A Snowman's Trip || scrolling platformer

Instructions: ⛄️ A Snowman's Trip ⛄️ a scrolling platformer ⛄️\n\n~ @enniobinder and @Jooona\n\n❄️ Choose a level\n❄️ Move with the arrow keys or WASD (no mobile              .     mode yet)\n❄️ Press "p" to pause\n❄️ Get to the end of a level to unlock a new one!\n❄️ Try to be fast to get three stars on every level!\n\n\nPlease try out all our other games!\n\n

@Stage\n\nwhen flag clicked\nforever\n    if <(level) = [1]> then\n        switch backdrop to (backdrop2 v)\n    end\n    if <(level) = [2]> then\n        switch backdrop to (backdrop2 v)\n    end\n    if <(level) = [3]> then\n        switch backdrop to (backdrop3 v)\n    end\nend\n\n@blanko\n\nset [levelscleared v] to [2]\n\n@hitbox\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\nset [jump v] to [0]\nset [movement x v] to [0]\nset [movement y v] to [0]\nset [x v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [die v] to []\nset [rutschig v] to [0.8]\nset [in air v] to [0]\nset [x spawn v] to [0]\nset [au v] to [0]\nset [y spawn v] to [0]\nset [scroll x v] to [0]\nset [y v] to [0]\nhide\nset [gravity v] to [1]\nforever\n    show variable [music v]\n    broadcast (levelübersicht v)\n    set [slected v] to [0]\n    wait until <(slected) = [1]>\n    broadcast (game on v) and wait\n    show\n    switch costume to (kostüm3 v)\n    set [ghost v] effect to (100)\n    set [pause v] to [0]\n    hide variable [music v]\n    set [level finished v] to [0]\n    repeat until <(level finished) = [1]>\n        broadcast (fade v)\n        set [delete!! v] to [1]\n        wait (0.3) seconds\n        set [die v] to []\n        set [delete!! v] to [0]\n        broadcast (repeat v) and wait\n        game on\n        broadcast (tick v) and wait\n        broadcast (time! v)\n        set [lvl completed v] to [0]\n        repeat until <not <[] = (die)>>\n            if <key (p v) pressed?> then\n                if <(pause) = [0]> then\n                    set [pause v] to [1]\n                else\n                    set [pause v] to [0]\n                end\n                wait until <not <key (p v) pressed?>>\n            end\n            if <(pause) = [0]> then\n                tick\n                position\n                broadcast (tick v)\n            end\n        end\n        if <(lvl completed) = [0]> then\n            broadcast (blink v)\n            wait (1) seconds\n        else\n            start sound [Win v]\n        end\n    end\n    broadcast (fade v)\n    wait (0.3) seconds\nend\n\ndefine tick\npoint in direction ([direction v] of [detector v])\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n    if <<[80] > (direction)> or <[100] < (direction)>> then\n        if <[90] < (direction)> then\n            change [movement x v] by (1.5)\n        else\n            change [movement x v] by (-1.5)\n        end\n    end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [movement x v] by (1)\nend\nset [movement x v] to ((Movement X) * (0.9))\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [movement x v] by (-1)\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <(au) = [1]>> then\n    if <(in air) < [4]> then\n        set [movement y v] to [16]\n    end\nend\nif <(easy) = [0]> then\n    if <[-20] < (Movement Y)> then\n        change [movement y v] by (-2)\n    end\nelse\n    if <[-15] < (Movement Y)> then\n        change [movement y v] by (-2)\n    end\nend\nchange x by: (Movement X)\nchange y by: (Movement Y)\ntest die\nposition\nif <[50] > (scroll x)> then\n    set [scroll x v] to [50]\nend\nif <[0] > (scroll y)> then\n    set [scroll y v] to [0]\nend\nchange [scroll x v] by (round (((x) - (scroll x)) / (10)))\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nposition\ncreate clone of (_myself_ v)\nif <<<(level) = [1]> and <(x) > [4100]>> and <[100] > (y)>> then\n    broadcast (lvl 1 done! v)\nend\nif <<<(level) = [2]> and <(x) > [2140]>> and <[67] > (y)>> then\n    broadcast (lvl2 done! v)\nend\nif <<<(level) = [3]> and <(x) > [3100]>> and <[47] > (y)>> then\n    broadcast (lvl 3 done! v)\nend\n\ndefine game on\nshow\nset [jump v] to [0]\nset [movement x v] to [0]\nset [movement y v] to [0]\nset [x v] to (X Spawn)\nset [scroll x v] to (X Spawn)\nset [scroll y v] to (Y Spawn)\nset [die v] to []\nset [rutschig v] to [0.8]\nset [in air v] to [0]\nset [y v] to (Y Spawn)\nset [gravity v] to [1]\n\ndefine change x by: (sx)\nchange [x v] by (sx)\nposition\nif <<touching (plattforms v)?> or <touching (_edge_ v)?>> then\n    repeat (12)\n        change [y v] by (1)\n        if <not <<touching (plattforms v)?> or <touching (_edge_ v)?>>> then\n            stop [this script v]\n        end\n        position\n    end\n    change [y v] by (-12)\n    if <<not <touching (_edge_ v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n        if <(sx) > [0]> then\n            set [movement x v] to [-10]\n        else\n            set [movement x v] to [10]\n        end\n        set [in air v] to [0]\n    else\n        set [movement x v] to [0]\n    end\n    repeat until <not <<touching (plattforms v)?> or <touching (_edge_ v)?>>>\n        if <[0] < (sx)> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        position\n    end\nend\n\ndefine change y by: (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <<touching (plattforms v)?> or <touching (_edge_ v)?>>>\n    if <[0] < (sy)> 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 [movement y v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine test die\nif <<(y position) < [-179]> or <touching (danger v)?>> then\n    set [die v] to [die]\nend\n\nwhen I receive [green flag v]\nset [color v] effect to (0)\ngo to [front v] layer\ngo to x: (-95) y: (23)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (5) layers\nswitch costume to (level)\nset size to (40) %\nset [ghost v] effect to (0)\nrepeat (10)\n    go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n    change [ghost v] effect by (2)\n    change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (green flag v)\n\nwhen I receive [lvl 1 done! v]\nset [lvl completed v] to [1]\nrepeat (40)\n    set [movement y v] to [10]\nend\nif <[1] > (level done!!)> then\n    set [level done!! v] to [1]\nend\nset [level finished v] to [1]\nset [die v] to [1]\n\nwhen I receive [time! v]\nset [time v] to [0]\nrepeat until <(die) = [1]>\n    wait (1) seconds\n    if <(pause) = [0]> then\n        change [time v] by (1)\n    end\nend\n\nset [levelscleared v] to [0]\n\nwhen I receive [lvl2 done! v]\nset [lvl completed v] to [1]\nrepeat (40)\n    set [movement y v] to [10]\nend\nif <[2] > (level done!!)> then\n    set [level done!! v] to [2]\nend\nset [level finished v] to [1]\nset [die v] to [1]\n\nwhen I receive [lvl 3 done! v]\nset [lvl completed v] to [1]\nrepeat (40)\n    set [movement y v] to [10]\nend\nif <[3] > (level done!!)> then\n    set [level done!! v] to [3]\nend\nset [level finished v] to [1]\nset [die v] to [1]\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0.1)\nhide variable [music v]\nhide variable [time v]\nstop [all v]\n\nwhen flag clicked\nforever\n    reset timer\nend\n\n@Plattforms\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 go to x (x) y (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 [tick v]\ngo to x ((x) - (scroll x)) y ((y) - (scroll y))\n\nwhen I start as a clone\nchange [clones v] by (1)\n\nwhen I receive [repeat v]\nset [color v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n    switch costume to (level1 v)\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\nend\nif <(level) = [2]> then\n    switch costume to (level21 v)\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\nend\nif <(level) = [3]> then\n    switch costume to (level31 v)\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I start as a clone\nforever\n    if <[1] = (delete!!)> then\n        delete this clone\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(username) = [Jooona]> or <(username) = [enniobinder]>> then\n        if <key (2 v) pressed?> then\n            set [levelscleared v] to [1]\n        end\n        if <key (3 v) pressed?> then\n            set [levelscleared v] to [2]\n        end\n    end\nend\n\n@background1\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\n\nswitch costume to (kostüm1 v)\n\nswitch costume to (kostüm1 v)\n\nwhen I receive [repeat v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [2]> then\n    switch costume to (kostüm2 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm2 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm2 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm2 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm2 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm2 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm2 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm2 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm2 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm2 v)\n    clone at x: [2400] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I receive [repeat v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [3]> then\n    switch costume to (kostüm3 v)\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I receive [tick v]\ngo to x (((x) - (scroll x)) / (5)) y (((y) - (scroll y)) / (5))\n\ndefine go to x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\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 I receive [repeat v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n    switch costume to (kostüm1 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm1 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm1 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm1 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm1 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm1 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm1 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm1 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm1 v)\n    clone at x: [2400] y: [0]\n    switch costume to (kostüm1 v)\n    clone at x: [2400] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I start as a clone\nchange [clones v] by (1)\n\nwhen I start as a clone\nforever\n    if <[1] = (delete!!)> then\n        delete this clone\n    end\nend\n\n@background2\n\nwhen I receive [tick v]\ngo to x (((x) - (scroll x)) / (10)) y (((y) - (scroll y)) / (10))\n\ndefine go to x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\ndefine clone at x: (x) y: (y)\nif <(level) = [1]> then\n    switch costume to (pick random (1) to (3))\n    set size to (pick random (85) to (150)) %\nend\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen I receive [repeat v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [3]> then\n    switch costume to (kostüm4 v)\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I receive [repeat v]\nset [x v] to [-2000]\nset [y v] to [0]\nif <(level) = [1]> then\n    switch costume to (level1 v)\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\n    clone at x: [2400] y: [0]\nend\nset [x v] to [1000000]\n\nwhen I start as a clone\nchange [clones v] by (1)\n\nwhen I start as a clone\nforever\n    if <[1] = (delete!!)> then\n        delete this clone\n    end\nend\n\n@snow\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 I receive [repeat v]\nset [clones v] to [0]\nif <(level) = [1]> then\n    broadcast (let it snow! v)\nend\nset [y v] to [100000]\n\ndefine go to x (x) y (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 [tick v]\ngo to x ((x) - (scroll x)) y ((y) - (scroll y))\n\nwhen I start as a clone\nchange [clones v] by (1)\nset size to (pick random (40) to (120)) %\ngo to [front v] layer\nset [yv v] to [-10]\nset [xv v] to [0]\nrepeat until <<<touching (hitbox v)?> or <touching (plattforms v)?>> or <(y position) < [-170]>>\n    change [xv v] by (pick random (-1) to (1))\n    change [x v] by (xv)\n    change [yv v] by (pick random (-3) to (2))\n    change [y v] by (yv)\nend\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nchange [clones v] by (-1)\ndelete this clone\n\nwhen I receive [let it snow! v]\nrepeat until <not <[] = (die)>>\n    set [x v] to ((scroll x) + (pick random (-400) to (400)))\n    set [y v] to ((scroll y) + (250))\n    clone at x: [0] y: [0]\nend\n\nwhen I start as a clone\nif <[] = (die)> then\n    wait (0.2) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n    if <[1] = (delete!!)> then\n        delete this clone\n    end\nend\n\n@detector\n\nwhen I receive [green flag v]\npoint in direction (90)\nforever\n    tick\nend\n\ndefine tick\ngo to (hitbox v)\ngo to [front v] layer\nif <(level) = [1]> then\n    if <<color (#0015ff) is touching (#dcfffc)?> and <not <color (#ff0000) is touching (#dcfffc)?>>> then\n        turn left (10) degrees\n    end\n    if <<color (#ff0000) is touching (#dcfffc)?> and <not <color (#0015ff) is touching (#dcfffc)?>>> then\n        turn right (10) degrees\n    end\nend\nif <(level) = [2]> then\n    if <<color (#0015ff) is touching (#a70000)?> and <not <color (#ff0000) is touching (#a70000)?>>> then\n        turn left (5) degrees\n    end\n    if <<color (#ff0000) is touching (#a70000)?> and <not <color (#0015ff) is touching (#a70000)?>>> then\n        turn right (5) degrees\n    end\nend\nif <(level) = [3]> then\n    if <<color (#0015ff) is touching (#ffffff)?> and <not <color (#ff0000) is touching (#ffffff)?>>> then\n        turn left (5) degrees\n    end\n    if <<color (#ff0000) is touching (#ffffff)?> and <not <color (#0015ff) is touching (#ffffff)?>>> then\n        turn right (5) degrees\n    end\nend\nif <[4] < ([in air v] of [hitbox v])> then\n    if <not <(direction) = [90]>> then\n        if <(direction) < [90]> then\n            turn right (5) degrees\n        else\n            turn left (5) degrees\n        end\n    end\nend\n\n@player\n\nwhen I receive [tick v]\nset size to (30) %\nshow\npoint in direction ([direction v] of [hitbox v])\ngo to (hitbox v)\ngo to [front v] layer\ngo [backward v] (3) layers\n\nwhen I receive [blink v]\nstart sound [Plopp v]\nhide\nclone [30] times\n\nwhen I start as a clone\nshow\nset size to (pick random (5) to (15)) %\nset [xvelocity v] to (pick random (-10) to (10))\nset [yvelocity v] to (pick random (0) to (10))\nchange y by (yVelocity)\nswitch costume to ((level) + (3))\nrepeat until <<touching (plattforms v)?> or <touching (danger v)?>>\n    change x by (xVelocity)\n    change y by (yVelocity)\n    change [yvelocity v] by (-1)\n    set [xvelocity v] to ((xVelocity) * (0.9))\nend\nwait (1) seconds\ndelete this clone\n\nwhen I receive [repeat v]\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (level)\n\ndefine clone (...) times\nrepeat (...)\n    create clone of (_myself_ v)\nend\n\n@lvl1\n\nwhen I receive [levelübersicht v]\nwait (0) seconds\ngo to [front v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (0)\nshow\nrepeat until <(slected) = [1]>\n    go to x: ((-250) - (mouse x)) y: (0)\n    if <touching (mouse-pointer v)?> then\n        set size to ((5) + ((75) - ((distance to [mouse-pointer v]) / (15)))) %\n        if <mouse down?> then\n            set [level v] to [1]\n            set [slected v] to [1]\n            repeat (10)\n                change size by (10)\n            end\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n        end\n    else\n        set size to ((75) - ((distance to [mouse-pointer v]) / (15))) %\n    end\nend\nhide\n\nwhen I receive [green flag v]\nswitch costume to (0stars v)\nset [level best time v] to [100]\nset [levelscleared v] to [0]\nhide\n\nwhen I receive [lvl 1 done! v]\nif <(LevelsCleared) = [0]> then\n    set [levelscleared v] to [1]\nend\nif <(Time) < (level best time)> then\n    set [level best time v] to (Time)\nend\nif <[30] < (level best time)> then\n    switch costume to (1star v)\nend\nif <<(level best time) < [30]> and <[21] < (level best time)>> then\n    switch costume to (2stars v)\nend\nif <(level best time) < [22]> then\n    switch costume to (3stars v)\nend\n\n@background\n\nwhen I receive [green flag v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [levelübersicht v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [repeat v]\nhide\n\nwhen flag clicked\nswitch costume to (kostüm3 v)\n\n@decorations\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 go to x (x) y (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 [tick v]\ngo to x ((x) - (scroll x)) y ((y) - (scroll y))\n\nwhen I receive [repeat v]\nset [color v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n    switch costume to (level1 v)\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\nend\nif <(level) = [2]> then\n    switch costume to (level10 v)\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\nend\nif <(level) = [3]> then\n    switch costume to (level16 v)\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I start as a clone\nforever\n    if <[1] = (delete!!)> then\n        delete this clone\n    end\nend\n\n@danger\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\nif <(level) = [2]> then\n    next costume\nend\n\ndefine go to x (x) y (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 [tick v]\ngo to x ((x) - (scroll x)) y ((y) - (scroll y))\n\nwhen I receive [repeat v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n    switch costume to (level1 v)\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\nend\nif <(level) = [2]> then\n    switch costume to (level2 1 v)\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\nend\nif <(level) = [3]> then\n    switch costume to (level3 1 v)\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\n    clone at x: [475] y: [0]\nend\nset [x v] to [100000000]\n\nwhen I start as a clone\nset [costumedanger v] to (costume [number v])\nforever\n    if <[2] = (level)> then\n        repeat (10)\n            turn left (0.3) degrees\n        end\n        repeat (10)\n            turn right (0.3) degrees\n        end\n    end\nend\n\nwait (0.2) seconds\n\nswitch costume to (costumeDanger)\n\nwait (0.2) seconds\n\nswitch costume to ((costumeDanger) + (1))\n\nrepeat (5)\n    turn right (0.3) degrees\nend\n\nwhen I start as a clone\nforever\n    if <[1] = (delete!!)> then\n        delete this clone\n    end\nend\n\n@time\n\nwhen I receive [green flag v]\ngo to [front v] layer\n\nwhen I receive [repeat v]\nshow variable [time v]\nshow\n\nwhen I receive [levelübersicht v]\nhide\nhide variable [time v]\n\nwhen I receive [game on v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@lvl2\n\nwhen I receive [levelübersicht v]\nwait (0.1) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (0)\nshow\nrepeat until <(slected) = [1]>\n    go to x: ((0) - (mouse x)) y: (0)\n    if <<touching (mouse-pointer v)?> and <not <(costume [number v]) = [1]>>> then\n        set size to ((5) + ((75) - ((distance to [mouse-pointer v]) / (15)))) %\n        if <mouse down?> then\n            set [level v] to [2]\n            set [slected v] to [1]\n            repeat (10)\n                change size by (10)\n            end\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n        end\n    else\n        set size to ((75) - ((distance to [mouse-pointer v]) / (15))) %\n    end\nend\nhide\n\nwhen I receive [green flag v]\nswitch costume to (locked v)\nset [level best time v] to [100]\nset [levelscleared v] to [0]\nhide\nwait until <(LevelsCleared) = [1]>\nswitch costume to (0stars v)\n\nwhen I receive [lvl2 done! v]\nif <(LevelsCleared) = [1]> then\n    set [levelscleared v] to [2]\nend\nif <(Time) < (level best time)> then\n    set [level best time v] to (Time)\nend\nif <[20] < (level best time)> then\n    switch costume to (1star v)\nend\nif <<(level best time) < [20]> and <[13] < (level best time)>> then\n    switch costume to (2stars v)\nend\nif <(level best time) < [14]> then\n    switch costume to (3stars v)\nend\n\n@fade\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\n\nwhen I receive [fade v]\nrepeat (10)\n    change [ghost v] effect by (-10)\n    go to [front v] layer\nend\nrepeat (5)\n    go to [front v] layer\nend\nrepeat (10)\n    change [ghost v] effect by (10)\n    go to [front v] layer\nend\n\n@wolken\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 I receive [repeat v]\nset [clones v] to [0]\nif <(level) = [2]> then\n    broadcast (wolken v)\nend\nif <(level) = [3]> then\n    broadcast (weniger wolken v)\nend\n\ndefine go to x (x) y (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 [tick v]\ngo to x ((x) - (scroll x)) y ((y) - (scroll y))\n\nwhen I start as a clone\nchange [clones v] by (1)\nset size to (pick random (40) to (120)) %\ngo to [front v] layer\ngo [backward v] (pick random (5) to (20)) layers\nset [yv v] to [0]\nif <(scroll x) < (x)> then\n    set [xv v] to [-1]\n    repeat until <(x) < ((scroll x) - (400))>\n        change [xv v] by (pick random (-0.1) to (0))\n        change [x v] by (xv)\n        change [yv v] by (pick random (-0.1) to (0.1))\n        change [y v] by (yv)\n    end\nelse\n    set [xv v] to [1]\n    repeat until <((scroll x) - (-400)) < (x)>\n        change [xv v] by (pick random (0) to (0.1))\n        change [x v] by (xv)\n        change [yv v] by (pick random (-0.1) to (0.1))\n        change [y v] by (yv)\n    end\nend\nchange [clones v] by (-1)\ndelete this clone\n\nwhen I receive [wolken v]\nrepeat until <not <[] = (die)>>\n    if <(pick random (1) to (2)) = [1]> then\n        set [x v] to ((scroll x) - (400))\n    else\n        set [x v] to ((scroll x) - (-400))\n    end\n    set [y v] to (pick random (50) to (200))\n    clone at x: [0] y: [0]\n    wait (pick random (0.1) to (2)) seconds\nend\n\nwhen I start as a clone\nforever\n    if <[1] = (delete!!)> then\n        delete this clone\n    end\nend\n\nwhen I receive [weniger wolken v]\nrepeat until <not <[] = (die)>>\n    if <(pick random (1) to (2)) = [1]> then\n        set [x v] to ((scroll x) - (400))\n    else\n        set [x v] to ((scroll x) - (-400))\n    end\n    set [y v] to (pick random (50) to (200))\n    clone at x: [0] y: [0]\n    wait (pick random (0.5) to (2)) seconds\nend\n\n@Figur1\n\nwhen I receive [game on v]\nbroadcast (Überbrückung v)\n\nwhen I receive [überbrückung v]\ngo to [front v] layer\n\nwhen I receive [levelübersicht v]\ngo to [back v] layer\n\n@lvl3\n\nwhen I receive [levelübersicht v]\nwait (0) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (0)\nshow\nrepeat until <(slected) = [1]>\n    go to x: ((250) - (mouse x)) y: (0)\n    if <<touching (mouse-pointer v)?> and <not <(costume [number v]) = [1]>>> then\n        set size to ((5) + ((75) - ((distance to [mouse-pointer v]) / (15)))) %\n        if <mouse down?> then\n            set [level v] to [3]\n            set [slected v] to [1]\n            repeat (10)\n                change size by (10)\n            end\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n        end\n    else\n        set size to ((75) - ((distance to [mouse-pointer v]) / (15))) %\n    end\nend\nhide\n\nwhen I receive [green flag v]\nswitch costume to (locked v)\nset [level best time v] to [100]\nset [levelscleared v] to [0]\nhide\nwait until <(LevelsCleared) = [2]>\nswitch costume to (0stars v)\n\nwhen I receive [lvl 3 done! v]\nif <(LevelsCleared) = [2]> then\n    set [levelscleared v] to [3]\nend\nif <(Time) < (level best time)> then\n    set [level best time v] to (Time)\nend\nif <[30] < (level best time)> then\n    switch costume to (1star v)\nend\nif <<(level best time) < [31]> and <[20] < (level best time)>> then\n    switch costume to (2stars v)\nend\nif <(level best time) < [21]> then\n    switch costume to (3stars v)\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (100)\n    go to [front v] layer\n    go [forward v] (100) layers\nend\n\n@music\n\nwhen flag clicked\nset [music v] to [1]\nforever\n    if <(music) = [1]> then\n        play sound [Winter Magic  Roa  \(No Copyright Music\) v] until done\n    end\nend\n\nwhen flag clicked\nset [music v] to [1]\nforever\n    set volume to ((music) * (100)) %\nend\n\n