Sue; a scrolling platformer

Instructions: 1000 views!!! Wow!  Thank you all for playing this :)\n---------------------------Instructions--------------------------\nPC mode -   Right arrow -  Right      \n                    Left arrow    - Left\n                    Up arrow      - Up\n\nMobile mode -Right side touch of the screen - Right\n                       Left side touch of the screen - Left\n                       Touch the screen above player - Up\n\nCollect the hidden coin and go to the end to win!\n\nThe flag will be grey if you haven't collected the \n coin and it will turn green once you collect it.\n\nNever touch enemies!\n------------------------------Notes------------------------------\nAdvertising is fine :)\n-------------------------------Story------------------------------\nSue was a small kid when his parents died... He was living alone in the forest, until a kind old man found him walking on the river banks. That old man took Sue his home... They lived happily many years until the cruel empire of Mystery land invaded Rainbow Paradise, where Sue lived. The only way to escape is to find the three gold coins of Rainbow Paradise, which had great power! And now, you are going to guide Sue to his way! This is the first level which is easier than others. Find the gold coin and win! \n\nI will release the second level once this get 50 loves and favs!

@Stage\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nshow\nset [level v] to [1]\nforever\n    broadcast (Reset v) and wait\n    broadcast (Setip v) and wait\n    Game on\n    repeat until <(EXIT) > []>\n        Tick\n        broadcast (Tick v) and wait\n    end\n    if <(EXIT) = [Win]> then\n        Game - Win\n    else\n        broadcast (Die v)\n        Game - Die\n    end\n    if <(Lives) = [0]> then\n        broadcast (Die - Reset v)\n    end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n    set [x v] to [0]\n    set [y v] to [0]\n    switch backdrop to (backdrop2 v)\nelse\n    if <(Checkpoint) = [1]> then\n        set [x v] to [1415]\n        set [y v] to [360]\n    else\n        if <(Checkpoint) = [2]> then\n            set [x v] to [3109]\n            set [y v] to [0]\n        else\n            if <(Checkpoint) = [3]> then\n                set [x v] to [5583]\n                set [y v] to [0]\n            else\n                if <(Checkpoint) = [4]> then\n                    set [x v] to [4307]\n                    set [y v] to [-80]\n                else\n                    set [x v] to [5347]\n                    set [y v] to [226]\n                end\n            end\n        end\n    end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    change [speed x v] by (-2)\n    point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    change [speed x v] by (2)\n    point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n    Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n    if <(in air) < [4]> then\n        set [speed y v] to [16]\n    end\nend\nif <(Speed y) > [-20]> then\n    change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nif <(SCROLL X) > [10500]> then\n    set [scroll x v] to [6500]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n    set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n    set [exit v] to [Die]\nend\nif <touching (lava v)?> then\n    set [exit v] to [Die]\nend\nif <touching (spikes v)?> then\n    set [exit v] to [Die]\nend\nif <touching (enemy v)?> then\n    set [exit v] to [Die]\nend\nif <touching (enemy2 v)?> then\n    set [exit v] to [Die]\nend\nif <touching (enemy3 v)?> then\n    set [exit v] to [Die]\nend\nif <touching (enemy4 v)?> then\n    set [exit v] to [Die]\nend\nif <touching (enemy5 v)?> then\n    set [exit v] to [Die]\nend\nif <touching (platforms v)?> then\n    switch costume to (normal v)\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n    end\n    Position\n    set [speed y v] to [0]\nend\nrepeat until <not <touching (water solid v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n    end\n    Position\n    set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n    repeat (12)\n        change [y v] by (1)\n        Position\n        if <not <touching (platforms v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-12)\n    if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        if <(sx) > [0]> then\n            set [speed x v] to [-16]\n        else\n            set [speed x v] to [16]\n        end\n        set [in air v] to [0]\n    else\n        set [speed x v] to [0]\n    end\n    repeat until <not <touching (platforms v)?>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        Position\n    end\n    repeat until <not <touching (water solid v)?>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Game - Die\nset [exit v] to []\nbroadcast (Die v)\nrepeat (5)\n    change [ghost v] effect by (20)\nend\n\nhide\n\nwait (1) seconds\n\nshow\nwait (0.1) seconds\n\ndefine Game - Win\nrepeat (50)\n    point towards (exit v)\n    turn right (65) degrees\n    move ((distance to [exit v]) / (2)) steps\n    change size by (-0.25)\n    change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (normal v)\nset [checkpoint v] to [0]\nGame on\n\nwhen I receive [win v]\ngo to [back v] layer\n\nwhen I receive [start v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Test - Die\n\ngo to [front v] layer\n\nwhen flag clicked\nrepeat (10000000000000000000000)\n    switch costume to (normal v)\n    wait (pick random (5) to (15)) seconds\n    switch costume to (blink v)\n    wait (0.2) seconds\nend\n\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Sun\n\nwhen flag clicked\nshow\nforever\n    go to [back v] layer\n    go [backward v] (10) layers\nend\n\n@Trees\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\nend\n\nClone at x: [4250] y: [-75]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Trees2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [500] y: [0]\n\nClone at x: [4250] y: [-75]\n\n@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [1200]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (0 v)\nset [collected v] to [0]\n\nwhen I receive [collected 1 v]\nnext costume\nset [collected v] to [1]\n\nwhen I receive [reset v]\nif <<(Checkpoint) = [3]> and <(Collected) = [1]>> then\n    switch costume to (1 v)\nelse\n    switch costume to (0 v)\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I receive [win v]\ngo to [back v] layer\n\n@Lava\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ngo to [back v] layer\n\n@Hidden\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\nif <touching (player v)?> then\n    broadcast (Hidden v)\n    go to [back v] layer\n    set [ghost v] effect to (50)\nelse\n    go to [front v] layer\n    set [ghost v] effect to (0)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\n@Win\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nplay sound [Win v] until done\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\nif <(costume [number v]) = [9]> then\n    if <touching (player v)?> then\n        go to [back v] layer\n        hide\n        next costume\n        set [coin v] to [1]\n        broadcast (Collected 1 v)\n        start sound [Collect v]\n    end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to <(costume [number v]) = [9]>\nset [coin v] to [0]\n\ngo to [back v] layer\n\nwhen I receive [hidden v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nPosition (x) (y)\nset [ghost v] effect to (100)\ngo to [back v] layer\ngo to x: (18) y: (33)\n\nwhen I receive [start v]\ngo to x: (18) y: (33)\n\ndefine Position (x) (y)\ngo to x: (18) y: (33)\nif <<(x position) = [18]> and <(y position) = [33]>> then\n    show\nelse\n    hide\nend\n\n@Start\n\nwhen flag clicked\ngo to x: (100) y: (179)\nswitch costume to (pause v)\nwait (1) seconds\nshow\ngo to [front v] layer\nglide (0.3) secs to x: (100) y: (-45)\nforever\n    if <touching (mouse-pointer v)?> then\n        go to x: (111) y: (-45)\n        set size to (110) %\n    else\n        go to x: (100) y: (-45)\n        set size to (100) %\n    end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\n@Checkpoint- closed\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\nif <(Coin) = [0]> then\n    go to [front v] layer\nelse\n    go to [back v] layer\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Thumbnail2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [start v]\nhide\n\n@Checkpoint- closed2\n\nwhen I receive [green flag v]\nswitch costume to (level 1-1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\nif <<touching (player v)?> and <(Coin) = [1]>> then\n    next costume\n    broadcast (Win v)\nend\n\nhide\n\n@Music\n\nwhen flag clicked\nstart sound [David Lanz & Paul Speer- Natural States- Behind the Waterfall v]\nswitch costume to (on v)\nhide\nforever\n    if <(costume [name v]) = [On]> then\n        set volume to (100) %\n    else\n        set volume to (0) %\n    end\nend\n\nwhen I receive [settings v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nhide\n\n@Settings\n\nwhen flag clicked\nshow\nset size to (30) %\nswitch costume to (costume1 v)\nforever\n    go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (Settings v)\nhide\n\nwhen I receive [start v]\nhide\n\n@Enemy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [1200]\nset [y v] to [67]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Enemy2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [1635]\nset [y v] to [375]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Enemy3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [2200]\nset [y v] to [71]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Enemy4\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [4370]\nset [y v] to [-65]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Checkpoint\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n    if <touching (player v)?> then\n        switch costume to (closed v)\n        change [checkpoint v] by (1)\n    else\n        switch costume to (open v)\n    end\nend\ngo to [front v] layer\n\nwhen I receive [setip v]\nhide\nset [x v] to [1530]\nset [y v] to [350]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\nswitch costume to (open v)\nhide\nset [x v] to [1530]\nset [y v] to [350]\n\n@Checkpoint2\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n    if <touching (player v)?> then\n        switch costume to (closed v)\n        change [checkpoint v] by (1)\n    end\nend\ngo to [front v] layer\n\nwhen I receive [setip v]\nhide\nset [x v] to [3230]\nset [y v] to [-10]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\nhide\nswitch costume to (open v)\nset [x v] to [3230]\nset [y v] to [-10]\n\n@Eye\n\nwhen flag clicked\nshow\nforever\n    go to x: (-86) y: (5)\n    go to [front v] layer\n    point towards (mouse-pointer v)\nend\n\nwhen I receive [start v]\nhide\n\n@Water solid\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [1200]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\n    Clone at x: [4970] y: [-75]\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [500] y: [0]\n\n@Water2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [1200]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\n    Clone at x: [4970] y: [-75]\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\n@Enemy5\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [7470]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Checkpoint3\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n    if <touching (player v)?> then\n        switch costume to (closed v)\n        change [checkpoint v] by (1)\n    end\nend\ngo to [back v] layer\n\nwhen I receive [setip v]\nhide\nset [x v] to [5700]\nset [y v] to [8]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\nhide\nswitch costume to (open v)\nset [x v] to [3230]\nset [y v] to [-10]\n\n@Traditional momentum\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n