[20+ LEVELS!]Ice slide - A Platformer #trending#all#games

Instructions: (VIEW THIS)➡https://scratch.mit.edu/projects/818830167/\nWelcome to Ice slide, in this game you have to master all of the levels (Be warned, they get hard) if you complete all of the levels, you win, there is 20 levels so far but I will continue to add more and more.\nView my new game Choose the Food Item! https://scratch.mit.edu/projects/818024517/\nFollow me please! I am trying to get to 100 followers!\n❤&⭐ plz! Also share this link to all studios! Maybe also remix?,\n---There will be a  letter that appears at the top right or left of your screen the letter E means easy, M means medium, H means hard, and X means expert.\nAnd be prepared, you need insane parkour in order to beat some levels.\n---Use the arrow keys or WASD to move---\n---Use space button to skip intro---\n---Use https://turbowarp.org/510145525    if laggy---\n---Cooltext.com for fonts---\n---Comment below your highscore---\n───────────────⊱⁜⊰─────────────────\n---What's included in this game?---\nThis game has levels, helpful things like moving platforms and walls and deadly things like spikes and lava.\n───────────────⊱⁜⊰─────────────────\n-----------------------------Dates/Information-----------------------\n3/5/23 shared with all adjustments and features.\n(reshared because of updates)\nThis took me more than 5 hours to complete.\n--------------------------------Changelog------------------------------\n➡Game now has 19 levels!\n➡Edited levels and danger to make it look more realistic\n➡Added controls so when you die instead of going all of the way back to level 1, you only go back one level.\n➡Added sensor so when you join the game, it show you username\n───────────────⊱⁜⊰─────────────────\nEvery time a I do a big update, I unshare the game, work on it and when I am done, I reshare it.

@Stage\n\n@Player\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((speed x) / (steps))\n    Check Touching Solid\n    if <(touching) > [0]> then\n        Collide X - Slope or Wall?\n    end\n    set [last value v] to (y position)\n    change y by ((speed y) / (steps))\n    Check Touching Solid\n    if <(touching) > [0]> then\n        Collide Y - Ceiling or Floor\n    end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n    set [touching v] to [1]\nelse\n    set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n    if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n        set [jumping v] to [1]\n        set [falling v] to [3]\n        set [wall slide v] to [0]\n        turn right (180) degrees\n        set [speed x v] to (((direction) / (90)) * (7))\n        set [long jump v] to [12]\n    end\n    if <<(falling) < [3]> and <(jumping) = [0]>> then\n        set [jumping v] to [1]\n        set [falling v] to [3]\n    end\n    if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n        change [jumping v] by (1)\n        set [speed y v] to (JUMP FORCE)\n    end\nelse\n    set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n    Check Can Wall Slide\n    if <(speed y) < [0]> then\n        set [speed y v] to ((speed y) * (0.6))\n    end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n    change [long jump v] by (-1)\n    stop [this script v]\nend\nset [key x v] to (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)\nif <(KEY X) = [0]> then\nset [speed x v] to ((speed x) * (RESISTANCE))\nif <<(falling) > [2]> and <(wall slide) < [1]>> then\n    set [speed x v] to ((speed x) * (0.98))\n    stop [this script v]\nend\nif <([abs v] of (speed x) ) < [1]> then\n    set [frame v] to [0]\n    set [speed x v] to [0]\nelse\n    change [frame v] by (0.5)\nend\n\nwhen flag clicked\nshow\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nReset and Begin Level\n\nwhen flag clicked\nhide variable [jump force v]\nhide variable [falling v]\nhide variable [gravity v]\nhide variable [resistance v]\nhide variable [speed x v]\nhide variable [speed y v]\nhide variable [last value v]\nhide variable [acceleration v]\nhide variable [touching v]\nhide variable [acceleration v]\nhide variable [temp v]\nhide variable [distance v]\nhide variable [acceleration v]\nhide variable [acceleration v]\nhide variable [platform dy v]\nhide variable [platform dx v]\n\ndefine Reset and Begin Level\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # [1] go to x, y: [-150] [55]\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n    Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <touching (danger v)?> then\n    start sound [Low Whoosh v]\n    broadcast (Lose Life v)\n    go to x: (-200) y: ()\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nFix Collision in Direction [90]\nSet Costume\nbroadcast (Game Loop v) and wait\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n    Check Touching Solid\n    if <(touching) < [1]> then\n        point in direction (temp)\n        stop [this script v]\n    end\n    move (distance) steps\n    turn right (180) degrees\n    change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nswitch costume to (player main v)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n    broadcast (Tick - First v)\n    broadcast (Tick - Platforms v)\n    broadcast (Tick - Player v)\n    broadcast (Tick - Last v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n    change y by (1)\n    Check Touching Solid\n    if <(touching) > [0]> then\n        change y by (-2)\n        set x to (last value)\n        set [speed x v] to [0]\n        stop [this script v]\n    end\n    set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n    set [speed y v] to [0]\n    stop [this script v]\nend\nif <(falling) > [0]> then\n    set [falling v] to [0]\n    Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (1)\n    stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (-1)\n    stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n    set [wall slide v] to [0]\n    stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nif <(x position) < [-235]> then\n    Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\n\nwhen I receive [lose life v]\ngo to x: (-200) y: ()\nif <(SCENE #) = [13]> then\n    go to x: (-200) y: ()\n    stop [other scripts in sprite v]\n    go to x: (-200) y: ()\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    go to x: (-200) y: ()\n    wait (0.5) seconds\n    go to x: (-200) y: ()\n    Go back One Level\n    go to x: (-200) y: ()\nend\nif <not <(SCENE #) = [13]>> then\n    go to x: (-200) y: (-52)\n    stop [other scripts in sprite v]\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    wait (0.5) seconds\n    Go back One Level\nend\n\nwhen backdrop switches to [game v]\ngo to x: (-156) y: (-52)\n\nwhen I receive [change scene v]\ngo to x: (-200) y: (-52)\n\nset [scene # v] to [13]\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n    Find Closest Space to (x position) (y position) max [16]\n    if <(touching) > [0]> then\n        broadcast (Lose Life v)\n    end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n    repeat (16)\n        go to x: (x) y: (y)\n        move (distance) steps\n        Check Touching Solid\n        if <(touching) < [1]> then\n            point in direction (temp)\n            stop [this script v]\n        end\n        turn right (22.5) degrees\n    end\n    change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen flag clicked\nset [scene # v] to [1]\n\ndefine Go back One Level\nforever\n    point in direction (90)\n    Begin Scene # ((SCENE #) - (1)) go to x, y: [-200] [-52]\n    go to x: (-200) y: (-52)\n    set [speed x v] to [0]\n    set [speed y v] to [0]\n    set [falling v] to [99]\n    set [wall slide v] to [0]\n    set [jumping v] to [0]\n    set [long jump v] to [0]\nend\n\ngo to x: (-200) y: (-52)\n\nwait (1) seconds\ngo to x: (-200) y: (-52)\nwait (1) seconds\n\nwhen backdrop switches to [game v]\ngo to [back v] layer\nshow\nrepeat (100)\n    start sound [get-hype v]\n    wait (208.46) seconds\n    start sound [get-hype v]\n    wait (208.46) seconds\n    start sound [get-hype v]\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [game v]\nshow\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [13]> then\n    forever\n        set y to ((3) * ([sin v] of ((timer) * (180)) ))\n    end\nend\nif <(SCENE #) = [16]> then\n    forever\n        set y to ((3) * ([sin v] of ((timer) * (180)) ))\n    end\nend\nif <(SCENE #) = [20]> then\n    forever\n        set y to ((3) * ([sin v] of ((timer) * (180)) ))\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [game v]\nshow\n\nset [scene # v] to [19]\n\n@Intro\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n    set size to (1) %\n    point in direction (90)\n    repeat until <(size) > [3000]>\n        Change size by (((3100) - (size)) / (9))\n        switch costume to (quadrat v)\n    end\n    delete this clone\nend\n\ndefine Effekt\nif <(Count) = [1]> then\n    switch costume to (circles v)\n    create clone of (_myself_ v)\nelse\n    if <(Count) = [2]> then\n        switch costume to (quadrat v)\n        create clone of (_myself_ v)\n    else\n        switch costume to (effekt v)\n        create clone of (_myself_ v)\n    end\nend\n\nwhen flag clicked\nreset timer\ngo to x: (0) y: (0)\nstart sound [MDK - Press Start2 v]\nswitch costume to (start v)\nset size to (100) %\nhide\ncreate clone of (_myself_ v)\nwait (1.8) seconds\nbroadcast (light v)\nset [brightness v] effect to (0)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (left light v)\ngo to x: (-240) y: (-185)\ncreate clone of (_myself_ v)\nswitch costume to (right light v)\ngo to x: (240) y: (-185)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n    point in direction (90)\n    show\n    set y to (-150)\n    repeat (30)\n        change y by (((0) - (y position)) / (6))\n    end\n    repeat until <(size) > [6000]>\n        Change size by (((6100) - (size)) / (9))\n        switch costume to (start v)\n    end\n    wait (6.7) seconds\n    repeat (40)\n        Change size by (((0) - (size)) / (6))\n        switch costume to (start v)\n    end\n    set [ghost v] effect to (100)\n    switch costume to (spiel-name v)\n    repeat (25)\n        change [ghost v] effect by (-4)\n    end\n    wait (3) seconds\n    repeat (25)\n        change [ghost v] effect by (4)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n    go to x: (0) y: (0)\n    set size to (9) %\n    show\n    point in direction (0)\n    switch costume to (arrows v)\n    create clone of (_myself_ v)\n    switch costume to (name v)\n    go [forward v] (100) layers\n    repeat until <(size) > [195]>\n        change size by (((200) - (size)) / (5))\n        turn right (((90) - (direction)) / (5)) degrees\n    end\n    set [count v] to [1]\n    repeat (3)\n        wait (0.5) seconds\n        repeat (3)\n            change size by (((250) - (size)) / (2))\n        end\n        switch costume to (kostüm2 v)\n        wait (0.1) seconds\n        switch costume to (name v)\n        Effekt\n        switch costume to (kostüm4 v)\n        Do\n        switch costume to (name v)\n        repeat (3)\n            change size by (((200) - (size)) / (2))\n        end\n        change [count v] by (1)\n    end\n    set [drehung v] to [1]\n    repeat (5)\n        turn right (Drehung) degrees\n        change [drehung v] by (27)\n    end\n    switch costume to (logo v)\n    repeat (4)\n        turn right (Drehung) degrees\n        change [drehung v] by (27)\n    end\n    point in direction (90)\n    set [count v] to [1]\n    repeat (3)\n        wait (0.5) seconds\n        repeat (3)\n            change size by (((250) - (size)) / (2))\n        end\n        switch costume to (kostüm2 v)\n        wait (0.1) seconds\n        switch costume to (logo v)\n        Effekt\n        switch costume to (kostüm4 v)\n        Do\n        switch costume to (logo v)\n        repeat (3)\n            change size by (((200) - (size)) / (2))\n        end\n        change [count v] by (1)\n    end\n    wait (1) seconds\n    delete this clone\nend\n\ndefine Change size by (change)\nswitch costume to (kostüm1 v)\nchange size by (change)\n\nwhen I start as a clone\nif <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n    show\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    set size to (0) %\n    wait ((klone id) / (10)) seconds\n    repeat (20)\n        change size by (5)\n        change [ghost v] effect by (-5)\n    end\n    wait (5) seconds\n    delete this clone\nend\n\ndefine Setup Übergang 2\nhide\npoint in direction (90)\nset size to (100) %\nswitch costume to (übergang v)\ngo to x: (0) y: (170)\nset [klone id v] to [0]\nrepeat (9)\n    create clone of (_myself_ v)\n    change [color v] effect by (1)\n    change [klone id v] by (1)\n    change y by (-42)\nend\nerase all\n\ndefine Setup Übergang 2b\nhide\npoint in direction (90)\nset size to (100) %\nswitch costume to (übergang2 v)\ngo to x: (0) y: (170)\nset [klone id v] to [0]\nset [color v] effect to (0)\nrepeat (9)\n    create clone of (_myself_ v)\n    change [klone id v] by (1)\n    change y by (-42)\nend\nerase all\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n    switch costume to (kostüm1 v)\n    set size to (100) %\n    switch costume to (arrows v)\n    point in direction (90)\n    go to x: (0) y: (0)\n    show\n    repeat until <(timer) > [9]>\n        change y by (9)\n    end\n    hide\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n    show\n    point in direction (90)\n    go [forward v] (1000) layers\n    repeat until <(timer) > [9]>\n        if <(costume [number v]) = [12]> then\n            point in direction ((([sin v] of ((timer) * (300)) ) * (15)) + (85))\n        else\n            point in direction (() - ((([sin v] of ((timer) * (300)) ) * (15)) + (-95)))\n        end\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [14]> then\n    point in direction (0)\n    switch costume to (kostüm1 v)\n    set size to (9) %\n    switch costume to (circles v)\n    repeat until <(size) > [395]>\n        change size by (((400) - (size)) / (5))\n        turn right (((90) - (direction)) / (5)) degrees\n        change [ghost v] effect by (3)\n    end\n    repeat (5)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [15]> then\n    set size to (1) %\n    point in direction (90)\n    repeat until <(size) > [2450]>\n        Change size by (((2500) - (size)) / (9))\n        switch costume to (effekt v)\n    end\n    delete this clone\nend\n\ndefine Do\ngo to x: (-150) y: (120)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (120)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-120)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-120)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(costume [number v]) = [16]> then\n    go to [front v] layer\n    set size to (40) %\n    show\n    repeat (3)\n        change size by (20)\n    end\n    wait (0.1) seconds\n    repeat (3)\n        change size by (-20)\n    end\n    hide\n    delete this clone\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch backdrop to (game v)\nwait (10) seconds\nhide\nswitch backdrop to (game v)\n\nwhen [space v] key pressed\nclear sound effects\nstop all sounds\nstop [other scripts in sprite v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n@Platform\n\nwhen flag clicked\nhide\nwait (10) seconds\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [15]> then\n    show\n    Animate Platform\nend\nif <(SCENE #) = [17]> then\n    show\n    Animate 2\nend\nif <(SCENE #) = [19]> then\n    show\n    Animate 3\nend\n\ndefine Animate Platform\nset size to (100) %\npoint in direction (90)\ngo to x: (-112) y: (-48)\nforever\n    glide (2) secs to x: (-112) y: (108)\n    wait (1) seconds\n    glide (2) secs to x: (-112) y: (-48)\nend\n\ngo to x: (-112) y: (-48)\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n    change y by (1)\nelse\n    set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n    set [platform dx v] to ((new x) - (last x))\n    set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\npoint in direction (90)\nset size to (100) %\ngo to x: (-95) y: (-76)\nforever\n    wait (0.8) seconds\n    glide (0.5) secs to x: (174) y: (-76)\n    wait (0.3) seconds\n    glide (0.5) secs to x: (-95) y: (-76)\nend\n\ndefine Animate 3\npoint in direction (180)\nset size to (65) %\ngo to x: (-35) y: (-100)\nforever\n    glide (.5) secs to x: (-35) y: (119)\n    wait (0.00001) seconds\n    glide (.5) secs to x: (-35) y: (-100)\nend\n\nset [scene # v] to [18]\n\n@Screenshot 2023-03-04 11\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [11]> then\n    show\n    forever\n        go to x: (77) y: (5)\n        set size to (25) %\n        wait (1) seconds\n        set size to (30) %\n        wait (1) seconds\n    end\nend\n\nwhen I receive [change scene v]\nif <(SCENE #) = [12]> then\n    hide\nend\nif <(SCENE #) = [13]> then\n    hide\nend\nif <(SCENE #) = [10]> then\n    hide\nend\n\n@icon-of-a-sound-off-button-in-flat-style-vector-19348357-removebg-preview\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Sound on v)\nstart sound [get-hype v]\n\n\nend\n\nwhen I receive [sound on v]\nhide\n\nwhen I receive [sound off v]\ngo to x: (-220) y: (-161)\nshow\n\nwhen I receive [sound off v]\nforever\n    go to [front v] layer\n    if <touching (mouse-pointer v)?> then\n        set size to (14) %\n    end\n    if <not <touching (mouse-pointer v)?>> then\n        set size to (12) %\n    end\nend\n\nshow\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    if <touching (mouse-pointer v)?> then\n        set size to (14) %\n    end\n    if <not <touching (mouse-pointer v)?>> then\n        set size to (12) %\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [11]> then\n    show\n    forever\n        go to x: (36) y: (28)\n        wait (0.5) seconds\n        set [color v] effect to (0)\n        glide (0.5) secs to x: (27) y: (33)\n        set [color v] effect to (90)\n        wait (0.5) seconds\n        glide (0.5) secs to x: (40) y: (33)\n        set [color v] effect to (0)\n        wait (0.5) seconds\n        glide (0.5) secs to x: (36) y: (28)\n        set [color v] effect to (90)\n    end\nend\n\nwhen I receive [change scene v]\nif <(SCENE #) = [12]> then\n    hide\nend\nif <(SCENE #) = [13]> then\n    hide\nend\nif <(SCENE #) = [10]> then\n    hide\nend\n\n@Sprite2\n\nforever\n    go to x: (77) y: (5)\n    set size to (25) %\n    wait (1) seconds\n    set size to (30) %\n    wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [17]> then\n    hide\nend\nif <(SCENE #) = [16]> then\n    hide\nend\nif <(SCENE #) = [18]> then\n    hide\nend\nif <(SCENE #) = [15]> then\n    hide\nend\n\nwhen I receive [change scene v]\nif <(SCENE #) = [16]> then\n    show\n    go to x: (-10) y: (165)\n    forever\n        repeat (1000000)\n            set [color v] effect to (pick random (1) to (1000))\n            wait (0.2) seconds\n        end\n    end\nend\n\n@cooltext430896291070568\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\n\nwhen I receive [change scene v]\nif <(SCENE #) = [21]> then\n    show\n    go to [back v] layer\nend\n\nset [scene # v] to [17]\n\n@901841-200-removebg-preview\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nReset and Begin Level\n\nset [speed x v] to [0]\n\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # [1] go to x, y: [-150] [55]\n\ndefine Reset and Begin Level\n\nwhen this sprite clicked\n\ngo to x: (215) y: (-55)\n\ngo to x: (-156) y: (-52)\n\nwait (10) seconds\nshow\nforever\n    go to [front v] layer\n    if <touching (mouse-pointer v)?> then\n        set size to (23) %\n    end\n    if <not <touching (mouse-pointer v)?>> then\n        set size to (20) %\n    end\nend\n\n@Sprite3\n\nwhen I start as a clone\nforever\n    if <not <(SCENE #) = [1]>> then\n        show\n        go to x: (232) y: (pick random (200) to (-70))\n        set size to (pick random (60) to (100)) %\n        set [ghost v] effect to (pick random (50) to (80))\n        glide (2) secs to x: (-228) y: (pick random (200) to (-70))\n        delete this clone\n    end\nend\n\nwait (10) seconds\n\nwhen backdrop switches to [game v]\nhide\nset size to (15) %\nforever\n    if <not <(SCENE #) = [21]>> then\n        create clone of (_myself_ v)\n        wait (0.25) seconds\n    end\nend\n\nwhen backdrop switches to [game v]\nhide\n\nwhen I start as a clone\nforever\n    if <(SCENE #) = [21]> then\n        show\n        set [color v] effect to (pick random (1) to (200))\n        go to x: (pick random (300) to (-300)) y: (200)\n        set [color v] effect to (pick random (1) to (200))\n        set size to (pick random (60) to (100)) %\n        set [color v] effect to (pick random (1) to (200))\n        set [ghost v] effect to (pick random (45) to (60))\n        set [color v] effect to (pick random (1) to (200))\n        glide (2) secs to x: (pick random (300) to (-300)) y: (-100)\n        set [color v] effect to (pick random (1) to (200))\n        delete this clone\n    end\nend\n\nset [scene # v] to [17]\n\nwhen backdrop switches to [game v]\nhide\nset size to (15) %\nforever\n    if <(SCENE #) = [21]> then\n        create clone of (_myself_ v)\n        wait (0.00000001) seconds\n    end\nend\n\n@images__7_-removebg-preview\n\nwhen flag clicked\nshow\ngo to x: (-220) y: (-161)\n\nwhen this sprite clicked\nhide\nbroadcast (Sound off v)\n\nwhen I receive [sound off v]\nstop all sounds\nclear sound effects\n\nwhen I receive [sound on v]\nshow\n\nwhen I receive [sound off v]\nhide\n\nif <touching (mouse-pointer v)?> then\n\nset size to (100) %\n\nwhen I receive [sound on v]\nforever\n    go to [front v] layer\n    if <touching (mouse-pointer v)?> then\n        set size to (12) %\n    end\n    if <not <touching (mouse-pointer v)?>> then\n        set size to (10) %\n    end\nend\n\nwhen flag clicked\nwait (10) seconds\nshow\nforever\n    go to [front v] layer\n    if <touching (mouse-pointer v)?> then\n        set size to (12) %\n    end\n    if <not <touching (mouse-pointer v)?>> then\n        set size to (10) %\n    end\nend\n\n@Username\n\ndefine render (string)\nset [currentletter v] to [0]\nrepeat (length of (string))\n    change [currentletter v] by (1)\n    if <[lowercaseletters v] contains (letter (currentLetter) of (string))?> then\n        switch costume to (join (letter (currentLetter) of (string)) [2])\n    end\n    if <(letter (currentLetter) of (string)) = [ ]> then\n        switch costume to (space v)\n    else\n        switch costume to (letter (currentLetter) of (string))\n    end\n    create clone of (_myself_ v)\n    change x by (12)\n    if <(x position) > [230]> then\n        set x to (-225)\n        change y by (-25)\n    end\nend\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nwait until <(backdrop [name v]) = [game]>\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <(backdrop [name v]) = [support]>\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [game v]\nshow\nif <(SCENE #) < [2]> then\n    go to x: (((string) * (12)) - (((length of (username)) * (12)) / (2))) y: (139)\n    render (username)\nend\n\nwhen flag clicked\nif <(SCENE #) = [2]> then\n    hide\nend\n\nwhen I receive [change scene v]\nif <(SCENE #) = [2]> then\n    hide\nend\nif <(SCENE #) = [3]> then\n    hide\nend\nif <(SCENE #) = [4]> then\n    hide\nend\nif <(SCENE #) = [5]> then\n    hide\nend\nif <(SCENE #) = [6]> then\n    hide\nend\nif <(SCENE #) = [7]> then\n    hide\nend\nif <(SCENE #) = [8]> then\n    hide\nend\nif <(SCENE #) = [9]> then\n    hide\nend\nif <(SCENE #) = [10]> then\n    hide\nend\nif <(SCENE #) = [11]> then\n    hide\nend\nif <(SCENE #) = [12]> then\n    hide\nend\nif <(SCENE #) = [13]> then\n    hide\nend\nif <(SCENE #) = [14]> then\n    hide\nend\nif <(SCENE #) = [15]> then\n    hide\nend\nif <(SCENE #) = [16]> then\n    hide\nend\nif <(SCENE #) = [17]> then\n    hide\nend\nif <(SCENE #) = [18]> then\n    hide\nend\n\nwhen I receive [change scene v]\nif <(SCENE #) = [21]> then\n    show\n    go to x: (((string) * (12)) - (((length of (username)) * (12)) / (2))) y: (-145)\n    render (username)\nend\n\ngo to x: (91) y: (-119)\n\nset [scene # v] to [17]\n\nwhen [space v] key pressed\nswitch backdrop to (game v)\nshow\n\n