My Journey on Scratch! | platformer

Instructions: 11:22 PM- finally sharing this. I hope you enjoy!\nOriginally meant for a scratch studio but I ended up being a little late- I wanted to share my journey, so far, on Scratch on here anyways :)\nINSTRUCTIONS -----\n- WASD, arrow keys or mobile to move\n- click the buttons for the descriptions\n- press r to restart\nCREDITS -----\ncooltext.com for thumbnail and desc. text\nsongs (in order): popsicle by @-xaf-, summer by K391, devotion by vexento, rise by ampyx, windfall by theFatRat, sentimento by vexento, pixel party by vexento\nthanks to the other projects I've seen about other scratcher's experiences on here for inspiration!\nthanks @aqury for my intro\nthanks @AiyaTurtle for pointing out some bugs (in the WIP version)\n------------------\nI hope you enjoy :) If you have any feedback- always welcome and feel free to be completely honest- please leave it in the comments. and if there's any glitches PLEASE let me know! I might make changes to this project but most likely will try to keep it in its original state and make changes to future projects instead.\n\nand finally, HAPPY NEW YEAR :D\n2/14 update-\nthank you so much @coder5tk for curating this!! and happy valentines day <3\nI did not realize that pressing r doesnt work and i fixed it, sorry about that!\nanother edit: I didnt realize it STILL didnt work, but i fixed it again and it should work now, so sorry :/\n2/16- TYSM FOR TOP REMIXED AND MY MOST VIEWED PROJECT NOW :D\n2/17- tysm for 1k hearts :D \n4/18- wow, this is now my biggest project by far. 40k views, I never thought I would get to that, thank you all so much :)\n\nalso, I forgot to add this to the game but I also went through a weird animating phase in april 2020 (when everyone was making low quality animations to hop on the bandwagon with the skilled animators who were getting tons of views). the animations were trash and I later ended up unsharing them :P

@Stage\n\nwhen flag clicked\nwait (9.5) seconds\nrepeat (10)\n    play sound [popsicle xaf v] until done\n    play sound [summer k391 v] until done\n    play sound [vexento devotion v] until done\n    play sound [ampyx rise v] until done\n    play sound [vexento game over v] until done\n    play sound [windfall thefatrat v] until done\n    play sound [sentimento vexento v] until done\n    play sound [PIXEL PARTY :DDD \(vexento\) v] until done\nend\n\n@text\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (100)\nhide\nwait (9.5) seconds\nshow\n\nwhen flag clicked\ngo to x: (0) y: (100)\nset [ojwega v] to [1.94]\nforever\n    repeat (16)\n        change [ojwega v] by (-0.25)\n    end\n    repeat (16)\n        change [ojwega v] by (0.25)\n    end\nend\n\nwhen flag clicked\nwait (9) seconds\n\nwhen flag clicked\nforever\n    change y by (ojwega)\nend\n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\nif <touching (player v)?> then\n    set [ghost v] effect to (50)\nelse\n    set [ghost v] effect to (0)\nend\n\ngo to x: (0) y: (100)\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9.5) seconds\nforever\n    if <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>>> then\n        repeat until <not <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>>>>\n            create clone of (_myself_ v)\n            wait (3) seconds\n        end\n    end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (50)\ngo to x: (-200) y: (pick random (180) to (-80))\nrepeat (480)\n    change x by (1)\nend\ndelete this clone\n\nwhen I receive [next level v]\nforever\n    if <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>>> then\n        show\n    else\n        hide\n    end\nend\n\n@gras\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\nwhen flag clicked\nhide\nwait (9.5) seconds\nshow\n\n@player\n\nwhen flag clicked\nforever\n    if <touching (jump pad v)?> then\n        change y by (1)\n        if <touching (jump pad v)?> then\n            change y by (1)\n            if <touching (jump pad v)?> then\n                change y by (1)\n                if <touching (jump pad v)?> then\n                    change y by (1)\n                    if <touching (jump pad v)?> then\n                        change y by (1)\n                        if <touching (jump pad v)?> then\n                            change y by (1)\n                            if <touching (jump pad v)?> then\n                                change y by (1)\n                                if <touching (jump pad v)?> then\n                                    change y by (1)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (water/toxic stuff ??? v)?> then\n        change y by (2)\n        if <touching (water/toxic stuff ??? v)?> then\n            change y by (2)\n            if <touching (water/toxic stuff ??? v)?> then\n                change y by (2)\n                if <touching (water/toxic stuff ??? v)?> then\n                    change y by (2)\n                    if <touching (water/toxic stuff ??? v)?> then\n                        change y by (2)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nwait (0.15) seconds\nrepeat (5)\n    change [ghost v] effect by (30)\nend\n\nwhen I start as a clone\nset size to (75) %\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nset size to (75) %\nrepeat (12)\n    change size by (-8)\n    change [color v] effect by (-1)\nend\ndelete this clone\n\nswitch costume to (costume3 v)\n\nwhen flag clicked\nforever\n    set [playerx v] to (x position)\n    set [playery v] to (y position)\nend\n\nwhen flag clicked\nforever\n    set volume to (100) %\nend\n\nwhen flag clicked\nforever\n    create clone of (_myself_ v)\nend\n\ndefine platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (playerx)>>>> then\n    change [xvelocity v] by ((running speed) * (1))\n    if <(skin) = [1]> then\n        switch costume to (costume1 v)\n    end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (playerx)>>>> then\n    change [xvelocity v] by ((running speed) * (-1))\n    if <(skin) = [1]> then\n        switch costume to (costume1 v)\n    end\nend\nset [xvelocity v] to ((xvelocity) * (friction))\nchange x by (xvelocity)\nif <<touching (level v)?> or <touching (level2 v)?>> then\n    set [slope v] to [0]\n    repeat until <<(slope) = [8]> or <not <<touching (level v)?> or <touching (level2 v)?>>>>\n        change [slope v] by (1)\n        change y by (1)\n    end\n    if <<touching (level v)?> or <touching (level2 v)?>> then\n        change y by ((slope) * (-1))\n        repeat ([ceiling v] of ([abs v] of (xvelocity) ) )\n            if <<touching (level v)?> or <touching (level2 v)?>> then\n                change x by ((([abs v] of (xvelocity) ) / (xvelocity)) * (-1))\n            end\n        end\n        set [xvelocity v] to [0]\n    end\nend\nchange y by (yvelocity)\nif <<touching (level v)?> or <touching (level2 v)?>> then\n    repeat ([ceiling v] of ([abs v] of (yvelocity) ) )\n        if <<touching (level v)?> or <touching (level2 v)?>> then\n            change y by ((([abs v] of (yvelocity) ) / (yvelocity)) * (-1))\n        end\n    end\n    if <<(([abs v] of (yvelocity) ) / (yvelocity)) = [-1]> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<<mouse down?> and <(mouse y) > (playery)>> or <touching (jump pad v)?>>>>> then\n        set [yvelocity v] to (jump height)\n    else\n        set [yvelocity v] to [0]\n    end\nelse\n    change [yvelocity v] by (-1)\nend\n\nwhen flag clicked\nhide\nwait (9.5) seconds\nshow\ngo to x: (-202) y: (0)\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nforever\n    if <touching (jump pad v)?> then\n        platform [20] [-1] [0.7] [2.3]\n    else\n        platform [12] [-1] [0.7] [2.3]\n    end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [ghost v] effect to (0)\nforever\n    if <<touching (lavalpjker ho veol tuff v)?> or <<touching (evil stuff4 v)?> or <touching (bad things that you dont wana touch v)?>>> then\n        broadcast (respawn muahaha  v)\n        change [deaths v] by (1)\n    end\nend\n\nwhen I receive [respawn muahaha  v]\ngo to x: (-202) y: (-60)\n\nset [coins v] to [0]\n\nwhen flag clicked\nforever\n    if <<(level #) = [1]> or <<(level #) = [3]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [13]> or <<(level #) = [16]> or <(level #) = [17]>>>>>>>>> then\n        if <<touching (goal v)?> and <(coins) > [0]>> then\n            broadcast (respawn muahaha  v)\n            broadcast (next level v)\n        end\n    else\n        if <<(level #) = [2]> or <<(level #) = [4]> or <<(level #) = [5]> or <<(level #) = [10]> or <<(level #) = [11]> or <<(level #) = [12]> or <<(level #) = [14]> or <(level #) = [15]>>>>>>>> then\n            if <<touching (goal v)?> and <(coins) > [1]>> then\n                broadcast (respawn muahaha  v)\n                broadcast (next level v)\n            end\n        end\n    end\nend\n\ndefine out\n\nwhen flag clicked\nforever\n    if <(xvelocity) > [0]> then\n        repeat until <not <touching color (#3bb700)?>>\n            change x by (-1)\n        end\n    else\n        if <(xvelocity) < [0]> then\n            repeat until <not <touching color (#3bb700)?>>\n                change x by (1)\n            end\n        end\n    end\nend\n\nwhen flag clicked\n\ngo [forward v] (11) layers\n\nwhen flag clicked\nset [skin v] to [1]\n\nwhen flag clicked\ngo [backward v] (1000) layers\nforever\n    set size to (75) %\nend\n\nwhen flag clicked\n\nforever\n    if <<touching (coin 1 v)?> or <<touching (coin 2 v)?> or <touching (coin 3 v)?>>> then\n        wait until <not <<touching (coin 1 v)?> or <<touching (coin 2 v)?> or <touching (coin 3 v)?>>>>\n    end\nend\n\nwhen flag clicked\nset [coins total v] to [0]\nforever\n    set [coins total v] to ((((level #) - (1)) * (3)) + (coins))\nend\n\nwhen flag clicked\nhide variable [fps v]\nwait (10) seconds\nshow variable [fps v]\nforever\n    set [fps \(exact\) v] to ((1) / (timer))\n    set [fps v] to (join (letter (1) of (fps \(exact\))) (join (letter (2) of (fps \(exact\))) (join (letter (3) of (fps \(exact\))) (letter (4) of (fps \(exact\))))))\n    wait (.2) seconds\nend\n\nwhen flag clicked\nwait (10) seconds\nforever\n    reset timer\nend\n\nhide variable [coins v]\nhide variable [coins v]\n\nset size to (75) %\n\nwhen flag clicked\nhide variable [coins v]\nhide variable [fps v]\nhide variable [level # v]\nforever\n    if <<(username) = [tornadoyay1]> or <(username) = [AIyaTurtle]>> then\n        if <<(mouse y) > [100]> and <(mouse x) < [-140]>> then\n            show variable [coins v]\n            show variable [fps v]\n            show variable [level # v]\n        else\n            hide variable [coins v]\n            hide variable [fps v]\n            hide variable [level # v]\n        end\n        if <key (space v) pressed?> then\n            wait until <not <key (space v) pressed?>>\n            broadcast (next level v)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (r v) pressed?> then\n        wait until <not <key (r v) pressed?>>\n        go to x: (-202) y: (0)\n        set [coins v] to [0]\n        broadcast (clear text v)\n    end\nend\n\n@level\n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo [forward v] (1) layers\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    set [level # v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nchange [level # v] by (1)\n\ndefine gggsdga\n\ngggsdga\n\nwait (.1) seconds\n\ngo [backward v] (1) layers\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (9.5) seconds\nshow\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [ghost v] effect to (100)\nwait (9.5) seconds\nset [ghost v] effect to (40)\nforever\n    if <(level #) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nwait (9.5) seconds\nset size to (115) %\nrepeat (2)\n    create clone of (_myself_ v)\n    wait (.75) seconds\nend\nset size to (140) %\nrepeat (2)\n    create clone of (_myself_ v)\n    wait (.75) seconds\nend\nset size to (80) %\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (80)\nforever\n    repeat (30)\n        change size by (1)\n    end\n    repeat (30)\n        change size by (-1)\n    end\nend\n\ndelete this clone\n\nset size to (100) %\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\nwhen I receive [next level v]\nforever\n    if <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9.5) seconds\nforever\n    if <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>>> then\n        repeat until <not <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>>>>\n            create clone of (_myself_ v)\n            wait (3) seconds\n        end\n    end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (50)\ngo to x: (200) y: (pick random (180) to (-80))\nrepeat (480)\n    change x by (-1)\nend\ndelete this clone\n\ngo [backward v] (10) layers\n\nwhen I receive [next level v]\nforever\n    if <<(level #) = [1]> or <<(level #) = [2]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [11]> or <<(level #) = [15]> or <<(level #) = [16]> or <<(level #) = [17]> or <(level #) = [18]>>>>>>>>>>> then\n        show\n    else\n        hide\n    end\nend\n\n@text #2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (100)\n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\nwhen flag clicked\nforever\n    change y by (ojwega)\nend\n\nwhen flag clicked\ngo to x: (0) y: (100)\nset [ojwega v] to [1.94]\nforever\n    repeat (16)\n        change [ojwega v] by (-0.25)\n    end\n    repeat (16)\n        change [ojwega v] by (0.25)\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\n\nwhen I receive [clear text v]\nset [ghost v] effect to (100)\n\nwhen I receive [text2 v]\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\n\n@text #3\n\nwhen flag clicked\ngo to x: (0) y: (100)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\nwhen flag clicked\nforever\n    change y by (ojwega)\nend\n\nwhen flag clicked\ngo to x: (0) y: (100)\nset [ojwega v] to [1.94]\nforever\n    repeat (16)\n        change [ojwega v] by (-0.25)\n    end\n    repeat (16)\n        change [ojwega v] by (0.25)\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\n\nforever\n\nif <touching (player v)?> then\n    set [ghost v] effect to (50)\nelse\n    set [ghost v] effect to (0)\nend\n\nwhen I receive [clear text v]\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\n\nwhen I receive [exyt 3 v]\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\n\n@goal\n\nwhen flag clicked\nhide\nwait (9.5) seconds\nshow\nset size to (100) %\ngo to [front v] layer\nset size to (75) %\nset [brightness v] effect to (-20)\nset [ghost v] effect to (0)\npoint in direction (75)\nforever\n    repeat (30)\n        turn right (1) degrees\n    end\n    repeat (30)\n        turn left (1) degrees\n    end\nend\n\nwhen flag clicked\nset [coins v] to [0]\nwait (9.5) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\npoint in direction (90)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\ngo to x: (212) y: (-85)\nforever\n    if <<(level #) = [1]> or <<(level #) = [3]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [13]> or <<(level #) = [16]> or <(level #) = [17]>>>>>>>>> then\n        if <(coins) = [1]> then\n            switch costume to (costume1 v)\n        else\n            switch costume to (costume2 v)\n        end\n    else\n        if <<(level #) = [2]> or <<(level #) = [4]> or <<(level #) = [5]> or <<(level #) = [10]> or <<(level #) = [11]> or <<(level #) = [12]> or <<(level #) = [14]> or <(level #) = [15]>>>>>>>> then\n            if <(coins) = [2]> then\n                switch costume to (costume1 v)\n            else\n                switch costume to (costume2 v)\n            end\n        else\n            hide\n        end\n    end\nend\n\nwhen flag clicked\n\n\nwhen I start as a clone\nforever\n    on level [1] go to x: [213] y: [-90]\n    on level [2] go to x: [204] y: [-71]\n    on level [3] go to x: [219] y: [-1]\n    on level [7] go to x: [217] y: [110]\n    on level [8] go to x: [220] y: [-93]\n    on level [10] go to x: [221] y: [-74]\n    on level [11] go to x: [220] y: [-120]\n    on level [14] go to x: [220] y: [-80]\n    on level [17] go to x: [220] y: [-117]\nend\n\nwhen flag clicked\nforever\n    on level [1] go to x: [213] y: [-90]\n    on level [2] go to x: [204] y: [-71]\n    on level [3] go to x: [219] y: [-1]\n    on level [7] go to x: [217] y: [110]\n    on level [8] go to x: [220] y: [-93]\n    on level [10] go to x: [221] y: [-74]\n    on level [11] go to x: [220] y: [-120]\n    on level [14] go to x: [220] y: [-80]\n    on level [17] go to x: [220] y: [-117]\nend\n\ndefine on level (#) go to x: (x) y: (y)\nif <(level #) = (#)> then\n    go to x: (x) y: (y)\nend\n\ngo to x: (212) y: (-85)\n\nwhen flag clicked\nforever\n    if <<(level #) = [1]> or <<(level #) = [3]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [13]> or <<(level #) = [16]> or <(level #) = [17]>>>>>>>>> then\n        if <(coins) > [0]> then\n            switch costume to (costume1 v)\n        else\n            switch costume to (costume2 v)\n        end\n    else\n        if <<(level #) = [2]> or <<(level #) = [4]> or <<(level #) = [5]> or <<(level #) = [10]> or <<(level #) = [11]> or <<(level #) = [12]> or <<(level #) = [14]> or <(level #) = [15]>>>>>>>> then\n            if <(coins) > [1]> then\n                switch costume to (costume1 v)\n            else\n                switch costume to (costume2 v)\n            end\n        else\n            hide\n        end\n    end\nend\n\n@button 2\n\nwhen flag clicked\nshow\nforever\n    if <touching (player v)?> then\n        switch costume to (button down v)\n    else\n        switch costume to (button 1 v)\n    end\nend\n\nif <(level #) = [1]> then\n    go to x: (0) y: (-118)\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen I receive [next level v]\nset [coins v] to [0]\n\nwhen flag clicked\nforever\n    if <(level #) = [1]> then\n        point in direction (90)\n        go to x: (0) y: (-118)\n    end\n    if <(level #) = [2]> then\n        point in direction (108)\n        go to x: (-6) y: (-111)\n    end\n    if <(level #) = [3]> then\n        point in direction (90)\n        go to x: (-1) y: (-147)\n    end\n    if <(level #) = [4]> then\n        point in direction (90)\n        go to x: (44) y: (-10)\n    end\n    if <(level #) = [5]> then\n        point in direction (90)\n        go to x: (-111) y: (-140)\n    end\n    if <(level #) = [6]> then\n        point in direction (80)\n        go to x: (14) y: (10)\n    end\n    if <(level #) = [7]> then\n        point in direction (90)\n        go to x: (-90) y: (-23)\n    end\n    if <(level #) = [8]> then\n        point in direction (90)\n        go to x: (43) y: (-24)\n    end\n    if <(level #) = [9]> then\n        point in direction (90)\n        go to x: (14) y: (-31)\n    end\n    if <(level #) = [10]> then\n        point in direction (90)\n        go to x: (111) y: (-85)\n    end\n    if <(level #) = [11]> then\n        point in direction (90)\n        go to x: (-79) y: (-135)\n    end\n    if <(level #) = [12]> then\n        point in direction (90)\n        go to x: (-90) y: (-132)\n    end\n    if <(level #) = [13]> then\n        point in direction (50)\n        go to x: (189) y: (117)\n    end\n    if <(level #) = [14]> then\n        point in direction (90)\n        go to x: (-95) y: (-100)\n    end\n    if <(level #) = [15]> then\n        point in direction (90)\n        go to x: (-85) y: (-115)\n    end\n    if <(level #) = [16]> then\n        point in direction (90)\n        go to x: (-66) y: (-38)\n    end\n    if <(level #) = [17]> then\n        point in direction (90)\n        go to x: (44) y: (-136)\n    end\n    if <(level #) = [18]> then\n        set [ghost v] effect to (100)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (button 3 v)\n        broadcast (text2 v)\n        set [coins v] to [1]\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nwait (9.5) seconds\nshow\n\n@button 3\n\nwhen flag clicked\nhide\nforever\n    if <touching (player v)?> then\n        switch costume to (button down v)\n    else\n        switch costume to (button 1 v)\n    end\nend\n\nwhen I receive [button 3 v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen flag clicked\nforever\n    if <<(level #) = [1]> or <<(level #) = [3]> or <<(level #) = [6]> or <<(level #) = [7]> or <<(level #) = [8]> or <<(level #) = [9]> or <<(level #) = [13]> or <<(level #) = [16]> or >>>>>>>> then\n        set [ghost v] effect to (100)\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen I receive [text2 v]\nshow\n\nshow\n\nshow\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (exyt 3 v)\n        set [coins v] to [2]\n    end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n    if <(level #) = [1]> then\n        hide\n    end\n    if <(level #) = [2]> then\n        point in direction (90)\n        go to x: (107) y: (-97)\n    end\n    if <(level #) = [4]> then\n        point in direction (90)\n        go to x: (114) y: (-42)\n    end\n    if <(level #) = [5]> then\n        point in direction (99)\n        go to x: (150) y: (44)\n    end\n    if <(level #) = [10]> then\n        point in direction (90)\n        go to x: (-112) y: (16)\n    end\n    if <(level #) = [11]> then\n        point in direction (90)\n        go to x: (114) y: (-135)\n    end\n    if <(level #) = [12]> then\n        point in direction (90)\n        go to x: (105) y: (-132)\n    end\n    if <(level #) = [14]> then\n        point in direction (90)\n        go to x: (100) y: (-100)\n    end\n    if <(level #) = [15]> then\n        point in direction (90)\n        go to x: (139) y: (-115)\n    end\nend\n\nwhen flag clicked\nhide\nwait (9.5) seconds\nshow\n\n@water\n\nwhen flag clicked\nforever\n    if <(level #) = [2]> then\n        show\n        set [ghost v] effect to (50)\n    else\n        hide\n    end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to [back v] layer\n\n@evil stuff4\n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\ngo [forward v] (1) layers\n\nwhen I start as a clone\n\ngo to x: (0) y: (0)\n\nforever\n    repeat (7)\n        change y by (1.5)\n    end\n    repeat (7)\n        change y by (-1.5)\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9.5) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\n\nset [ghost v] effect to (30)\nset [brightness v] effect to (20)\nwait (.25) seconds\ncreate clone of (_myself_ v)\nset [brightness v] effect to (40)\nwait (.25) seconds\ncreate clone of (_myself_ v)\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n    if <(level #) = [6]> then\n        go to [front v] layer\n    else\n        go to [back v] layer\n    end\nend\n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@lavalpjker ho veol tuff\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    repeat (10)\n        change y by (1)\n    end\n    repeat (10)\n        change y by (-1)\n    end\nend\n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    if <(level #) = [13]> then\n        set [brightness v] effect to (0)\n        set [ghost v] effect to (0)\n        set size to (100) %\n        repeat (50)\n            repeat (2)\n                create clone of (_myself_ v)\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nshow\nset [color v] effect to (pick random (-100) to (100))\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat (5)\n    change y by (-20)\nend\nrepeat (10)\n    change y by (-10)\nend\nrepeat (20)\n    change y by (-5)\nend\nrepeat until <touching (level v)?>\n    change y by (-3)\nend\nwait (1) seconds\ndelete this clone\n\nwait (0.02) seconds\n\nwhen flag clicked\nforever\n    if <(level #) = [14]> then\n        set [brightness v] effect to (100)\n        repeat until <not <(level #) = [14]>>\n            repeat (2)\n                create clone of (_myself_ v)\n                set [ghost v] effect to (pick random (10) to (60))\n                set size to (pick random (40) to (100)) %\n            end\n        end\n    end\nend\n\nrepeat (100)\n\n@Intro\n\nwhen flag clicked\nswitch costume to (background \[pen\] v)\nshow\ngo to [back v] layer\ngo to [back v] layer\ngo to x: (-235) y: (-200)\nclear sound effects\nstart sound [Plugged v]\nset [id v] to [0]\nset [count v] to [0]\nhide variable [id v]\nhide variable [count v]\nDraw background\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nforever\n    set [id v] to [3]\n    create clone of (_myself_ v)\n    change [count v] by (1)\n    if <(Count) = [135]> then\n        set [id v] to [4]\n        create clone of (_myself_ v)\n    end\n    if <(Count) = [235]> then\n        set [id v] to [5]\n        create clone of (_myself_ v)\n    end\n    if <(Count) = [280]> then\n        broadcast (Intro: Delete all clones v)\n    end\nend\n\ndefine Draw background\nerase all\npen up\nset pen color to (#29c8ec)\nset pen size to (10)\npen down\nrepeat (20)\n    change y by (10)\n    change x by (-500)\n    change pen (brightness v) by (-2)\n    change y by (10)\n    change x by (500)\n    change pen (brightness v) by (-2)\nend\npen up\ngo to x: (-235) y: (-175)\nset pen size to (20)\nset pen color to (#2ac7ef)\npen down\nchange x by (500)\npen up\n\nwhen I start as a clone\nif <(id) = [1]> then\n    switch costume to (logo v)\n    go to x: (0) y: (0)\n    point in direction (60)\n    set size to (10) %\n    show\n    repeat (6)\n        turn right (5) degrees\n        change size by (16)\n    end\n    repeat (3)\n        change size by (-3)\n        clear graphic effects\n    end\n    repeat (3)\n        change size by (2)\n    end\n    repeat (3)\n        change size by (-2)\n    end\n    repeat (3)\n        change size by (1)\n    end\n    forever\n        point in direction ((([tan v] of ((150) * (timer)) ) * (5)) + (90))\n        change y by (([sin v] of ((200) * (timer)) ) * (5))\n    end\nelse\n    if <(id) = [2]> then\n        switch costume to (lines v)\n        go to x: (300) y: (0)\n        repeat until <(x position) < [-255]>\n            go to [back v] layer\n            set [ghost v] effect to (15)\n            change x by (-4)\n            if <(x position) = [240]> then\n                set [id v] to [2]\n                create clone of (_myself_ v)\n            end\n        end\n        delete this clone\n    else\n        if <(id) = [3]> then\n            switch costume to (particles v)\n            go to x: (0) y: (0)\n            go to [back v] layer\n            point in direction (pick random (0) to (360))\n            set size to (pick random (40) to (65)) %\n            set [color v] effect to (0)\n            set [ghost v] effect to (pick random (30) to (60))\n            go to [back v] layer\n            show\n            repeat (100)\n                change [ghost v] effect by (1)\n                move (5) steps\n                if <touching (_edge_ v)?> then\n                    delete this clone\n                end\n            end\n            delete this clone\n        else\n            if <(id) = [4]> then\n                go to [front v] layer\n                switch costume to (tornadoyay1 v)\n                go to [front v] layer\n                set size to (100) %\n                set [ghost v] effect to (0)\n                go to [front v] layer\n                go to x: (0) y: (-180)\n                go to [front v] layer\n                point in direction (90)\n                go to [front v] layer\n                Smooth Glide to x: [0] y: [0] at speed [8]\n            else\n                if <(id) = [5]> then\n                    go to [front v] layer\n                    switch costume to (screen v)\n                    go to [front v] layer\n                    go to x: (0) y: (-400)\n                    point in direction (90)\n                    set [ghost v] effect to (0)\n                    set size to (100) %\n                    go to [front v] layer\n                    Smooth Glide to x: [0] y: [0] at speed [8]\n                end\n            end\n        end\n    end\nend\n\ndefine Smooth Glide to x: (x) y: (y) at speed (speed)\nrepeat until <<(x) = (x position)> and <(y) = (y position)>>\n    change x by (((x) - (x position)) / (speed))\n    change y by (((y) - (y position)) / (speed))\n    go to [front v] layer\nend\n\nwhen I receive [intro: delete all clones v]\nerase all\nstop [other scripts in sprite v]\ndelete this clone\n\n@2021_12_30_0q0_Kleki\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    show\n    go to [front v] layer\nend\n\n@bad things that you dont wana touch\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\n