Recovery Scrolling Platformer #Games #All

Instructions: Recovery Scrolling Platformer\n\nThe world Has Been either corrupted or accidentally trashed recover it by collecting the Recover Code Blocks Watch out for spikes!\n\nIt took Me two months figuring out how to make the script for the "Recover Code" Blocks.\n\nMobile friendly\nFeatures:\nSpikes\nand Bounce Pads!!\n\nRecovery 2\nhttps://scratch.mit.edu/projects/434647993/\n\nPropose this to be featured here\nhttps://scratch.mit.edu/studios/4228481/\n\nCredits\n@Griffpatch for the tutorial\nand @ratship100 for the art and Music\n\n\n\n#Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All \n\n\n\n\nPlease Love and Favorite

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop666 v)\n\n@Less lag\n\n@Player\n\nwhen flag clicked\nhide\nset [blocks collected v] to [0]\nset [level v] to [1]\nset [ghost v] effect to (0)\npoint in direction (90)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n    broadcast (Reset v) and wait\n    broadcast (Setip v) and wait\n    Game on\n    repeat until <(EXIT) > []>\n        Tick\n        broadcast (Tick v) and wait\n    end\n    if <(EXIT) = [Win]> then\n        Game - Win\n    else\n        Game - Die\n    end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n    set [x v] to [0]\n    set [y v] to [0]\n    switch backdrop to (backdrop2 v)\nelse\n    if <(Checkpoint) = [1]> then\n        set [x v] to [2096]\n        set [y v] to [189]\n    else\n        if <(Checkpoint) = [2]> then\n            set [x v] to [2233]\n            set [y v] to [144]\n        else\n            if <(Checkpoint) = [3]> then\n                set [x v] to [3090]\n                set [y v] to [0]\n            else\n                if <(Checkpoint) = [4]> then\n                    set [x v] to [4307]\n                    set [y v] to [-80]\n                else\n                    set [x v] to [5347]\n                    set [y v] to [226]\n                end\n            end\n        end\n    end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    change [speed x v] by (-2)\n    point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    change [speed x v] by (2)\n    point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n    Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n    if <(in air) < [4]> then\n        set [speed y v] to [16]\n    end\nend\nif <(Speed y) > [-20]> then\n    change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n    set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n    set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n    set [exit v] to [Die]\nend\nif <touching (obstacles v)?> then\n    if <(LEVEL) = [1]> then\n        broadcast (Play Game v)\n    else\n        broadcast (Reset v)\n        broadcast (Setip v)\n        broadcast (Lvl2 v)\n    end\nend\nif <touching (jump pad v)?> then\n    if <(sx) > [0]> then\n        set [speed y v] to [-35]\n    else\n        set [speed y v] to [35]\n    end\n    set [in air v] to [0]\nend\nif <touching (finish v)?> then\n    change [level v] by (1)\n    broadcast (Reset v)\n    broadcast (Setip v)\n    broadcast (Lvl2 v)\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n    end\n    Position\n    set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n    repeat (12)\n        change [y v] by (1)\n        Position\n        if <not <touching (platforms v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-12)\n    if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        if <(sx) > [0]> then\n            set [speed x v] to [-16]\n        else\n            set [speed x v] to [16]\n        end\n        set [in air v] to [0]\n    else\n        set [speed x v] to [0]\n    end\n    repeat until <not <touching (platforms v)?>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n    hide\n    wait (0.1) seconds\n    show\n    wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n    point towards (exit v)\n    turn right (65) degrees\n    move ((distance to [exit v]) / (2)) steps\n    change size by (-0.25)\n    change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\nwhen I receive [lvl2 v]\nset [level v] to [2]\nshow\nforever\n    broadcast (Reset v) and wait\n    broadcast (Setip v) and wait\n    Game on\n    repeat until <(EXIT) > []>\n        Tick\n        broadcast (Tick v) and wait\n    end\n    if <(EXIT) = [Win]> then\n        Game - Win\n    else\n        Game - Die\n    end\nend\n\nset [x v] to [2096]\nset [y v] to [189]\n\nif <(sx) > [0]> then\n    set [speed x v] to [-16]\nelse\n    set [speed x v] to [16]\nend\nset [in air v] to [0]\n\nshow\n\nwhen I receive [intro done v]\nswitch costume to (player2 v)\nset size to (10) %\nshow\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop666 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n    wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n    wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n    wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n    wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n    wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n    wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n    wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n    wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n    wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n    wait until <(Blocks Collected) = [9]>\nend\nshow\n\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n    wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n    wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n    wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n    wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n    wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n    wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n    wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n    wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n    wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n    wait until <(Blocks Collected) = [9]>\nend\nshow\n\n@title screen thingy\n\nwhen flag clicked\nhide\n\n@Obstacles\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop666 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n    wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n    wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n    wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n    wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n    wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n    wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n    wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n    wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n    wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n    wait until <(Blocks Collected) = [9]>\nend\nshow\n\n@Jump Pad\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop666 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n    wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n    wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n    wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n    wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n    wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n    wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n    wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n    wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n    wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n    wait until <(Blocks Collected) = [9]>\nend\nshow\n\n@Blocks\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [blocks collected v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop666 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n    wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n    wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n    wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n    wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n    wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n    wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n    wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n    wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n    wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n    wait until <(Blocks Collected) = [9]>\nend\nshow\nforever\n    if <touching (player v)?> then\n        change [blocks collected v] by (1)\n        delete this clone\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait until <(Blocks Collected) = [10]>\nbroadcast (Yew Won v)\n\nwhen I receive [yew won v]\ngo to [front v] layer\nshow\nwait until <key (space v) pressed?>\nhide\n\n@intro part 3\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [my variable v] to [0]\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait (3) seconds\nbroadcast (intro v)\n\nwhen I start as a clone\nshow\nif <[0] = (my variable)> then\n    go to [back v] layer\n    wait (3) seconds\n    if <<[1] = (costume [number v])> or <[3] = (costume [number v])>> then\n        repeat (20)\n            change x by (10)\n            change y by (-10)\n        end\n        delete this clone\n    end\n    if <<[2] = (costume [number v])> or <[4] = (costume [number v])>> then\n        repeat (20)\n            change x by (-10)\n            change y by (10)\n        end\n        delete this clone\n    end\nelse\n    if <[1] = (my variable)> then\n        if <[1] = (costume [number v])> then\n            go to x: (100) y: (-100)\n            repeat (10)\n                change x by (-10)\n                change y by (10)\n            end\n            broadcast (d v)\n            wait (1) seconds\n            delete this clone\n        end\n        if <[2] = (costume [number v])> then\n            go to x: (-100) y: (100)\n            repeat (10)\n                change x by (10)\n                change y by (-10)\n            end\n            wait (1) seconds\n            delete this clone\n        end\n    end\nend\n\nbroadcast (d v)\n\nwhen I receive [d v]\nset [my variable v] to [0]\nwait (1.5) seconds\nswitch costume to (3 v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nbroadcast (Intro Done v)\n\nwhen I receive [end intro v]\nset [my variable v] to [1]\nwait (0.05) seconds\nswitch costume to (1 v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\n\n@intro part 2\n\nwhen flag clicked\nset [my variable v] to [0]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [d v]\nset [my variable v] to [0]\nwait (1) seconds\nswitch costume to (1 v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\npoint in direction (90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\n\nbroadcast (end intro v)\n\nwhen I start as a clone\nshow\nwait (3) seconds\nif <[1] = (costume [number v])> then\n    repeat (23)\n        change x by (10)\n        change y by (10)\n    end\n    delete this clone\nend\nif <[2] = (costume [number v])> then\n    repeat (23)\n        change y by (-10)\n        change x by (-10)\n    end\n    delete this clone\nend\n\n@intro part 1\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro v]\npoint in direction (90)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nwait (5) seconds\npoint in direction (90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\npoint in direction (90)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n    point in direction (-165)\n    set size to (0) %\n    repeat (50)\n        change size by (((100) - (size)) * (0.1))\n        turn right (((90) - (direction)) * (0.1)) degrees\n    end\n    point in direction (90)\n    wait (1) seconds\n    repeat (10)\n        change size by (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\nif <(costume [number v]) = [2]> then\n    set size to (10) %\n    repeat (10)\n        change size by (((200) - (size)) * (0.1))\n    end\n    if <(direction) = [90]> then\n        repeat (10)\n            change y by (-10)\n            change [ghost v] effect by (10)\n        end\n        delete this clone\n    end\n    if <(direction) = [-90]> then\n        repeat (10)\n            change y by (10)\n            change [ghost v] effect by (10)\n        end\n        delete this clone\n    end\nend\nif <(costume [number v]) = [3]> then\n    set size to (100) %\n    repeat (20)\n        change size by (((600) - (size)) * (0.1))\n    end\nend\nif <(costume [number v]) = [4]> then\n    go to x: (0) y: (-5)\n    set size to (10) %\n    repeat (20)\n        change size by (((100) - (size)) * (0.1))\n        change y by (0.25)\n    end\nend\nif <(costume [number v]) = [5]> then\n    set size to (10) %\n    repeat (20)\n        change size by (((100) - (size)) * (0.1))\n    end\n    wait (2) seconds\n    broadcast (end intro v)\nend\nif <(costume [number v]) = [6]> then\n    set size to (10) %\n    repeat (10)\n        change size by (((200) - (size)) * (1))\n    end\n    if <(direction) = [90]> then\n        repeat (10)\n            change y by (-10)\n            change [ghost v] effect by (10)\n        end\n        delete this clone\n    end\n    if <(direction) = [-90]> then\n        repeat (10)\n            change y by (10)\n            change [ghost v] effect by (10)\n        end\n        delete this clone\n    end\nend\n\nwhen I receive [end intro v]\nrepeat (10)\n    change size by (((0) - (size)) * (0.5))\nend\ndelete this clone\n\n