Zombie hunt : A platformer 

Instructions: Thanks to @Super_Scratcher07 for his massive epic contest!!!!!!!!!!!!!!!!!!!!!!!!\nInstructions in the game\nIf you guys give this 30 loves i will do a part 2\n\nWE HIT 100 LOVES BOIS\n\n@vivmsquash loved??\n@-Scrumptious- aka @250119code2 loved and commented??\n

@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [play v]\nswitch backdrop to (bkg v)\nset [brightness v] effect to (10)\nwait until <(Big zombie dead?) = [yes]>\nset [brightness v] effect to (0)\nwait until <[17] = (LEVEL)>\nswitch backdrop to (backdrop1 v)\nbroadcast (Can go to ending v) and wait\nstart sound [SpringInMyStepSilentPartner-arabsongtop \(1\) v]\n\nwhen I receive [main menu v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [endstory v]\n\n    change volume by (-10)\nend\n\nstart sound [SpringInMyStepSilentPartner-arabsongtop \(1\) v]\n\n@Sprite5\n\ndefine Smooth Glide to x (x) y (y) Speed (s)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n    change x by (((x) - (x position)) / (s))\n    change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\ndefine CloneID = (#)\nset [clone id v] to (#)\ncreate clone of (_myself_ v)\n\ndefine BounceToSize (size)\nrepeat (35)\n    set [movement v] to (((movement) * (.8)) + (((size) - (size)) * (.3)))\n    change size by (movement)\nend\n\nwhen flag clicked\nstart sound [Kovan & Electro Light  - Skyline \[NCS release\] v]\nhide\nrepeat (6)\n    CloneID = [Arrow]\n    wait (0.1) seconds\n    CloneID = [Arrow2]\n    wait (0.1) seconds\nend\ngo to x: (0) y: (0)\nset [brightness v] effect to (20)\nrepeat (4)\n    CloneID = [Circle]\n    change [brightness v] effect by (-10)\n    wait (0.06) seconds\nend\nset [brightness v] effect to (30)\nCloneID = [Are]\nwait (0.5) seconds\nCloneID = [You]\nwait (0.5) seconds\nCloneID = [Ready?]\nwait (0.5) seconds\nCloneID = [Arrow up transition]\nwait (0.4) seconds\nCloneID = [Ur logo here boi]\nClone Particles\nwait (0.2) seconds\nCloneID = [Ur name]\nwait (1) seconds\ngo to x: (0) y: (-150)\nset [brightness v] effect to (0)\nrepeat (6)\n    CloneID = [Bars]\n    change y by (60)\n    wait (0) seconds\nend\nwait (0.5) seconds\nCloneID = [Down arrow2]\nwait (0.2) seconds\nCloneID = [Ur name part 1]\nClone Particles\nwait (0.2) seconds\nCloneID = [Ur name part 2]\nwait (0.2) seconds\nCloneID = [Ur name part 3]\nClone Particles\nwait (1) seconds\nCloneID = [Down arrow3]\nwait (0.5) seconds\nCloneID = [Ur logo2]\nClone Particles\nwait (1) seconds\nClone Particles\nwait (1.5) seconds\nCloneID = [Up arrow now]\nwait (1) seconds\nbroadcast (Intro done v)\nstop [this script v]\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow]> then\n    switch costume to (arrow 1 v)\n    show\n    go to x: (0) y: (500)\n    Smooth Glide to x [0] y [0] Speed [5]\n    wait (0.2) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n    switch costume to (arrow 2 v)\n    show\n    go to x: (0) y: (500)\n    Smooth Glide to x [0] y [0] Speed [5]\n    wait (0.2) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Circle]> then\n    set [ghost v] effect to (0)\n    show\n    repeat (18)\n        switch costume to (blank v)\n        change size by ((size) / (4))\n        switch costume to (circle v)\n    end\n    wait (1.5) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Are]> then\n    switch costume to (are v)\n    show\n    go to x: (-500) y: (0)\n    Smooth Glide to x [0] y [0] Speed [5]\n    wait (1.5) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [You]> then\n    switch costume to (you v)\n    show\n    go to x: (-500) y: (0)\n    Smooth Glide to x [0] y [0] Speed [5]\n    wait (1.5) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ready?]> then\n    switch costume to (ready? v)\n    show\n    go to x: (-500) y: (0)\n    Smooth Glide to x [0] y [0] Speed [5]\n    wait (1.5) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow up transition]> then\n    set size to (100) %\n    switch costume to (arrow 3 v)\n    show\n    go to x: (0) y: (-500)\n    Smooth Glide to x [0] y [0] Speed [5]\n    wait (2) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ur logo here boi]> then\n    switch costume to (ur logo v)\n    show\n    go to x: (0) y: (0)\n    set [brightness v] effect to (0)\n    BounceToSize [55]\n    wait (1) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ur name]> then\n    switch costume to (costume1 v)\n    go to x: (-500) y: (0)\n    set [brightness v] effect to (0)\n    show\n    Smooth Glide to x [0] y [0] Speed [5]\n    wait (1) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n    show\n    switch costume to (particle v)\n    clear graphic effects\n    set size to (80) %\n    go to x: (0) y: (0)\n    set [color v] effect to (pick random (-10) to (10))\n    go to [front v] layer\n    go [backward v] (5) layers\n    set [var 1 v] to (pick random (10) to (15))\n    set [var 2 v] to (pick random (2) to (7))\n    turn right (pick random (-10) to (10)) degrees\n    show\n    repeat until <touching (_edge_ v)?>\n        move (Var 1) steps\n        change y by (Var 2)\n        change [var 2 v] by (-0.4)\n        set [var 1 v] to ((Var 1) * (0.95))\n    end\n    repeat (10)\n        move (Var 1) steps\n        change y by (Var 2)\n        change [var 2 v] by (-0.4)\n        set [var 1 v] to ((Var 1) * (0.95))\n        change [ghost v] effect by (10)\n    end\n    hide\n    delete this clone\nend\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n    create clone of (_myself_ v)\n    turn right (15) degrees\nend\npoint in direction (90)\n\nwhen I start as a clone\nif <(Clone ID) = [Bars]> then\n    set size to (0) %\n    switch costume to (bars v)\n    show\n    repeat (18)\n        change size by (((100) - (size)) / (4))\n        change [ghost v] effect by (-10)\n    end\n    wait (1) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Down arrow2]> then\n    set size to (100) %\n    switch costume to (arrow 4 v)\n    show\n    go to x: (0) y: (500)\n    Smooth Glide to x [0] y [0] Speed [5]\n    wait (1) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ur name part 1]> then\n    set size to (180) %\n    switch costume to (name v)\n    go to x: (-55) y: (0)\n    show\n    BounceToSize [80]\n    wait (1) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ur name part 2]> then\n    set size to (180) %\n    switch costume to (name2 v)\n    go to x: (0) y: (0)\n    show\n    BounceToSize [80]\n    wait (1) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ur name part 3]> then\n    set size to (180) %\n    switch costume to (name3 v)\n    go to x: (55) y: (0)\n    show\n    BounceToSize [80]\n    wait (1) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Down arrow3]> then\n    set [color v] effect to (6)\n    set size to (100) %\n    switch costume to (arrow 4 v)\n    show\n    go to x: (0) y: (500)\n    Smooth Glide to x [0] y [0] Speed [5]\n    wait (2.5) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ur logo2]> then\n    switch costume to (ur logo2 v)\n    show\n    go to x: (0) y: (0)\n    BounceToSize [55]\n    repeat (35)\n        go to x: (0) y: (0)\n        point in direction ((([tan v] of (((timer) - (2)) * (150)) ) * (6)) + (90))\n        set size to ((([cos v] of (((timer) - (2)) * (400)) ) * (5)) + (55)) %\n    end\n    repeat until <(round (direction)) = (round (90))>\n        turn right (((90) - (direction)) / (5)) degrees\n    end\n    wait (0.4) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Up arrow now]> then\n    set [color v] effect to (0)\n    set [brightness v] effect to (0)\n    set size to (100) %\n    switch costume to (arrow 3 v)\n    show\n    go to x: (0) y: (-500)\n    Smooth Glide to x [0] y [0] Speed [5]\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\n\n@Backstory\n\nwhen I receive [intro done v]\nwait (0.5) seconds\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nset y to (-2)\nrepeat (4)\n    wait (2) seconds\n    repeat (5)\n        change [ghost v] effect by (20)\n    end\n    next costume\n    repeat (5)\n        change [ghost v] effect by (-20)\n    end\nend\nwait (2) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\nbroadcast (Main Menu v)\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Main menu\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nshow\nforever\n    set y to (([sin v] of ((timer) * (250)) ) * (5))\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Main menu backdrop\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\nwhen I receive [main menu v]\nclear graphic effects\nClone id = [Backdrop part 1]\nClone id = [Backdrop part 2]\nClone id = [Backdrop part 3]\nClone id = [Backdrop part 4]\nforever\n    go to x: (0) y: (0)\n    hide\nend\n\ndefine Clone id = (#)\nset [clone id v] to (#)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [Backdrop part 1]> then\n    switch costume to (costume1 v)\n    show\n    forever\n        go to [back v] layer\n        go to x: ((mouse x) / (-20)) y: ((mouse y) / (-30))\n        if <[yes] = (Is playing)> then\n            hide\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Backdrop part 2]> then\n    switch costume to (costume2 v)\n    show\n    forever\n        go to [back v] layer\n        go [forward v] (1) layers\n        go to x: ((mouse x) / (15)) y: ((mouse y) / (20))\n        if <[yes] = (Is playing)> then\n            hide\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Backdrop part 3]> then\n    show\n    forever\n        switch costume to (costume3 v)\n        go to [back v] layer\n        go [forward v] (1) layers\n        go to x: ((mouse x) / (5)) y: ((mouse y) / (5))\n        if <[yes] = (Is playing)> then\n            hide\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Backdrop part 4]> then\n    go to x: (0) y: (0)\n    show\n    forever\n        switch costume to (costume4 v)\n        go to [back v] layer\n        go [forward v] (1) layers\n        go to x: ((mouse x) / (20)) y: ((mouse y) / (35))\n        if <[yes] = (Is playing)> then\n            hide\n        end\n    end\nend\n\n@Player\n\ndefine Run physics\nset rotation style [left-right v]\nchange [yvel v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    change [xvel v] by (0.9)\n    point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n    change [xvel v] by (-0.9)\n    point in direction (-90)\nend\nset [xvel v] to ((Xvel) * (0.9))\nchange x by (Xvel)\nif <touching (level v)?> then\n    change y by (1)\nend\nif <touching (level v)?> then\n    change y by (1)\nend\nif <touching (level v)?> then\n    change y by (1)\nend\nif <touching (level v)?> then\n    change y by (1)\nend\nif <touching (level v)?> then\n    change y by (-4)\n    change x by ((Xvel) * (-1))\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        set [yvel v] to [13]\n        if <[0] < (Xvel)> then\n            set [xvel v] to [-7]\n        else\n            set [xvel v] to [7]\n        end\n    else\n        set [xvel v] to [0]\n    end\nend\nchange y by (Yvel)\nif <touching (level v)?> then\n    change y by ((Yvel) * (-1))\n    set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n    if <touching (level v)?> then\n        set [yvel v] to [15]\n    end\nend\nchange y by (1)\n\nwhen I receive [ded v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\nstart sound [Ding Sound Effect \(1\) v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound  OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [next level v]\nswitch costume to (costume1 v)\n\nwhen I receive [ded v]\nswitch costume to (costume1 v)\n\nwhen I receive [boss battle v]\nforever\n    if <<touching (turret bullet v)?> or <<touching (king zombie v)?> or <touching (enemy v)?>>> then\n        repeat (5)\n            change [brightness v] effect by (-10)\n            change [ghost v] effect by (10)\n        end\n        broadcast (Ded v) and wait\n    end\nend\n\nwhen I receive [deefeated zombee boss v]\nforever\n    if <[220] < (x position)> then\n        broadcast (Next level v) and wait\n        wait until <not <[220] < (x position)>>\n    end\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n    if <touching (water v)?> then\n        set [underwater? v] to [yes]\n        if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n            change [xvel v] by (-1.3)\n        end\n        if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n            change [xvel v] by (1.3)\n        end\n        if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n            change [yvel v] by (-1.3)\n        end\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n            change [yvel v] by (1.3)\n        end\n        set [xvel v] to ((Xvel) * (0.81))\n        set [yvel v] to ((Yvel) * (0.81))\n        change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n        change [breath v] by (-3)\n    else\n        set [underwater? v] to [no]\n        set [breath v] to [200]\n    end\nend\n\nwhen I receive [play v]\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n    Run physics\nend\n\nwhen I receive [play v]\nforever\n    if <[220] < (x position)> then\n        broadcast (Next level v) and wait\n        wait until <not <[220] < (x position)>>\n    end\n    if <touching (enemy v)?> then\n        repeat (5)\n            change [brightness v] effect by (-10)\n            change [ghost v] effect by (10)\n        end\n        broadcast (Ded v) and wait\n    end\n    if <touching (sprite1 v)?> then\n        set [yvel v] to [20]\n    end\nend\n\nwhen I receive [play v]\nforever\n    if <<touching (zombie drool/acid v)?> or <<(y position) < [-170]> or <touching (spikes v)?>>> then\n        broadcast (Ded v) and wait\n    end\nend\n\nwhen I receive [play v]\nforever\n    go to [front v] layer\n    go [backward v] (6) layers\nend\n\nwhen I receive [play v]\nforever\n    switch costume to (costume1 v)\n    go to [front v] layer\n    go [backward v] (4) layers\nend\n\nwhen I receive [play v]\nshow\nset [playing? v] to [yes]\n\nwhen flag clicked\nset [playing? v] to [no]\n\nwhen flag clicked\nforever\n    if <(Breath) < [0]> then\n        broadcast (Ded v) and wait\n    end\nend\n\nwhen I receive [endstory v]\nhide\n\nwhen I receive [endstory v]\nset volume to (0) %\n\nwhen flag clicked\nset [breath v] to [200]\nset volume to (100) %\nset [underwater? v] to [no]\n\nwhen I receive [ded v]\nset [breath v] to [200]\nset [underwater? v] to [no]\n\nwhen I receive [next level v]\nset [underwater? v] to [no]\nset [breath v] to [200]\n\n@Level\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [16]> then\n    broadcast (Boss Battle v) and wait\nend\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\nforever\n    set [level v] to (costume [number v])\n    set [brightness v] effect to (20)\n    go to [front v] layer\n    go [backward v] (16) layers\n    go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\nforever\n    set [ghost v] effect to (100)\nend\n\n@Enemy\n\ndefine Clone at x : (x) y : (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    Clone physics\nend\n\ndefine Clone physics\nset [zombie x v] to (x position)\nset [zombie y v] to (y position)\nchange x by (Xvel)\nchange [yvel v] by (-1)\nif <(x position) < ([x position v] of [player v])> then\n    change [xvel v] by (0.4)\n    switch costume to (costume1 v)\nend\nif <([x position v] of [player v]) < (x position)> then\n    change [xvel v] by (-0.4)\n    switch costume to (costume2 v)\nend\nset [xvel v] to ((Xvel) * (0.9))\nif <touching (level v)?> then\n    change y by (1)\nend\nif <touching (level v)?> then\n    change y by (1)\nend\nif <touching (level v)?> then\n    change y by (1)\nend\nif <touching (level v)?> then\n    change y by (1)\nend\nif <touching (level v)?> then\n    change y by (-4)\n    change x by ((Xvel) * (-1))\n    set [xvel v] to ((0) - (Xvel))\nend\nchange y by (Yvel)\nif <touching (level v)?> then\n    change y by ((Yvel) * (-1))\n    set [yvel v] to [10]\nend\nif <<(y position) < [-170]> or <touching (water v)?>> then\n    broadcast (Zombie ded v) and wait\n    delete this clone\nend\n\nwhen I receive [ded v]\nbroadcast (Spawn enemy v)\ndelete this clone\n\nwhen I receive [spawn enemy v]\nset volume to (50) %\nif <[3] = (LEVEL)> then\n    Clone at x : [150] y : [-50]\n    start sound [Zombie Alive v]\nelse\n    if <[4] = (LEVEL)> then\n        Clone at x : [150] y : [-50]\n        Clone at x : [120] y : [-50]\n        start sound [Zombie Alive v]\n    else\n        if <[6] = (LEVEL)> then\n            Clone at x : [180] y : [-50]\n            Clone at x : [150] y : [-50]\n            Clone at x : [120] y : [-50]\n            start sound [Zombie Alive v]\n        else\n            if <[7] = (LEVEL)> then\n                Clone at x : [150] y : [100]\n            else\n                if <[10] = (LEVEL)> then\n                    Clone at x : [150] y : [100]\n                    Clone at x : [120] y : [100]\n                    Clone at x : [90] y : [100]\n                else\n                    if <[11] = (LEVEL)> then\n                        Clone at x : [-40] y : [60]\n                    else\n                        if <[12] = (LEVEL)> then\n                            Clone at x : [-50] y : [80]\n                            Clone at x : [170] y : [80]\n                        else\n                            if <[13] = (LEVEL)> then\n                                wait (1) seconds\n                                Clone at x : [150] y : [-50]\n                                Clone at x : [170] y : [-50]\n                                Clone at x : [-100] y : [-50]\n                                Clone at x : [-150] y : [-50]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nif <[2] = (LEVEL)> then\n    Clone at x : [150] y : [-50]\n    start sound [Zombie Alive v]\nelse\n    if <[3] = (LEVEL)> then\n        Clone at x : [150] y : [-50]\n        Clone at x : [120] y : [-50]\n        start sound [Zombie Alive v]\n    else\n        if <[5] = (LEVEL)> then\n            Clone at x : [180] y : [-50]\n            Clone at x : [150] y : [-50]\n            Clone at x : [120] y : [-50]\n            start sound [Zombie Alive v]\n        else\n            if <[6] = (LEVEL)> then\n                Clone at x : [150] y : [100]\n            else\n                if <[9] = (LEVEL)> then\n                    Clone at x : [150] y : [100]\n                    Clone at x : [120] y : [100]\n                    Clone at x : [90] y : [100]\n                else\n                    if <[10] = (LEVEL)> then\n                        Clone at x : [-40] y : [60]\n                    else\n                        if <[11] = (LEVEL)> then\n                            Clone at x : [-50] y : [80]\n                            Clone at x : [170] y : [80]\n                        else\n                            if <[12] = (LEVEL)> then\n                                wait (1) seconds\n                                Clone at x : [150] y : [-50]\n                                Clone at x : [170] y : [-50]\n                                Clone at x : [-100] y : [-50]\n                                Clone at x : [-150] y : [-50]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nrepeat until <(LEVEL) = [20]>\n    go to [front v] layer\n    go [backward v] (3) layers\n    if <<touching (bullet v)?> or <touching (sword v)?>> then\n        broadcast (Zombie ded v) and wait\n        delete this clone\n    end\nend\n\nwhen I receive [boss battle v]\nrepeat until <(Big zombie dead?) = [yes]>\n    repeat (pick random (1) to (2))\n        Clone at x : [150] y : [-45]\n        wait (0.1) seconds\n    end\n    wait (pick random (2) to (3)) seconds\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [play v]\nforever\n    broadcast (Tick v)\nend\n\nwhen I receive [boss battle v]\nrepeat until <(Big zombie dead?) = [yes]>\n    repeat (pick random (1) to (2))\n        Clone at x : [-150] y : [-45]\n        wait (0.1) seconds\n    end\n    wait (pick random (2) to (3)) seconds\nend\n\nwhen I receive [respawn v]\nbroadcast (Spawn enemy v)\ndelete this clone\n\nwhen I receive [endstory v]\nhide\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\nforever\n    set [level v] to (costume [number v])\n    go to [front v] layer\n    go [backward v] (25) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Sword\n\nwhen I receive [next level v]\nrepeat (14)\n    move (0) steps\nend\nif <(LEVEL) = [5]> then\n    go to x: (20) y: (-100)\n    show\n    wait until <touching (player v)?>\n    set [sword v] to [1]\n    set [choice v] to [Sword]\nelse\n    if <(SWORD) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [tick v]\nif <(SWORD) = [1]> then\n    if <(Choice) = [Sword]> then\n        go to (player v)\n        point in direction ([direction v] of [player v])\n        show\n    else\n        hide\n    end\nend\n\nwhen [space v] key pressed\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(SWORD) = [1]> then\n    if <(Choice) = [Sword]> then\n        switch costume to (1 v)\n        start sound [slash v]\n        repeat (7)\n            next costume\n        end\n        repeat (5)\n            change [ghost v] effect by (20)\n        end\n        switch costume to (1 v)\n        set [ghost v] effect to (0)\n        wait until <not <key (space v) pressed?>>\n    end\nend\n\nwhen I receive [play v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nhide\nset [sword v] to [0]\nswitch costume to (1 v)\nforever\n    set y to ((([sin v] of ((200) * (timer)) ) * (5)) + (-30))\n    if <(SWORD) = [1]> then\n        start sound [sfx2 v]\n        go to [front v] layer\n        show\n        stop [this script v]\n    end\nend\n\nwhen I receive [play v]\nforever\n    broadcast (Tick v)\nend\n\nwhen I receive [tick v]\nif <(SWORD) = [1]> then\n    if <(Choice) = [Sword]> then\n        go to (player v)\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [sword slash v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(SWORD) = [1]> then\n    if <(Choice) = [Sword]> then\n        switch costume to (1 v)\n        start sound [slash v]\n        repeat (7)\n            next costume\n        end\n        repeat (5)\n            change [ghost v] effect by (20)\n        end\n        switch costume to (1 v)\n        set [ghost v] effect to (0)\n        wait until <not <key (space v) pressed?>>\n    end\nend\n\nwhen I receive [endstory v]\nforever\n    hide\n    go to [back v] layer\nend\n\nwhen I receive [endstory v]\n\n    change volume by (-10)\nend\n\n@Slime Particles\n\nwhen flag clicked\n\nwhen I receive [zombie ded v]\nstart sound [Punch Sound Effect v]\nif <not <(Is clone?) = [1]>> then\n    repeat (4)\n        Particles\n    end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\nset [is clone? v] to [1]\ngo to x: (Zombie X) y: (Zombie Y)\nshow\nset [xv v] to (pick random (-8) to (8))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n    change [yv v] by (-2)\n    set [xv v] to ((xv) * (0.9))\n    set [yv v] to ((yv) * (0.9))\n    change x by (xv)\n    change y by (yv)\n    if <touching (level v)?> then\n        change y by (1)\n        if <touching (level v)?> then\n            change y by (1)\n            if <touching (level v)?> then\n                change y by (1)\n                if <touching (level v)?> then\n                    change y by (1)\n                    if <touching (level v)?> then\n                        change y by (1)\n                        if <touching (level v)?> then\n                            change y by (1)\n                            if <touching (level v)?> then\n                                change y by (1)\n                                if <touching (level v)?> then\n                                    change y by (1)\n                                    if <touching (level v)?> then\n                                        change y by (1)\n                                        if <touching (level v)?> then\n                                            change y by (1)\n                                            if <touching (level v)?> then\n                                                change y by (1)\n                                                if <touching (level v)?> then\n                                                    change y by (1)\n                                                else\n                                                    change y by (-1)\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nrepeat (20)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (3)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [play v]\nhide\nset [is clone? v] to []\n\nwhen I receive [endstory v]\nhide\n\n@Sprite1\n\ndefine Clone at x : (x) y : (y)\nswitch costume to (costume1 v)\nset [brightness v] effect to (20)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    if <touching (player v)?> then\n        switch costume to (costume1 v)\n        repeat (6)\n            next costume\n            wait (0) seconds\n        end\n    end\nend\n\nwhen I receive [next level v]\nif <(LEVEL) = [6]> then\n    Clone at x : [50] y : [-120]\nelse\n    if <(LEVEL) = [7]> then\n        Clone at x : [27] y : [-120]\n    else\n        if <(LEVEL) = [9]> then\n            Clone at x : [27] y : [-95]\n        else\n            if <(LEVEL) = [13]> then\n                Clone at x : [-82] y : [-97]\n            else\n                delete this clone\n            end\n        end\n    end\nend\n\nwhen I receive [ded v]\nif <(LEVEL) = [7]> then\n    Clone at x : [50] y : [-120]\nelse\n    if <(LEVEL) = [8]> then\n        Clone at x : [27] y : [-120]\n    else\n        if <(LEVEL) = [10]> then\n            Clone at x : [27] y : [-95]\n        else\n            if <(LEVEL) = [14]> then\n                Clone at x : [-82] y : [-97]\n            else\n                delete this clone\n            end\n        end\n    end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I start as a clone\nshow\nforever\n    if <touching (player v)?> then\n        play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n    end\nend\n\nwhen I receive [endstory v]\nhide\n\n@Zombie drool/acid\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nforever\n    repeat (20)\n        change y by (0.5)\n    end\n    repeat (20)\n        change y by (-0.5)\n    end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n    go to [front v] layer\n    go [backward v] (25) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Water\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n    go to [front v] layer\n    go [backward v] (25) layers\nend\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nforever\n    repeat (20)\n        change y by (0.5)\n    end\n    repeat (20)\n        change y by (-0.5)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\n@King zombie\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <touching (level v)?> then\n    repeat until <not <touching (level v)?>>\n        change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n    end\n    set [yv v] to (<<(y position) > (([y position v] of [player v]) - (500))> and <(([abs v] of (yv) ) / (yv)) = [-1]>> * (jump height))\nend\nset [xv v] to (((xv) + ((() * ((speed) * (-1))) + (() * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n    change y by (1)\n    change [enemy - slope v] by (-1)\nend\nif <touching (level v)?> then\n    change y by (Enemy - Slope)\n    repeat until <not <touching (level v)?>>\n        change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n    end\nend\n\nwhen I receive [boss battle v]\ngo to x: (150) y: (0)\nset rotation style [left-right v]\npoint in direction (-90)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nset [hp v] to [20]\nswitch costume to (HP)\nset [brightness v] effect to (0)\nforever\n    if <(HP) > [0]> then\n        set [big zombie dead? v] to [no]\n        Gravity [-0.8] Jump Height [10] Speed [1] Friction [3] Slope [0]\n        if <<touching (sword v)?> or <touching (bullet v)?>> then\n            set [brightness v] effect to (-100)\n            start sound [Hit v]\n            change [hp v] by (-1)\n            switch costume to (HP)\n            wait until <not <<touching (sword v)?> or <touching (bullet v)?>>>\n            set [brightness v] effect to (0)\n        end\n    else\n        set [big zombie dead? v] to [yes]\n        broadcast (Deefeated Zombee boss v)\n        stop [this script v]\n    end\nend\n\nwhen I receive [slash v]\nrepeat (4)\n    move (0) steps\nend\nif <touching (sword v)?> then\n    start sound [Hit v]\n    change [hp v] by (-2)\n    switch costume to (HP)\n    wait until <not <touching (sword v)?>>\nend\n\nwhen I receive [deefeated zombee boss v]\nstart sound [Explosion v]\nset [brightness v] effect to (-100)\nset [yv v] to [20]\nrepeat until <(y position) < [-180]>\n    change [yv v] by (-2)\n    set [yv v] to ((yv) * (0.9))\n    change y by (yv)\nend\nbroadcast (Flag UP v)\nrepeat (5)\n    change [yv v] by (-2)\n    set [yv v] to ((yv) * (0.9))\n    change y by (yv)\nend\nhide\n\nwhen I receive [boss battle v]\nset [big zombie dead? v] to [no]\nset [hp v] to [20]\nswitch costume to (HP)\n\nwhen I receive [ded v]\nif <(HP) < [17]> then\n    change [hp v] by (pick random (2) to (3))\nend\nswitch costume to (HP)\n\nwhen I receive [play v]\nset [big zombie dead? v] to [no]\n\nwhen I receive [play v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Gun\n\nwhen I receive [next level v]\nrepeat (14)\n    move (0) steps\nend\nif <(LEVEL) = [15]> then\n    go to x: (0) y: (-100)\n    show\n    wait until <touching (player v)?>\n    set [gun v] to [1]\n    set [choice v] to [Gun]\nelse\n    if <(Gun) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [tick v]\nif <(Gun) = [1]> then\n    if <(Choice) = [Gun]> then\n        go to (player v)\n        point in direction ([direction v] of [player v])\n        show\n    else\n        hide\n    end\nend\n\nwhen [space v] key pressed\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(Gun) = [1]> then\n    if <(Choice) = [Gun]> then\n        switch costume to (1 v)\n        start sound [gunshot v]\n        go to [front v] layer\n        go [backward v] (1) layers\n        create clone of (bullet v)\n        wait until <not <key (space v) pressed?>>\n    end\nend\n\nwhen [z v] key pressed\nif <<(SWORD) = [1]> and <(Gun) = [1]>> then\n    if <(Choice) = [Sword]> then\n        set [choice v] to [Gun]\n    else\n        set [choice v] to [Sword]\n    end\nend\n\nwhen I receive [play v]\nhide\nset [gun v] to [0]\nswitch costume to (1 v)\nforever\n    set y to ((([sin v] of ((200) * (timer)) ) * (5)) + (-30))\n    if <(Gun) = [1]> then\n        start sound [sfx2 v]\n        go to [front v] layer\n        show\n        stop [this script v]\n    end\nend\n\nwhen I receive [play v]\nset volume to (100) %\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nset [choice v] to []\n\nwhen I receive [play v]\nforever\n    broadcast (Tick v)\nend\n\nwhen I receive [play v]\nforever\n    go to [front v] layer\n    go [backward v] (1) layers\nend\n\nwhen I receive [sword slash v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(Gun) = [1]> then\n    if <(Choice) = [Gun]> then\n        switch costume to (1 v)\n        start sound [gunshot v]\n        go to [front v] layer\n        go [backward v] (1) layers\n        create clone of (bullet v)\n        wait until <not <mouse down?>>\n    end\nend\n\nwhen I receive [switch v]\nif <<(SWORD) = [1]> and <(Gun) = [1]>> then\n    if <(Choice) = [Sword]> then\n        set [choice v] to [Gun]\n    else\n        set [choice v] to [Sword]\n    end\n    wait until <not <mouse down?>>\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\nwhen I receive [endstory v]\n\n    change volume by (-10)\nend\n\n@Bullet\n\nwhen I start as a clone\nshow\ngo to (gun v)\npoint in direction ([direction v] of [gun v])\nchange y by (-10)\nset [speed v] to [20]\nmove (25) steps\nrepeat until <<touching (_edge_ v)?> or <touching (enemy v)?>>\n    move (Speed) steps\nend\ndelete this clone\n\nwhen I receive [play v]\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Wall\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nhide\nwait until <(LEVEL) = [16]>\nshow\nwait until <[yes] = (Big zombie dead?)>\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [endstory v]\nhide\n\nwhen flag clicked\nhide\n\n@Turret\n\nwhen flag clicked\n\ndefine Clone at x : (x) y : (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nset size to (60) %\ngo to [front v] layer\ngo [backward v] (11) layers\nrepeat until <[yes] = (Big zombie dead?)>\n    go to [front v] layer\n    go [backward v] (11) layers\n    point towards (player v)\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nset size to (60) %\ngo to [front v] layer\ngo [backward v] (11) layers\nrepeat until <[yes] = (Big zombie dead?)>\n    go to [front v] layer\n    go [backward v] (11) layers\n    set [turret num v] to (pick random (1) to (2))\n    wait (pick random (3) to (4)) seconds\n    create clone of (turret bullet v)\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (100)\nhide\nhide\nwait until <(LEVEL) = [16]>\nClone at x : [180] y : [140]\nClone at x : [-180] y : [140]\nwait until <[yes] = (Big zombie dead?)>\n\nwhen I receive [endstory v]\nhide\n\n@Turret bullet\n\nwhen I start as a clone\nif <(Turret num) = [1]> then\n    go to x: (-180) y: (140)\nelse\n    go to x: (180) y: (140)\nend\nshow\nset size to (53) %\npoint towards (player v)\nchange y by (-10)\nset [speed for this thing v] to [4]\nmove (25) steps\nrepeat until <<<touching (level v)?> or <touching (sword v)?>> or <<touching (bullet v)?> or <<touching (_edge_ v)?> or <touching (player v)?>>>>\n    move (Speed for this thing) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\n@restart\n\nwhen this sprite clicked\nbroadcast (respawn v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\npoint in direction (90)\nset size to (20) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by (((80) - (size)) / (5))\n        set [brightness v] effect to (10)\n    else\n        change size by (((65) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [play v]\nforever\n    go to [front v] layer\n    go [backward v] (3) layers\nend\n\nwhen I receive [deefeated zombee boss v]\nforever\n    hide\n    set volume to (0) %\n    set volume to (0) %\n    set [volume v] to [0]\nend\n\nwhen I receive [endstory v]\nhide\n\n@Sound\n\nwhen this sprite clicked\nif <(Munsic on) = [0]> then\n    broadcast (Munsic v)\n    switch costume to (1 v)\nelse\n    set [munsic on v] to [0]\n    repeat (5)\n        change size by (1)\n    end\n    switch costume to (2 v)\nend\n\nwhen I receive [munsic v]\nset [munsic on v] to [1]\n\nwhen I receive [main menu v]\nset [big zombie dead? v] to [no]\nset [volume v] to [50]\nrepeat until <(Big zombie dead?) = [yes]>\n    start sound [Eric Levi  v]\n    wait (192.95) seconds\n    set volume to (50) %\nend\nrepeat (5)\n    change volume by (-10)\nend\nstop all sounds\nset volume to (0) %\nset volume to (0) %\nset volume to (0) %\n\nwhen flag clicked\nset [munsic on v] to [1]\nhide\n\nwhen I receive [main menu v]\nforever\n    go to [front v] layer\n    go [backward v] (1) layers\nend\n\nwhen I receive [play v]\nset volume to (50) %\nswitch costume to (1 v)\npoint in direction (90)\nset size to (20) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by (((80) - (size)) / (5))\n        set [brightness v] effect to (10)\n    else\n        change size by (((65) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [main menu v]\nforever\n    if <(Munsic on) = [0]> then\n        set volume to (0) %\n    else\n        set volume to (50) %\n    end\nend\n\nwhen I receive [deefeated zombee boss v]\nhide\nset [munsic on v] to [0]\nset volume to (0) %\nset volume to (0) %\n\nwhen I receive [deefeated zombee boss v]\nforever\n    hide\n    set volume to (0) %\n    set volume to (0) %\n    set [volume v] to [0]\nend\n\n@Tb\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (untitled drawing \(7\) v)\nforever\n    go to [front v] layer\n    go [backward v] (15) layers\n    set [brightness v] effect to (100)\nend\n\nwhen I receive [endstory v]\nhide\n\n@Reccomendation\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nrepeat (14)\n    move (0) steps\nend\nset size to (100) %\nif <(LEVEL) = [17]> then\n    hide\n    switch costume to (heart v)\n    go to x: (-37) y: (40)\n    create clone of (_myself_ v)\n    switch costume to (star v)\n    go to x: (80) y: (0)\n    create clone of (_myself_ v)\n    set size to (50) %\n    switch costume to (costume1 v)\n    go to x: (-130) y: (-40)\n    create clone of (_myself_ v)\nelse\n    hide\nend\n\nwhen I receive [ded v]\nif  then\n    delete this clone\nend\nset size to (100) %\nif <(LEVEL) = [17]> then\n    hide\n    switch costume to (heart v)\n    go to x: (-37) y: (40)\n    create clone of (_myself_ v)\n    switch costume to (star v)\n    go to x: (80) y: (0)\n    create clone of (_myself_ v)\n    set size to (50) %\n    switch costume to (costume1 v)\n    go to x: (-130) y: (-40)\n    create clone of (_myself_ v)\nelse\n    hide\n    delete this clone\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nforever\n    change y by ([sin v] of (((timer) * (20)) * (10)) )\n    if <touching (player v)?> then\n        start sound [sfx2 v]\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        delete this clone\n    end\nend\n\nwhen I receive [endstory v]\nhide\n\n@Continue to ending\n\nwhen flag clicked\nhide\n\nwhen I receive [can go to ending v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen this sprite clicked\nif <(LEVEL) = [17]> then\n    broadcast (Endstory v)\nend\n\nwhen I receive [endstory v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nshow\nforever\n    if <(Playing?) = [no]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((80) - (size)) / (5))\n            set [brightness v] effect to (-5)\n            switch costume to (costume2 v)\n            set [color v] effect to (20)\n            if <mouse down?> then\n                broadcast (Play v) and wait\n                set [is playing v] to [yes]\n            end\n        else\n            change size by (((70) - (size)) / (5))\n            set [brightness v] effect to (0)\n            set [color v] effect to (0)\n            switch costume to (costume1 v)\n        end\n        set y to (([sin v] of ((timer) * (300)) ) * (5))\n    end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [main menu v]\nforever\n    if <(Playing?) = [no]> then\n        if <touching (mouse-pointer v)?> then\n            set volume to (100) %\n            start sound [click v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen I receive [endstory v]\nhide\n\nwhen flag clicked\nset [is playing v] to [no]\n\nwhen I receive [play v]\nset [is playing v] to [yes]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nshow\nforever\n    if <(Playing?) = [no]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((80) - (size)) / (5))\n            set [brightness v] effect to (-5)\n            switch costume to (costume2 v)\n            set [color v] effect to (20)\n            if <mouse down?> then\n                broadcast (Instructions v) and wait\n            end\n        else\n            change size by (((70) - (size)) / (5))\n            set [brightness v] effect to (0)\n            set [color v] effect to (0)\n            switch costume to (costume1 v)\n        end\n        set y to (([sin v] of ((timer) * (300)) ) * (5))\n    end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [main menu v]\nforever\n    if <(Playing?) = [no]> then\n        if <touching (mouse-pointer v)?> then\n            set volume to (100) %\n            start sound [click v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\n@Deco\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [16]> then\n    broadcast (Boss Battle v) and wait\nend\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\nforever\n    set [level v] to (costume [number v])\n    go to x: (0) y: (0)\n    set [brightness v] effect to (0)\n    go to [front v] layer\n    go [backward v] (17) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\nwhen I receive [endstory v]\nhide\nforever\n    set [ghost v] effect to (100)\nend\n\n@Mobile button 1\n\nwhen I receive [play v]\nshow\nforever\n    go to x: (0) y: (0)\n    set [ghost v] effect to (100)\n    go to [front v] layer\n    go [backward v] (100) layers\n    if <touching (mouse-pointer v)?> then\n        change size by (((115) - (size)) / (5))\n        set [brightness v] effect to (-5)\n        set [color v] effect to (20)\n        if <mouse down?> then\n            broadcast (Sword slash v) and wait\n        end\n    else\n        change size by (((100) - (size)) / (5))\n        set [brightness v] effect to (0)\n        set [color v] effect to (0)\n        switch costume to (costume1 v)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Mobile button 2\n\nwhen I receive [play v]\nshow\nforever\n    go to x: (-195) y: (-155)\n    set [ghost v] effect to (0)\n    go to [front v] layer\n    go [backward v] (7) layers\n    if <touching (mouse-pointer v)?> then\n        change size by (((85) - (size)) / (5))\n        set [brightness v] effect to (-5)\n        set [color v] effect to (20)\n    else\n        change size by (((70) - (size)) / (5))\n        set [brightness v] effect to (0)\n        set [color v] effect to (0)\n        switch costume to (costume1 v)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [can go to ending v]\nhide\n\nwhen I receive [endstory v]\nhide\n\nwhen I receive [endstory v]\nhide\n\nwhen this sprite clicked\nbroadcast (Switch v) and wait\n\n@costume1 (6)\n\nwhen I receive [instructions v]\nset [scene v] to [Help]\nshow\nrepeat until <(round (y position)) = [0]>\n    change y by (((0) - (y position)) / (5))\nend\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <<[50] < (mouse x)> and <(mouse y) > [50]>>>\nrepeat until <(round (y position)) = [-304]>\n    change y by (((-304) - (y position)) / (5))\nend\nset [scene v] to [Home]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (-304)\nhide\n\nwhen I receive [endstory v]\nhide\n\n@End story\n\nwhen I receive [dontwaitnowstartendstorynoworelseiwillkilluandstuff v]\nwait (0.5) seconds\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (0) layers\nshow\nshow\nset y to (-2)\nrepeat (3)\n    wait (2) seconds\n    repeat (5)\n        change [ghost v] effect by (20)\n    end\n    next costume\n    repeat (5)\n        change [ghost v] effect by (-20)\n    end\nend\nwait (2) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nnext costume\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\nwait (3) seconds\nrepeat (4)\n    wait (2) seconds\n    repeat (5)\n        change [ghost v] effect by (20)\n    end\n    next costume\n    repeat (5)\n        change [ghost v] effect by (-20)\n    end\nend\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nnext costume\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\nwait (3) seconds\nbroadcast (Outro v)\n\nwhen flag clicked\nhide\n\n@Mobile button 3\n\nwhen I receive [play v]\nshow\nforever\n    go to x: (-195) y: (-155)\n    set [ghost v] effect to (0)\n    go to [front v] layer\n    go [backward v] (17) layers\n    if <touching (mouse-pointer v)?> then\n        change size by (((85) - (size)) / (5))\n        set [brightness v] effect to (-5)\n        set [color v] effect to (20)\n        if <mouse down?> then\n            broadcast (Switch v) and wait\n        end\n    else\n        change size by (((70) - (size)) / (5))\n        set [brightness v] effect to (0)\n        set [color v] effect to (0)\n        switch costume to (costume1 v)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [can go to ending v]\nhide\n\n@Endstory Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [endstory v]\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (4)\n    change [ghost v] effect by (25)\nend\nrepeat (4)\n    change [ghost v] effect by (-25)\nend\nbroadcast (Dontwaitnowstartendstorynoworelseiwillkilluandstuff v)\n\n@dead\n\nwhen I receive [ded v]\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nrepeat (5)\n    change [ghost v] effect by (-10)\nend\nchange [deaths v] by (1)\nrepeat (5)\n    change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nstop [this script v]\n\nwhen flag clicked\nset [deaths v] to [0]\nhide\nstop [this script v]\n\nwhen I receive [endstory v]\nforever\n    hide\nend\n\n