Platformer Rush II #All #Games

Instructions: Welcome to Sunshine 3!\nThis is Part 3 of the sunshine series that many enjoyed! \n\nSunshine 2: https://scratch.mit.edu/projects/505881807\n\nSunshine: https://scratch.mit.edu/projects/456872530\n\n\n★Instructions★\nUse arrow keys or WASD to move. There are 10 levels.\nThe game is full of Spikes, lava, moving danger, trampolines, speed things, orbs, size changers, and moving platforms!\n★ADDED★ - disappearing danger, up and down spikes,  Fake flags (lol), and lines (Ziplines), \nFYI - The shoot backs don't activate when you are small!\nAll levels are hard lol\n\nLETS GET MY YT CHANNEL TO 500 SUBS!\nhttps://www.youtube.com/channel/UCxoX7oYD5o2f7wHkmTrbXeg\n\n★Credits★\n@-SapphirreDemon- for some player code\n@spazestudios for the flowers\n@-Xaf- for the music - Inferno\n\nRest by me!\n\nTell me if there are any bugs but I am sure there are none.\n\n#games #games #art #all #all

@Stage\n\nwhen [7 v] key pressed\nif <(username) = [the-green-dragon]> then\n    set [mice plural isn't meese v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n    show variable [mice plural isn't meese v]\n    hide variable [mice plural isn't meese v]\nend\n\n@Blank\n\n@Player\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n    set [☁ p1 v] to (value)\nelse\n    if <(player) = [2]> then\n        set [☁ p2 v] to (value)\n    else\n        if <(player) = [3]> then\n            set [☁ p3 v] to (value)\n        else\n            if <(player) = [4]> then\n                set [☁ p4 v] to (value)\n            else\n                if <(player) = [5]> then\n                    set [☁ p5 v] to (value)\n                else\n                    if <(player) = [6]> then\n                        set [☁ p6 v] to (value)\n                    else\n                        if <(player) = [7]> then\n                            set [☁ p7 v] to (value)\n                        else\n                            if <(player) = [8]> then\n                                set [☁ p8 v] to (value)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (won yet!) to encoded\nwrite (MY PLAYER #) to encoded\nwrite (costume [number v]) to encoded\nwrite (size) to encoded\nwrite (ghost) to encoded\nwrite (_                  PX) to encoded\nwrite (_                     PY) to encoded\ncheck chat talk\nwrite (direction) to encoded\nwrite (round (timer)) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwrite (Lag?) to encoded\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\ndefine Game On\nset [ghost v] to [0]\nclear graphic effects\nset size to (30) %\nset [scroll x v] to (player spawn x)\nset [scroll y v] to (player spawn y)\nset [_                  px v] to (player spawn x)\nset [_                     py v] to (player spawn y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [jet pack power up? v] to [0]\nset [ghost v] effect to (0)\nshow\nset [show / hide v] to [1]\nset [parachute using? v] to [0]\n\ndefine Tick\nif <(mobile?) = [1]> then\n    if <<<(_                  PX) > [-70]> or <<(_                     PY) > [800]> or <[-800] > (_                  PX)>>> or <<(_                  PX) < [32]> and <<(_                     PY) < [-100]> and <[-150] < (_                  PX)>>>> then\n        if <<(mouse x) < (x position)> and <mouse down?>> then\n            set rotation style [left-right v]\n            point in direction (-90)\n            if <(speeds boost) = [0]> then\n                change [frame v] by (.6)\n                change [sx v] by (-4)\n            else\n                change [frame v] by (.7)\n                change [sx v] by (() - (dash power))\n            end\n        end\n    end\n    if <<(x position) < (mouse x)> and <mouse down?>> then\n        point in direction (90)\n        if <(speeds boost) = [0]> then\n            change [frame v] by (.6)\n            change [sx v] by (4)\n        else\n            change [frame v] by (.7)\n            change [sx v] by (dash power)\n        end\n    end\n    if <touching (water swim in v)?> then\n        set [sx v] to ((sx) * (0.5))\n    else\n        set [sx v] to ((sx) * (0.7))\n    end\n    if <([abs v] of (sx) ) > [.9]> then\n        Change Player x by (round (sx))\n    end\n    set [frame v] to ((round ((frame) * (10))) / (10))\n    if <<(y position) < (mouse y)> and <mouse down?>> then\n        if <touching (water swim in v)?> then\n            if <(up?) = [1]> then\n                broadcast (up? v)\n                set [sy v] to [12]\n                change [in air v] by (1)\n            end\n        else\n            if <(jet pack power up?) = [0]> then\n                if <(double jump?) = [0]> then\n                    if <(in air) < [4]> then\n                        set [sy v] to [20]\n                        change [in air v] by (1)\n                    end\n                end\n            else\n                set [sy v] to [9]\n            end\n        end\n    end\n    if <<<(parachute click!!!!!?) = [1]> and <(parachute?) = [1]>> and <(sy) < [-4]>> then\n        if <touching (cloud hitbox v)?> then\n            set [parachute using? v] to [1]\n            change [sy v] by (-.1)\n            if <(sy) < [-.5]> then\n                set [sy v] to [-.5]\n            end\n        else\n            set [parachute using? v] to [1]\n            change [sy v] by (-.3)\n            if <(sy) < [-4.1]> then\n                set [sy v] to [-4.1]\n            end\n        end\n    else\n        if <touching (cloud hitbox v)?> then\n            set [parachute using? v] to [0]\n            change [sy v] by (-.8)\n            if <(sy) < [-3]> then\n                set [sy v] to [-3]\n            end\n        else\n            set [parachute using? v] to [0]\n            if <touching (water swim in v)?> then\n                change [sy v] by (.01)\n                if <[4] < ([abs v] of (sy) )> then\n                    if <[0] < (sy)> then\n                        set [sy v] to [4]\n                    else\n                        set [sy v] to [-4]\n                    end\n                end\n            else\n                change [sy v] by (-2)\n                if <(sy) < [-12]> then\n                    set [sy v] to [-12]\n                end\n            end\n        end\n    end\n    Change Player y by (sy)\n    Test-Die\n    set [scroll x v] to (_                  PX)\n    if <not <(time it hitbox!) = [0]>> then\n        set [_                     py v] to (player spawn y)\n        set [scroll y v] to (player spawn y)\n    else\n        change [scroll y v] by (round (((_                     PY) - (SCROLL Y)) / (10)))\n    end\n    if <(SCROLL Y) < [-150]> then\n        set [scroll y v] to [-150]\n    end\n    Position\n    if <(_                     PY) < [-320]> then\n        set [exit v] to [die]\n    end\nelse\n    if <<<(_                  PX) > [-70]> or <<(_                     PY) > [800]> or <[-800] > (_                  PX)>>> or <<(_                  PX) < [32]> and <<(_                     PY) < [-100]> and <[-150] < (_                  PX)>>>> then\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            set rotation style [left-right v]\n            point in direction (-90)\n            if <(speeds boost) = [0]> then\n                change [frame v] by (.6)\n                change [sx v] by (-4)\n            else\n                change [frame v] by (.7)\n                change [sx v] by (() - (dash power))\n            end\n        end\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        point in direction (90)\n        if <(speeds boost) = [0]> then\n            change [frame v] by (.6)\n            change [sx v] by (4)\n        else\n            change [frame v] by (.7)\n            change [sx v] by (dash power)\n        end\n    end\n    if <touching (water swim in v)?> then\n        set [sx v] to ((sx) * (0.5))\n    else\n        set [sx v] to ((sx) * (0.7))\n    end\n    if <([abs v] of (sx) ) > [.9]> then\n        Change Player x by (round (sx))\n    end\n    set [frame v] to ((round ((frame) * (10))) / (10))\n    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n        if <touching (water swim in v)?> then\n            if <(up?) = [1]> then\n                broadcast (up? v)\n                set [sy v] to [12]\n                change [in air v] by (1)\n            end\n        else\n            if <(jet pack power up?) = [0]> then\n                if <(double jump?) = [0]> then\n                    if <(in air) < [4]> then\n                        set [sy v] to [20]\n                        change [in air v] by (1)\n                    end\n                end\n            else\n                set [sy v] to [9]\n            end\n        end\n    end\n    if <<<key (z v) pressed?> and <(parachute?) = [1]>> and <(sy) < [-4]>> then\n        if <touching (cloud hitbox v)?> then\n            set [parachute using? v] to [1]\n            change [sy v] by (-.1)\n            if <(sy) < [-.5]> then\n                set [sy v] to [-.5]\n            end\n        else\n            set [parachute using? v] to [1]\n            change [sy v] by (-.3)\n            if <(sy) < [-4.1]> then\n                set [sy v] to [-4.1]\n            end\n        end\n    else\n        if <touching (cloud hitbox v)?> then\n            set [parachute using? v] to [0]\n            change [sy v] by (-.8)\n            if <(sy) < [-3]> then\n                set [sy v] to [-3]\n            end\n        else\n            set [parachute using? v] to [0]\n            if <touching (water swim in v)?> then\n                change [sy v] by (.01)\n                if <[4] < ([abs v] of (sy) )> then\n                    if <[0] < (sy)> then\n                        set [sy v] to [4]\n                    else\n                        set [sy v] to [-4]\n                    end\n                end\n            else\n                change [sy v] by (-2)\n                if <(sy) < [-12]> then\n                    set [sy v] to [-12]\n                end\n            end\n        end\n    end\n    Change Player y by (sy)\n    Test-Die\n    set [scroll x v] to (_                  PX)\n    if <not <(time it hitbox!) = [0]>> then\n        set [_                     py v] to (player spawn y)\n        set [scroll y v] to (player spawn y)\n    else\n        change [scroll y v] by (round (((_                     PY) - (SCROLL Y)) / (10)))\n    end\n    if <(SCROLL Y) < [-150]> then\n        set [scroll y v] to [-150]\n    end\n    if <[6400] < (SCROLL X)> then\n        set [scroll x v] to [6400]\n    end\n    Position\n    if <(_                     PY) < [-320]> then\n        set [exit v] to [die]\n    end\nend\n\nif <(Lag?) = [1]> then\n\nif <(Lag?) = [1]> then\n\nwhen I receive [green flag v]\nset [_    last touched? v] to [0]\nset [exit v] to []\nrepeat until <(EXIT) = [Win]>\n    broadcast (Reset v) and wait\n    broadcast (Setup v) and wait\n    Game On\n    reset timer\n    repeat until <(EXIT) > []>\n        if <(_    last touched?) = [1]> then\n            switch costume to (small hitbox v)\n        else\n            switch costume to (normal hitbox v)\n        end\n        if <<touching (mushroom v)?> and <(sy) < [0]>> then\n            set [sy v] to [35]\n            set [jumps v] to [1]\n            set [in air v] to [0]\n            broadcast (_       bounce v)\n        end\n        set [time v] to ((round ((timer) * (10))) / (10))\n        Tick\n        broadcast (Tick v)\n        broadcast (pre-tick v)\n        walk animation\n    end\n    if <(EXIT) = [Win]> then\n        Game-Win\n    else\n        Game-Die\n    end\nend\n\ndefine Change Player x by (sx)\nchange [_                  px v] by (sx)\nPosition\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n    repeat (11)\n        change [_                     py v] by (1)\n        Position\n        if <not <<touching (platforms v)?> or <touching (moving platforms v)?>>> then\n            stop [this script v]\n        end\n    end\n    change [_                     py v] by (-11)\n    repeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n        if <(sx) > [0]> then\n            change [_                  px v] by (-1)\n        else\n            change [_                  px v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Game-Win\nbroadcast (level clear! v)\nstop [other scripts in sprite v]\n\ndefine Change Player y by (sy)\nchange [_                     py v] by (sy)\nchange [in air v] by (1)\nPosition\nif <touching (cloud hitbox v)?> then\n    set [_    last touched? v] to [1]\nelse\n    if <touching (platforms v)?> then\n        set [_    last touched? v] to [0]\n    else\n        if <touching (moving platforms v)?> then\n            set [_    last touched? v] to [2]\n        end\n    end\nend\nrepeat until <not <<<touching (platforms v)?> or <touching (moving platforms v)?>> or <touching (cloud hitbox v)?>>>\n    if <(sy) > [0]> then\n        if <touching (cloud hitbox v)?> then\n            stop [this script v]\n        else\n            change [_                     py v] by (-1)\n        end\n    else\n        if <touching (cloud hitbox v)?> then\n            set [in air v] to [0]\n            set [jump times v] to [0]\n            Position\n            set [sy v] to [0]\n            stop [this script v]\n        else\n            change [_                     py v] by (1)\n            set [in air v] to [0]\n            set [jump times v] to [0]\n        end\n    end\n    Position\n    set [sy v] to [0]\nend\n\ndefine Position\ngo to x: (((_                  PX) - (SCROLL X)) + (menu x)) y: ((_                     PY) - (SCROLL Y))\n\nwhen flag clicked\nset [_can i dash? v] to [1]\nset [dash power v] to [4]\nset [speeds boost v] to [0]\nset [level v] to [1]\nbroadcast (go go go!!! v)\nhide\n\nbroadcast (Green Flag v) and wait\n\ndefine Test-Die\nif <<<<touching (danger v)?> or <touching (moving gears v)?>> or <touching (gears v)?>> or <<touching (enemies v)?> and <[-1] < (PSY)>>> then\n    set [exit v] to [die]\n    broadcast (Die v)\nend\n\ndefine Game-Die\nset [exit v] to []\nclear graphic effects\nset [ghost v] to [0]\nshow\nset [show / hide v] to [1]\nrepeat (20)\n    change [ghost v] effect by (5)\n    change [ghost v] by (5)\n    change size by (1.5)\nend\nhide\nclear graphic effects\nset [show / hide v] to [0]\nwait (0.2) seconds\nbroadcast (Die v)\nbroadcast (_ ghost v)\n\ndefine walk animation\nif <touching (water swim in v)?> then\n    if <(sy) > [0]> then\n        switch costume to (jump_1 v)\n    else\n        switch costume to (fall_1 v)\n    end\nelse\n    if <(parachute using?) = [1]> then\n        switch costume to (parachuting v)\n    else\n        if <(sy) > [0]> then\n            switch costume to (jump_1 v)\n        else\n            if <[-8] > (sy)> then\n                switch costume to (fall_1 v)\n            else\n                if <<(sx) < [.8]> and <[-.8] < (sx)>> then\n                    switch costume to (stand_1 v)\n                    set [frame v] to [1]\n                else\n                    check touching\n                    if <(touching?) = [0]> then\n                        switch costume to ([floor v] of ((4) + ((frame) mod (5))) )\n                    else\n                        switch costume to (stand_1 v)\n                        set [frame v] to [1]\n                    end\n                end\n            end\n        end\n    end\nend\n\nif <(Lag?) = [1]> then\n\nif <(Lag?) = [1]> then\n\ndefine check touching\nswitch costume to (stand_1 v)\nchange [y v] by (10)\nif <touching (moving platforms v)?> then\n    set [touching? v] to [0]\nelse\n    if <touching (platforms v)?> then\n        set [touching? v] to [1]\n    else\n        set [touching? v] to [0]\n    end\nend\nchange [y v] by (-10)\nswitch costume to (hitbox v)\n\nchange y by (-5)\n\nswitch costume to ([floor v] of ((4) + ((frame) mod (14))) )\n\nwhen [j v] key pressed\nif <(username) = [The-Green-Dragon]> then\n    if <(jet pack power up?) = [0]> then\n        set [jet pack power up? v] to [1]\n    else\n        set [jet pack power up? v] to [0]\n    end\nend\n\nset [show / hide v] to [0]\n\nwhen flag clicked\nrepeat (5)\n    set [show / hide v] to [0]\n    wait (0.1) seconds\n    set [show / hide v] to [1]\n    wait (0.1) seconds\nend\nset [show / hide v] to [0]\n\ndefine check chat talk\nif <(talk 1) > []> then\n    write (talk 1) to encoded\nelse\n    if <(talk 2) > []> then\n        write (talk 2) to encoded\n    else\n        if <(talk 3) > []> then\n            write (talk 3) to encoded\n        else\n            if <(talk 4) > []> then\n                write (talk 4) to encoded\n            else\n                if <(talk 5) > []> then\n                    write (talk 5) to encoded\n                else\n                    if <(talk 6) > []> then\n                        write (talk 6) to encoded\n                    else\n                        if <(talk 7) > []> then\n                            write (talk 7) to encoded\n                        else\n                            if <(talk 8) > []> then\n                                write (talk 8) to encoded\n                            else\n                                if <(talk 9) > []> then\n                                    write (talk 9) to encoded\n                                else\n                                    write (username) to encoded\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(talk 1) > []> then\n    say (talk 1)\nelse\n    if <(talk 2) > []> then\n        say (talk 2)\n    else\n        if <(talk 3) > []> then\n            say (talk 3)\n        else\n            if <(talk 4) > []> then\n                say (talk 4)\n            else\n                if <(talk 5) > []> then\n                    say (talk 5)\n                else\n                    if <(talk 6) > []> then\n                        say (talk 6)\n                    else\n                        if <(talk 7) > []> then\n                            say (talk 7)\n                        else\n                            if <(talk 8) > []> then\n                                say (talk 8)\n                            else\n                                if <(talk 9) > []> then\n                                    say (talk 9)\n                                else\n                                    say []\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset [jump power v] to [16]\nset [parachute? v] to [0]\nshow list [code v]\n\nwhen [r v] key pressed\nGame On\n\nwhen I receive [tick v]\nif <(in air) < [4]> then\n    if <(double jump?) = [1]> then\n        set [jumps v] to [1]\n    end\nend\n\nwhen [up arrow v] key pressed\n\nwhen I receive [tick v]\nif <(mobile?) = [0]> then\n    if <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (x v) pressed?> and <(speeds boost) = [1]>>> and <(_can I dash?) = [1]>> and <not <touching (platforms v)?>>> then\n        if <(dash power) = [4]> then\n            broadcast (_stop dash v)\n        end\n        change [dash power v] by (2.5)\n        set [dash power v] to ((dash power) * (.8))\n    else\n        if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (x v) pressed?> and <(speeds boost) = [1]>>> and <(_can I dash?) = [1]>> and <not <touching (platforms v)?>>> then\n            if <(dash power) = [4]> then\n                broadcast (_stop dash v)\n            end\n            change [dash power v] by (2.5)\n            set [dash power v] to ((dash power) * (.8))\n        else\n            set [dash power v] to [4]\n        end\n    end\nelse\n    if <<<<<(mouse x) < (x position)> and <mouse down?>> and <<(dash?) = [1]> and <(speeds boost) = [1]>>> and <(_can I dash?) = [1]>> and <not <touching (platforms v)?>>> then\n        if <(dash power) = [4]> then\n            broadcast (_stop dash v)\n        end\n        change [dash power v] by (2.5)\n        set [dash power v] to ((dash power) * (.8))\n    else\n        if <<<<<(x position) < (mouse x)> and <mouse down?>> and <<(dash?) = [1]> and <(speeds boost) = [1]>>> and <(_can I dash?) = [1]>> and <not <touching (platforms v)?>>> then\n            if <(dash power) = [4]> then\n                broadcast (_stop dash v)\n            end\n            change [dash power v] by (2.5)\n            set [dash power v] to ((dash power) * (.8))\n        else\n            set [dash power v] to [4]\n        end\n    end\nend\n\nwhen I receive [_stop dash v]\nset [_can i dash? v] to [1]\nwait (.55) seconds\nset [_can i dash? v] to [0]\nbroadcast (cool down v)\nwait (2) seconds\nset [_can i dash? v] to [1]\n\nwhen I receive [tick v]\nset [player x v] to (_                  PX)\nset [player y v] to (_                     PY)\n\ngo [forward v] (5) layers\n\nset [ghost v] to [5]\n\nwhen I receive [_ ghost v]\nwait (.5) seconds\nset [ghost v] to [0]\n\nwhen I receive [green flag v]\nforever\n    if <<<(MY PLAYER #) > [0]> and <not <(EXIT) = [win]>>> and <(frame yet?) = [0]>> then\n        send cloud data\n    end\nend\n\nwhen I receive [green flag v]\nset [players: v] to [1]\n\nif <(Lag?) = [1]> then\n\nif <(Lag?) = [1]> then\n\nwhen I receive [tick v]\nif <(frame yet?) = [0]> then\n    if <(MY PLAYER #) > [0]> then\n        send cloud data\n    end\nend\n\nwhen I receive [green flag v]\n\n    if <(EXIT) > []> then\n        if <<(costume [number v]) = [10]> or <(costume [number v]) = [11]>> then\n            change [time it hitbox! v] by (1)\n        else\n            set [time it hitbox! v] to [0]\n        end\n        if <not <(time it hitbox!) = [0]>> then\n            set [_                     py v] to (player spawn y)\n            set [scroll y v] to (player spawn y)\n        end\n    end\nend\n\nwhen [up arrow v] key pressed\nif <(mobile?) = [0]> then\n    if <not <touching (water swim in v)?>> then\n        if <not <(EXIT) > []>> then\n            if <(jumps) > [0]> then\n                change [jumps v] by (-1)\n                set [sy v] to [20]\n            end\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <(mobile?) = [1]> then\n    if <not <touching (water swim in v)?>> then\n        if <<(y position) < (mouse y)> and <mouse down?>> then\n            broadcast (jump jump jump!!!!!!!!!!! v)\n            wait until <not <<(y position) < (mouse y)> and <mouse down?>>>\n        end\n    end\nend\n\nwhen [w v] key pressed\nif <not <touching (water swim in v)?>> then\n    if <(mobile?) = [0]> then\n        if <not <(EXIT) > []>> then\n            if <(jumps) > [0]> then\n                change [jumps v] by (-1)\n                set [sy v] to [20]\n            end\n        end\n    end\nend\n\nwhen I receive [jump jump jump!!!!!!!!!!! v]\nif <not <touching (water swim in v)?>> then\n    if <not <(EXIT) > []>> then\n        if <(jumps) > [0]> then\n            change [jumps v] by (-1)\n            set [sy v] to [20]\n        end\n    end\nend\n\nwhen I receive [green flag v]\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n    switch backdrop to (joined v)\nelse\n    switch backdrop to (full v)\nend\nbroadcast (begin v)\n\nif <(mobile?) = [0]> then\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nset [psy v] to (sy)\n\nwhen I receive [bounce! v]\nset [sy v] to [25]\nset [jumps v] to [1]\nset [in air v] to [0]\n\nwhen I receive [green flag v]\nset [won yet! v] to [0]\nwait (1) seconds\nwait until <(EXIT) = [Win]>\nset [won yet! v] to [1]\n\nwhen flag clicked\nset [won yet! v] to [0]\n\nif <(SCROLL X) < [1]> then\n    set [scroll x v] to [1]\nend\n\nwhen [space v] key pressed\nif <(username) = [the-green-dragon]> then\n    set [double jump? v] to [1]\n    set [gold money? v] to [1]\n    set [parachute? v] to [1]\n    set [speeds boost v] to [1]\nend\n\nif <(SCROLL Y) < [-30]> then\n    set [scroll y v] to [-30]\nend\nPosition\nif <(_                     PY) < [-180]> then\n    set [exit v] to [die]\nend\n\nif <(SCROLL X) < [1]> then\n    set [scroll x v] to [1]\nend\n\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\nwhen I receive [green flag v]\nset [up? v] to [1]\n\nwhen I receive [up? v]\nset [up? v] to [0]\nwait (.4) seconds\nset [up? v] to [1]\n\nchange [sy v] by (.05)\n\nif <([abs v] of (sy) ) < [1]> then\n    if <([abs v] of (sy) ) < [.3]> then\n        change [sy v] by (0)\n    else\n        change [sy v] by (.05)\n    end\nend\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nif <touching (water swim in v)?> then\n    set [_    last touched? v] to [0]\nend\n\nif <(Lag?) = [1]> then\nelse\n    switch costume to (jump_1 v)\nend\n\nif <(Lag?) = [0]> then\n\nif  then\n\n@Opponents\n\ndefine setup players\nset [color v] effect to (0)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nset [clone? v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n    create clone of (_myself_ v)\n    change [player # v] by (1)\nend\nchange [player # v] by (1)\nset [clone? v] to [0]\n\nwhen I receive [begin v]\ngo to [back v] layer\nset [show? v] to [0]\nset [names? v] to [0]\nforever\n    if <(MY PLAYER #) = (player #)> then\n        set [offline v] to [100]\n        hide\n    else\n        if <not <(EXIT) > []>> then\n            tick\n        end\n    end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n    set [value v] to (☁ P1)\nelse\n    if <(player) = [2]> then\n        set [value v] to (☁ P2)\n    else\n        if <(player) = [3]> then\n            set [value v] to (☁ P3)\n        else\n            if <(player) = [4]> then\n                set [value v] to (☁ P4)\n            else\n                if <(player) = [5]> then\n                    set [value v] to (☁ P5)\n                else\n                    if <(player) = [6]> then\n                        set [value v] to (☁ P6)\n                    else\n                        if <(player) = [7]> then\n                            set [value v] to (☁ P7)\n                        else\n                            if <(player) = [8]> then\n                                set [value v] to (☁ P8)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from endcoded\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\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\naction!\nUnlag it!\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (5) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    set [my player # v] to (player #)\nend\n\nwhen [n v] key pressed\nchange [names? v] by (1)\nwait (.5) seconds\n\nhide\n\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nend\n\ndefine position test (x/y) is (x or y?)\nif <(x or y?) = [x]> then\n    set x to (x/y)\n    if <(x/y) = (x position)> then\n        set [should show? v] to [1]\n    else\n        set [should show? v] to [0]\n    end\nelse\n    set y to (x/y)\n    if <(x/y) = (y position)> then\n        if <(Should show?) = [1]> then\n            set [should show? v] to [1]\n        else\n            set [should show? v] to [0]\n        end\n    else\n        set [should show? v] to [0]\n    end\nend\n\nwhen I receive [reset clones v]\ndelete this clone\n\nbroadcast (reset clones v)\n\nif <(☁ P1) > []> then\n    if <(☁ P2) > []> then\n        if <(☁ P3) > []> then\n            if <(☁ P4) > []> then\n                if <(☁ P5) > []> then\n                    if <(☁ P6) > []> then\n                        if <(☁ P7) > []> then\n                            if <(☁ P8) > []> then\n                                set [players: v] to [8]\n                            else\n                                set [players: v] to [7]\n                            end\n                        else\n                            set [players: v] to [6]\n                        end\n                    else\n                        set [players: v] to [5]\n                    end\n                else\n                    set [players: v] to [4]\n                end\n            else\n                set [players: v] to [3]\n            end\n        else\n            set [players: v] to [2]\n        end\n    else\n        set [players: v] to [1]\n    end\nelse\n    set [players: v] to [1]\nend\n\nset [☁ p1 v] to []\n\ndefine check players\nif <(player #) = [1]> then\n    set [☁ p1 v] to []\nelse\n    if <(player #) = [2]> then\n        set [☁ p2 v] to []\n    else\n        if <(player #) = [3]> then\n            set [☁ p3 v] to []\n        else\n            if <(player #) = [4]> then\n                set [☁ p4 v] to []\n            else\n                if <(player #) = [5]> then\n                    set [☁ p5 v] to []\n                else\n                    if <(player #) = [6]> then\n                        set [☁ p6 v] to []\n                    else\n                        if <(player #) = [7]> then\n                            set [☁ p7 v] to []\n                        else\n                            if <(player #) = [8]> then\n                                set [☁ p8 v] to []\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Unlag it!\nbegin decode of (value)\nvalue = read from endcoded\nif <(value) = [1]> then\n    hide\n    stop [this script v]\nend\nvalue = read from endcoded\nif <not <[0] < (value)>> then\n    hide\n    stop [this script v]\nend\nshow\nvalue = read from endcoded\nif <(Lag?) = [1]> then\n    switch costume to (value)\nelse\n    if <<(value) > [3]> and <[9] > (value)>> then\n        switch costume to (walk_1 v)\n    else\n        if <(value) = [3]> then\n            switch costume to (jump_1 v)\n        else\n            switch costume to (value)\n        end\n    end\nend\nvalue = read from endcoded\nset size to (value) %\nvalue = read from endcoded\nset [ghost v] effect to (value)\nvalue = read from endcoded\nset x to (((value) - (SCROLL X)) + (menu x))\nposition test (((value) - (SCROLL X)) + (menu x)) is [x]\nif <(((value) - (SCROLL X)) + (menu x)) = (x position)> then\n    if <(show?) = [1]> then\n        set [show? v] to [1]\n    else\n        set [show? v] to [0]\n    end\nelse\n    set [show? v] to [0]\nend\nvalue = read from endcoded\nset y to ((value) - (SCROLL Y))\nset [y v] to (value)\nposition test ((value) - (SCROLL Y)) is [y]\nif <((value) - (SCROLL Y)) = (y position)> then\n    if <(show?) = [1]> then\n        set [show? v] to [1]\n    else\n        set [show? v] to [0]\n    end\nelse\n    set [show? v] to [0]\nend\nvalue = read from endcoded\nif <(sn) = [1]> then\n    say []\nelse\n    if <(((names?) / (8)) mod (2)) = [1]> then\n        say (value)\n    else\n        if <touching (mouse-pointer v)?> then\n            say (value)\n        else\n            say []\n        end\n    end\nend\nvalue = read from endcoded\nif <not <(costume [name v]) = [Arrow]>> then\n    set rotation style [left-right v]\n    point in direction (value)\nend\nvalue = read from endcoded\nif <<(y position) < [-170]> or <<[170] < (y position)> or <<(x position) < [-230]> or <[230] < (x position)>>>> then\n    switch costume to (arrow v)\n    set rotation style [all around v]\n    point towards (player v)\nend\nif <(sn) = [0]> then\n    show\nelse\n    hide\nend\nif <(size) < [10]> then\n    hide\nend\nif <(show?) = [1]> then\n    if <(sn) = [0]> then\n        show\n    else\n        hide\n    end\nend\nif <<(y position) < [-160]> or <<[160] < (y position)> or <<(x position) < [-220]> or <[220] < (x position)>>>> then\n    set rotation style [all around v]\n    point towards (player v)\n    switch costume to (arrow v)\n    if <(sn) = [1]> then\n        hide\n    else\n        show\n    end\nend\n\nvalue = read from endcoded\nif <(value) = [1]> then\n    set [show? v] to [1]\nelse\n    set [show? v] to [0]\nend\n\nif <not <[1] = (Players:)>> then\nend\n\nif <<[100] < (offline)> or <<(Should show?) = [0]> and <not <(costume [name v]) = [arrow]>>>> then\n    hide\nend\n\nset [show? v] to [0]\n\ndefine action!\nif <(join [A] (value)) = (last value)> then\n    change [offline v] by (1)\n    if <(offline) > [100]> then\n        hide\n        check players\n        set [show? v] to [0]\n    end\nelse\n    set [last value v] to (join [A] (value))\n    if <[100] > (offline)> then\n        set [show? v] to [1]\n    end\n    set [offline v] to [0]\nend\n\nhide\nif <not <<(offline) = [20]> or <(offline) > [20]>>> then\nend\n\ncheck players\n\nsay []\n\nwhen I receive [_     rest v]\ngo [forward v] (5) layers\n\nset [☁ p1 v] to []\nset [☁ p2 v] to []\nset [☁ p3 v] to []\nset [☁ p4 v] to []\nset [☁ p5 v] to []\nset [☁ p6 v] to []\nset [☁ p7 v] to []\nset [☁ p8 v] to []\n\nwhen I receive [tick v]\nif <(costume [name v]) = [arrow]> then\n    go to [front v] layer\nelse\n    back!\nend\n\ngo [backward v] (5) layers\n\nswitch costume to (arrow v)\n\n\n    hide\nend\n\nif <((letter ((length of (join [A] (value))) - (2)) of (value)) - (letter ((length of (last value)) - (2)) of (last value))) < [2]> then\n    change [offline v] by (1)\n    if <<(offline) = [100]> or <(offline) > [100]>> then\n        set [show? v] to [0]\n        hide\n        check players\n    end\nend\n\nif <<(offline) = [20]> or <(offline) > [20]>> then\n    hide\n    set [show? v] to [0]\nend\n\nbroadcast (offline? v)\n\nwhen I receive [offline? v]\nif <<(offline) = [100]> or <(offline) > [100]>> then\n    hide\n    set [show? v] to [0]\nend\n\nshow\n\nif  then\nelse\n    hide\nend\n\nshow\n\nwhen I receive [tick v]\n\nvalue = read from endcoded\nif <(value) = [1]> then\n    set [lag on/off? v] to [1]\nelse\n    set [lag on/off? v] to [0]\nend\n\nif <(username) = [chuckycheeseboy_test]> then\n    say (offline)\nelse\nend\n\nif <(Should show?) = [0]> then\nend\n\nif <not <(player #) = ((MAX PLAYERS) + (1))>> then\nend\n\ndefine back!\ngo to [back v] layer\ngo [forward v] (110) layers\n\nwhen I start as a clone\nset [sn v] to [0]\nwait (1) seconds\nwait until <(EXIT) = [win]>\nset [sn v] to [1]\nforever\n    say []\n    hide\nend\n\nif  then\n    say []\nelse\nend\n\n\n\nwhen flag clicked\nset [sn v] to [0]\nwait (1) seconds\nwait until <(EXIT) = [win]>\nset [sn v] to [1]\nforever\n    say []\n    hide\nend\n\nset [lag on/off? v] to [1]\n\nset [lag on/off? v] to [0]\n\nset [☁ p1 v] to []\nset [☁ p2 v] to []\nset [☁ p3 v] to []\nset [☁ p4 v] to []\nset [☁ p5 v] to []\nset [☁ p6 v] to []\nset [☁ p7 v] to []\nset [☁ p8 v] to []\n\n@Collectables\n\nwhen I receive [green flag v]\nforever\n    go to [front v] layer\n    hide\nend\n\nset [x v] to [-999999999]\n\nset [x v] to [-999999999]\n\ndelete this clone\n\nClone at x: [-9999999999] y: [36]\n\ndelete this clone\n\nwhen I receive [green flag v]\n\nforever\n\nwhen I receive [tick v]\nif <(gold money?) = [1]> then\n    switch costume to (gold v)\nelse\n    switch costume to (silver v)\nend\n\nif <(gold money?) = [1]> then\n    switch costume to (costume2 v)\nelse\n    switch costume to (costume1 v)\nend\nrepeat (33)\n    change size by (-0.3)\n    change [ghost v] effect by (3)\n    change y by (3)\nend\n\nwhen [d v] key pressed\nif <(username) = [chuckycheeseboy_test]> then\n    set [double jump? v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) ((round ((y) - (SCROLL Y))) + ((round ((([sin v] of ((timer) * (300)) ) * (3)) * (100))) / (100)))\nif <touching (player v)?> then\n    if <(gold money?) = [1]> then\n        change [collected v] by (2)\n    else\n        change [collected v] by (1)\n    end\n    if <(COLLECTED) = (COLLECTED MAX)> then\n        broadcast (Open Portal v)\n    end\n    if <(Lag?) = [1]> then\n        create clone of (collectables +1/+2 v)\n    end\n    delete this clone\nend\n\nwhen I receive [green flag v]\nset [animation? v] to [0]\npoint in direction (90)\nset [y v] to [0]\nset [x v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (silver v)\n    hide\n    Clone at x: [166] y: [-34]\n    Clone at x: [230] y: [-34]\n    Clone at x: [294] y: [-34]\n    Clone at x: [450] y: [162]\n    Clone at x: [415] y: [94]\n    Clone at x: [877] y: [80]\n    Clone at x: [740] y: [79]\n    Clone at x: [1016] y: [21]\n    Clone at x: [843] y: [345]\n    Clone at x: [1339] y: [638]\n    Clone at x: [1289] y: [529]\n    Clone at x: [1403] y: [749]\n    Clone at x: [1672] y: [1030]\n    Clone at x: [1752] y: [1060]\n    Clone at x: [1832] y: [1030]\n    Clone at x: [2264] y: [-46]\n    Clone at x: [2074] y: [512]\n    Clone at x: [2170] y: [259]\n    Clone at x: [2197] y: [105]\n    Clone at x: [2509] y: [36]\n    Clone at x: [2590] y: [16]\n    Clone at x: [2634] y: [-23]\n    Clone at x: [3057] y: [449]\n    Clone at x: [3193] y: [396]\n    Clone at x: [3290] y: [304]\n    Clone at x: [3114] y: [8]\n    Clone at x: [3211] y: [-9]\n    Clone at x: [3412] y: [-11]\n    Clone at x: [3498] y: [24]\n    Clone at x: [3841] y: [-25]\n    Clone at x: [3841] y: [162]\n    Clone at x: [3841] y: [526]\n    Clone at x: [3841] y: [369]\n    Clone at x: [4444] y: [527]\n    Clone at x: [4549] y: [485]\n    Clone at x: [4763] y: [456]\n    Clone at x: [4854] y: [447]\n    Clone at x: [5362] y: [437]\n    Clone at x: [5362] y: [790]\n    Clone at x: [5362] y: [600]\n    Clone at x: [5710] y: [1178]\n    Clone at x: [5706] y: [1033]\n    Clone at x: [5698] y: [902]\n    Clone at x: [4867] y: [1249]\n    Clone at x: [4801] y: [1357]\n    Clone at x: [4517] y: [1374]\n    Clone at x: [4406] y: [1337]\n    Clone at x: [2442] y: [1215]\n    Clone at x: [2004] y: [1215]\n    Clone at x: [3557] y: [1054]\n    Clone at x: [2165] y: [1122]\n    Clone at x: [2226] y: [1110]\n    Clone at x: [2290] y: [1122]\n    Clone at x: [1837] y: [1220]\n    Clone at x: [1745] y: [1287]\n    Clone at x: [1354] y: [1136]\n    Clone at x: [1475] y: [1237]\n    Clone at x: [1166] y: [1146]\n    Clone at x: [973] y: [1077]\n    Clone at x: [754] y: [1220]\n    Clone at x: [587] y: [1372]\n    Clone at x: [504] y: [1343]\n    Clone at x: [350] y: [1345]\n    set [x v] to [-999999999]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (dot v)\n        Clone at x: [91] y: [190]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (dot v)\n            Clone at x: [0] y: [80]\n        else\n            if <(LEVEL) = [4]> then\n                switch costume to (dot v)\n                Clone at x: [211] y: [-69]\n            else\n                if <(LEVEL) = [5]> then\n                    switch costume to (dot v)\n                    Clone at x: [-218] y: [-161]\n                else\n                    set [x v] to [-999999999]\n                end\n                set [x v] to [-999999999]\n            end\n            set [x v] to [-999999999]\n        end\n        set [x v] to [-999999999]\n    end\n    set [x v] to [-999999999]\nend\nset [x v] to [-999999999]\n\nClone at x: [727] y: [96]\nClone at x: [788] y: [44]\n\nClone at x: [455] y: [174]\nClone at x: [254] y: [256]\nClone at x: [-45] y: [505]\nClone at x: [1214] y: [63]\nClone at x: [1204] y: [63]\nClone at x: [1224] y: [63]\nClone at x: [1234] y: [63]\nClone at x: [1244] y: [63]\nClone at x: [1254] y: [63]\nClone at x: [1264] y: [63]\nClone at x: [1274] y: [63]\nClone at x: [1284] y: [63]\nClone at x: [1294] y: [63]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    point in direction (90)\n    set size to (25) %\n    set [brightness v] effect to (8)\nelse\n    hide\nend\n\nwhen I receive [reset v]\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nset [x v] to [-999999999]\n\nClone at x: [1140] y: [589]\nClone at x: [1020] y: [589]\n\nClone at x: [756] y: [616]\nClone at x: [536] y: [723]\nClone at x: [226] y: [707]\nClone at x: [858] y: [505]\n\nClone at x: [1080] y: [589]\nClone at x: [1140] y: [589]\nClone at x: [1020] y: [589]\n\nClone at x: [1403] y: [749]\n\nClone at x: [536] y: [723]\nClone at x: [226] y: [707]\ngo to [front v] layer\n\nClone at x: [2509] y: [36]\n\nClone at x: [2197] y: [105]\nClone at x: [2509] y: [36]\nClone at x: [2590] y: [16]\n\nClone at x: [3498] y: [162]\n\nClone at x: [5710] y: [1178]\nClone at x: [5706] y: [1033]\n\nset [x v] to [-999999999]\n\nClone at x: [2226] y: [1110]\nClone at x: [2290] y: [1122]\n\nif <(Lag?) = [1]> then\n\n@Platforms\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n    broadcast (level 4 v)\n    switch costume to (level 4 1 v)\nelse\n    if <(LEVEL) = [5]> then\n        broadcast (level 5 v)\n        switch costume to (level 5 1 v)\n    else\n        if <(LEVEL) = [77]> then\n    end\nend\n\nbroadcast (Level 77 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nforever\n\ngo to [back v] layer\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [100]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 2 6 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [450] y: [260]\n    Clone at x: [0] y: [-250]\n    Clone at x: [580] y: [100]\n    Clone at x: [240] y: [150]\n    Clone at x: [500] y: [0]\n    Clone at x: [450] y: [-360]\n    Clone at x: [800] y: [100]\n    Clone at x: [700] y: [500]\n    Clone at x: [800] y: [-50]\n    Clone at x: [700] y: [300]\n    Clone at x: [-1100] y: [415]\n    Clone at x: [-950] y: [-150]\n    Clone at x: [-1400] y: [100]\n    Clone at x: [450] y: [400]\n    Clone at x: [-1800] y: [-300]\n    Clone at x: [-1800] y: [-300]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [3]> then\n            broadcast (Level three v)\n            switch costume to (level 3 1 v)\n        else\n            switch costume to (level 77 1 v)\n        end\n    end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    set [brightness v] effect to (-9)\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\nhide\n\nset [whirl v] effect to (50)\n\nwhen flag clicked\nhide\n\nset [speeds boost v] to [1]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [430] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [-3250] y: [600]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nchange [brightness v] effect by (5)\n\n@Chat\n\nwhen flag clicked\n\ndefine decode next = value\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 [chars v]))\nend\n\ndefine start encoding variable (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine encode (string)\nset [letter # v] to [1]\nrepeat (length of (string))\n    set [encoded v] to (join (encoded) (item # of (letter (letter #) of (string)) in [chars v]))\n    change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    replace item (9) of [chat v] with (join (item (8) of [names v]) (join [ : ] (item (join (letter (17) of (☁ Chat Message Data)) (letter (18) of (☁ Chat Message Data))) of [chat options v])))\n    replace item (8) of [chat v] with (join (item (7) of [names v]) (join [ : ] (item (join (letter (15) of (☁ Chat Message Data)) (letter (16) of (☁ Chat Message Data))) of [chat options v])))\n    replace item (7) of [chat v] with (join (item (6) of [names v]) (join [ : ] (item (join (letter (13) of (☁ Chat Message Data)) (letter (14) of (☁ Chat Message Data))) of [chat options v])))\n    replace item (6) of [chat v] with (join (item (5) of [names v]) (join [ : ] (item (join (letter (11) of (☁ Chat Message Data)) (letter (12) of (☁ Chat Message Data))) of [chat options v])))\n    replace item (5) of [chat v] with (join (item (4) of [names v]) (join [ : ] (item (join (letter (9) of (☁ Chat Message Data)) (letter (10) of (☁ Chat Message Data))) of [chat options v])))\n    replace item (4) of [chat v] with (join (item (3) of [names v]) (join [ : ] (item (join (letter (7) of (☁ Chat Message Data)) (letter (8) of (☁ Chat Message Data))) of [chat options v])))\n    replace item (3) of [chat v] with (join (item (2) of [names v]) (join [ : ] (item (join (letter (5) of (☁ Chat Message Data)) (letter (6) of (☁ Chat Message Data))) of [chat options v])))\n    replace item (2) of [chat v] with (join (item (1) of [names v]) (join [ : ] (item (join (letter (3) of (☁ Chat Message Data)) (letter (4) of (☁ Chat Message Data))) of [chat options v])))\n    replace item (1) of [chat v] with [Hi! Please love anf fav this project, and possibly even smash the follow button :D]\nend\n\ndefine Upload Option (option) To Cloud Data\nif <(length of (round (option))) = [2]> then\n    set [upload cloud chat message v] to (join (letter (3) of (☁ Chat Message Data)) (join (letter (4) of (☁ Chat Message Data)) (join (letter (5) of (☁ Chat Message Data)) (join (letter (6) of (☁ Chat Message Data)) (join (letter (7) of (☁ Chat Message Data)) (join (letter (8) of (☁ Chat Message Data)) (join (letter (9) of (☁ Chat Message Data)) (join (letter (10) of (☁ Chat Message Data)) (join (letter (11) of (☁ Chat Message Data)) (join (letter (12) of (☁ Chat Message Data)) (join (letter (13) of (☁ Chat Message Data)) (join (letter (14) of (☁ Chat Message Data)) (join (letter (15) of (☁ Chat Message Data)) (join (letter (16) of (☁ Chat Message Data)) (join (letter (17) of (☁ Chat Message Data)) (join (letter (18) of (☁ Chat Message Data)) (join (letter (1) of (round (option))) (letter (2) of (round (option))))))))))))))))))))\nelse\n    set [upload cloud chat message v] to (join (letter (3) of (☁ Chat Message Data)) (join (letter (4) of (☁ Chat Message Data)) (join (letter (5) of (☁ Chat Message Data)) (join (letter (6) of (☁ Chat Message Data)) (join (letter (7) of (☁ Chat Message Data)) (join (letter (8) of (☁ Chat Message Data)) (join (letter (9) of (☁ Chat Message Data)) (join (letter (10) of (☁ Chat Message Data)) (join (letter (11) of (☁ Chat Message Data)) (join (letter (12) of (☁ Chat Message Data)) (join (letter (13) of (☁ Chat Message Data)) (join (letter (14) of (☁ Chat Message Data)) (join (letter (15) of (☁ Chat Message Data)) (join (letter (16) of (☁ Chat Message Data)) (join (letter (17) of (☁ Chat Message Data)) (join (letter (18) of (☁ Chat Message Data)) (join [0] (letter (1) of (round (option))))))))))))))))))))\nend\nset [☁ chat message data v] to (Upload Cloud Chat Message)\nset [encoded v] to []\nencode (item (2) of [names v])\nencode (item (3) of [names v])\nencode (item (4) of [names v])\nencode (item (5) of [names v])\nencode (item (6) of [names v])\nencode (item (7) of [names v])\nencode (item (8) of [names v])\nencode (username)\nset [☁ chat names v] to (encoded)\n\nwhen flag clicked\nset [talk 1 v] to []\nset [talk 2 v] to []\nset [talk 3 v] to []\nset [talk 4 v] to []\nset [talk 5 v] to []\nset [talk 6 v] to []\nset [talk 7 v] to []\nset [talk 8 v] to []\nset [talk 9 v] to []\nset [chat on/off? v] to [off]\n\nask [Input a Chat Option Number.] and wait\nif <<(answer) > [0]> and <(answer) < ((length of [chat options v]) + (1))>> then\n\ndelete all of [chat options v]\nadd [Hello!] to [chat options v]\nadd [Hi!] to [chat options v]\nadd [Anyone here?] to [chat options v]\nadd [Come with me!] to [chat options v]\nadd [How did you do that?] to [chat options v]\nadd [Bye!] to [chat options v]\nadd [:D] to [chat options v]\nadd [:P] to [chat options v]\n\ndefine Reset Chat\nsetup chars\ndelete all of [chat v]\nrepeat (9)\n    add [] to [chat v]\nend\ndelete all of [names v]\nrepeat (9)\n    add [] to [names v]\nend\nset [☁ chat names v] to []\nset [☁ chat message data v] to []\nrepeat (10)\n    set [☁ chat message data v] to (join (☁ Chat Message Data) [0])\n    set [☁ chat message data v] to (join (☁ Chat Message Data) [0])\nend\n\ndefine setup chars\ndelete all of [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [a] to [chars v]\nadd [b] to [chars v]\nadd [c] to [chars v]\nadd [d] to [chars v]\nadd [e] to [chars v]\nadd [f] to [chars v]\nadd [g] to [chars v]\nadd [h] to [chars v]\nadd [i] to [chars v]\nadd [j] to [chars v]\nadd [k] to [chars v]\nadd [l] to [chars v]\nadd [m] to [chars v]\nadd [n] to [chars v]\nadd [o] to [chars v]\nadd [p] to [chars v]\nadd [q] to [chars v]\nadd [r] to [chars v]\nadd [s] to [chars v]\nadd [t] to [chars v]\nadd [u] to [chars v]\nadd [v] to [chars v]\nadd [w] to [chars v]\nadd [x] to [chars v]\nadd [y] to [chars v]\nadd [z] to [chars v]\nadd [0] to [chars v]\nadd [1] to [chars v]\nadd [2] to [chars v]\nadd [3] to [chars v]\nadd [4] to [chars v]\nadd [5] to [chars v]\nadd [6] to [chars v]\nadd [7] to [chars v]\nadd [8] to [chars v]\nadd [9] to [chars v]\nadd [+] to [chars v]\nadd [-] to [chars v]\nadd [.] to [chars v]\nadd [ ] to [chars v]\nadd [_] to [chars v]\n\ndefine Chat On/Off? (chat?)\nsay []\nthink []\nif <<not <(item (8) of [names v]) = (username)>> and <not <(join (letter (17) of (☁ Chat Message Data)) (letter (18) of (☁ Chat Message Data))) = (length of [names v])>>> then\n    Upload Option (length of [chat options v]) To Cloud Data\nend\nhide variable [value v]\nhide variable [☁ chat message data v]\nhide variable [☁ chat names v]\nshow list [chat number type v]\nif <<(chat?) = [On]> or <(chat?) = [on]>> then\n    set [chat on/off? v] to [on]\n    show\n    animation\nelse\n    if <<(chat?) = [Off]> or <(chat?) = [off]>> then\n        undeo animation\n        set [chat on/off? v] to [off]\n        hide\n        show list [chat options v]\n        show list [chat v]\n        set [chat on/off? v] to [off]\n    end\nend\n\nhide list [chat options v]\n\nhide list [chat v]\n\nwhen [space v] key pressed\n\nwhen flag clicked\nChat On/Off? [off]\n\nreplace item (1) of [chars v] with [thing]\n\nset [☁ chat names v] to [121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900]\n\nset [☁ chat message data v] to [070808070605060708]\n\nset [upload cloud chat message v] to [020102030405060708]\n\nset [encoded v] to [121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900]\n\nset [upload cloud chat message v] to []\nset [value v] to []\n\nset [chat on/off? v] to [on]\n\nset [chat on/off? v] to [339]\n\nset [☁ chat names v] to [121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900]\n\nshow variable [☁ chat message data v]\nshow variable [☁ chat names v]\nshow variable [encoded v]\nshow variable [upload cloud chat message v]\n\ndelete all of [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [] to [names v]\n\nforever\n    delete all of [names v]\n    start encoding variable (☁ Chat Names)\n    decode next = value\n    add (value) to [names v]\n    decode next = value\n    add (value) to [names v]\n    decode next = value\n    add (value) to [names v]\n    decode next = value\n    add (value) to [names v]\n    decode next = value\n    add (value) to [names v]\n    decode next = value\n    add (value) to [names v]\n    decode next = value\n    add (value) to [names v]\n    decode next = value\n    add (value) to [names v]\n    decode next = value\n    add (value) to [names v]\nend\n\nwhen [1 v] key pressed\nif <(Chat On/Off?) = [on]> then\n    Upload Option [1] To Cloud Data\n    set [talk 1 v] to [Hello!]\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\n    broadcast (reset 1 v)\n    undeo animation\n    hide\n    set [chat on/off? v] to [off]\nelse\n    hide\nend\n\nwhen [2 v] key pressed\nif <(Chat On/Off?) = [on]> then\n    Upload Option [2] To Cloud Data\n    set [talk 1 v] to []\n    set [talk 2 v] to [It's lagging :\(]\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\n    undeo animation\n    broadcast (reset 2 v)\n    hide\n    set [chat on/off? v] to [off]\nelse\n    hide\nend\n\nwhen [3 v] key pressed\nif <(Chat On/Off?) = [on]> then\n    Upload Option [3] To Cloud Data\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to [Anyone here?]\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\n    broadcast (reset 3 v)\n    undeo animation\n    hide\n    set [chat on/off? v] to [off]\nelse\n    hide\nend\n\nwhen [4 v] key pressed\nif <(Chat On/Off?) = [on]> then\n    Upload Option [4] To Cloud Data\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to [Come with me!]\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\n    broadcast (reset 4 v)\n    undeo animation\n    hide\n    set [chat on/off? v] to [off]\nelse\n    hide\nend\n\nwhen [5 v] key pressed\nif <(Chat On/Off?) = [on]> then\n    Upload Option [5] To Cloud Data\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to [Help!]\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\n    broadcast (reset 5 v)\n    undeo animation\n    hide\n    set [chat on/off? v] to [off]\nelse\n    hide\nend\n\nwhen [6 v] key pressed\nif <(Chat On/Off?) = [on]> then\n    Upload Option [6] To Cloud Data\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to [Wait!]\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\n    broadcast (reset 6 v)\n    undeo animation\n    hide\n    set [chat on/off? v] to [off]\nelse\n    hide\nend\n\nwhen [7 v] key pressed\nif <(Chat On/Off?) = [on]> then\n    Upload Option [7] To Cloud Data\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to [Yes!]\n    set [talk 8 v] to []\n    set [talk 9 v] to []\n    broadcast (reset 7 v)\n    undeo animation\n    hide\n    set [chat on/off? v] to [off]\nelse\n    hide\nend\n\nwhen [8 v] key pressed\nif <(Chat On/Off?) = [on]> then\n    Upload Option [8] To Cloud Data\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to [No.]\n    set [talk 9 v] to []\n    broadcast (reset 8 v)\n    undeo animation\n    hide\n    set [chat on/off? v] to [off]\nelse\n    hide\nend\n\nwhen [9 v] key pressed\nif <(Chat On/Off?) = [on]> then\n    Upload Option [9] To Cloud Data\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to [Bye!]\n    broadcast (reset 9 v)\n    undeo animation\n    hide\n    set [chat on/off? v] to [off]\nelse\n    hide\nend\n\nwhen [t v] key pressed\nif <(playing?) = [1]> then\n    if <(Chat On/Off?) = [on]> then\n        Chat On/Off? [off]\n    else\n        Chat On/Off? [on]\n    end\n    wait (.5) seconds\nend\n\nwhen I receive [begin v]\n\nwhen I receive [reset 1 v]\nwait (5) seconds\nif <(talk 1) > []> then\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\nend\n\nwhen I receive [reset 2 v]\nwait (5) seconds\nif <(talk 2) > []> then\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\nend\n\nwhen I receive [reset 3 v]\nwait (5) seconds\nif <(talk 3) > []> then\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\nend\n\nwhen I receive [reset 4 v]\nwait (5) seconds\nif <(talk 4) > []> then\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\nend\n\nwhen I receive [reset 5 v]\nwait (5) seconds\nif <(talk 5) > []> then\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\nend\n\nwhen I receive [reset 6 v]\nwait (5) seconds\nif <(talk 6) > []> then\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\nend\n\nwhen I receive [reset 7 v]\nwait (5) seconds\nif <(talk 7) > []> then\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\nend\n\nwhen I receive [reset 8 v]\nwait (5) seconds\nif <(talk 8) > []> then\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\nend\n\nwhen I receive [reset 9 v]\nwait (5) seconds\nif <(talk 9) > []> then\n    set [talk 1 v] to []\n    set [talk 2 v] to []\n    set [talk 3 v] to []\n    set [talk 4 v] to []\n    set [talk 5 v] to []\n    set [talk 6 v] to []\n    set [talk 7 v] to []\n    set [talk 8 v] to []\n    set [talk 9 v] to []\nend\n\ngo to [front v] layer\n\nhide\n\nhide\n\nset [chat on/off? v] to [off]\n\nset [☁ chat message data v] to [0]\n\nchange [menu x v] by (2)\nchange [menu x v] by (4)\nchange [menu x v] by (8)\nchange [menu x v] by (14)\nchange [menu x v] by (25)\nchange [menu x v] by (30)\nchange [menu x v] by (25)\nchange [menu x v] by (17)\nchange [menu x v] by (12)\nchange [menu x v] by (7)\nchange [menu x v] by (4)\nchange [menu x v] by (2)\nchange [menu x v] by (1)\n\ndefine animation\nshow\nset [ghost v] effect to (30)\nset size to (90) %\nset [menu x v] to [0]\nset x to ((menu x) * (2.5))\nrepeat (9)\n    change [menu x v] by (8)\n    change [speed v] by (3)\n    set x to ((menu x) * (2.5))\nend\nset [menu x v] to [72]\nset x to ((menu x) * (2.5))\n\ndefine undeo animation\nset [menu x v] to [72]\nset x to ((menu x) * (2.5))\nrepeat (9)\n    change [menu x v] by (-8)\n    change [speed v] by (-3)\n    set x to ((menu x) * (2.5))\n    if <(x position) < [24]> then\n        hide\n    end\nend\nset [menu x v] to [0]\nset x to ((menu x) * (2.5))\nset [chat on/off? v] to [off]\n\nwhen I receive [green flag v]\nforever\n    go to [front v] layer\n    go to [front v] layer\nend\n\nundeo animation\n\nwhen flag clicked\nhide\n\nforever\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen backdrop switches to [joining v]\nswitch costume to (connecting... v)\nset x to (-177)\nset y to (134)\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n    change [ghost v] effect by (-4)\nend\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    go to [front v] layer\nend\n\nwhen backdrop switches to [joined v]\nset x to (-177)\nset y to (134)\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nwait (0) seconds\nswitch costume to (connected v)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait (1) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen backdrop switches to [full v]\nset x to (-177)\nset y to (134)\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nwait (0) seconds\nswitch costume to (full v)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait (1) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [connection time out v]\nset x to (-177)\nset y to (134)\nshow\nset [ghost v] effect to (100)\nswitch costume to (full2 v)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait (5) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Speed boost\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\n\ngo to x: (0) y: (14)\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\nend\n\nif <touching (mouse-pointer v)?> then\n    if <(speeds boost) = [0]> then\n        set size to (105) %\n        set [ghost v] effect to (80)\n        set [brightness v] effect to (70)\n        if <<mouse down?> and <(COLLECTED) > [7]>> then\n            wait until <not <mouse down?>>\n            if <touching (mouse-pointer v)?> then\n                change [collected v] by (-8)\n                set [speeds boost v] to [1]\n            end\n        end\n    end\nelse\n    set [ghost v] effect to (100)\n    set size to (105) %\n    set [brightness v] effect to (0)\nend\n\nwhen I receive [shop! v]\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nforever\n    set x to ((0) + ((menu x) / (.65)))\nend\n\nwhen I receive [green flag v]\nset [buy? v] to [0]\n\nforever\n    hide\nend\n\nif <<(buy?) = [1]> and <(speeds boost) = [0]>> then\nelse\nend\n\nshow\n\nshow\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nset [ghost v] effect to (100)\n\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@Shop\n\nwhen I receive [shop! v]\nset [ghost v] effect to (5)\nshow\nset y to (-261)\nanimation\nset [buy? v] to [1]\nwait until <not <mouse down?>>\nwait until <<mouse down?> and <not <touching (mouse-pointer v)?>>>\nwait until <not <mouse down?>>\nset [buy? v] to [0]\nundeo animation\nhide\nset [menu? v] to [0]\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nhide\nset [menu? v] to [0]\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n    set x to ((0) + ((menu x) / (.7)))\nend\n\ndefine animation\nset y to (-380)\nset [speed v] to [5]\nrepeat (9)\n    change [speed v] by (3)\n    change y by (speed)\nend\nrepeat (12)\n    set [speed v] to ((speed) * (.8))\n    change y by (speed)\nend\n\ndefine undeo animation\nset y to (-81)\nset [speed v] to [-5]\nrepeat (11)\n    change [speed v] by (-3)\n    change y by (speed)\nend\nrepeat (15)\n    set [speed v] to ((speed) * (.8))\n    change y by (speed)\n    if <(y position) < [-262]> then\n        hide\n    end\nend\nhide\n\nbroadcast (forward v) and wait\n\nset [ghost v] effect to (5)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [menu? v] to [0]\ngo to x: (-190) y: (-155)\nset [ghost v] effect to (25)\nshow\nforever\n    forward\n    point in direction ((([sin v] of ((timer) * (300)) ) * (2)) + (90))\n    if <touching (mouse-pointer v)?> then\n        set size to (35) %\n        set [brightness v] effect to (10)\n        if <<mouse down?> and <(menu?) = [0]>> then\n            broadcast (shop! v)\n            set [menu? v] to [1]\n        end\n    else\n        set size to (30) %\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nhide\n\ndefine forward\ngo to [front v] layer\ngo [backward v] (20) layers\n\nwhen I receive [end screen v]\nhide\n\n@Sprite1\n\nwhen I receive [green flag v]\nforever\n    go to [front v] layer\n    go to [front v] layer\n    go to (chat v)\n    if <(Chat On/Off?) = [on]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [green flag v]\nforever\n    go to (chat v)\nend\n\nwhen I receive [green flag v]\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n    broadcast (level 4 v)\n    switch costume to (level 4 1 v)\nelse\n    if <(LEVEL) = [5]> then\n        broadcast (level 5 v)\n        switch costume to (level 5 1 v)\n    else\n        if <(LEVEL) = [77]> then\n    end\nend\n\nbroadcast (Level 77 v)\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 3 v)\n    Clone at x: [2525] y: [264]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [3]> then\n            broadcast (Level three v)\n            switch costume to (level 3 1 v)\n        else\n            switch costume to (level 77 1 v)\n        end\n    end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    set [brightness v] effect to (-15)\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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nhide\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [super jump v] to [0]\ngo to x: (0) y: (14)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n    set x to ((0) + ((menu x) / (.65)))\n    go to [front v] layer\nend\n\nwhen I receive [green flag v]\nforever\n    if <<(buy?) = [1]> and <(speeds boost) = [0]>> then\n        hide\n    else\n        hide\n    end\nend\n\nshow\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Dub jump\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\n\nset [double jump? v] to [0]\ngo to x: (0) y: (52)\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\nend\n\nif <touching (mouse-pointer v)?> then\n    if <(double jump?) = [0]> then\n        set [ghost v] effect to (80)\n        set size to (105) %\n        set [brightness v] effect to (70)\n        if <<mouse down?> and <(COLLECTED) > [4]>> then\n            wait until <not <mouse down?>>\n            if <touching (mouse-pointer v)?> then\n                set [double jump? v] to [1]\n                change [collected v] by (-5)\n            end\n        end\n    end\nelse\n    set [ghost v] effect to (100)\n    set size to (105) %\n    set [brightness v] effect to (0)\nend\n\nwhen I receive [shop! v]\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nforever\n    set x to ((0) + ((menu x) / (.65)))\nend\n\nwhen I receive [green flag v]\nset [buy? v] to [0]\n\nforever\n    hide\nend\n\nif <<(buy?) = [1]> and <(double jump?) = [0]>> then\n    show\nelse\nend\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nset [parachute? v] to [0]\n\nshow\n\nwhen flag clicked\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to x: (0) y: (52)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n    set x to ((0) + ((menu x) / (.65)))\n    go to [front v] layer\nend\n\nwhen I receive [green flag v]\nforever\n    if <<(buy?) = [1]> and <(double jump?) = [0]>> then\n        hide\n    else\n        hide\n    end\nend\n\nshow\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Checkpoint spot\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n    broadcast (level 4 v)\n    switch costume to (level 4 1 v)\nelse\n    if <(LEVEL) = [5]> then\n        broadcast (level 5 v)\n        switch costume to (level 5 1 v)\n    else\n        if <(LEVEL) = [77]> then\n    end\nend\n\nbroadcast (Level 77 v)\n\nwhen I receive [tick v]\nPosition (((x) - (SCROLL X)) + (menu x)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [3]> then\n            broadcast (Level three v)\n            switch costume to (level 3 1 v)\n        else\n            switch costume to (level 77 1 v)\n        end\n    end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    hide\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\nhide\n\n@Gold money\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\n\nset [gold money? v] to [0]\ngo to x: (0) y: (-26)\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\nend\n\nif <touching (mouse-pointer v)?> then\n    if <(gold money?) = [0]> then\n        set [ghost v] effect to (80)\n        set size to (105) %\n        set [brightness v] effect to (70)\n        if <<mouse down?> and <(COLLECTED) > [14]>> then\n            wait until <not <mouse down?>>\n            if <touching (mouse-pointer v)?> then\n                set [gold money? v] to [1]\n                change [collected v] by (-15)\n            end\n        end\n    end\nelse\n    set size to (105) %\n    set [ghost v] effect to (100)\n    set [brightness v] effect to (0)\nend\n\nwhen I receive [shop! v]\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nforever\nend\n\nset x to ((0) + ((menu x) / (.65)))\n\nwhen I receive [green flag v]\nhide\n\nforever\n    if <<(buy?) = [1]> and <(gold money?) = [0]>> then\n    else\n    end\nend\n\nshow\n\nset [buy? v] to [1]\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nset [parachute? v] to [0]\n\nshow\n\nwhen flag clicked\nhide\n\n@Parachute\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\n\nset [parachute using? v] to [0]\ngo to x: (0) y: (-67)\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\nend\n\nif <touching (mouse-pointer v)?> then\n    if <(parachute?) = [0]> then\n        set size to (105) %\n        set [brightness v] effect to (50)\n        set [ghost v] effect to (80)\n        if <<mouse down?> and <(COLLECTED) > [19]>> then\n            wait until <not <mouse down?>>\n            if <touching (mouse-pointer v)?> then\n                set [parachute? v] to [1]\n                set [parachute using? v] to [0]\n                change [collected v] by (-20)\n            end\n        end\n    end\nelse\n    set [ghost v] effect to (100)\n    set size to (105) %\n    set [brightness v] effect to (0)\nend\n\nwhen I receive [shop! v]\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nforever\n    set x to ((0) + ((menu x) / (.65)))\nend\n\nwhen I receive [green flag v]\nset [parachute? v] to [0]\nhide\n\nforever\n    if <<(buy?) = [1]> and <(parachute?) = [0]>> then\n    else\n    end\nend\n\nshow\n\nset [buy? v] to [1]\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nset [parachute? v] to [0]\n\nshow\n\nset [parachute using? v] to [0]\n\nwhen flag clicked\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to x: (0) y: (-26)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n    set x to ((0) + ((menu x) / (.65)))\n    go to [front v] layer\nend\n\nwhen I receive [green flag v]\n\nforever\n    if <<(buy?) = [1]> and <(gold money?) = [0]>> then\n        hide\n    else\n        hide\n    end\nend\n\nshow\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to x: (0) y: (-67)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n    set x to ((0) + ((menu x) / (.65)))\n    go to [front v] layer\nend\n\nwhen I receive [green flag v]\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nset [collected v] to [100]\n\nforever\n    if <<(buy?) = [1]> and <(parachute?) = [0]>> then\n        hide\n    else\n        hide\n    end\nend\n\nshow\n\nwhen flag clicked\nhide\n\n@Moutains\n\nwhen flag clicked\nhide\ngo [backward v] (9999999) layers\nclear graphic effects\ngo to x: (0) y: (-50)\nset [dif v] to [0]\ncreate clone of (_myself_ v)\nset [dif v] to [803]\n\nwhen I receive [tick v]\npos\n\nset [dif v] to [239]\n\ndefine pos\nif <[626] < (x position)> then\n    hide\nelse\n    show\nend\ngo to [back v] layer\nswitch costume to (red one v)\nset [ghost v] effect to (60)\ngo to x: ([floor v] of (((((SCROLL X) + (2000)) * (-.5)) mod (803)) - (dif)) ) y: (((SCROLL Y) * (-.08)) + (30))\n\nwhen flag clicked\nhide\n\n@Water\n\nwhen flag clicked\nhide\n\n@Connection\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide variable [collected v]\nhide\nset [lag? v] to [1]\n\nwhen backdrop switches to [joined v]\nshow\ngo to x: (147) y: (158)\nset size to (30) %\n\nwait (7) seconds\n\nwhen backdrop switches to [full v]\nshow\n\nwhen I receive [tick v]\nif <(gold money?) = [0]> then\n    switch costume to (silver v)\nelse\n    switch costume to (gold v)\nend\n\nswitch costume to (gold v)\n\nswitch costume to (gold v)\n\nwhen I receive [tick v]\nif <(Lag?) = [1]> then\n    set y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\ngo to x: (147) y: (158)\nset size to (30) %\n\n@Shop items\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen flag clicked\nhide\n\n@Dash Cooldown2\n\nwhen I receive [cool down v]\ngo to x: (-120) y: (148)\nshow\nswitch costume to (costume11 v)\nrepeat (10)\n    wait (.14) seconds\n    switch costume to ((costume [number v]) - (1))\nend\n\nwhen flag clicked\nhide\ngo to x: (-120) y: (148)\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\nwait until <(speeds boost) = [1]>\ngo to [front v] layer\nshow\n\nwhen I receive [end screen v]\nhide\n\n@Collectables +1/+2\n\nset [x v] to [-999999999]\n\nwhen I receive [tick v]\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(gold money?) = [1]> then\n    switch costume to (costume2 v)\nelse\n    switch costume to (costume1 v)\nend\nset [x v] to (player x)\nset [y v] to (player y)\ngo to [back v] layer\nclear graphic effects\nrepeat (50)\n    change [y v] by (2)\n    change [ghost v] effect by (2)\nend\ndelete this clone\n\nset y to ([y position v] of [player v])\n\nwhen I receive [green flag v]\nhide\ndelete this clone\n\ndefine Position (x) (y)\nset x to (x)\nset y to (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    set size to (100) %\nelse\n    hide\nend\n\nwhen I receive [tick v]\nPosition (((x) - (SCROLL X)) + (menu x)) (((y) - (SCROLL Y)) + (0))\n\ngo to (player v)\n\ncreate clone of (_myself_ v)\n\nshow\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to x: (90) y: (52)\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (25) %\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n    go to [front v] layer\n    set x to (((0) + ((menu x) / (.65))) + (90))\n    set y to (52)\nend\n\nwhen I receive [green flag v]\n\nforever\n    hide\nend\n\nif <<(buy?) = [1]> and <(double jump?) = [0]>> then\nelse\nend\n\nshow\nhide\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen I receive [tick v]\nforever\n    if <(gold money?) = [1]> then\n        switch costume to (gold v)\n    else\n        switch costume to (silver v)\n    end\nend\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [super jump v] to [0]\ngo to x: (90) y: (14)\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (25) %\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n    go to [front v] layer\n    set x to (((0) + ((menu x) / (.65))) + (90))\n    set y to (14)\nend\n\nwhen I receive [green flag v]\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen I receive [tick v]\nforever\n    if <(gold money?) = [1]> then\n        switch costume to (gold v)\n    else\n        switch costume to (silver v)\n    end\nend\n\nif <<(buy?) = [1]> and <(speeds boost) = [0]>> then\n    show\nend\n\nforever\n    hide\nend\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to x: (95) y: (-26)\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (25) %\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n    go to [front v] layer\n    set x to (((0) + ((menu x) / (.65))) + (95))\n    set y to (-26)\nend\n\nwhen I receive [green flag v]\n\nforever\n    hide\nend\n\nif <<(buy?) = [1]> and <(gold money?) = [0]>> then\n    show\nelse\nend\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen I receive [tick v]\nforever\n    if <(gold money?) = [1]> then\n        switch costume to (dot v)\n    else\n        switch costume to (dot2 v)\n    end\nend\n\nwhen flag clicked\nhide\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to x: (95) y: (-67)\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (25) %\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n    go to [front v] layer\n    set x to (((0) + ((menu x) / (.65))) + (95))\n    set y to (-67)\nend\n\nwhen I receive [green flag v]\n\nforever\n    hide\nend\n\nif <<(buy?) = [1]> and <(parachute?) = [0]>> then\n    show\nelse\nend\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nset [collected v] to [100]\n\nwhen I receive [tick v]\nforever\n    if <(gold money?) = [1]> then\n        switch costume to (dot v)\n    else\n        switch costume to (dot2 v)\n    end\nend\n\nwhen flag clicked\nhide\n\n@Sprite13\n\nwhen I receive [tick v]\nhide\n\ngo to x: (0) y: (-49)\n\nif <<(double jump?) = [1]> and <(buy?) = [1]>> then\n    show\n    go to [front v] layer\nelse\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite14\n\nwhen I receive [tick v]\nhide\n\ngo to x: (0) y: (-49)\nif <<(speeds boost) = [1]> and <(buy?) = [1]>> then\n    show\n    go to [front v] layer\nelse\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite15\n\nwhen I receive [tick v]\nhide\n\ngo to x: (0) y: (-49)\nif <<(gold money?) = [1]> and <(buy?) = [1]>> then\n    show\n    go to [front v] layer\nelse\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite16\n\nwhen I receive [tick v]\nhide\n\ngo to x: (0) y: (-49)\nif <<(parachute?) = [1]> and <(buy?) = [1]>> then\n    show\n    go to [front v] layer\nelse\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite17\n\nwhen I receive [tick v]\nset size to (20) %\nCheck touching\ngo to x: (0) y: (-49)\nif <<(buy?) = [1]> and <(gold money?) = [0]>> then\n    go [forward v] (10) layers\n    show\n    set x to (((0) + ((menu x) / (.7))) + (-72))\n    set y to (-100)\nelse\n    hide\nend\n\nwhen flag clicked\nhide\n\ndefine Check touching\nswitch costume to (hitbox v)\nif <touching (mouse-pointer v)?> then\n    if <(gold money?) = [0]> then\n        set [touching coins? v] to [1]\n    else\n        set [touching coins? v] to [0]\n    end\nelse\n    set [touching coins? v] to [0]\nend\nswitch costume to (costume2 v)\n\nwhen I receive [green flag v]\nset [gold money? v] to [0]\nset [ghost v] effect to (0)\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        if <(gold money?) = [0]> then\n            set [ghost v] effect to (0)\n            set [brightness v] effect to (10)\n            if <<mouse down?> and <(COLLECTED) > [14]>> then\n                wait until <not <mouse down?>>\n                if <touching (mouse-pointer v)?> then\n                    set [gold money? v] to [1]\n                    change [collected v] by (-15)\n                end\n            end\n        end\n    else\n        set [ghost v] effect to (0)\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nhide\n\nif  then\nend\n\n@Sprite18\n\nwhen I receive [tick v]\nCheck touching\ngo to x: (0) y: (-49)\nif <<(buy?) = [1]> and <(double jump?) = [0]>> then\n    go [forward v] (10) layers\n    show\n    set x to (((0) + ((menu x) / (.7))) + (-117))\n    set y to (-167)\nelse\n    hide\nend\n\nwhen flag clicked\nset [touching dub jump v] to [0]\nhide\n\nwhen I receive [shop! v]\ngo to [front v] layer\n\ndefine Check touching\nswitch costume to (hitbox v)\nif <touching (mouse-pointer v)?> then\n    if <(double jump?) = [0]> then\n        set [touching dub jump v] to [1]\n    else\n        set [touching dub jump v] to [0]\n    end\nelse\n    set [touching dub jump v] to [0]\nend\nswitch costume to (costume2 v)\n\nwhen I receive [green flag v]\nset [double jump? v] to [0]\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        if <(double jump?) = [0]> then\n            set [ghost v] effect to (0)\n            set [brightness v] effect to (10)\n            if <<mouse down?> and <(COLLECTED) > [7]>> then\n                wait until <not <mouse down?>>\n                if <touching (mouse-pointer v)?> then\n                    set [double jump? v] to [1]\n                    change [collected v] by (-8)\n                end\n            end\n        end\n    else\n        set [ghost v] effect to (0)\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nhide\n\nif <(double jump?) = [0]> then\nend\n\nif  then\nend\n\n@Sprite19\n\nwhen I receive [tick v]\nCheck touching\ngo to x: (0) y: (-49)\nif <<(buy?) = [1]> and <(parachute?) = [0]>> then\n    go [forward v] (10) layers\n    set x to (((0) + ((menu x) / (.7))) + (82))\n    set y to (-29)\n    show\nelse\n    hide\nend\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [shop! v]\n\ndefine Check touching\nswitch costume to (hitbox2 v)\nif <touching (mouse-pointer v)?> then\n    if <(parachute?) = [0]> then\n        set [touching parachute? v] to [1]\n    else\n        set [touching parachute? v] to [0]\n    end\nelse\n    set [touching parachute? v] to [0]\nend\nswitch costume to (costume1 v)\n\ngo to [front v] layer\n\nwhen I receive [green flag v]\nset [parachute using? v] to [0]\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        if <(parachute?) = [0]> then\n            set [brightness v] effect to (10)\n            set [ghost v] effect to (0)\n            if <<mouse down?> and <(COLLECTED) > [19]>> then\n                wait until <not <mouse down?>>\n                if <touching (mouse-pointer v)?> then\n                    set [parachute? v] to [1]\n                    set [parachute using? v] to [0]\n                    change [collected v] by (-20)\n                end\n            end\n        end\n    else\n        set [ghost v] effect to (0)\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nhide\n\nif  then\nend\n\n@Sprite20\n\nwhen I receive [tick v]\nCheck touching\ngo to x: (0) y: (-49)\nif <<(buy?) = [1]> and <(speeds boost) = [0]>> then\n    go [forward v] (10) layers\n    set x to (((0) + ((menu x) / (.7))) + (82))\n    set y to (-97)\n    show\nelse\n    hide\nend\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [shop! v]\ngo to [front v] layer\n\ndefine Check touching\nswitch costume to (hitbox2 v)\nif <touching (mouse-pointer v)?> then\n    if <(speeds boost) = [0]> then\n        set [tocuhing speed boost? v] to [1]\n    else\n        set [tocuhing speed boost? v] to [0]\n    end\nelse\n    set [tocuhing speed boost? v] to [0]\nend\nswitch costume to (costume1 v)\n\nwhen I receive [green flag v]\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        if <(speeds boost) = [0]> then\n            set [ghost v] effect to (0)\n            set [brightness v] effect to (10)\n            if <<mouse down?> and <(COLLECTED) > [9]>> then\n                wait until <not <mouse down?>>\n                if <touching (mouse-pointer v)?> then\n                    change [collected v] by (-10)\n                    set [speeds boost v] to [1]\n                end\n            end\n        end\n    else\n        set [ghost v] effect to (0)\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nhide\n\nchange [collected v] by (20)\n\n@Collectables2\n\nwhen flag clicked\nhide\n\n@Cloud hitbox\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n    broadcast (level 4 v)\n    switch costume to (level 4 1 v)\nelse\n    if <(LEVEL) = [5]> then\n        broadcast (level 5 v)\n        switch costume to (level 5 1 v)\n    else\n        if <(LEVEL) = [77]> then\n    end\nend\n\nbroadcast (Level 77 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nforever\n\ngo to [back v] layer\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition (((x) - (SCROLL X)) + (menu x)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    set [y v] to [530]\n    set [x v] to [660]\n    Clone at x: [360] y: [600]\n    Clone at x: [169] y: [506]\n    Clone at x: [3888] y: [900]\n    Clone at x: [4290] y: [435]\n    Clone at x: [4638] y: [383]\n    Clone at x: [5600] y: [1132]\n    Clone at x: [5983] y: [970]\n    Clone at x: [1650] y: [1206]\n    Clone at x: [2033] y: [1375]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [3]> then\n            broadcast (Level three v)\n            switch costume to (level 3 1 v)\n        else\n            switch costume to (level 77 1 v)\n        end\n    end\nend\n\nClone at x: [3596] y: [1208]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    set [ghost v] effect to (100)\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)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (costume6 v)\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [430] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [-3250] y: [600]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [450] y: [260]\nClone at x: [0] y: [-250]\nClone at x: [580] y: [100]\nClone at x: [240] y: [150]\nClone at x: [500] y: [0]\nClone at x: [450] y: [-360]\nClone at x: [320] y: [400]\n\nset [y v] to [2559]\nset [x v] to [1127]\n\nswitch costume to (level 1 1 v)\n\nwhen flag clicked\nhide\n\nClone at x: [3733] y: [-287]\nClone at x: [3981] y: [-252]\nClone at x: [4210] y: [-289]\n\n@Sprite21\n\nwhen I receive [green flag v]\nhide\nforever\n    go to x: (mouse x) y: (mouse y)\n    set size to (20) %\n    if <(touching coins?) = [1]> then\n        if <(gold money?) = [1]> then\n            switch costume to (15 v)\n            if <(buy?) = [1]> then\n                show\n            else\n                hide\n            end\n        else\n            switch costume to (15 2 v)\n            if <(buy?) = [1]> then\n                show\n            else\n                hide\n            end\n        end\n    else\n        if <(tocuhing speed boost?) = [1]> then\n            if <(gold money?) = [1]> then\n                switch costume to (8 v)\n                if <(buy?) = [1]> then\n                    show\n                else\n                    hide\n                end\n            else\n                switch costume to (8 2 v)\n                if <(buy?) = [1]> then\n                    show\n                else\n                    hide\n                end\n            end\n        else\n            if <(touching dub jump) = [1]> then\n                if <(gold money?) = [1]> then\n                    switch costume to (5 v)\n                    if <(buy?) = [1]> then\n                        show\n                    else\n                        hide\n                    end\n                else\n                    switch costume to (5 2 v)\n                    if <(buy?) = [1]> then\n                        show\n                    else\n                        hide\n                    end\n                end\n            else\n                if <(touching parachute?) = [1]> then\n                    if <(gold money?) = [1]> then\n                        switch costume to (20 v)\n                        if <(buy?) = [1]> then\n                            show\n                        else\n                            hide\n                        end\n                    else\n                        switch costume to (20 2 v)\n                        if <(buy?) = [1]> then\n                            show\n                        else\n                            hide\n                        end\n                    end\n                else\n                    hide\n                end\n            end\n        end\n    end\nend\n\nshow\n\nshow\n\nwhen I receive [green flag v]\nhide\nforever\n    go to [front v] layer\n    set [brightness v] effect to (-10)\nend\n\nwhen I receive [shop! v]\ngo [forward v] (999999999999) layers\nforever\n    go [forward v] (9999999999999) layers\nend\n\nhide\n\ngo to [front v] layer\n\nwhen I receive [tick v]\ngo [forward v] (9999999999999) layers\n\nwhen flag clicked\nhide\n\nif <(double jump?) = [0]> then\nelse\n    hide\nend\n\nset [collected v] to [20]\n\nif <(double jump?) = [0]> then\nelse\n    hide\nend\n\nif <(touching parachute?) = [1]> then\nelse\n    hide\nend\n\nif <(parachute?) = [1]> then\nelse\n    hide\nend\n\n@Coins\n\nwhen flag clicked\nhide\n\nif <(Lag?) = [1]> then\n\n@Cloud art\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n    broadcast (level 4 v)\n    switch costume to (level 4 1 v)\nelse\n    if <(LEVEL) = [5]> then\n        broadcast (level 5 v)\n        switch costume to (level 5 1 v)\n    else\n        if <(LEVEL) = [77]> then\n    end\nend\n\nbroadcast (Level 77 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nforever\n\ngo to [back v] layer\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition (((x) - (SCROLL X)) + (menu x)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    set [x v] to [660]\n    set [y v] to [530]\n    Clone at x: [360] y: [600]\n    Clone at x: [169] y: [506]\n    Clone at x: [3888] y: [900]\n    Clone at x: [4290] y: [435]\n    Clone at x: [4638] y: [383]\n    Clone at x: [5600] y: [1132]\n    Clone at x: [5983] y: [970]\n    Clone at x: [1650] y: [1206]\n    Clone at x: [2033] y: [1375]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [3]> then\n            broadcast (Level three v)\n            switch costume to (level 3 1 v)\n        else\n            switch costume to (level 77 1 v)\n        end\n    end\nend\n\nClone at x: [2220] y: [1200]\nClone at x: [2029] y: [1106]\nClone at x: [5748] y: [1500]\nClone at x: [6050] y: [1035]\nClone at x: [6398] y: [983]\nClone at x: [7343] y: [1732]\nClone at x: [7743] y: [1650]\nClone at x: [3510] y: [1806]\nClone at x: [3893] y: [1975]\n\nswitch costume to (level 1 1 v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    set [brightness v] effect to (-10)\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)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (pick random (1) to (2))\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [430] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [-3250] y: [600]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [450] y: [260]\nClone at x: [0] y: [-250]\nClone at x: [580] y: [100]\nClone at x: [240] y: [150]\nClone at x: [500] y: [0]\nClone at x: [450] y: [-360]\nClone at x: [320] y: [400]\n\nset [y v] to [2559]\nset [x v] to [1127]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [3733] y: [-287]\nClone at x: [3981] y: [-252]\nClone at x: [4210] y: [-289]\n\n@Gems\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [300]\nClone at x: [380] y: [0]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n    broadcast (level 4 v)\n    switch costume to (level 4 1 v)\nelse\n    if <(LEVEL) = [5]> then\n        broadcast (level 5 v)\n        switch costume to (level 5 1 v)\n    else\n        if <(LEVEL) = [77]> then\n    end\nend\n\nbroadcast (Level 77 v)\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) ((round ((y) - (SCROLL Y))) + (([sin v] of ((timer) * (300)) ) * (5)))\nif <touching (player v)?> then\n    hide\n    if <(Lag?) = [1]> then\n        create clone of (gems animation v)\n    end\n    delete this clone\nend\n\nchange [gems v] by (1)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    set size to (20) %\n    go to [front v] layer\n    set [brightness v] effect to (-10)\nelse\n    hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\n\nnext costume\n\nwhen [g v] key pressed\nif <(username) = [the-green-dragon]> then\n    delete this clone\nend\n\nwhen flag clicked\nset [gems v] to [0]\nhide\nset [y v] to [-9999]\nset [x v] to [-99999]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    hide\n    Clone at x: [-15] y: [-262]\n    Clone at x: [164] y: [560]\n    Clone at x: [1723] y: [35]\n    Clone at x: [3476] y: [-212]\n    Clone at x: [5976] y: [1027]\n    Clone at x: [2579] y: [1860]\n    Clone at x: [1294] y: [1445]\n    Clone at x: [-999999] y: [-9999999]\n    set [x v] to [-9999999]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [3]> then\n            broadcast (Level three v)\n            switch costume to (level 3 1 v)\n        else\n            switch costume to (level 77 1 v)\n        end\n        set [x v] to [-9999999]\n    end\n    set [x v] to [-9999999]\nend\nset [x v] to [-9999999]\n\nwhen I receive [green flag v]\n\nClone at x: [-999999] y: [-9999999]\n\nset [x v] to [5880]\n\nrepeat (10)\n\nif  then\nend\n\ncreate clone of (gems animation v)\n\ndelete this clone\n\n@Mushroom\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n    broadcast (level 4 v)\n    switch costume to (level 4 1 v)\nelse\n    if <(LEVEL) = [5]> then\n        broadcast (level 5 v)\n        switch costume to (level 5 1 v)\n    else\n        if <(LEVEL) = [77]> then\n    end\nend\n\nbroadcast (Level 77 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nforever\n\ngo to [back v] layer\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition (round ((((x) - (SCROLL X)) + (115)) + (menu x))) (round ((y) - (SCROLL Y)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    set [x v] to [1157]\n    set [y v] to [400]\n    switch costume to (costume2 v)\n    Clone at x: [3930] y: [508]\n    Clone at x: [5564] y: [767]\n    Clone at x: [-9999999] y: [767]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [3]> then\n            broadcast (Level three v)\n            switch costume to (level 3 1 v)\n        else\n            switch costume to (level 77 1 v)\n        end\n    end\nend\n\nClone at x: [2220] y: [1200]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    set [brightness v] effect to (-5)\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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [430] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [-3250] y: [600]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [450] y: [260]\nClone at x: [0] y: [-250]\nClone at x: [580] y: [100]\nClone at x: [240] y: [150]\nClone at x: [500] y: [0]\nClone at x: [450] y: [-360]\nClone at x: [320] y: [400]\n\nset [y v] to [2559]\nset [x v] to [1127]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nswitch costume to (costume2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [_       bounce v]\nswitch costume to (costume2 v)\nwait (0) seconds\nswitch costume to (costume3 v)\nwait (0) seconds\nswitch costume to (costume4 v)\nwait (0) seconds\nswitch costume to (costume5 v)\nwait (.05) seconds\nswitch costume to (costume4 v)\nwait (0) seconds\nswitch costume to (costume3 v)\nwait (0) seconds\nswitch costume to (costume2 v)\n\nbroadcast (_       bounce v)\n\n@Moving Platforms\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nsetup clone at x,y: (1963) (422) typ [1] width [80] time [0]\nsetup clone at x,y: (2660) (352) typ [5] width [55] time [0]\nsetup clone at x,y: (3740) (58) typ [2] width [80] time [0]\nsetup clone at x,y: (5285) (522) typ [3] width [80] time [0]\nsetup clone at x,y: (5291) (1123) typ [4] width [80] time [0]\nsetup clone at x,y: (3140) (1165) typ [6] width [55] time [0]\nsetup clone at x,y: (2890) (1165) typ [6] width [55] time [.45]\nsetup clone at x,y: (2640) (1165) typ [6] width [55] time [0]\nsetup clone at x,y: (868) (1011) typ [7] width [80] time [0]\nset [showing v] to [-1]\n\ndefine move to (x) (y)\nif <([abs v] of ((_                  PX) - (x)) ) < (width)> then\n    if <([abs v] of ((_                     PY) - (y)) ) < (height)> then\n        set [@platform sx v] to ((x) - (x))\n        set [@platform sy v] to ((y) - (y))\n        change [_                  px v] by (@Platform SX)\n        change [_                     py v] by (@Platform SY)\n    end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time)\ngo to x: (0) y: (0)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [75]\nif <<(typ) = [5]> or <(typ) = [6]>> then\n    switch costume to (costume2 v)\nelse\n    switch costume to (costume1 v)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\nif <(typ) < [10]> then\n\nif <(typ) = [3]> then\n    set [time iterations v] to [2]\nelse\n    if <(typ) = [4]> then\n        switch costume to (stomper v)\n    end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(showing) = [0]> then\n        set [showing v] to [1]\n        show\n    end\nelse\n    if <(showing) = [1]> then\n        set [showing v] to [0]\n        hide\n    end\nend\n\nwhen I receive [tick v]\nif <(showing) > [-1]> then\n    if <(typ) = [3]> then\n        pre move ((((@timer) / ((250) * (time iterations))) + (time)) mod (1))\n    else\n        if <(typ) = [6]> then\n            pre move ((((@timer) / ((110) * (time iterations))) + (time)) mod (1))\n        else\n            if <(typ) = [7]> then\n                pre move ((((@timer) / ((250) * (time iterations))) + (time)) mod (1))\n            else\n                pre move ((((@timer) / ((400) * (time iterations))) + (time)) mod (1))\n            end\n        end\n    end\n    position (round ((x) - (SCROLL X))) (round ((y) - (SCROLL Y)))\nend\n\ndefine moving platform? (timer)\nsay []\nif <(typ) = [1]> then\n    move to (round ((ox) + ((207) + (([sin v] of ((timer) * (360)) ) * (104))))) ((1) * (round (((oy) + (-305)) + ((24) + ((285) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) ))))))\nelse\n    if <(typ) = [2]> then\n        move to ((ox) + (100)) ((1) * (round (((oy) + (100)) + ((24) + ((268) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) ))))))\n    else\n        if <(typ) = [3]> then\n            move to ((ox) - (-77)) ((1) * (round (((oy) + (-17)) + ((24) + ((180) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) ))))))\n        else\n            if <(typ) = [4]> then\n                move to ((1) * (round (((ox) + (-40)) + ((-10) + ((130) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) )))))) (oy)\n            else\n                if <(typ) = [5]> then\n                    move to ((1) * (round (((ox) + (-19)) + ((-10) + ((130) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) )))))) ((oy) - (8))\n                else\n                    if <(typ) = [6]> then\n                        move to ((ox) + (100)) ((1) * (round (((oy) + (-119)) + ((-10) + ((65) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) ))))))\n                    else\n                        if <(typ) = [7]> then\n                            move to ((1) * (round (((ox) + (-67)) + ((24) + ((150) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) )))))) (round (((oy) - (3)) + ((100) + (([sin v] of ((timer) * (360)) ) * (120)))))\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nmove to (ox) (round ((oy) + (([abs v] of ((timer) - (0.5)) ) * (80))))\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n    move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800))))\nelse\n    if <(percent) > [0.85]> then\n        move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800))))\n    else\n        move to (round ((ox) + ((percent) * (len)))) (round (oy))\n    end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [tick v]\nif <(showing) > [-1]> then\n    position ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\nend\nset [brightness v] effect to (-5)\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n    move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((SCROLL Y) / (96)) )))\nelse\n    move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((SCROLL Y) / (96)) )))\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n    moving platform? (time)\nend\n\nif <(typ) < [10]> then\n\nmove to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\n\nwhen I receive [green flag v]\nforever\n    change [@timer v] by (1)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\n\n\nif <(typ) = [4]> then\n\nwhen I receive [tick v]\n\nif <([abs v] of (@Platform SY) ) > [2]> then\n\nwhen flag clicked\nhide\n\ngo [backward v] (10) layers\n\n@Platforms3\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume1 v)\n    set [x v] to [-1470]\n    set [y v] to [928]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (costume1 v)\n    else\n        if <(LEVEL) = [77]> then\n            switch costume to (costume1 v)\n            broadcast (Level 77 v)\n        end\n    end\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)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine animation\nswitch costume to (costume1 v)\nwait (.2) seconds\nrepeat (17)\n    next costume\nend\nswitch costume to (costume18 v)\n\nwhen I receive [green flag v]\nwait until <touching (player v)?>\nif <(Lag?) = [1]> then\n    animation\nend\nset [exit v] to [win]\n\nwhen flag clicked\nhide\n\n@Platforms4\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [0] y: [0]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume1 v)\n    set [x v] to [2400]\n    set [y v] to [401]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [77]> then\n            switch costume to (level 77 1 v)\n            broadcast (Level 77 v)\n        end\n    end\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)\nset [x v] to (x)\nset [y v] to (y)\n\nnext costume\n\ndefine animation\nswitch costume to (costume1 v)\nrepeat (12)\n    next costume\nend\nswitch costume to (costume15 v)\n\nwhen I receive [green flag v]\nset [checkpoint # v] to [0]\nset [player spawn x v] to [0]\nset [player spawn y v] to [40]\nwait until <touching (player v)?>\nset [checkpoint # v] to [1]\nset [player spawn x v] to [2390]\nset [player spawn y v] to [450]\nif <(Lag?) = [1]> then\n    animation\nend\n\npoint in direction (90)\n\ngo to [back v] layer\n\nset [lag? v] to [1]\n\nwhen [l v] key pressed\nif <(Lag?) = [1]> then\n    set [lag? v] to [0]\nelse\n    set [lag? v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [player spawn x v] to [0]\nset [player spawn y v] to [40]\n\n@Sprite22\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [dash? v] to [0]\ngo to x: (-180) y: (0)\nset [ghost v] effect to (25)\nforever\n    point in direction ((([sin v] of ((timer) * (300)) ) * (2)) + (90))\n    if <touching (mouse-pointer v)?> then\n        set size to (30) %\n        set [brightness v] effect to (10)\n        if <mouse down?> then\n            set [dash? v] to [1]\n        else\n            set [dash? v] to [0]\n        end\n    else\n        set size to (30) %\n        set [brightness v] effect to (0)\n    end\n    if <<(mobile?) = [1]> and <(speeds boost) = [1]>> then\n        show\n    else\n        hide\n    end\n    if <not <<mouse down?> and <(dash?) = [1]>>> then\n        set [dash? v] to [0]\n    end\nend\n\nif  then\nend\n\nwhen flag clicked\nhide\n\n@Splash1\n\nwhen I receive [game won v]\nshow\ngo to [front v] layer\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nset [playing? v] to [0]\nset [mouse touching? v] to [0]\ngo to [front v] layer\nscroll in\nrepeat until <(playing?) = [1]>\n    point in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (90))\n    if <touching (mouse-pointer v)?> then\n        set [mouse touching? v] to [1]\n        set [brightness v] effect to (10)\n        set size to (195) %\n    else\n        set [mouse touching? v] to [0]\n        set [brightness v] effect to (0)\n        set size to (175) %\n    end\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        wait until <not <mouse down?>>\n        if <touching (mouse-pointer v)?> then\n            set [mobile? v] to [0]\n            set [level v] to [1]\n            broadcast (Green Flag v)\n            set [playing? v] to [1]\n        end\n    end\nend\nhide\n\ndefine scroll in\nhide\nswitch costume to (m v)\nwait (.1) seconds\ngo to x: (-100) y: (-200)\nshow\nrepeat (6)\n    change y by (((-130) - (y position)) / (3))\nend\ngo to x: (-100) y: (-130)\nclear graphic effects\nset [brightness v] effect to (0)\n\n\n\nif <(playing?) = [0]> then\n    broadcast (menu animate v)\nend\n\nbroadcast (play game v)\n\nbroadcast (green flag v) and wait\n\nbroadcast (Green Flag v)\n\n@Splash3\n\nwhen I receive [game won v]\nshow\ngo to [front v] layer\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nset [mobile? v] to [0]\ngo to [front v] layer\nscroll in\nrepeat until <(playing?) = [1]>\n    point in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (90))\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (10)\n        set size to (195) %\n    else\n        set [brightness v] effect to (0)\n        set size to (175) %\n    end\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        wait until <not <mouse down?>>\n        if <touching (mouse-pointer v)?> then\n            set [mobile? v] to [1]\n            set [level v] to [1]\n            broadcast (Green Flag v)\n            set [playing? v] to [1]\n        end\n    end\nend\nhide\n\ndefine scroll in\nhide\nswitch costume to (play v)\nwait (.1) seconds\ngo to x: (100) y: (-200)\nshow\nrepeat (6)\n    change y by (((-130) - (y position)) / (3))\nend\ngo to x: (100) y: (-130)\nclear graphic effects\nset [brightness v] effect to (0)\n\n\n\nif <(playing?) = [0]> then\n    broadcast (menu animate v)\nend\n\nbroadcast (play game v)\n\nbroadcast (green flag v) and wait\n\nbroadcast (Green Flag v)\n\n@Sprite26\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [dash? v] to [0]\ngo to x: (180) y: (0)\nset [ghost v] effect to (25)\nforever\n    point in direction ((([sin v] of ((timer) * (300)) ) * (2)) + (90))\n    if <touching (mouse-pointer v)?> then\n        set size to (30) %\n        set [brightness v] effect to (10)\n        if <mouse down?> then\n            set [dash? v] to [1]\n        else\n            set [dash? v] to [0]\n        end\n    else\n        set size to (30) %\n        set [brightness v] effect to (0)\n    end\n    if <<(mobile?) = [1]> and <(speeds boost) = [1]>> then\n        show\n    else\n        hide\n    end\n    if <not <<mouse down?> and <(dash?) = [1]>>> then\n        set [dash? v] to [0]\n    else\n    end\nend\n\n\n\nwhen flag clicked\nhide\n\n@Sprite23\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [parachute click!!!!!? v] to [0]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (25)\nset [hide/show here v] to [1]\nforever\n    point in direction ((([sin v] of ((timer) * (300)) ) * (2)) + (90))\n    if <touching (mouse-pointer v)?> then\n        set size to (30) %\n        set [brightness v] effect to (10)\n        if <mouse down?> then\n            set [parachute click!!!!!? v] to [1]\n        else\n            set [parachute click!!!!!? v] to [0]\n        end\n    else\n        set size to (30) %\n        set [brightness v] effect to (0)\n    end\n    if <<(mobile?) = [1]> and <(parachute?) = [1]>> then\n        show\n    else\n        hide\n    end\nend\n\nwait (.5) seconds\n\nwhen flag clicked\nhide\n\n@Sprite27\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [parachute click!!!!!? v] to [0]\ngo to x: (180) y: (-50)\nset [ghost v] effect to (25)\nset [hide/show here v] to [1]\nforever\n    point in direction ((([sin v] of ((timer) * (300)) ) * (2)) + (90))\n    if <touching (mouse-pointer v)?> then\n        set size to (30) %\n        set [brightness v] effect to (10)\n        if <mouse down?> then\n            set [parachute click!!!!!? v] to [1]\n        else\n            set [parachute click!!!!!? v] to [0]\n        end\n    else\n        set size to (30) %\n        set [brightness v] effect to (0)\n    end\n    if <<(mobile?) = [1]> and <(parachute?) = [1]>> then\n        show\n    else\n        hide\n    end\nend\n\nwait (.5) seconds\n\nwhen flag clicked\nhide\n\n@Moutains2\n\nwhen flag clicked\nhide\ngo [backward v] (999999) layers\nclear graphic effects\ngo to x: (0) y: (-50)\nset [dif v] to [0]\ncreate clone of (_myself_ v)\nset [dif v] to [802]\n\nwhen I receive [tick v]\nposition\n\nset [dif v] to [239]\n\ngo to [back v] layer\n\n\n\ndefine position\nif <[624] < (x position)> then\n    hide\nelse\n    show\nend\nswitch costume to (red one v)\nset [ghost v] effect to (75)\ngo to x: ([floor v] of (((((SCROLL X) + (2000)) * (-.6)) mod (803)) - (dif)) ) y: (((SCROLL Y) * (-.12)) + (50))\n\n@Moutains3\n\nwhen flag clicked\nhide\ngo [backward v] (99999) layers\nclear graphic effects\ngo to x: (0) y: (-50)\nset [dif v] to [0]\ncreate clone of (_myself_ v)\nset [dif v] to [803]\n\nwhen I receive [tick v]\npos\n\ngo to [back v] layer\n\nset [dif v] to [239]\n\nshow\n\ndefine pos\nif <<[620] < (x position)> or <(y position) < [-175]>> then\n    hide\nelse\n    show\nend\nswitch costume to (red one v)\nset [ghost v] effect to (75)\ngo to x: ([floor v] of (((((SCROLL X) + (2000)) * (-.7)) mod (803)) - (dif)) ) y: (((SCROLL Y) * (-.19)) + (70))\n\n@Moutains4\n\nwhen flag clicked\nhide\ngo [backward v] (99999) layers\nclear graphic effects\ngo to x: (0) y: (-50)\nset [dif v] to [0]\ncreate clone of (_myself_ v)\nset [dif v] to [801]\n\nwhen I receive [tick v]\npos\n\ngo to [back v] layer\n\nset [dif v] to [239]\n\nshow\n\ndefine pos\nif <<[622] < (x position)> or <(y position) < [-119]>> then\n    hide\nelse\n    show\nend\nswitch costume to (red one v)\nset [ghost v] effect to (75)\ngo to x: ([floor v] of (((((SCROLL X) + (2000)) * (-.8)) mod (803)) - (dif)) ) y: (((SCROLL Y) * (-.20)) + (90))\n\n@Sprite28\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    forward\n    if <(playing?) = [1]> then\n        show\n        set [ghost v] effect to (70)\n        forward\n    else\n        hide\n    end\nend\n\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\ndefine forward\ngo to [front v] layer\ngo [backward v] (8) layers\n\n@Sprite29\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    if <(playing?) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nhide\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\n@Spike\n\n@Sprite30\n\nwhen flag clicked\nhide\nhide variable [gems v]\n\nwhen backdrop switches to [joined v]\nhide variable [gems v]\nshow\ngo to x: (30) y: (158)\n\nwhen backdrop switches to [full v]\nshow\n\nwhen I receive [tick v]\nswitch costume to (costume2 v)\nset size to (14) %\n\ngo to [front v] layer\n\nswitch costume to (gold v)\n\nswitch costume to (gold v)\n\nwhen I receive [tick v]\nif <(Lag?) = [1]> then\n    set y to ((([sin v] of ((timer) * (300)) ) * (2)) + (152))\nend\n\nbroadcast (Green Flag v)\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\ngo to x: (30) y: (158)\n\nwhen I receive [end screen v]\nhide\n\n@Level clear!\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (345)\n\nwhen I receive [level clear! v]\nclear graphic effects\ngo to [front v] layer\nshow\nset y to (345)\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nset y to (335)\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nset y to (325)\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nset y to (315)\ngo to [front v] layer\nwait (0) seconds\nset y to (300)\ngo to [front v] layer\nwait (0) seconds\nset y to (285)\nwait (0) seconds\nset y to (270)\ngo to [front v] layer\nwait (0) seconds\nset y to (250)\nwait (0) seconds\nset y to (230)\nwait (0) seconds\nset y to (210)\nwait (0) seconds\nset y to (190)\ngo to [front v] layer\nwait (0) seconds\nset y to (175)\nwait (0) seconds\nset y to (160)\nwait (0) seconds\ngo to [front v] layer\nset y to (145)\nwait (0) seconds\nset y to (130)\nwait (0) seconds\nset y to (115)\nwait (0) seconds\nset y to (100)\nwait (0) seconds\nset y to (90)\nwait (0) seconds\nset y to (80)\nwait (0) seconds\nset y to (70)\nwait (0) seconds\nset y to (60)\nwait (0) seconds\nset y to (51)\nwait (0) seconds\nset y to (43)\ngo to [front v] layer\nwait (0) seconds\nset y to (36)\nwait (0) seconds\ngo to [front v] layer\nset y to (30)\nwait (0) seconds\nset y to (24)\nwait (0) seconds\nset y to (19)\nwait (0) seconds\nset y to (14)\nwait (0) seconds\nset y to (10)\nwait (0) seconds\ngo to [front v] layer\nset y to (6)\nwait (0) seconds\nset y to (3)\nwait (0) seconds\nset y to (1)\nwait (0) seconds\nset y to (0)\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nbroadcast (end screen v)\nwait (.3) seconds\nset [ghost v] effect to (0)\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nset [ghost v] effect to (100)\nhide\n\ngo to [back v] layer\n\n@Enemies\n\nwhen I receive [setup v]\nsetup clone at x,y: (985) (407) typ [1] width [80] time [0]\nsetup clone at x,y: (1589) (798) typ [1] width [80] time [0]\nsetup clone at x,y: (3340) (278) typ [1] width [80] time [0]\nsetup clone at x,y: (-1402) (811) typ [1] width [80] time [0]\nset [showing v] to [-1]\n\nswitch costume to (costume1 v)\n\ndefine move to (x) (y)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time)\ngo to x: (0) y: (0)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [75]\nswitch costume to (costume1 v)\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(showing) = [0]> then\n        set [showing v] to [1]\n        show\n    end\nelse\n    if <(showing) = [1]> then\n        set [showing v] to [0]\n        hide\n    end\nend\n\nwhen I receive [tick v]\n\ndefine moving platform? (timer)\n\ndefine barrier (percent) run length (len)\n\nwhen I receive [tick v]\nif <(showing) > [-1]> then\n    position ((round ((x) - (SCROLL X))) + (menu x)) (round (((y) - (SCROLL Y)) - (5)))\nend\nset [brightness v] effect to (-5)\nset size to (100) %\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n    move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((SCROLL Y) / (96)) )))\nelse\n    move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((SCROLL Y) / (96)) )))\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n    moving platform? (time)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nif <([abs v] of (@Platform SY) ) > [2]> then\n\nwhen flag clicked\nhide\n\nif <(percent) < [0.15]> then\n    move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800))))\nelse\n    if <(percent) > [0.85]> then\n        move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800))))\n    else\n        move to (round ((ox) + ((percent) * (len)))) (round (oy))\n    end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I start as a clone\nforever\n    if <<touching (player v)?> and <(PSY) < [0]>> then\n        if <(typ) = [1]> then\n            broadcast (bounce! v)\n            switch costume to (costume2 v)\n            wait (0) seconds\n            switch costume to (costume3 v)\n            wait (0) seconds\n            switch costume to (costume4 v)\n            wait (0) seconds\n            switch costume to (costume5 v)\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    set rotation style [left-right v]\n    point in direction (90)\n    repeat (65)\n        change [x v] by (3)\n    end\n    point in direction (-90)\n    repeat (65)\n        change [x v] by (-3)\n    end\nend\n\npre move ((((@timer) / ((200) * (time iterations))) + (time)) mod (1))\n\nif <(showing) > [-1]> then\n    position (round ((x) - (SCROLL X))) (round ((y) - (SCROLL Y)))\nend\n\nif <(typ) = [1]> then\n    move to (ox) (oy)\nend\n\nwhen I start as a clone\nforever\n    if <<touching (player v)?> and <(PSY) < [0]>> then\n        stop [this script v]\n    end\n    if <(costume [number v]) = [20]> then\n        if <<touching (player v)?> and <(PSY) < [0]>> then\n            stop [this script v]\n        end\n        switch costume to (costume1 v)\n    else\n        if <<touching (player v)?> and <(PSY) < [0]>> then\n            stop [this script v]\n        end\n        next costume\n    end\n    if <<touching (player v)?> and <(PSY) < [0]>> then\n        stop [this script v]\n    end\nend\n\nif <<(typ) = [5]> or <(typ) = [6]>> then\n    switch costume to (costume2 v)\nend\n\nrepeat (4)\n    next costume\nend\n\nwait (0) seconds\n\n@Water swim in\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n    broadcast (level 4 v)\n    switch costume to (level 4 1 v)\nelse\n    if <(LEVEL) = [5]> then\n        broadcast (level 5 v)\n        switch costume to (level 5 1 v)\n    else\n        if <(LEVEL) = [77]> then\n    end\nend\n\nbroadcast (Level 77 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nforever\n\ngo to [back v] layer\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) ((round ((y) - (SCROLL Y))) + (([sin v] of ((timer) * (250)) ) * (5)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [-100]\nset [x v] to [-300]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume10 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]\nend\n\nrepeat (7)\n\ndefine Position (x) (y)\nback\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    back\n    set [brightness v] effect to (-13)\nelse\n    hide\n    back\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\nhide\n\nset [whirl v] effect to (50)\n\nchange [brightness v] effect by (5)\n\nwhen flag clicked\nhide\n\nset [speeds boost v] to [1]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [430] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [-3250] y: [600]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nif <(LEVEL) = [2]> then\n    switch costume to (level 2 1 v)\nelse\n    if <(LEVEL) = [3]> then\n        broadcast (Level three v)\n        switch costume to (level 3 1 v)\n    else\n        switch costume to (level 77 1 v)\n    end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\ndefine back\ngo to [back v] layer\ngo [forward v] (30) layers\n\n@Gears\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n    broadcast (level 4 v)\n    switch costume to (level 4 1 v)\nelse\n    if <(LEVEL) = [5]> then\n        broadcast (level 5 v)\n        switch costume to (level 5 1 v)\n    else\n        if <(LEVEL) = [77]> then\n    end\nend\n\nbroadcast (Level 77 v)\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [-999999]\nset [x v] to [-999999]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (gear v)\n    Clone at x: [658] y: [-13]\n    Clone at x: [877] y: [-15]\n    Clone at x: [1013] y: [124]\n    Clone at x: [789] y: [182]\n    Clone at x: [2510] y: [-56]\n    Clone at x: [2363] y: [164]\n    Clone at x: [3619] y: [174]\n    Clone at x: [5560] y: [742]\n    Clone at x: [3558] y: [936]\n    Clone at x: [2442] y: [1106]\n    Clone at x: [2002] y: [1106]\n    Clone at x: [1167] y: [1023]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [3]> then\n            broadcast (Level three v)\n            switch costume to (level 3 1 v)\n        else\n            switch costume to (level 77 1 v)\n        end\n    end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    set [brightness v] effect to (-5)\n    back\n    if <(Lag?) = [1]> then\n        turn right (7) degrees\n    end\n    set size to (80) %\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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nhide\n\ngo [forward v] (9999999) layers\n\nwhen I start as a clone\n\nwhen [9 v] key pressed\nif <(username) = [the-green-dragon]> then\n    broadcast (Reset v)\n    broadcast (Setup v)\nend\n\ndefine back\ngo to [back v] layer\ngo [forward v] (65) layers\n\npoint in direction ((([sin v] of ((250) * (timer)) ) * (30)) + (90))\n\nClone at x: [2442] y: [1106]\nClone at x: [2002] y: [1106]\n\nClone at x: [3558] y: [936]\n\nClone at x: [491] y: [1265]\n\n@Moving Gears\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100] type: []\n\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [390] y: [300] type: []\nClone at x: [380] y: [0] type: []\nClone at x: [0] y: [-200] type: []\n\nClone at x: [930] y: [0] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [580] y: [0] type: []\nClone at x: [480] y: [0] type: []\nClone at x: [0] y: [360] type: []\n\nClone at x: [490] y: [50] type: []\nClone at x: [484] y: [0] type: []\nClone at x: [400] y: [130] type: []\nClone at x: [500] y: [-30] type: []\nClone at x: [450] y: [-100] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [390] y: [420] type: []\nClone at x: [50] y: [-360] type: []\n\nClone at x: [-600] y: [1140] type: []\nClone at x: [400] y: [175] type: []\nClone at x: [490] y: [0] type: []\nClone at x: [400] y: [-20] type: []\nClone at x: [550] y: [-200] type: []\nClone at x: [0] y: [-160] type: []\nClone at x: [520] y: [450] type: []\nClone at x: [400] y: [0] type: []\nClone at x: [300] y: [-50] type: []\n\nClone at x: [360] y: [0] type: []\n\nClone at x: [0] y: [0] type: []\n\nClone at x: [360] y: [0] type: []\n\nClone at x: [840] y: [0] type: []\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n    broadcast (level 4 v)\n    switch costume to (level 4 1 v)\nelse\n    if <(LEVEL) = [5]> then\n        broadcast (level 5 v)\n        switch costume to (level 5 1 v)\n    else\n        if <(LEVEL) = [77]> then\n    end\nend\n\nbroadcast (Level 77 v)\n\nwhen I receive [tick v]\nif <(type) = [1]> then\n    Position ((((round ((x) - (SCROLL X))) + (menu x)) + (([sin v] of ((timer) * (50)) ) * (160))) + (90)) (round ((y) - (SCROLL Y)))\nelse\n    if <(type) = [2]> then\n        Position ((((round ((x) - (SCROLL X))) + (menu x)) + (() - (([sin v] of ((timer) * (70)) ) * (100)))) + (20)) (round ((y) - (SCROLL Y)))\n    else\n        if <(type) = [3]> then\n            Position ((((round ((x) - (SCROLL X))) + (menu x)) + (() - (([sin v] of ((timer) * (140)) ) * (25)))) + (10)) (round ((y) - (SCROLL Y)))\n        else\n            if <(type) = [4]> then\n                Position ((((round ((x) - (SCROLL X))) + (menu x)) + (([sin v] of ((timer) * (140)) ) * (25))) + (30)) (round ((y) - (SCROLL Y)))\n            else\n                if <(type) = [5]> then\n                    Position ((((round ((x) - (SCROLL X))) + (menu x)) + (([sin v] of ((timer) * (200)) ) * (15))) + (30)) (round ((y) - (SCROLL Y)))\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [setup v]\nhide\nset [y v] to [-999999]\nset [x v] to [-999999]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (gear v)\n    Clone at x: [1641] y: [459] type: [1]\n    Clone at x: [1670] y: [663] type: [2]\n    Clone at x: [4990] y: [385] type: [3]\n    Clone at x: [5150] y: [385] type: [4]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [3]> then\n            broadcast (Level three v)\n            switch costume to (level 3 1 v)\n        else\n            switch costume to (level 77 1 v)\n        end\n    end\nend\n\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\n\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    set [brightness v] effect to (-5)\n    back\n    if <(Lag?) = [1]> then\n        turn right (7) degrees\n    end\n    set size to (80) %\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) type: (type)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nset [type v] to (type)\n\nwhen flag clicked\nhide\n\ngo [forward v] (9999999) layers\n\nwhen I start as a clone\n\nwhen [9 v] key pressed\nif <(username) = [the-green-dragon]> then\n    broadcast (Reset v)\n    broadcast (Setup v)\nend\n\ndefine back\ngo to [back v] layer\ngo [forward v] (20) layers\n\npoint in direction ((([sin v] of ((250) * (timer)) ) * (30)) + (90))\n\nClone at x: [877] y: [-15] type: []\nClone at x: [1013] y: [124] type: []\nClone at x: [789] y: [182] type: []\n\nClone at x: [1138] y: [1023] type: [5]\nClone at x: [2416] y: [1106] type: [5]\nClone at x: [1974] y: [1105] type: [5]\nClone at x: [459] y: [1264] type: [5]\n\nif <(Lag?) = [1]> then\n    turn right (7) degrees\nend\nset size to (80) %\n\n@Platforms2\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [0] y: [0]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume1 v)\n    set [x v] to [3962]\n    set [y v] to [518]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [77]> then\n            switch costume to (level 77 1 v)\n            broadcast (Level 77 v)\n        end\n    end\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)\nset [x v] to (x)\nset [y v] to (y)\n\nnext costume\n\ndefine animation\nswitch costume to (costume1 v)\nrepeat (12)\n    next costume\nend\nswitch costume to (costume15 v)\n\nwhen I receive [green flag v]\nwait until <touching (player v)?>\nset [checkpoint # v] to [2]\nset [player spawn x v] to [3978]\nset [player spawn y v] to [531]\nif <(Lag?) = [1]> then\n    animation\nend\n\nset [checkpoint # v] to [0]\nset [player spawn x v] to [0]\nset [player spawn y v] to [40]\n\npoint in direction (90)\n\ngo to [back v] layer\n\nset [lag? v] to [1]\n\nwhen [l v] key pressed\nif <(Lag?) = [1]> then\n    set [lag? v] to [0]\nelse\n    set [lag? v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [player spawn x v] to [0]\nset [player spawn y v] to [40]\n\n@Platforms5\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [0] y: [0]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume1 v)\n    set [x v] to [4320]\n    set [y v] to [1297]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [77]> then\n            switch costume to (level 77 1 v)\n            broadcast (Level 77 v)\n        end\n    end\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)\nset [x v] to (x)\nset [y v] to (y)\n\nnext costume\n\ndefine animation\nswitch costume to (costume1 v)\nrepeat (12)\n    next costume\nend\nswitch costume to (costume15 v)\n\nwhen I receive [green flag v]\nwait until <touching (player v)?>\nset [checkpoint # v] to [3]\nset [player spawn x v] to [4311]\nset [player spawn y v] to [1326]\nif <(Lag?) = [1]> then\n    animation\nend\n\nset [checkpoint # v] to [0]\nset [player spawn x v] to [0]\nset [player spawn y v] to [40]\n\npoint in direction (90)\n\ngo to [back v] layer\n\nset [lag? v] to [1]\n\nwhen [l v] key pressed\nif <(Lag?) = [1]> then\n    set [lag? v] to [0]\nelse\n    set [lag? v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [player spawn x v] to [0]\nset [player spawn y v] to [40]\n\n@Endscreen\n\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [end screen v]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [end screen v]\nset [playing? v] to [0]\n\ngo [forward v] (10) layers\n\n@Sprite31\n\nwhen backdrop switches to [joined v]\nshow\ngo to x: (70) y: (158)\n\nwhen backdrop switches to [full v]\nshow\n\nwhen I receive [tick v]\nswitch costume to ((gems) + (1))\nset size to (14) %\n\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <(Lag?) = [1]> then\n    set y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\nend\n\nbroadcast (Green Flag v)\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\ngo to x: (70) y: (158)\n\nwhen I receive [end screen v]\nhide\n\nwhen I receive [end screen v]\nhide\n\n\n\n@Sprite24\n\nwhen backdrop switches to [joined v]\nshow\ngo to x: (30) y: (158)\n\nwhen backdrop switches to [full v]\nshow\n\nwhen I receive [tick v]\nif <(Lag?) = [1]> then\n    set y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\nend\nset x to (((id) * (18)) + (169))\nif <(length of (COLLECTED)) < (id)> then\n    hide\nelse\n    show\n    set size to (14) %\n    switch costume to (letter (id) of (COLLECTED))\nend\n\ngo to [front v] layer\n\nswitch costume to (gold v)\n\nswitch costume to (gold v)\n\nwhen I receive [tick v]\n\nset y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\n\nbroadcast (Green Flag v)\n\nwhen flag clicked\nhide\nset [id v] to [1]\nrepeat (3)\n    create clone of (_myself_ v)\n    change [id v] by (1)\nend\n\ngo to x: (11) y: (151)\n\nchange [collected v] by (1)\n\nwhen I receive [end screen v]\nhide\n\nwhen I receive [end screen v]\nhide\n\n@Thumbs\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\nshow\nforever\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\n@Platforms6\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n    broadcast (level 4 v)\n    switch costume to (level 4 1 v)\nelse\n    if <(LEVEL) = [5]> then\n        broadcast (level 5 v)\n        switch costume to (level 5 1 v)\n    else\n        if <(LEVEL) = [77]> then\n    end\nend\n\nbroadcast (Level 77 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nforever\n\ngo to [back v] layer\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [100]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 2 6 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [450] y: [260]\n    Clone at x: [0] y: [-250]\n    Clone at x: [580] y: [100]\n    Clone at x: [240] y: [150]\n    Clone at x: [800] y: [0]\n    Clone at x: [450] y: [-360]\n    Clone at x: [800] y: [100]\n    Clone at x: [700] y: [500]\n    Clone at x: [800] y: [-50]\n    Clone at x: [700] y: [300]\n    Clone at x: [-1100] y: [415]\n    Clone at x: [-950] y: [-150]\n    Clone at x: [-1400] y: [100]\n    Clone at x: [450] y: [400]\n    Clone at x: [-1800] y: [-300]\n    Clone at x: [-1800] y: [-330]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [3]> then\n            broadcast (Level three v)\n            switch costume to (level 3 1 v)\n        else\n            switch costume to (level 77 1 v)\n        end\n    end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    set [brightness v] effect to (-9)\n    set [ghost v] effect to (25)\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\nhide\n\nwhen flag clicked\nhide\n\nset [speeds boost v] to [1]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [430] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [-3250] y: [600]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nchange [brightness v] effect by (5)\n\n@Gems animation\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [collect! v]\nchange [gems v] by (1)\n\nPosition (((x) - (SCROLL X)) + (menu x)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I start as a clone\nif <(Lag?) = [1]> then\n    set [brightness v] effect to (-10)\n    go to [front v] layer\n    show\n    set size to (14) %\n    point in direction (90)\n    set x to ([x position v] of [player v])\n    set y to (([y position v] of [player v]) - (0))\n    clear graphic effects\n    go to [front v] layer\n    repeat until <touching (sprite30 v)?>\n        go to [front v] layer\n        change size by (-.15)\n        turn right (5) degrees\n        turn\n        change [ghost v] effect by (2)\n    end\n    set [ghost v] effect to (100)\n    broadcast (collect! v)\n    delete this clone\nend\n\ngo to [back v] layer\n\ndefine turn\nset [direction v] to (direction)\npoint towards (sprite30 v)\nif <(distance to [sprite30 v]) < [20]> then\n    move (3.3) steps\nelse\n    move ((distance to [sprite30 v]) / (8)) steps\nend\npoint in direction (direction)\n\nset [y v] to (player y)\n\nset [y v] to [0]\n\nset x to (player x)\n\nwhen flag clicked\nhide\n\nbroadcast (Setup v)\n\nset [gems v] to [0]\n\nif <(Lag?) = [1]> then\n\n@Sprite32\n\nwhen backdrop switches to [joined v]\nshow\ngo to x: (30) y: (158)\n\nwhen backdrop switches to [full v]\nshow\n\nwhen I receive [tick v]\nset [col v] to (join (gems) [g])\nhide\n\ngo to [front v] layer\n\nswitch costume to (gold v)\n\nswitch costume to (gold v)\n\nwhen I receive [tick v]\n\nset y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\n\nbroadcast (Green Flag v)\n\nwhen flag clicked\nhide\nset [id v] to [1]\nrepeat (2)\n    create clone of (_myself_ v)\n    change [id v] by (1)\nend\n\nchange [collected v] by (1)\n\nwhen I receive [end screen v]\n\n    go to x: (((id) * (24)) + (-29)) y: ((([sin v] of ((timer) * (300)) ) * (2)) + (57))\n    if <(length of (col)) < (id)> then\n        hide\n    else\n        switch costume to (letter (id) of (col))\n        if <(costume [name v]) = [g]> then\n            set size to (8) %\n        else\n            set size to (14) %\n        end\n        show\n    end\nend\n\n@Sprite33\n\nwhen backdrop switches to [joined v]\nshow\ngo to x: (30) y: (158)\n\nwhen backdrop switches to [full v]\nshow\n\nwhen I receive [tick v]\nset [colect v] to (join (COLLECTED) [c])\nhide\n\ngo to [front v] layer\n\nswitch costume to (gold v)\n\nswitch costume to (gold v)\n\nwhen I receive [tick v]\n\nset y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\n\nbroadcast (Green Flag v)\n\nwhen flag clicked\nhide\nset [id v] to [1]\nrepeat (4)\n    create clone of (_myself_ v)\n    change [id v] by (1)\nend\n\nchange [collected v] by (1)\n\nwhen I receive [end screen v]\n\n    go to x: (((id) * (18)) + (70)) y: ((([sin v] of ((timer) * (300)) ) * (2)) + (57))\n    if <(length of (colect)) < (id)> then\n        hide\n    else\n        switch costume to (letter (id) of (colect))\n        if <(costume [name v]) = [c]> then\n            set size to (18) %\n        else\n            set size to (14) %\n        end\n        show\n    end\nend\n\nchange [collected v] by (40)\n\nif <(Lag?) = [1]> then\nend\n\nset [☁ how many people have beat this game with everything? v] to [0]\n\n@Sprite34\n\nwhen backdrop switches to [joined v]\nshow\ngo to x: (30) y: (158)\n\nwhen backdrop switches to [full v]\nshow\n\ngo to [front v] layer\n\nswitch costume to (gold v)\n\nswitch costume to (gold v)\n\nwhen I receive [tick v]\n\nset y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\n\nbroadcast (Green Flag v)\n\nwhen flag clicked\nhide\nset [id v] to [1]\nrepeat (3)\n    create clone of (_myself_ v)\n    change [id v] by (1)\nend\n\nchange [collected v] by (1)\n\nwhen I receive [end screen v]\nset [score v] to ((COLLECTED) + ((gems) * (15)))\n\n    go to x: (((id) * (15)) + (0)) y: ((([sin v] of ((timer) * (300)) ) * (2)) + (23))\n    if <(length of (score)) < (id)> then\n        hide\n    else\n        switch costume to (letter (id) of (score))\n        set size to (12) %\n        show\n    end\nend\n\nset [score v] to [155]\n\nwhen I receive [tick v]\nhide\n\nif <(Lag?) = [1]> then\n\n@Sprite35\n\nwhen flag clicked\ngo to x: (0) y: (135)\nswitch costume to (best one v)\ngo to [front v] layer\nshow\nset [playing? v] to [0]\nrepeat until <(playing?) = [1]>\n    if <(Lag?) = [1]> then\n        point in direction ((([sin v] of ((timer) * (260)) ) * (4)) + (90))\n    end\nend\nhide\n\ngo to [front v] layer\n\nrepeat (10)\n    point in direction ((([sin v] of ((timer) * (260)) ) * (4)) + (90))\nend\n\n@Sprite25\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (best one v)\ngo to [front v] layer\nshow\nwait until <(playing?) = [1]>\nhide\n\nwhen flag clicked\nrepeat until <(playing?) = [1]>\n    if <touching (mouse-pointer v)?> then\n    else\n        if <(Lag?) = [1]> then\n            set y to ((([sin v] of ((timer) * (200)) ) * (8)) + (0))\n        end\n    end\nend\n\n@Sprite36\n\nwhen flag clicked\ngo to x: (-30) y: (-52)\nswitch costume to (costume2 v)\ngo to [back v] layer\nshow\nwait until <(playing?) = [1]>\nhide\n\nwhen flag clicked\nrepeat until <(playing?) = [1]>\n    switch costume to (costume2 v)\n    if <(Lag?) = [1]> then\n        if <touching (mouse-pointer v)?> then\n            animation\n        end\n    end\nend\n\ndefine animation\nrepeat (6)\n    next costume\n    wait (0) seconds\nend\nwait (.5) seconds\n\nwhen flag clicked\nif <<(username) = [the-green-dragon]> or <(username) = [ poliakoff]>> then\n    show variable [time v]\nelse\n    hide variable [time v]\nend\n\nforever\nend\n\nreset timer\n\nwhen flag clicked\n\nforever\nend\n\nif <(___frame per second) < [6]> then\n    stop [all v]\nend\n\nwhen flag clicked\nset [___frame per second v] to [15]\nhide variable [___frame per second v]\nset [counter v] to [0]\nset [times of fps v] to [1]\nforever\n    change [counter v] by (1)\n    if <(timer) > (times of fps)> then\n        change [times of fps v] by (1)\n        set [___frame per second v] to (counter)\n        set [counter v] to [0]\n    end\n    if <(frame yet?) = [1]> then\n        stop [this script v]\n    end\nend\n\nshow variable [___frame per second v]\n\nwhen flag clicked\nset [frame yet? v] to [0]\n\nwhen I receive [green flag v]\nwait (0) seconds\nwait until <[0] < (MY PLAYER #)>\nwait (3) seconds\nwait until <(___frame per second) < [3]>\nset [frame yet? v] to [1]\nbroadcast (connection time out v)\n\n@Thumbs2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (best one v)\ngo to [back v] layer\nshow\nwait until <(playing?) = [1]>\nhide\n\n@Mute/ Unmute\n\nwhen flag clicked\nswitch costume to (unmute v)\nshow\n\n    if <(costume [number v]) = [2]> then\n        set [mute button on off v] to [1]\n        set volume to (0) %\n    end\nend\n\nwhen flag clicked\nshow\n\n    if <(costume [number v]) = [1]> then\n        set [mute button on off v] to [0]\n        set volume to (45) %\n    end\nend\n\nwhen flag clicked\ngo to x: (-215) y: (160)\nset size to (35) %\n\n    if <key (m v) pressed?> then\n        next costume\n        wait (0.2) seconds\n    end\nend\n\nwhen this sprite clicked\nnext costume\nwait (0.2) seconds\n\nwhen flag clicked\nwait (0.5) seconds\nforever\n    set volume to (10) %\n    play sound [Inferno - Thanks to @viciousviper for the music v] until done\nend\n\nwhen flag clicked\n\nwhen I receive [end screen v]\nwait until <(score) > [154]>\nchange [☁ how many people have beat this game with everything? v] by (1)\n\nset [☁ how many people have beat this game with everything? v] to [0]\n\n