Sapphire || ☁ Multiplayer Platformer               #games #platformer #all

Instructions: ✧･ﾟ: *✧･ﾟ:* Sapphire ･ﾟ✧*:･ﾟ✧\n~-~-~-~-~-~=-=-=-=-=~-~-~-~-~-~\n✧ Instructions ✧\n✧ Arrow keys to move, this in progress :P\n(I only started coding for a week) \n✧ Please love and star!! \n

@Stage\n\nwhen flag clicked\nforever\n    set [brightness v] effect to (-10)\nend\n\nwhen flag clicked\nforever\n    play sound [lukrembo - marshmallow \(royalty free vlog music\) v] until done\nend\n\nwhen flag clicked\nforever\n    play sound [Tropical Birds v] until done\nend\n\nstart sound [Tropical Birds v]\n\nstart sound [lukrembo - marshmallow \(royalty free vlog music\) v]\n\n@Blank\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game 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        change [tick v] by (1)\n        Tick\n        broadcast (Tick v)\n    end\n    if <(EXIT) = [win]> then\n        Game - Win\n    else\n        Game - Die\n    end\n    set [exit v] to [die]\nend\n\ndefine Game On\npoint in direction (90)\nset [x v] to (spawn X)\nset [y v] to (Spawn Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (200) %\nset [ghost v] effect to (99)\nshow\n\ndefine Tick\nif <<(y position) > [175]> or <<(x position) > [175]> or <(x position) < [-175]>>> then\n    Game On\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    switch costume to (costume1 v)\n    change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    switch costume to (costume1 v)\n    change [sx v] by (2)\nend\nif <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>> then\n    switch costume to (costume1 v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n    switch costume to (costume1 v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n    switch costume to (costume1 v)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n    switch costume to (costume1 v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n    Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n    if <(in air) < [4]> then\n        set [sy v] to [16]\n    end\nend\nif <(ladder) = [true]> then\n    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n        set [sy v] to [8]\n    end\nend\nif <(sy) > [-20]> then\n    change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n    set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n    set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n    end\n    Position\n    set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n    repeat (12)\n        change [y v] by (1)\n        Position\n        if <not <touching (platforms v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-12)\n    if <<key (up arrow v) pressed?> or <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 [in air v] to [0]\n    else\n        set [sx v] to [0]\n    end\n    repeat until <not <touching (platforms v)?>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Crunch v]\n\ndefine Test - Die\nif <touching (danger v)?> then\n    set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n    point towards (exit v)\n    turn right (65) degrees\n    move ((distance to [exit v]) / (2)) steps\n    change size by (-1)\n    change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nset [spawn x v] to [0]\nset [spawn y v] to [0]\n\nwhen I receive [begin v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [tick v]\nif <(MY PLAYER #) > [0]> then\n    send cloud data\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n    set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n    change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\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\nwhen I receive [start v]\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (setup others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n    broadcast (Connected v)\n    start sound [Connect v]\nelse\n    broadcast (Full v)\n    start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\nif <(in air) < [4]> then\n\nset [brightness v] effect to (15)\n\nforever\n    if <<(y position) > [175]> or <<(x position) > [175]> or <(x position) < [-175]>>> then\n        Game On\n    end\nend\n\nset [exit v] to [die]\nGame - Die\n\nwhen flag clicked\n\nforever\n    if <<(y position) > [175]> or <<(x position) > [175]> or <(x position) < [-175]>>> then\n        Game On\n    end\nend\n\nif <[-175] > (y position)> then\n    Game On\nend\n\nwait (1) seconds\nif <[-175] > (y position)> then\nend\n\nwait (1) seconds\n\nforever\nend\n\nif <[-175] > (y position)> then\n    wait (1) seconds\n    if <[-175] > (y position)> then\n        Game On\n    end\nend\n\nif <[-175] > (y position)> then\n    wait (1) seconds\n    if <[-175] > (y position)> then\n        Game On\n    end\nend\nif <<(y position) > [175]> or <<(x position) > [175]> or <(x position) < [-175]>>> then\n    Game On\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [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: [460] y: [0]\n    Clone at x: [500] y: [0]\n    Clone at x: [550] y: [100]\n    Clone at x: [660] y: [350]\n    Clone at x: [850] y: [700]\n    Clone at x: [1200] y: [100]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    if <touching (player v)?> then\n        set [plat. v] to [true]\n    else\n        set [plat. v] to [false]\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\n\nforever\n\nClone at x: [750] y: [400]\n\nClone at x: [1200] y: [100]\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [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: [125] y: [-25]\n    Clone at x: [350] y: [160]\n    Clone at x: [425] y: [-20]\n    Clone at x: [550] y: [160]\n    Clone at x: [225] y: [0]\n    Clone at x: [200] y: [40]\n    Clone at x: [225] y: [0]\n    Clone at x: [-550] y: [375]\n    Clone at x: [1000] y: [300]\nend\n\ndefine position (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\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nhide\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n    start sound [Collect v]\n    change [collected v] by (1)\n    delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nshow variable [collected v]\nif <(LEVEL) = [1]> then\n    switch costume to (dot v)\n    Clone at x: [200] y: [50]\n    Clone at x: [475] y: [100]\n    Clone at x: [775] y: [200]\n    Clone at x: [1230] y: [20]\n    Clone at x: [1570] y: [300]\n    Clone at x: [1450] y: [750]\nend\nset [x v] to [-99999]\n\ndefine position (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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen [m v] key pressed\nif <(username) = [DM_Coder27]> then\n    show variable [mouse v]\n    set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nend\n\nwhen flag clicked\nset [color v] effect to (-7)\nset [brightness v] effect to (-10)\nhide variable [mouse v]\nhide variable [collected v]\nset [collected v] to [0]\n\nset [pitch v] effect to (pick random (80) to (100))\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n    set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (open v)\n    Clone at x: [9999999999] y: [0]\nend\n\ndefine position (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)\nset [x v] to (x)\nset [y v] to (y)\n\n@Others\n\nwhen I receive [setup others v]\nsetup others\n\ndefine setup others\nhide\nset [offline v] to [100]\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 [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    set [my player # v] to (player #)\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 [tick v]\nif <(MY PLAYER #) = (player #)> then\n    set [offline v] to [100]\n    hide\nelse\n    Tick\nend\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 encoded\nif <(names) = [1]> then\n    say (join (player #) (join [: ] (value)))\nelse\n    say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset size to (400) %\nset x to ((value) - (SCROLL X))\nset size to (115) %\nvalue = read from encoded\nset size to (400) %\nset y to ((value) - (SCROLL Y))\nset size to (115) %\nvalue = read from encoded\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n    set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\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\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@Joining\n\nwhen I receive [connected v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [full v]\nswitch costume to (full  v)\nshow\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\ngo [forward v] (1) layers\n\n@Loading\n\nwhen flag clicked\n\nwhen I receive [connecting v]\nrepeat (11)\n    create clone of (_myself_ v)\n    turn right (40) degrees\nend\n\nwhen I receive [connected v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n    repeat (20)\n        turn right (7.5) degrees\n        change [ghost v] effect by (-6)\n        change size by (1)\n    end\n    repeat (20)\n        turn right (7.5) degrees\n        change [ghost v] effect by (6)\n        change size by (-1)\n    end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Decor\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 5 v)\n    Clone at x: [460] y: [0]\n    Clone at x: [500] y: [0]\n    Clone at x: [550] y: [100]\n    Clone at x: [660] y: [350]\n    Clone at x: [750] y: [400]\n    Clone at x: [1100] y: [400]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    go to [front v] layer\n    go [forward v] (1) layers\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\ngo [forward v] (1) layers\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n    go to x: ((0) - ((SCROLL X) / (10))) y: ((0) - ((SCROLL Y) / (10)))\nend\n\nwhen flag clicked\nforever\n    set [brightness v] effect to (-10)\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nrepeat (20)\n    go to [front v] layer\n    turn right (5) degrees\n    change [ghost v] effect by (5)\nend\nbroadcast (start v)\nhide\n\n@Ladders\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [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: [460] y: [0]\n    Clone at x: [500] y: [0]\n    Clone at x: [760] y: [350]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    if <touching (player v)?> then\n        set [ladder v] to [true]\n    else\n        set [ladder v] to [false]\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\n\nforever\n\n@Fake Player\n\nwhen flag clicked\nset [brightness v] effect to (10)\nforever\n    go to (player v)\n    go to [front v] layer\n    go [forward v] (1) layers\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        switch costume to (costume3 v)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        switch costume to (costume2 v)\n    end\nend\n\nif <(y position) < [-170]> then\n    wait until <(plat.) = [true]>\n    set [exit v] to [die]\nend\n\nbroadcast (Setup v)\n\nwhen flag clicked\nforever\nend\n\n@Decor2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    Clone at x: [1200] y: [325]\nend\n\nswitch costume to (level 1 5 v)\n\nClone at x: [500] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\ngo to [front v] layer\ngo [forward v] (1) layers\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\n\nClone at x: [660] y: [350]\n\nClone at x: [0] y: [-30]\n\n@fake others\n\nwhen flag clicked\nset [brightness v] effect to (10)\nforever\n    go to (others v)\n    go to [front v] layer\n    go [forward v] (1) layers\nend\n\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    switch costume to (costume3 v)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    switch costume to (costume2 v)\nend\n\n@Snow\n\nwhen flag clicked\nerase all\nhide\nset size to (10) %\nforever\n    go to [front v] layer\n    go [forward v] (1) layers\n    create clone of (_myself_ v)\n    wait (0.03) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (220)) y: (pick random (200) to (100))\nset [ghost v] effect to (pick random (25) to (75))\nchange size by (pick random (-3) to (5))\nshow\nforever\n    change y by (-3)\n    change x by (pick random (-1) to (1))\n    if <(y position) < [-175]> then\n        delete this clone\n    end\nend\n\n@Respawn Points\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (flag 1 v)\n    Clone at x: [1200] y: [325]\n    Clone at x: [1700] y: [255]\n    Clone at x: [1525] y: [745]\nend\n\nClone at x: [200] y: [100]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    if <touching (player v)?> then\n        set [spawn x v] to (x)\n        set [spawn y v] to (y)\n        switch costume to (flag 2 v)\n    end\nelse\n    hide\nend\n\ngo to [front v] layer\ngo [forward v] (1) layers\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)\nswitch costume to (flag 1 v)\n\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\n\nswitch backdrop to (backdrop2 v)\n\n