Recovery Two Scrolling Platformer #Games #All

Instructions: Recovery Two Scrolling Platformer\n#26 on #Games! 10/25/2020\nThe world Has Been either corrupted or accidentally trashed recover it by collecting the Recover Code Blocks Watch out for spikes! PS: if you get stuck you just have to restart i am working on that glitch.\nIt took Me two months figuring out how to make the script for the "Recover Code" Blocks and dont ask why I did not add checkpoints it is because I spent a month trying to figure it out so it does not work.\nAdvertising will be deleted then reported without warning\n\n@0014049 loved and faved\n\nMobile friendly\nFeatures:\nSpikes\nand Bounce Pads!!\n\nRecovery three\nhttps://scratch.mit.edu/projects/442745618/\nPropose this to be featured here\nhttps://scratch.mit.edu/studios/4228481/\nRecovery 1\nhttps://scratch.mit.edu/projects/432841766\n\nCredits\n@Griffpatch for the tutorial\nand @ratship100 for the art and Music\n\n\n\n#Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All \n\n\n\n\nPlease Love and Favorite

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop666 v)\n\n@Less lag\n\n@Player\n\nwhen flag clicked\nhide\nhide variable [☁ fastest time v]\nhide variable [☁ by v]\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nGame on\nwait (0.01) seconds\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        Game - Die\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)\n    set [blocks collected v] to [0]\nelse\n    if <(Checkpoint) = [1]> then\n        set [x v] to [924]\n        set [y v] to [6]\n        set [blocks collected v] to [2]\n        switch backdrop to (backdrop2 v)\n        set [blocks collected v] to [1]\n        set [blocks collected v] to [2]\n    else\n        if <(Checkpoint) = [2]> then\n            set [x v] to [4533]\n            set [y v] to [-63]\n            switch backdrop to (backdrop2 v)\n            set [blocks collected v] to [10]\n            wait (0.2) seconds\n            set [x v] to [4533]\n            set [y v] to [-63]\n        else\n            if <(Checkpoint) = [3]> then\n                set [x v] to [3090]\n                set [y v] to [0]\n                switch backdrop to (backdrop2 v)\n            else\n                if <(Checkpoint) = [4]> then\n                    set [x v] to [4307]\n                    set [y v] to [-80]\n                    switch backdrop to (backdrop2 v)\n                else\n                    set [x v] to [5347]\n                    set [y v] to [226]\n                    switch backdrop to (backdrop2 v)\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 [0]\nset [scroll y v] to [0]\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)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n    set [scroll x v] to [5761]\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]> or <[5000] < (y)>> then\n    set [exit v] to [Die]\nend\nif <touching (obstacles v)?> then\n    if <(LEVEL) = [1]> then\n        broadcast (Play Game v)\n    else\n        broadcast (Reset v)\n        broadcast (Setip v)\n        broadcast (Lvl2 v)\n    end\nend\nif <touching (jump pad v)?> then\n    if <(sx) > [0]> then\n        set [speed y v] to [-35]\n    else\n        set [speed y v] to [35]\n    end\n    set [in air v] to [0]\nend\nif <touching (finish v)?> then\n    change [level v] by (1)\n    broadcast (Reset v)\n    broadcast (Setip v)\n    broadcast (Lvl2 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\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\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n    hide\n    wait (0.1) seconds\n    show\n    wait (0.1) seconds\nend\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\ndefine Test - Die\n\nwhen I receive [lvl2 v]\nset [level v] to [2]\nshow\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        Game - Die\n    end\nend\n\nset [x v] to [2096]\nset [y v] to [189]\n\nif <(sx) > [0]> then\n    set [speed x v] to [-16]\nelse\n    set [speed x v] to [16]\nend\nset [in air v] to [0]\n\nshow\n\nwhen I receive [intro done v]\nswitch costume to (player2 v)\nset size to (10) %\nshow\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nset [blocks collected v] to [1]\n\nif <(y) > [5000]> then\n    set [y v] to [-55]\nend\n\nhide variable [☁ fastest time v]\nhide variable [☁ by v]\nset [blocks collected v] to [0]\nset [level v] to [1]\nset [ghost v] effect to (0)\npoint in direction (90)\nset [checkpoint v] to [0]\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 (backdrop666 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]\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)\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\nshow\n\nif <(Checkpoint) < [2]> then\n    forever\n        wait (0.05) seconds\n    end\nelse\n    if <(Checkpoint) = [2]> then\nend\n\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n    wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n    wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n    wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n    wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n    wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n    wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n    wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n    wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n    wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n    wait until <(Blocks Collected) = [9]>\nend\nif <(costume [number v]) = [11]> then\n    wait until <(Blocks Collected) = [10]>\nend\nif <(costume [number v]) = [12]> then\n    wait until <(Blocks Collected) = [11]>\nend\nif <(costume [number v]) = [13]> then\n    wait until <(Blocks Collected) = [12]>\nend\nif <(costume [number v]) = [14]> then\n    wait until <(Blocks Collected) = [13]>\nend\nif <(costume [number v]) = [15]> then\n    wait until <(Blocks Collected) = [14]>\nend\nif <(costume [number v]) = [16]> then\n    wait until <(Blocks Collected) = [15]>\nend\nif <(costume [number v]) = [17]> then\n    wait until <(Blocks Collected) = [16]>\nend\nif <(costume [number v]) = [18]> then\n    wait until <(Blocks Collected) = [17]>\nend\nif <(costume [number v]) = [19]> then\n    wait until <(Blocks Collected) = [18]>\nend\nshow\n\n@title screen thingy\n\nwhen flag clicked\nhide\n\nwhen I receive [titl screen v]\nhide variable [☁ fastest time v]\nhide variable [by v]\nhide variable [time v]\ngo to [front v] layer\nshow\nwait (0.000000000001) seconds\nstop [all v]\n\n@Obstacles\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 (backdrop666 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]\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)\n\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 I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n    wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n    wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n    wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n    wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n    wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n    wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n    wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n    wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n    wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n    wait until <(Blocks Collected) = [9]>\nend\nif <(costume [number v]) = [11]> then\n    wait until <(Blocks Collected) = [10]>\nend\nif <(costume [number v]) = [12]> then\n    wait until <(Blocks Collected) = [11]>\nend\nif <(costume [number v]) = [13]> then\n    wait until <(Blocks Collected) = [12]>\nend\nif <(costume [number v]) = [14]> then\n    wait until <(Blocks Collected) = [13]>\nend\nif <(costume [number v]) = [15]> then\n    wait until <(Blocks Collected) = [14]>\nend\nif <(costume [number v]) = [16]> then\n    wait until <(Blocks Collected) = [15]>\nend\nif <(costume [number v]) = [17]> then\n    wait until <(Blocks Collected) = [16]>\nend\nif <(costume [number v]) = [18]> then\n    wait until <(Blocks Collected) = [17]>\nend\nif <(costume [number v]) = [19]> then\n    wait until <(Blocks Collected) = [18]>\nend\nshow\n\n@Jump Pad\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 (backdrop666 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]\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]\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\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 I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n    wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n    wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n    wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n    wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n    wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n    wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n    wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n    wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n    wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n    wait until <(Blocks Collected) = [9]>\nend\nif <(costume [number v]) = [11]> then\n    wait until <(Blocks Collected) = [10]>\nend\nif <(costume [number v]) = [12]> then\n    wait until <(Blocks Collected) = [11]>\nend\nif <(costume [number v]) = [13]> then\n    wait until <(Blocks Collected) = [12]>\nend\nif <(costume [number v]) = [14]> then\n    wait until <(Blocks Collected) = [13]>\nend\nif <(costume [number v]) = [15]> then\n    wait until <(Blocks Collected) = [14]>\nend\nif <(costume [number v]) = [16]> then\n    wait until <(Blocks Collected) = [15]>\nend\nif <(costume [number v]) = [17]> then\n    wait until <(Blocks Collected) = [16]>\nend\nif <(costume [number v]) = [18]> then\n    wait until <(Blocks Collected) = [17]>\nend\nif <(costume [number v]) = [19]> then\n    wait until <(Blocks Collected) = [18]>\nend\nshow\n\n@Blocks\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 <(Checkpoint) = [0]> then\n    set [blocks collected v] to [0]\nend\nwait (0.05) seconds\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop666 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]\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)\n\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 I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n    wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n    wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n    wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n    wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n    wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n    wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n    wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n    wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n    wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n    wait until <(Blocks Collected) = [9]>\nend\nif <(costume [number v]) = [11]> then\n    wait until <(Blocks Collected) = [10]>\nend\nif <(costume [number v]) = [12]> then\n    wait until <(Blocks Collected) = [11]>\nend\nif <(costume [number v]) = [13]> then\n    wait until <(Blocks Collected) = [12]>\nend\nif <(costume [number v]) = [14]> then\n    wait until <(Blocks Collected) = [13]>\n    broadcast (Yew Won v)\nend\nshow\nforever\n    if <touching (player v)?> then\n        hide\n        change [blocks collected v] by (1)\n        delete this clone\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [blocks collected v] to [0]\nset [time v] to [0]\nhide\nrepeat until <(Blocks Collected) = [13]>\n    wait (0.1) seconds\n    change [time v] by (0.1)\nend\nbroadcast (Yew Won v)\n\nwait until \n\nwhen I receive [yew won v]\nshow variable [☁ fastest time v]\nshow variable [time v]\nif <(Time) < (☁ Fastest time)> then\n    set [☁ fastest time v] to (Time)\nend\ngo to [front v] layer\nshow\nwait (15) seconds\nhide\nbroadcast (titl screen v)\n\nset [by v] to (username)\n\nshow variable [by v]\n\n@intro part 3\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [my variable v] to [0]\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait (3) seconds\nbroadcast (intro v)\n\nwhen I start as a clone\nshow\nif <[0] = (my variable)> then\n    go to [back v] layer\n    wait (3) seconds\n    if <<[1] = (costume [number v])> or <[3] = (costume [number v])>> then\n        repeat (20)\n            change x by (10)\n            change y by (-10)\n        end\n        delete this clone\n    end\n    if <<[2] = (costume [number v])> or <[4] = (costume [number v])>> then\n        repeat (20)\n            change x by (-10)\n            change y by (10)\n        end\n        delete this clone\n    end\nelse\n    if <[1] = (my variable)> then\n        if <[1] = (costume [number v])> then\n            go to x: (100) y: (-100)\n            repeat (10)\n                change x by (-10)\n                change y by (10)\n            end\n            broadcast (d v)\n            wait (1) seconds\n            delete this clone\n        end\n        if <[2] = (costume [number v])> then\n            go to x: (-100) y: (100)\n            repeat (10)\n                change x by (10)\n                change y by (-10)\n            end\n            wait (1) seconds\n            delete this clone\n        end\n    end\nend\n\nbroadcast (d v)\n\nwhen I receive [d v]\nset [my variable v] to [0]\nwait (1.5) seconds\nswitch costume to (3 v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nbroadcast (Intro Done v)\n\nwhen I receive [end intro v]\nset [my variable v] to [1]\nwait (0.05) seconds\nswitch costume to (1 v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\n\n@intro part 2\n\nwhen flag clicked\nset [my variable v] to [0]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [d v]\nset [my variable v] to [0]\nwait (1) seconds\nswitch costume to (1 v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\npoint in direction (90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\n\nbroadcast (end intro v)\n\nwhen I start as a clone\nshow\nwait (3) seconds\nif <[1] = (costume [number v])> then\n    repeat (23)\n        change x by (10)\n        change y by (10)\n    end\n    delete this clone\nend\nif <[2] = (costume [number v])> then\n    repeat (23)\n        change y by (-10)\n        change x by (-10)\n    end\n    delete this clone\nend\n\n@intro part 1\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nswitch backdrop to (backdrop1 v)\nplay sound [Intro Music \(Shortened\) v] until done\n\nwhen I receive [intro v]\npoint in direction (90)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nwait (5) seconds\npoint in direction (90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\npoint in direction (90)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n    point in direction (-165)\n    set size to (0) %\n    repeat (50)\n        change size by (((100) - (size)) * (0.1))\n        turn right (((90) - (direction)) * (0.1)) degrees\n    end\n    point in direction (90)\n    wait (1) seconds\n    repeat (10)\n        change size by (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\nif <(costume [number v]) = [2]> then\n    set size to (10) %\n    repeat (10)\n        change size by (((200) - (size)) * (0.1))\n    end\n    if <(direction) = [90]> then\n        repeat (10)\n            change y by (-10)\n            change [ghost v] effect by (10)\n        end\n        delete this clone\n    end\n    if <(direction) = [-90]> then\n        repeat (10)\n            change y by (10)\n            change [ghost v] effect by (10)\n        end\n        delete this clone\n    end\nend\nif <(costume [number v]) = [3]> then\n    set size to (100) %\n    repeat (20)\n        change size by (((600) - (size)) * (0.1))\n    end\nend\nif <(costume [number v]) = [4]> then\n    go to x: (0) y: (-5)\n    set size to (10) %\n    repeat (20)\n        change size by (((100) - (size)) * (0.1))\n        change y by (0.25)\n    end\nend\nif <(costume [number v]) = [5]> then\n    set size to (10) %\n    repeat (20)\n        change size by (((100) - (size)) * (0.1))\n    end\n    wait (2) seconds\n    broadcast (end intro v)\nend\nif <(costume [number v]) = [6]> then\n    set size to (10) %\n    repeat (10)\n        change size by (((200) - (size)) * (1))\n    end\n    if <(direction) = [90]> then\n        repeat (10)\n            change y by (-10)\n            change [ghost v] effect by (10)\n        end\n        delete this clone\n    end\n    if <(direction) = [-90]> then\n        repeat (10)\n            change y by (10)\n            change [ghost v] effect by (10)\n        end\n        delete this clone\n    end\nend\n\nwhen I receive [end intro v]\nrepeat (10)\n    change size by (((0) - (size)) * (0.5))\nend\ndelete this clone\n\n