Online Scrolling Platformer! 

Instructions: 807 blocks for 2 contests\nT to talk\nLooking back at this this is define generic! XD

@Stage\n\nwhen flag clicked\nforever\n    set [brightness v] effect to (((0) - ((SCROLL Y) - (5))) / (23))\nend\n\n@I\n\n@Worked\n\n@Hard\n\ndefine Chat\nif <(is the chat open) = [1]> then\n    if <key (1 v) pressed?> then\n        set [chat v] to [1]\n        say (item (Chat) of [chat v])\n        wait (2) seconds\n        say []\n        set [chat v] to [0]\n    else\n        if <key (2 v) pressed?> then\n            set [chat v] to [2]\n            say (item (Chat) of [chat v])\n            wait (2) seconds\n            say []\n            set [chat v] to [0]\n        else\n            if <key (3 v) pressed?> then\n                set [chat v] to [3]\n                say (item (Chat) of [chat v])\n                wait (2) seconds\n                say []\n                set [chat v] to [0]\n            else\n                if <key (4 v) pressed?> then\n                    set [chat v] to [4]\n                    say (item (Chat) of [chat v])\n                    wait (2) seconds\n                    say []\n                    set [chat v] to [0]\n                else\n                    if <key (5 v) pressed?> then\n                        set [chat v] to [5]\n                        say (item (Chat) of [chat v])\n                        wait (2) seconds\n                        say []\n                        set [chat v] to [0]\n                    else\n                        if <key (6 v) pressed?> then\n                            set [chat v] to [6]\n                            say (item (Chat) of [chat v])\n                            wait (2) seconds\n                            say []\n                            set [chat v] to [0]\n                        else\n                            if <key (7 v) pressed?> then\n                                set [chat v] to [7]\n                                say (item (Chat) of [chat v])\n                                wait (2) seconds\n                                say []\n                                set [chat v] to [0]\n                            else\n                                if <key (8 v) pressed?> then\n                                    set [chat v] to [8]\n                                    say (item (Chat) of [chat v])\n                                    wait (2) seconds\n                                    say []\n                                    set [chat v] to [0]\n                                else\n                                    if <key (9 v) pressed?> then\n                                        set [chat v] to [9]\n                                        say (item (Chat) of [chat v])\n                                        wait (2) seconds\n                                        say []\n                                        set [chat v] to [0]\n                                    else\n                                        set [chat v] to [0]\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (this v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [inair v] to [0]\n    end\n    Position\n    set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\nhide\nchange [level v] by (1)\nwait (0.5) seconds\n\ndefine TICK\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n    change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n    change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n    CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n    if <(inair) < [1]> then\n        set [sy v] to [20]\n        start sound [Jump v]\n    end\nend\nif <(sy) > [-20]> then\n    change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nif <[6000] < (SCROLL X)> then\n    set [scroll x v] to [6000]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n    set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-175]> then\n    set [exit v] to [die]\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n    Chat\n    if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n        if <(is the chat open) = [1]> then\n            show list [chat v]\n            set [is the chat open v] to [0]\n        else\n            set [is the chat open v] to [1]\n            hide list [chat v]\n        end\n        wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n    end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <touching (hope v)?> then\n    set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (this v)?> then\n    repeat (18)\n        change [y v] by (1)\n        Position\n        if <not <touching (this v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-18)\n    if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        if <(sx) > [0]> then\n            set [sx v] to [-16]\n        else\n            set [sx v] to [16]\n        end\n        set [inair v] to [0]\n    else\n        set [sx v] to [0]\n    end\n    repeat until <not <touching (this v)?>>\n        if <(sx) > [0]> then\n            if <not <(Has powers) = [1]>> then\n                change [x v] by (-1)\n            else\n                change [x v] by (-2)\n            end\n        else\n            if <not <(Has powers) = [1]>> then\n                change [x v] by (1)\n            else\n                change [x v] by (2)\n            end\n        end\n        Position\n    end\nend\n\nwhen flag clicked\nhide\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n    set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n    change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n    broadcast (reset v) and wait\n    broadcast (SETUP v) and wait\n    GAME ON\n    repeat until <(EXIT) > []>\n        TICK\n        broadcast (tick v)\n        if <(My Player #) > [0]> then\n            send cloud data\n        end\n    end\n    if <(EXIT) = [win]> then\n        Game-Win\n    else\n        GAME - DIE\n    end\nend\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 [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nadd [HI] to [chat v]\n\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nset [level v] to [1]\nforever\n    if <(SCROLL X) > [6000]> then\n    end\nend\n\nset [exit v] to [win]\n\nwhen I receive [start v]\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n    start sound [Connect v]\n    broadcast (joined v)\nelse\n    start sound [Disconnect v]\n    broadcast (full v)\nend\nbroadcast (begin v)\n\n@On\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n    set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\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\ndefine setup players\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n    create clone of (_myself_ v)\n    change [player # v] by (1)\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n    if <(My Player #) = (player #)> then\n        hide\n        set [offline v] to [100]\n    else\n        tick\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\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    change [offline v] by (1)\n    if <(offline) = [100]> then\n        hide\n    end\nelse\n    set [last value v] to (join [A] (value))\n    if <(offline) > [99]> then\n        show\n    end\n    set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <<(names) = [1]> and <not <touching (_edge_ v)?>>> then\n    say (join (player #) (join [:] (value)))\nelse\n    say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (2) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n    if <key (n v) pressed?> then\n        if <(names) = [1]> then\n            wait until <not <key (n v) pressed?>>\n            set [names v] to [0]\n        else\n            wait until <not <key (n v) pressed?>>\n            set [names v] to [1]\n        end\n    end\nend\n\n\n\nwhen I start as a clone\nforever\nend\n\n@This\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup 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    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]\n    CLONE AT X [360] Y [0]\n    CLONE AT X [360] Y [0]\n    switch costume to (level 2 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]\nend\n\ndefine POSTION (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)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Hope\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - ((SCROLL Y) + (updown)))\n\nwhen I receive [setup 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    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 [-10]\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\nend\n\ndefine POSTION (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)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset [updown v] to [0]\nforever\n    repeat (20)\n        change [updown v] by (1)\n    end\n    repeat (20)\n        change [updown v] by (-1)\n    end\nend\n\n@I \n\nwhen flag clicked\nforever\n    go to [front v] layer\n    go to x: (0) y: (0)\n    set [ghost v] effect to (100)\nend\n\n@Win!\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nwait (3) seconds\nhide\n\nwhen I receive [start v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\n@Intro\n\nwhen I start as a clone\nif <(Intro) = [End]> then\n    set size to (0) %\n    point in direction (90)\n    go to x: (0) y: (0)\n    switch costume to (end v)\n    go to [front v] layer\n    clear graphic effects\n    show\n    repeat (20)\n        change [ghost v] effect by (5)\n        switch costume to (blank v)\n        change size by (((1250) - (size)) / (4))\n        switch costume to (end v)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Intro) = [Bursts]> then\n    go to x: (0) y: (0)\n    switch costume to (lineexplosion1 v)\n    clear graphic effects\n    go to [front v] layer\n    set [brightness v] effect to (100)\n    show\n    set [i v] to [20]\n    set size to (0) %\n    point in direction (r)\n    repeat (2)\n        set [i v] to ((i) * (0.9))\n        move (i) steps\n        change size by (((100) - (size)) / (5))\n    end\n    repeat (10)\n        set [i v] to ((i) * (0.9))\n        move (i) steps\n        change size by (((100) - (size)) / (5))\n        change [ghost v] effect by (10)\n        next costume\n    end\n    delete this clone\nend\n\ndefine Bursts\nset [intro v] to [Bursts]\nset [r v] to [0]\nrepeat (6)\n    change [r v] by (60)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Intro) = [Particle]> then\n    go to [front v] layer\n    switch costume to (star 1 v)\n    clear graphic effects\n    set [brightness v] effect to (100)\n    set size to (pick random (60) to (140)) %\n    show\n    go to x: (0) y: (0)\n    set [x v] to (pick random (-10.) to (10.))\n    set [y v] to (pick random (-10.) to (10.))\n    repeat (5)\n        change x by (x)\n        set [x v] to ((x) * (.94))\n        change y by (y)\n        set [y v] to ((y) * (.94))\n        change size by (-4)\n    end\n    repeat (15)\n        change x by (x)\n        set [x v] to ((x) * (.94))\n        change y by (y)\n        set [y v] to ((y) * (.94))\n        if <(costume [number v]) < [20]> then\n            next costume\n        end\n        change size by (-4)\n        change [ghost v] effect by (4)\n    end\n    delete this clone\nend\n\ndefine Particle\nset [intro v] to [Particle]\nrepeat (20)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Intro) = [Shockwave]> then\n    clear graphic effects\n    go to [back v] layer\n    go [forward v] (81) layers\n    show\n    set size to (0) %\n    go to x: (0) y: (0)\n    point in direction (90)\n    switch costume to (diamond v)\n    set [brightness v] effect to (100)\n    repeat (25)\n        switch costume to (blank v)\n        change size by (((300) - (size)) / (10))\n        change [ghost v] effect by (5)\n        switch costume to (diamond v)\n    end\n    delete this clone\nend\n\ndefine Beat\nset [intro v] to [Shockwave]\ncreate clone of (_myself_ v)\nwait (0) seconds\nParticle\nset size to (200) %\nrepeat (11)\n    point in direction ((([cos v] of ((timer) * (175)) ) * (5)) + (90))\n    set y to ((([cos v] of ((timer) * (100)) ) * (20)) + (0))\n    change size by (((150) - (size)) / (7))\nend\n\nwhen I start as a clone\nif <(Intro) = [Logo]> then\n    set size to (0) %\n    point in direction (90)\n    go to x: (0) y: (0)\n    switch costume to (logo v)\n    go to [front v] layer\n    clear graphic effects\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (100)\n    show\n    repeat (20)\n        point in direction ((([cos v] of ((timer) * (175)) ) * (5)) + (90))\n        set y to ((([cos v] of ((timer) * (100)) ) * (20)) + (0))\n        change [ghost v] effect by (-5)\n        change size by (((150) - (size)) / (5))\n    end\n    Bursts\n    wait (0) seconds\n    Corner Explosion\n    wait (0) seconds\n    repeat (4)\n        Beat\n    end\n    Bursts\n    wait (0) seconds\n    Corner Explosion\n    wait (0) seconds\n    repeat (3)\n        Beat\n    end\n    set [i v] to [-1]\n    repeat (10)\n        point in direction ((([cos v] of ((timer) * (175)) ) * (5)) + (90))\n        set y to ((([cos v] of ((timer) * (100)) ) * (20)) + (0))\n        change size by (i)\n        change [i v] by (join [-] (([abs v] of (i) ) / (2)))\n    end\n    switch costume to (name v)\n    set [brightness v] effect to (100)\n    repeat (10)\n        point in direction ((([cos v] of ((timer) * (175)) ) * (5)) + (90))\n        set y to ((([cos v] of ((timer) * (100)) ) * (20)) + (0))\n        change size by (((130) - (size)) / (8))\n        turn right (((90) - (direction)) / (8)) degrees\n    end\n    Bursts\n    wait (0) seconds\n    Corner Explosion\n    wait (0) seconds\n    repeat (3)\n        Beat\n    end\n    Bursts\n    wait (0) seconds\n    Corner Explosion\n    wait (0) seconds\n    repeat (3)\n        Beat\n    end\n    repeat (20)\n        change [brightness v] effect by (-5)\n        point in direction ((([cos v] of ((timer) * (175)) ) * (5)) + (90))\n        set y to ((([cos v] of ((timer) * (100)) ) * (20)) + (0))\n        change [ghost v] effect by (5)\n        change size by (((500) - (size)) / (5))\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Intro) = [Words]> then\n    clear graphic effects\n    set size to (200) %\n    point in direction (90)\n    go to x: (x position) y: (-1000)\n    go to [front v] layer\n    show\n    repeat (15)\n        change x by (((0) - (x position)) / (3))\n        change y by (((0) - (y position)) / (3))\n        change size by (((size) - (201)) / (3))\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\n\ndefine Clone Numbers\nswitch costume to (are v)\nset x to (-100)\nset [intro v] to [Words]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nrepeat (2)\n    change x by (100)\n    next costume\n    set [intro v] to [Words]\n    create clone of (_myself_ v)\n    wait (0.5) seconds\nend\n\nwhen I start as a clone\nif <(Intro) = [Circle]> then\n    show\n    switch costume to (circle v)\n    go to [front v] layer\n    set size to (0) %\n    go to x: (0) y: (0)\n    point in direction (90)\n    repeat until <(size) > [1200]>\n        switch costume to (blank v)\n        change size by (((1250) - (size)) / (5))\n        switch costume to (circle v)\n        change y by (((0) - (y position)) / (7))\n    end\n    wait until <(timer) > [10.5]>\n    delete this clone\nend\n\nwhen flag clicked\nswitch backdrop to (background v)\nreset timer\nhide\nset volume to (100) %\nstart sound [Skyline - Kovan _ Electro-Light v]\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (0.2) seconds\nset [intro v] to [Cross]\nClone Cross\nwait (0.5) seconds\nset [brightness v] effect to (100)\nset [intro v] to [Circle]\ncreate clone of (_myself_ v)\nwait (1.2) seconds\nClone Numbers\nwait (0) seconds\nset [brightness v] effect to (0)\nset [intro v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [intro v] to [Logo]\ncreate clone of (_myself_ v)\nwait until <(timer) > [10.5]>\nset [intro v] to [End]\ncreate clone of (_myself_ v)\nbroadcast (Start v)\nnext backdrop\n\nwhen I start as a clone\nif <(Intro) = [Cross]> then\n    show\n    set size to (0) %\n    point in direction (45)\n    switch costume to (cross v)\n    go to [front v] layer\n    clear graphic effects\n    repeat (40)\n        switch costume to (blank v)\n        change size by (25)\n        switch costume to (cross v)\n    end\n    delete this clone\nend\n\ndefine Clone Cross\ngo to x: (-200) y: (200)\nrepeat (10)\n    repeat (10)\n        create clone of (_myself_ v)\n        change x by (40)\n    end\n    create clone of (_myself_ v)\n    change y by (-40)\n    set x to (-200)\nend\n\nwhen I start as a clone\nif <(Intro) = [CornerShockwave]> then\n    set size to (0) %\n    switch costume to (circle v)\n    clear graphic effects\n    set [brightness v] effect to (100)\n    go to [front v] layer\n    show\n    repeat (24)\n        change size by (((350) - (size)) / (5))\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\n\ndefine Corner Explosion\nset [intro v] to [CornerShockwave]\ngo to x: (-240) y: (180)\ncreate clone of (_myself_ v)\ngo to x: (240) y: (180)\ncreate clone of (_myself_ v)\ngo to x: (-240) y: (-180)\ncreate clone of (_myself_ v)\ngo to x: (240) y: (-180)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\n