1)))\n            end\n        end\n        set [x velocity v] to [0]\n    end\nend\nchange y by (Y Velocity)\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n    repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n        if <<touching (level v)?> or <touching (moving platform v)?>> then\n            change y by (([abs v] of (Y Velocity) ) / ((Y Velocity) * (-1)))\n        end\n    end\n    if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        set [y velocity v] to (jump height)\n    else\n        set [y velocity v] to [0]\n    end\nelse\n    change [y velocity v] by (-1)\nend\nswitch costume to (idle v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n    switch costume to (Walk)\nend\nif <(Y Velocity) > [2]> then\n    switch costume to (jump v)\nend\nif <(Y Velocity) < [-3]> then\n    switch costume to (fall v)\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n    change [walk v] by (1)\n    if <(Walk) > [8]> then\n        set [walk v] to [5]\n    end\n    wait (0.035) seconds\nend\n\nwhen flag clicked\n\nhide\n\nwhen flag clicked\n\nwhen I receive [refresh v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-211) y: (-137)\n\nwhen [o v] key pressed\nforever\n    if <<<key (o v) pressed?> and <not <(Level) = [1]>>> and <not <(Level) = [20]>>> then\n        change [level v] by (-1)\n        broadcast (REFRESH v) and wait\n        wait (0.15) seconds\n    end\nend\n\nwhen [p v] key pressed\nforever\n    if <<key (p v) pressed?> and <not <(Level) = [20]>>> then\n        change [level v] by (1)\n        broadcast (REFRESH v) and wait\n        wait (0.15) seconds\n    end\nend\n\nwhen flag clicked\nshow\nforever\n    if <key (1 v) pressed?> then\n        set volume to (0) %\n    end\n    if <key (2 v) pressed?> then\n        set volume to (40) %\n    end\n    if <key (3 v) pressed?> then\n        set volume to (80) %\n    end\nend\n\nwhen flag clicked\nforever\n    if <<touching (_edge_ v)?> and <<(Level) > [10]> and <(Level) < [19]>>> then\n        go to x: (-211) y: (-137)\n        change [level v] by (1)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(X velocity) < [0]> then\n        broadcast (Left v)\n    end\n    if <(X velocity) > [0]> then\n        broadcast (Right v)\n    end\nend\n\nwhen flag clicked\nset [player health v] to [10]\n\nwhen flag clicked\nforever\n    if <touching (darkattack v)?> then\n        start sound [Ricochet v]\n        change [player health v] by (-1)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Player Health) = [0]> then\n        hide\n        set [level v] to [19]\n        change [death v] by (1)\n        go to x: (-187) y: (-137)\n        show\n        set [boss health v] to [50]\n        set [player health v] to [10]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [20]> then\n        show variable [boss health v]\n        show variable [player health v]\n    end\nend\n\nwhen flag clicked\nif <not <(Level) = [20]>> then\n    hide variable [boss health v]\n    hide variable [player health v]\nend\n\nwhen I receive [win v]\nhide variable [boss health v]\nhide variable [player health v]\n\ngo to x: (-217) y: (-141)\nshow variable [level v]\nset [death v] to [0]\nshow variable [death v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n    Platform [11.5] [-1] [0.7] [2]\n    if <touching (spikes v)?> then\n        start sound [pop v]\n        change [death v] by (1)\n        go to x: (-217) y: (-137)\n        set [x velocity v] to [0]\n        set [y velocity v] to [0]\n    end\n    if <touching (laser v)?> then\n        start sound [pop v]\n        change [death v] by (1)\n        go to x: (-217) y: (-137)\n        set [x velocity v] to [0]\n        set [y velocity v] to [0]\n    end\nend\n\nwhen I receive [cutscene v]\nshow\n\ngo to x: (-211) y: (-137)\n\nwhen I receive [cutscene v]\nhide variable [death v]\n\nwhen flag clicked\nshow variable [death v]\n\n@LEVEL\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    if <(Level) = [2]> then\n        switch costume to (level 2 v)\n    end\n    if <(Level) = [3]> then\n        switch costume to (level 3 v)\n    end\n    if <(Level) = [4]> then\n        switch costume to (level 4 v)\n    end\n    if <(Level) = [5]> then\n        switch costume to (level 5 v)\n    end\n    if <(Level) = [6]> then\n        switch costume to (level 6 v)\n    end\n    if <(Level) = [7]> then\n        switch costume to (level 7 v)\n    end\n    if <(Level) = [8]> then\n        switch costume to (level 8 v)\n    end\n    if <(Level) = [9]> then\n        switch costume to (level 9 v)\n    end\n    if <(Level) = [10]> then\n        switch costume to (level 10 v)\n    end\n    if <(Level) = [11]> then\n        switch costume to (level 11 v)\n    end\n    if <(Level) = [12]> then\n        switch costume to (level 12 v)\n    end\n    if <(Level) = [13]> then\n        switch costume to (level 13 v)\n    end\n    if <(Level) = [14]> then\n        switch costume to (level 14 v)\n    end\n    if <(Level) = [15]> then\n        switch costume to (level 15 v)\n    end\n    if <(Level) = [16]> then\n        switch costume to (level 16 v)\n    end\n    if <(Level) = [17]> then\n        switch costume to (level 17 v)\n    end\n    if <(Level) = [18]> then\n        switch costume to (level 18 v)\n    end\n    if <(Level) = [19]> then\n        switch costume to (level 19 v)\n    end\n    if <(Level) = [20]> then\n        switch costume to (level 20 v)\n    end\n    if <(Level) = [21]> then\n        switch costume to (level 20 v)\n    end\nend\n\nwhen flag clicked\n\nhide\n\nwhen I receive [cutscene v]\nhide\n\n@Goal\n\nwhen I receive [refresh v]\n\ngo to x: (item (Level) of [xlocations v]) y: (item (Level) of [ylocations v])\n\nwhen I receive [message1 v]\n\nif <(Level) < [11]> then\n    broadcast (REFRESH v)\n    start sound [Teleport2 v]\n    set size to (130) %\n    wait (0.3) seconds\n    set size to (100) %\n    change [level v] by (1)\nend\n\nwhen flag clicked\nforever\n    next costume\n    wait (0.1) seconds\nend\n\nwhen I receive [message1 v]\nbroadcast (REFRESH v)\nstart sound [Teleport2 v]\nset size to (140) %\nwait (0.3) seconds\nset size to (100) %\n\nwhen flag clicked\nforever\n    show\n    if <(Level) = [11]> then\n        hide\n    end\nend\n\nwhen flag clicked\nset size to (100) %\nshow\nforever\n    if <(Level) = [1]> then\n        go to x: (-213) y: (117)\n    end\n    if <(Level) = [2]> then\n        go to x: (-109) y: (0)\n    end\n    if <(Level) = [3]> then\n        go to x: (-187) y: (27)\n    end\n    if <(Level) = [4]> then\n        go to x: (97) y: (151)\n    end\n    if <(Level) = [5]> then\n        go to x: (168) y: (150)\n    end\n    if <(Level) = [6]> then\n        go to x: (210) y: (-129)\n    end\n    if <(Level) = [7]> then\n        go to x: (210) y: (-129)\n    end\n    if <(Level) = [8]> then\n        go to x: (-208) y: (20)\n    end\n    if <(Level) = [9]> then\n        go to x: (215) y: (-130)\n    end\n    if <(Level) = [10]> then\n        go to x: (-211) y: (59)\n    end\n    if <(Level) = [11]> then\n        hide\n    end\n    if <(Level) = [12]> then\n        hide\n    end\n    if <(Level) = [13]> then\n        hide\n    end\n    if <(Level) = [14]> then\n        hide\n    end\n    if <(Level) = [15]> then\n        hide\n    end\n    if <(Level) = [16]> then\n        hide\n    end\n    if <(Level) = [17]> then\n        hide\n    end\n    if <(Level) = [18]> then\n        hide\n    end\n    if <(Level) = [19]> then\n        hide\n    end\n    if <(Level) = [20]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (1 v) pressed?> then\n        set volume to (0) %\n    end\n    if <key (2 v) pressed?> then\n        set volume to (40) %\n    end\n    if <key (3 v) pressed?> then\n        set volume to (80) %\n    end\nend\n\nwhen I receive [win v]\nset size to (150) %\ngo [backward v] (1) layers\ngo to x: (182) y: (-119)\nforever\n    change [color v] effect by (1)\n    if <touching (theplayer v)?> then\n        hide\n        broadcast (CUTSCENE v)\n    end\nend\n\nwhen I receive [cutscene v]\nhide\n\nwhen I receive [cutscene v]\nhide\n\nbroadcast (message1 v)\n\n@Spikes\n\nwhen flag clicked\nforever\n    if <<(Level) = [4]> or <(Level) = [5]>> then\n        go [forward v] (1) layers\n        go to [front v] layer\n    else\n        show\n    end\n    if <(Level) = [11]> then\n        go to [back v] layer\n    end\n    if <(Level) = [12]> then\n        go to [front v] layer\n        go to x: (0) y: (0)\n    end\nend\n\nwhen I receive [message1 v]\nwait (0.98) seconds\ngo to [front v] layer\n\nwhen I receive [level up! v]\nhide\nwait (0.99) seconds\ngo to [front v] layer\nshow\n\nwhen flag clicked\nshow\nforever\n    if <(Level) = [1]> then\n        switch costume to (spikes1 v)\n        go to x: (37) y: (27)\n    end\n    if <(Level) = [2]> then\n        switch costume to (spikes2 v)\n        go to x: (37) y: (27)\n    end\n    if <(Level) = [3]> then\n        switch costume to (spikes3 v)\n        go to x: (37) y: (27)\n    end\n    if <(Level) = [4]> then\n        switch costume to (spikes4 v)\n        go to x: (37) y: (18)\n    end\n    if <(Level) = [5]> then\n        switch costume to (spikes5 v)\n        go to x: (37) y: (16)\n    end\n    if <(Level) = [6]> then\n        switch costume to (spikes6 v)\n        go to x: (36) y: (16)\n    end\n    if <(Level) = [7]> then\n        switch costume to (spikes7 v)\n        go to x: (36) y: (16)\n    end\n    if <(Level) = [8]> then\n        switch costume to (spikes8 v)\n        go to x: (36) y: (16)\n    end\n    if <(Level) = [9]> then\n        switch costume to (spikes9 v)\n        go to x: (36) y: (16)\n    end\n    if <(Level) = [10]> then\n        hide\n    end\n    if <(Level) = [11]> then\n        switch costume to (spikes11 v)\n        go to x: (0) y: (0)\n    end\n    if <(Level) = [12]> then\n        switch costume to (spikes12 v)\n        go to x: (36) y: (16)\n    end\n    if <(Level) = [13]> then\n        switch costume to (spikes13 v)\n        go to x: (36) y: (16)\n    end\n    if <(Level) = [14]> then\n        switch costume to (spikes14 v)\n        go to x: (36) y: (16)\n    end\n    if <(Level) = [15]> then\n        switch costume to (spikes15 v)\n        go to x: (36) y: (16)\n    end\n    if <(Level) = [16]> then\n        switch costume to (spikes16 v)\n        go to x: (36) y: (16)\n    end\n    if <(Level) = [17]> then\n        switch costume to (spikes17 v)\n        go to x: (36) y: (16)\n    end\n    if <(Level) = [18]> then\n        switch costume to (spikes18 v)\n        go to x: (36) y: (16)\n    end\n    if <(Level) = [19]> then\n        switch costume to (spikes19 v)\n        go to x: (36) y: (16)\n    end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (-3) y: (-1)\nclear graphic effects\n\n@LASER\n\nwhen flag clicked\nforever\n    if <(Level) = [9]> then\n        go to x: (-45) y: (-146)\n        show\n        wait (0) seconds\n        next costume\n    else\n        if <(Level) = [10]> then\n            show\n            go to x: (0) y: (-146)\n            wait (0) seconds\n            next costume\n        else\n            hide\n        end\n    end\nend\n\n@NEXT LEVEL\n\nwhen I receive [level up! v]\nif <(Level) < [12]> then\n    go [forward v] (1) layers\n    go to [front v] layer\n    set x to (500)\n    show\n    repeat (6)\n        change x by (-80)\n    end\n    change x by (-15)\n    wait (0.6) seconds\n    repeat (5)\n        change x by (-80)\n    end\n    hide\nend\n\nwhen flag clicked\nhide\n\n@Last Level\n\nwhen flag clicked\nclear graphic effects\nchange [ghost v] effect by (35)\nforever\n    if <(Level) < [18]> then\n        hide\n    end\n    if <(Level) = [18]> then\n        switch costume to (costume1 v)\n        go to x: (0) y: (0)\n        go [forward v] (2) layers\n        show\n    end\n    if <(Level) = [19]> then\n        hide\n    end\nend\n\n@Moving Platform\n\nwhen flag clicked\nforever\n    if <<<(Level) = [1]> or <(Level) = [2]>> or <<(Level) = [3]> or <(Level) = [4]>>> then\n        hide\n    end\n    if <<<(Level) = [5]> or <(Level) = [6]>> or <<(Level) = [7]> or <(Level) = [8]>>> then\n        hide\n    end\n    if <<<(Level) = [9]> or <(Level) = [10]>> or <<(Level) = [11]> or <(Level) = [12]>>> then\n        hide\n    end\n    if <<<(Level) = [13]> or <(Level) = [14]>> or <<(Level) = [15]> or <(Level) = [17]>>> then\n        hide\n    end\n    if <<<(Level) = [18]> or <(Level) = [19]>> or <(Level) = [20]>> then\n        hide\n    end\n    if <(Level) = [16]> then\n        show\n        go to x: (36) y: (28)\n    end\n    if <touching (theplayer v)?> then\n        repeat (1)\n            glide (1.5) secs to x: (36) y: (246)\n            glide (2.5) secs to x: (270) y: (246)\n            glide (2) secs to x: (270) y: (28)\n            glide (2) secs to x: (36) y: (28)\n            hide\n            wait (0.5) seconds\n        end\n    else\n        if <not <touching (theplayer v)?>> then\n            go to x: (36) y: (28)\n        end\n    end\nend\n\n\nhide\nwait (1) seconds\n\n@Weapon\n\nwhen flag clicked\nhide\nforever\n    if <(Level) < [18]> then\n        hide\n    end\n    if <(Level) = [18]> then\n        show\n        go to [front v] layer\n        switch costume to (floating v)\n        go to x: (4) y: (-65)\n        set size to (80) %\n        set [my variable v] to [-1]\n        forever\n            point in direction ((([sin v] of (my variable) ) * (2)) + (90))\n            change y by ([sin v] of (my variable) )\n            change [my variable v] by (12)\n            if <touching (theplayer v)?> then\n                broadcast (Attach v)\n            end\n        end\n    end\n    if <(Level) > [18]> then\n        switch costume to (attack2 v)\n        hide\n    end\nend\n\nwhen I receive [right v]\n\nif <touching (theplayer v)?> then\n    switch costume to (attack1 v)\nend\n\nset rotation style [left-right v]\nif <touching (theplayer v)?> then\n    switch costume to (attack1 v)\n    forever\n        go to (theplayer v)\n    end\nend\n\nchange y by (10)\n\nwhen flag clicked\n\nwhen I receive [attach v]\nbroadcast (PowerSpell v)\nforever\n    go to (theplayer v)\n    set rotation style [left-right v]\n    set size to (50) %\n    switch costume to (attack1 v)\n    if <(X velocity) > [0]> then\n        change y by (10)\n        point in direction (90)\n        change x by (12)\n    end\n    if <(X velocity) < [0]> then\n        change y by (10)\n        point in direction (-90)\n        change x by (-12)\n    end\nend\n\nwhen I receive [cutscene v]\nhide\n\n@AstralAttack\n\nwhen [space v] key pressed\nif <(Checkkker) > [1]> then\n    wait (0.4) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Checkkker) > [1]> then\n    set size to (15) %\n    show\n    go to (theplayer v)\n    point towards (mouse-pointer v)\n    repeat until <<<touching (_edge_ v)?> or <touching (bossenemy v)?>> or <touching (level v)?>>\n        move (10) steps\n        next costume\n    end\n    delete this clone\nend\n\nwhen flag clicked\nclear graphic effects\nset [color v] effect to (80)\nhide\nswitch costume to (project - drawing 14733460627324685824 v)\nset [checkkker v] to [0]\n\nwhen I receive [powerspell v]\nchange [checkkker v] by (1)\nwait until <(Checkkker) > [50]>\nset [checkkker v] to [1]\n\nwhen I receive [win v]\nhide\n\n@BossEnemy\n\nwhen flag clicked\nforever\n    if <key (1 v) pressed?> then\n        set volume to (0) %\n    end\n    if <key (2 v) pressed?> then\n        set volume to (40) %\n    end\n    if <key (3 v) pressed?> then\n        set volume to (80) %\n    end\nend\n\nwhen flag clicked\nset size to (50) %\nswitch costume to (idle v)\nforever\n    if <<(Level) = [20]> and <(Boss Health) < [51]>> then\n        repeat until <<(Boss Health) = [0]> or <not <(Level) = [20]>>>\n            switch costume to (idle v)\n            glide (0.7) secs to x: (pick random (-170) to (177)) y: (pick random (77) to (120))\n            show\n            switch costume to (angry v)\n            broadcast (ATTAACK v)\n            change [pitch v] effect by (20)\n            start sound [Zoop v]\n            change [pitch v] effect by (-20)\n            wait (1) seconds\n        end\n        show\n        switch costume to (idle v)\n        go to x: (-162) y: (119)\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nset [boss health v] to [50]\n\nwhen flag clicked\nforever\n    if <touching (astralattack v)?> then\n        change [boss health v] by (-2)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Boss Health) = [0]> then\n        broadcast (win v)\n        hide\n        stop [other scripts in sprite v]\n    end\nend\n\nwhen I receive [win v]\nhide\nswitch backdrop to (afterwin v)\n\n@DarkAttack\n\nwhen I receive [attaack v]\nshow\nswitch costume to (darkball v)\ngo to (bossenemy v)\npoint towards (theplayer v)\nrepeat until <<touching (theplayer v)?> or <<touching (_edge_ v)?> or <touching (level v)?>>>\n    move (19) steps\n    next costume\nend\nhide\n\nwhen flag clicked\nset size to (100) %\nhide\n\n@Sprite1\n\nwhen I receive [cutscene v]\ngo to x: (48) y: (-69)\nset size to (500) %\nshow\nswitch costume to (costume1 v)\nstop all sounds\ngo to [front v] layer\nforever\n    next costume\n    wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nshow\n\n