Obelisk A platformer!

Instructions: 2000 Veiws!!!\nSparky Is Just A Tiny Dot But HE and His MIGHTY gang Of Freinds Will Face More Challenge Then They Expected! Enjoy over 100+ Levels Of Fun filled Platforming! You Can Even Save Your Proggres!\nIn The First Obelisk You Learn The Ways To Be A parkour Dot In Your OWN ways. I The Skull Obelisk There Are Hidden Passeges All Around Helping And Hurting The Only On The Ground... The Mist Obelisk Its Really Tricky Mixed Up Ad Fake Yellows! You'll Find\nIn The Plant Obelisk Its Time To Climb Some Vines!\nTo Reach The Sky Youll Climb SOOO high And See the top of the Clouds!... In The Thunder Obelisk You'll Hear A MIGHTY BOOM as Lightning Strikes You Fight the Light and push your way Through!

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop37 v) and wait\n\nwhen backdrop switches to [backdrop63 v]\nset [obelisk! v] to [Misty]\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop62 v]\nforever\n    if <<[40] < (Level)> and <[61] > (Level)>> then\n        set [obelisk shards! v] to [1]\n    end\nend\n\nwhen backdrop switches to [backdrop82 v]\nforever\n    if <<[61] < (Level)> and <[72] > (Level)>> then\n        set [obelisk shards! v] to [2]\n    end\nend\n\nwhen backdrop switches to [backdrop66 v]\nforever\n    if <<[73] < (Level)> and <[81] > (Level)>> then\n        set [obelisk shards! v] to [3]\n    end\nend\n\nchange [obelisk shards! v] by (1)\n\nchange [ghost v] effect by ()\n\nchange [obelisk shards! v] by (1)\n\nset [obelisk shards! v] to [3]\n\nset [obelisk shards! v] to [1]\n\nwhen backdrop switches to [backdrop91 v]\nforever\n    if <<[81] < (Level)> and <[93] > (Level)>> then\n        set [obelisk shards! v] to [4]\n    end\nend\n\nswitch backdrop to (backdrop97 v)\nchange [obelisk shards! v] by (1)\n\nswitch backdrop to (backdrop97 v)\n\n@Sprite1\n\nwhen flag clicked\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-211) y: (-67)\npoint in direction (90)\nwait (2) seconds\nforever\n    if <<[96] < (backdrop [number v])> or <[93] > (backdrop [number v])>> then\n        if <(game) = [1]> then\n            change [yv v] by (-.5)\n            if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n                change [xv v] by (.6)\n            end\n            if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n                change [xv v] by (-0.6)\n            end\n            set [xv v] to ((Xv) * (0.9))\n            change x by (Xv)\n            if <touching color (#000008)?> then\n                change y by (1)\n                if <touching color (#000008)?> then\n                    change y by (1)\n                    if <touching color (#000008)?> then\n                        change y by (1)\n                        if <touching color (#000008)?> then\n                            change y by (1)\n                            if <touching color (#000008)?> then\n                                change y by (1)\n                                if <touching color (#000008)?> 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?> or <key (w v) pressed?>> then\n                                        start sound [jump v]\n                                        if <(Xv) > [0]> then\n                                            set [xv v] to [-8]\n                                        else\n                                            set [xv v] to [8]\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 (#000008)?> then\n                change y by ((Yv) * (-1))\n                set [yv v] to [0]\n            end\n            change y by (-1)\n            if <touching color (#000008)?> then\n                if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                    start sound [jump v]\n                    set [yv v] to [10]\n                end\n            end\n            change y by (1)\n            if <touching color (#faff00)?> then\n                change [level v] by (1)\n                start sound [next lvl v]\n                set [yv v] to [0]\n                go to x: (-210) y: (-76)\n                switch backdrop to (next backdrop v)\n                change [level v] by (1)\n            end\n            if <touching color (#fa00ff)?> then\n                start sound [jump v]\n                set [yv v] to [15]\n            end\n            if <touching color (#00ffff)?> then\n                if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n                    set [yv v] to [5]\n                else\n                    set [yv v] to [-1]\n                end\n            end\n            if <touching color (#ff0000)?> then\n                start sound [bxsb v]\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                broadcast (Deth v)\n                set [yv v] to [0]\n                set [xv v] to [0]\n                go to x: (-210) y: (-76)\n                set [ghost v] effect to (0)\n                change [deaths v] by (1)\n            end\n            if <(level) = [101]> then\n        end\n    end\nend\n\npoint in direction (90)\npoint in direction (-90)\n\nwhen flag clicked\nforever\n    broadcast (b v)\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen I receive [message1 v]\nset [clircles: v] to [1]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\ngo to x: (-223) y: (-167)\nset [yv v] to [0]\n\nwhen backdrop switches to [backdrop49 v]\nrepeat until <not <(backdrop [name v]) = [backdrop49]>>\n    if <key (3 v) pressed?> then\n        switch backdrop to (backdrop50 v)\n        change [level v] by (1)\n        set [yv v] to [0]\n        go to x: (-224) y: (-136)\n        wait until <not <key (3 v) pressed?>>\n    end\nend\n\nwhen backdrop switches to [backdrop46 v]\nrepeat until <not <(backdrop [name v]) = [backdrop46]>>\n    if <key (space v) pressed?> then\n        switch backdrop to (backdrop47 v)\n        change [level v] by (1)\n        go to x: (-224) y: (-136)\n        set [yv v] to [0]\n        wait until <not <key (space v) pressed?>>\n    end\nend\n\ngo to x: (-223) y: (-167)\n\nwhen backdrop switches to [backdrop25 v]\nset [clircles: v] to [0]\n\nwait (4) seconds\nif <(Clircles:) = [0]> then\n    switch backdrop to (backdrop26 v)\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n    if <key (b v) pressed?> then\n        start sound [pop v]\n        set [yv v] to [0]\n        go to x: (-223) y: (-167)\n        change [deaths v] by (1)\n        wait until <not <key (r v) pressed?>>\n    end\nend\n\nwhen [m v] key pressed\nstop all sounds\n\nwhen flag clicked\nforever\n    clone\nend\n\ndefine clone\nif <<<<(X velocity) < [0]> or <(X velocity) < [0]>> or <(Y velocity) < [0]>> or <(Y velocity) < [0]>> then\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo [backward v] (1) layers\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen [r v] key pressed\ngo to x: (-216) y: (-122)\n\nwhen flag clicked\nforever\n    play sound [Flying by Bubblebee3 v] until done\nend\n\nwhen I receive [b v]\nset volume to (Volume) %\n\nwhen flag clicked\nset volume to (100) %\n\nwhen flag clicked\nforever\n    if <<[37] < (backdrop [number v])> and <touching color (#fff600)?>> then\n        start sound [next lvl v]\n        set [yv v] to [0]\n        go to x: (-210) y: (-76)\n        switch backdrop to (next backdrop v)\n        change [level v] by (1)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching color (#ff0094)?> then\n        broadcast (Hai! v)\n        go to x: (-167) y: (-67)\n        change [level v] by (2)\n    end\nend\n\nwhen backdrop switches to [backdrop41 v]\nbroadcast (NEJW v)\n\nwhen I receive [hai! v]\nswitch backdrop to (backdrop40 v)\n\nwhen flag clicked\nforever\n    if <touching (sprite6 v)?> then\n        go to x: (36) y: (250)\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nchange [levels! v] by (1)\n\nwhen flag clicked\nset [obelisk! v] to [None]\n\nwhen backdrop switches to [backdrop42 v]\nset [obelisk! v] to [Skull]\n\nwhen flag clicked\nforever\n    show\nend\n\nswitch backdrop to (backdrop49 v)\n\nif <(backdrop [number v]) = [2]> then\n\nrepeat until <(username) = [stagatoo]>\n\nforever\n\nset [@se_allowdecimals v] to [0]\n\nwhen flag clicked\nhide variable [gobo clicks v]\nshow variable [my variable v]\n\nrepeat until <(Reaper Costume) = [1]>\n\nwhen flag clicked\nforever\n    hide variable [my variable v]\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n    if <<(Level) > [40]> and <(Level) < [61]>> then\n        set [obelisk! v] to [SKULL]\n    end\nend\n\nwhen this sprite clicked\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop1 v]\n\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen I receive [game start! v]\nshow\n\nwhen [m v] key pressed\nswitch backdrop to (backdrop37 v)\nhide\n\nwhen backdrop switches to [backdrop68 v]\nset [obelisk! v] to [TEN HEARTS EVENT~]\n\nwhen backdrop switches to [backdrop68 v]\nshow\n\nwhen flag clicked\nforever\n    if <<(Level) > [51]> and <(Level) < [65]>> then\n        set [obelisk! v] to [MIST!]\n    end\nend\n\nforever\n\nwhen flag clicked\nforever\n    if <(Level) = [2]> then\n        show\n    end\nend\n\nwhen backdrop switches to [backdrop37 v]\nhide\n\nwhen [space v] key pressed\n\nwhen [m v] key pressed\nif <key (m v) pressed?> then\n    set [level v] to [1]\nend\n\nwhen backdrop switches to [backdrop19 v]\nif <(username) = [Kid20000]> then\n    change [level v] by (1)\nend\n\nwhen backdrop switches to [backdrop2 v]\nreset timer\n\nwhen flag clicked\n\n\n\nwhen [space v] key pressed\nnext costume\nif <<(costume [number v]) = [11]> and <<not <(username) = [Clark_vader96]>> or <(username) = [LeBruhnJames]>>> then\n    next costume\nend\n\nnext costume\n\nwhen flag clicked\nforever\n    if <<(backdrop [number v]) < [82]> and <(backdrop [number v]) > [71]>> then\n        if <touching color (#10ff00)?> then\n            if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n                set [yv v] to [5]\n            else\n                set [yv v] to [0]\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(backdrop [number v]) < [97]> and <(backdrop [number v]) > [92]>> then\n        change [yv v] by (-.5)\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            change [xv v] by (.45)\n        end\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            change [xv v] by (-0.45)\n        end\n        set [xv v] to ((Xv) * (0.93))\n        change x by (Xv)\n        if <touching color (#000000)?> then\n            change y by (1)\n            if <touching color (#000000)?> then\n                change y by (1)\n                if <touching color (#000000)?> then\n                    change y by (1)\n                    if <touching color (#000000)?> then\n                        change y by (1)\n                        if <touching color (#000000)?> then\n                            change y by (1)\n                            if <touching color (#000000)?> 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?> or <key (w v) pressed?>> then\n                                    start sound [jump v]\n                                    if <(Xv) > [0]> then\n                                        set [xv v] to [-8]\n                                    else\n                                        set [xv v] to [8]\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 (#000000)?> then\n            change y by ((Yv) * (-1))\n            set [yv v] to [0]\n        end\n        change y by (-1)\n        if <touching color (#000000)?> then\n            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                start sound [jump v]\n                set [yv v] to [10]\n            end\n        end\n        change y by (1)\n    end\n    if <touching color (#ff0000)?> then\n        start sound [bxsb v]\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        broadcast (Deth v)\n        set [yv v] to [0]\n        set [xv v] to [0]\n        go to x: (-210) y: (-76)\n        set [ghost v] effect to (0)\n        change [deaths v] by (1)\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(backdrop [number v]) < [93]> and <(backdrop [number v]) > [81]>> then\n        if <touching color (#d4ff00)?> then\n            start sound [bxsb v]\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            broadcast (Deth v)\n            set [yv v] to [0]\n            set [xv v] to [0]\n            go to x: (-210) y: (-76)\n            set [ghost v] effect to (0)\n            change [deaths v] by (1)\n        end\n    end\nend\n\nwhen [e v] key pressed\nask [What Level Do you want] and wait\n\nif  then\nend\n\nswitch backdrop to (backdrop42 v)\n\nif <(answer) = [Mist]> then\n    switch backdrop to (backdrop62 v)\nend\nif <(answer) = [Plant]> then\n    switch backdrop to (backdrop84 v)\nend\nif <(answer) = [Thunder]> then\n    switch backdrop to (backdrop91 v)\nend\n\nwhen flag clicked\nset [obelisk shards! v] to [0]\n\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\n\nwhen backdrop switches to [backdrop35 v]\nif <(username) = [ryanliu0202 ]> then\n    change [level v] by (1)\nend\n\nturn left (15) degrees\n\nswitch backdrop to (answer)\n\n@Sprite4\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n    if <touching (mouse-pointer v)?> then\n        show\n    end\nend\n\nwhen flag clicked\ngo to x: (-51) y: (45)\nhide\n\nwhen backdrop switches to [null2 v]\nhide\n\n@Sprite3\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (images \(4\) v)\nhide variable [volume v]\n\nwhen this sprite clicked\nswitch costume to (costume1 v)\nshow variable [volume v]\n\nwhen [space v] key pressed\nswitch costume to (images \(4\) v)\nhide variable [volume v]\n\nwhen flag clicked\n\nset [volume v] to []\n\nchange [volume v] by (1)\n\nset volume to (100) %\n\nforever\n\nchange [x velocity v] by (100)\n\nwhen flag clicked\nset [levels! v] to [0]\n\n@Sprite6\n\ngo to (random position v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop40 v]\nforever\n    if <(backdrop [number v]) = [40]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite7\n\nwhen backdrop switches to [backdrop40 v]\nforever\n    if <(backdrop [number v]) = [40]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen I receive [win v]\n\nforever\nend\n\nset [☁ wr f40 v] to (☁ FT)\n\nwhen backdrop switches to [backdrop41 v]\nif <(TimE) < (☁ WR f40)> then\n    if <(☁ WR f40) > (TimE)> then\n        set [☁ wr f40 v] to ((TimE) + (username))\n    end\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop41 v]\n\nwhen backdrop switches to [backdrop41 v]\nset [time v] to (timer)\nshow variable [time v]\nshow variable [☁ wr f40 v]\nset [☁ time v] to (TimE)\n\nwhen backdrop switches to [backdrop41 v]\n\nwhen backdrop switches to [backdrop41 v]\n\nwhen backdrop switches to [backdrop41 v]\n\nwhen backdrop switches to [backdrop41 v]\n\nwhen flag clicked\nforever\n    forever\n        if <(backdrop [number v]) = [41]> then\n            show\n        else\n            hide\n        end\n    end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nhide variable [time v]\nhide variable [☁ wr f40 v]\n\nwhen I receive [nejw v]\nforever\n    if <(deaths) > [50]> then\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [nejw v]\nforever\n    if <<[49] > (deaths)> and <[30] < (deaths)>> then\n        switch costume to (costume2 v)\n    end\nend\n\nwhen I receive [nejw v]\nforever\n    if <<[14] > (deaths)> and <[7] < (deaths)>> then\n        switch costume to (costume4 v)\n    end\nend\n\nwhen I receive [nejw v]\nforever\n    if <<[29] > (deaths)> and <[15] < (deaths)>> then\n        switch costume to (costume3 v)\n    end\nend\n\nwhen I receive [nejw v]\nforever\n    if <(deaths) = [0]> then\n        switch costume to (costume6 v)\n    end\nend\n\nwhen I receive [nejw v]\nforever\n    if <<[6] > (deaths)> and <[1] < (deaths)>> then\n        switch costume to (costume5 v)\n    end\nend\n\nwhen I receive [deth v]\nchange [deaths v] by (1)\n\nwhen this sprite clicked\nnext backdrop\n\nshow variable [☁ time v]\nshow variable [☁ wr f40 v]\n\nset [☁ time v] to [0]\n\nwhen backdrop switches to [backdrop42 v]\nhide variable [time v]\nhide variable [☁ wr f40 v]\n\nset [time v] to (timer)\nshow variable [time v]\nshow variable [☁ wr f40 v]\n\nwhen backdrop switches to [backdrop42 v]\nreset timer\n\nwhen backdrop switches to [backdrop61 v]\nset [skull ob time v] to (timer)\nshow variable [skull ob time v]\nshow variable [☁ wr skull ob v]\n\nwhen backdrop switches to [backdrop61 v]\nforever\n    if <(Skull OB time) < (☁ WR SKULL OB)> then\n        if <(☁ WR SKULL OB) > (Skull OB time)> then\n            set [☁ wr skull ob v] to ((Skull OB time) + (username))\n        end\n    end\nend\n\nforever\nend\n\nwhen backdrop switches to [backdrop62 v]\nhide variable [skull ob time v]\nhide variable [☁ wr skull ob v]\n\nset [skull ob time v] to (timer)\n\nset [☁ wr f40 v] to [153.779]\n\nset [time v] to [153.779]\n\n@save\n\nwhen flag clicked\nshow list [save code v]\nforever\n    set [encoded v] to []\n    if <key (s v) pressed?> then\n        write (username) to encoded\n        write (Level) to encoded\n        write (Obelisk!) to encoded\n        write (Obelisk Shards!) to encoded\n        delete all of [save code v]\n        add [Here's your code! Triple-click and copy \(Ctrl-C\) it.] to [save code v]\n        add (encoded) to [save code v]\n        add [When you're ready to use it, press X.] to [save code v]\n        add [-Press Space to close-] to [save code v]\n        hide list [save code v]\n        wait until <key (space v) pressed?>\n        show variable [my variable v]\n        show variable [gobo clicks v]\n        show list [save code v]\n    end\n    if <key (l v) pressed?> then\n        ask [Paste \(Ctrl-V\) your save code. Leave blank to cancel] and wait\n        if <not <(answer) = []>> then\n            begin decode of (answer)\n            value = read from encoded\n            if <(value) = (username)> then\n                value = read from encoded\n                set [level v] to (value)\n                value = read from encoded\n                set [obelisk! v] to (value)\n                value = read from encoded\n                set [obelisk shards! v] to (value)\n                value = read from encoded\n            end\n        end\n    end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n    set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n    change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nset [encoded v] to []\nwrite [] to encoded\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n    set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n    change [letter # v] by (2)\n    if <(idx) < [1]> then\n        stop [this script v]\n    end\n    set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwrite [] to encoded\n\nbegin decode of []\n\nvalue = read from encoded\n\nwhen flag clicked\ndelete all of [code v]\nrepeat (9)\n    add [] to [code v]\nend\nadd [a] to [code v]\nadd [b] to [code v]\nadd [c] to [code v]\nadd [d] to [code v]\nadd [e] to [code v]\nadd [f] to [code v]\nadd [g] to [code v]\nadd [h] to [code v]\nadd [i] to [code v]\nadd [j] to [code v]\nadd [k] to [code v]\nadd [l] to [code v]\nadd [m] to [code v]\nadd [n] to [code v]\nadd [o] to [code v]\nadd [p] to [code v]\nadd [q] to [code v]\nadd [r] to [code v]\nadd [s] to [code v]\nadd [t] to [code v]\nadd [u] to [code v]\nadd [v] to [code v]\nadd [w] to [code v]\nadd [x] to [code v]\nadd [y] to [code v]\nadd [z] to [code v]\nadd [0] to [code v]\nadd [1] to [code v]\nadd [2] to [code v]\nadd [3] to [code v]\nadd [4] to [code v]\nadd [5] to [code v]\nadd [6] to [code v]\nadd [7] to [code v]\nadd [8] to [code v]\nadd [9] to [code v]\nadd [+] to [code v]\nadd [-] to [code v]\nadd [.] to [code v]\nadd [ ] to [code v]\nadd [_] to [code v]\n\nwhen flag clicked\nset [yi v] to [0]\n\nshow variable [my variable v]\nshow variable [gobo clicks v]\nset [yi v] to [10201]\n\nset [yi v] to (value)\n\n@Sprite9\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen this sprite clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (Game Start! v)\nset [obelisk! v] to [None]\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop37 v]\nshow\n\nwhen backdrop switches to [backdrop68 v]\nhide\n\nif <(answer) = [Y]> then\n    reset timer\nend\n\nask [Speedrun? Y OR N] and wait\n\nwhen flag clicked\nforever\n    if <(backdrop [number v]) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite11\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen this sprite clicked\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop37 v]\nshow\n\nwhen backdrop switches to [backdrop68 v]\nhide\n\nwhen flag clicked\nforever\n    if <(backdrop [number v]) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite12\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen backdrop switches to [backdrop57 v]\ngo to x: (2) y: (12)\nrepeat until <[] = [50]>\n    wait (1) seconds\n    change y by (10)\n    if <<(x position) = [39]> and <(y position) = [668]>> then\n        go to x: (2) y: (12)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(backdrop [number v]) = [57]> then\n        show\n    else\n        hide\n    end\nend\n\ngo to x: (39) y: (668)\n\nwhen [r v] key pressed\ngo to x: (2) y: (12)\n\n@Sprite13\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen this sprite clicked\nshow variable [☁ wr f40 v]\nwait until <mouse down?>\nwait (10) seconds\nhide variable [☁ wr f40 v]\n\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop37 v]\nshow\n\nwhen backdrop switches to [backdrop68 v]\nhide\n\nwhen flag clicked\nforever\n    if <(backdrop [number v]) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nnext costume\n\nset [a v] to [1]\n\nwhen this sprite clicked\n\nbroadcast (E v)\n\n\n\nif  then\n    set [a v] to [2]\nend\n\n\n\n@Sprite14\n\nwhen backdrop switches to [backdrop40 v]\n\nwhen backdrop switches to [backdrop40 v]\n\nwhen flag clicked\nhide\nforever\n    if <<(backdrop [number v]) > [81]> and <[92] > (backdrop [number v])>> then\n        wait (pick random (1) to (2)) seconds\n        hide\n        change x by (pick random (-205) to (205))\n        wait (pick random (3) to (6)) seconds\n        show\n    end\nend\n\nshow\n\nwhen this sprite clicked\n\ngo to (random position v)\n\nwhen flag clicked\nforever\n    if <<(backdrop [number v]) > [81]> and <[92] > (backdrop [number v])>> then\n    else\n        hide\n    end\nend\n\nshow\n\nchange x by (pick random (-205) to (205))\nwait (pick random (3) to (6)) seconds\nshow\n\nhide\nchange x by (pick random (-205) to (205))\nwait (pick random (3) to (6)) seconds\nshow\n\n@Sprite15\n\nwhen backdrop switches to [backdrop40 v]\n\nwhen flag clicked\nforever\n    if <(backdrop [number v]) = [2]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen this sprite clicked\nswitch backdrop to (backdrop43 v)\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop52 v]\nshow\n\nwhen backdrop switches to [backdrop53 v]\nhide\n\nwhen flag clicked\n\n\n