App Platformer v1.8

Instructions: type skip to skip the level\nv1.8 \nglitched skin\nDEATH CHICKEN!!!\ncomment studio to join my hacked game studio and unpopular games where we help each other studio\nlinks: hacked studio https://scratch.mit.edu/studios/31933675\nunpopular studio\nhttps://scratch.mit.edu/studios/31932882

@Stage\n\nwhen I receive [reset v]\nif <(actual level) < [11]> then\n    stop [other scripts in sprite v]\n    repeat (20)\n        change volume by (-5)\n    end\n    stop all sounds\n    set volume to (100) %\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [geometry dash v]\nforever\n    play sound [Stereo Madness v] until done\nend\n\nwhen I receive [level build v]\nif <(volume) = [100]> then\n    set volume to (99) %\n    broadcast (mince v)\nend\n\nwhen I receive [egg inc v]\nforever\n    play sound [Fresh_Fallen_Snow v] until done\nend\n\nwhen I receive [polyart v]\nif <(volume) = [100]> then\n    set volume to (99) %\n    broadcast (! v)\nend\n\nwhen I receive [flappy v]\nif <(volume) = [100]> then\n    set volume to (99) %\n    broadcast (# v)\nend\n\nwhen I receive [mince v]\nforever\n    play sound [Minecraft - Piano 3 v] until done\nend\n\nwhen I receive [# v]\nforever\n    play sound [If_I_Had_a_Chicken v] until done\nend\n\nwhen I receive [! v]\nforever\n    play sound [Obelisks v] until done\nend\n\n@Player\n\nwhen flag clicked\n\nwhen I receive [geometry dash v]\ngo to x: (0) y: (0)\n\nwhen I receive [geometry win v]\nset rotation style [all around v]\npoint in direction (90)\nstop [other scripts in sprite v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [turn@# v] to [0]\nrepeat until <(x position) > [238]>\n    turn right (turn@#) degrees\n    change x by (Xv)\n    change y by (Yv)\n    change [yv v] by (0.4)\n    change [xv v] by (0.5)\n    change [turn@# v] by (0.2)\nend\nset rotation style [left-right v]\nset pen size to (40)\nset pen color to (#46d1f2)\ngo to x: (241) y: (180)\npen down\ngo to x: (241) y: (-180)\npen up\nrepeat (5)\n    wait (pick random (0) to (0.3)) seconds\n    lala\n    set pen size to (40)\n    set pen color to (#46d1f2)\n    go to x: (241) y: (180)\n    pen down\n    go to x: (241) y: (-180)\n    pen up\nend\nwait (1) seconds\nbroadcast (reset v)\n\ndefine la\nrepeat (50)\n    if <not <touching (_edge_ v)?>> then\n        move (1) steps\n        change pen size by (0.02)\n        change pen (brightness v) by (-0.1)\n    end\nend\n\nwhen I receive [reset v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (-200) y: (-130)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n    if <<(x position) > [238]> and <<not <(actual level) = [11]>> and <not <((actual level) mod (2)) = [0]>>>> then\n        change [actual level v] by (1)\n        broadcast (reset v)\n    end\n    change [xpos v] by (1)\n    change [yv v] by (-0.5)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by (0.7)\n        point in direction (90)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by (-0.7)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.95))\n    change x by (Xv)\n    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n        change y by (1)\n        if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n            change y by (1)\n            if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                change y by (1)\n                if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                    change y by (1)\n                    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                        change y by (1)\n                        if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                            change x by ((Xv) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            if <touching (geometry boxes v)?> then\n                                change x by (-10)\n                            end\n                            if <touching (null v)?> then\n                                change x by (10)\n                            end\n                            change x by (1)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-8]\n                                else\n                                    set [xv v] to [8]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (null v)?> then\n        change x by (10)\n    end\n    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [yv v] to [10]\n        end\n    end\n    change y by (1)\nend\n\nwhen I receive [geometry dash v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n    change [xpos v] by (1)\n    change [yv v] by (-0.5)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by (0.7)\n        point in direction (90)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by (-0.7)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.95))\n    change x by (Xv)\n    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n        change y by (1)\n        if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n            change y by (1)\n            if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                change y by (1)\n                if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                    change y by (1)\n                    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                        change y by (1)\n                        if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n                            change x by ((Xv) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            if <touching (geometry boxes v)?> then\n                                change x by (-10)\n                            end\n                            if <touching (null v)?> then\n                                change x by (10)\n                            end\n                            change x by (1)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-8]\n                                else\n                                    set [xv v] to [8]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (null v)?> then\n        change x by (10)\n    end\n    if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [yv v] to [10]\n        end\n    end\n    if <touching (geometry spikes v)?> then\n        go to x: (0) y: (0)\n        broadcast (geometry death v)\n    end\n    change y by (1)\nend\n\ndefine lala\ngo to x: (241) y: (0)\npoint in direction (pick random (-45) to (-135))\nset pen size to (pick random (10) to (25))\npen down\nset pen (brightness v) to (pick random (70) to (100))\nset [ghost v] effect to (100)\nrepeat until <not <touching (_edge_ v)?>>\n    lalala\nend\nrepeat until <touching (_edge_ v)?>\n    la\nend\nmove (20) steps\npen up\n\ndefine lalala\nrepeat (30)\n    move (1) steps\n    change pen size by (0.02)\n    change pen (brightness v) by (-0.1)\nend\n\nwhen I receive [egg inc v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n    change [xpos v] by (1)\n    change [yv v] by (-0.5)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by (0.7)\n        point in direction (90)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by (-0.7)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.95))\n    change x by (Xv)\n    if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n        change y by (1)\n        if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n            change y by (1)\n            if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n                change y by (1)\n                if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n                    change y by (1)\n                    if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n                        change y by (1)\n                        if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n                            change x by ((Xv) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            if <touching (null v)?> then\n                                change x by (10)\n                            end\n                            change x by (1)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-8]\n                                else\n                                    set [xv v] to [8]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    if <<touching (egg inc v)?> and <<(y position) > [-120]> and <(y position) < [-100]>>> then\n        broadcast (chicken v)\n    end\n    if <<touching (egg inc v)?> and <<(y position) > [-40]> and <(y position) < [-20]>>> then\n        broadcast (egg value v)\n    end\n    if <<touching (egg inc v)?> and <<(y position) > [28]> and <(y position) < [60]>>> then\n        broadcast (+chicken v)\n    end\n    if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (null v)?> then\n        change x by (10)\n    end\n    if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [yv v] to [10]\n        end\n    end\n    change y by (1)\nend\n\nwhen I receive [polyart v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (-200) y: (-130)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n    change [xpos v] by (1)\n    change [yv v] by (-0.5)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by (0.7)\n        point in direction (90)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by (-0.7)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.95))\n    change x by (Xv)\n    if  then\n        change y by (1)\n        if  then\n            change y by (1)\n            if  then\n                change y by (1)\n                if  then\n                    change y by (1)\n                    if  then\n                        change y by (1)\n                        if  then\n                            change x by ((Xv) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            if <touching (null v)?> then\n                                change x by (10)\n                            end\n                            change x by (1)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-8]\n                                else\n                                    set [xv v] to [8]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (null v)?> then\n        change x by (10)\n    end\n    if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [yv v] to [10]\n        end\n    end\n    change y by (1)\nend\n\nwhen I receive [flappy v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [level build v]\nwait (0.4) seconds\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (start x) y: (start y)\nset [yv v] to [0]\nset [xv v] to [0]\nrepeat until <not <touching (ground/other v)?>>\n    change [start y v] by (40)\n    go to x: (start x) y: (start y)\nend\nforever\n    if <(x position) > [238]> then\n        change [current item # v] by (1)\n        if <(current item #) < [10]> then\n            set [compressed v] to (item (current item #) of [minecraft levels v])\n            broadcast (level build v)\n        else\n            broadcast (reset v)\n        end\n    end\n    if <<<key (e v) pressed?> and <(Wood:) > [0]>> and <not <touching (wood v)?>>> then\n        change [wood: v] by (-1)\n        create clone of (wood v)\n    end\n    if <touching (water v)?> then\n        change [yv v] by (-0.1)\n        if <(Yv) < [-4]> then\n            set [yv v] to [-4]\n        end\n    else\n        change [yv v] by (-0.5)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by (0.7)\n        point in direction (90)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by (-0.7)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.95))\n    change x by (Xv)\n    if <touching (ground/other v)?> then\n        change y by (1)\n        if <touching (ground/other v)?> then\n            change y by (1)\n            if <touching (ground/other v)?> then\n                change y by (1)\n                if <touching (ground/other v)?> then\n                    change y by (1)\n                    if <touching (ground/other v)?> then\n                        change y by (1)\n                        if <touching (ground/other v)?> then\n                            change x by ((Xv) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            if <touching (geometry boxes v)?> then\n                                change x by (-10)\n                            end\n                            if <touching (null v)?> then\n                                change x by (10)\n                            end\n                            change x by (1)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-8]\n                                else\n                                    set [xv v] to [8]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    if <<touching (ground v)?> or <touching (ground/other v)?>> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (null v)?> then\n        change x by (10)\n    end\n    if <<touching (ground v)?> or <touching (ground/other v)?>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [yv v] to [10]\n        end\n    end\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n        set [yv v] to [3]\n    end\n    change y by (1)\n    if <touching (lava v)?> then\n        go to x: (start x) y: (start y)\n        set [yv v] to [0]\n        set [xv v] to [0]\n        repeat until <not <touching (ground/other v)?>>\n            change [start y v] by (40)\n            go to x: (start x) y: (start y)\n        end\n    end\n    go to [front v] layer\nend\n\nwhen I receive [start v]\nset [current item # v] to [1]\nset [actual level v] to [1]\nbroadcast (reset v)\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [geometry dash v]\nswitch costume to (geometry v)\n\nwhen I receive [reset v]\nshow\nswitch costume to ((actual level) + (4))\n\nwhen I receive [egg inc v]\nswitch costume to (egg v)\n\nwhen I receive [polyart v]\nswitch costume to (egg2 v)\n\nwhen I receive [flappy v]\nswitch costume to (flappy v)\n\nwhen I receive [level build v]\nhide\n\n@geometry dash\n\nbroadcast (reset v)\n\nwhen I receive [geometry death v]\nstop [other scripts in sprite v]\nbroadcast (geometry dash v)\ndelete this clone\n\nwhen I receive [geometry dash v]\nhide\nswitch backdrop to (geometry v)\nrandom\nset [! v] to [1]\nrepeat (96)\n    wait until <(Xpos) > [10]>\n    broadcast (geometry clone v)\n    change [! v] by (1)\n    set [xpos v] to [0]\n    if <([x position v] of [player v]) < [-237]> then\n        broadcast (geometry death v)\n    end\nend\nwait (5) seconds\nbroadcast (geometry win v)\n\nwhen I receive [reset v]\nhide\nswitch backdrop to (backdrop1 v)\nstop [other scripts in sprite v]\nif <(actual level) = [2]> then\n    go to x: (0) y: (-60)\n    show\n    wait until <touching (player v)?>\n    broadcast (geometry dash v)\n    change [actual level v] by (1)\nend\n\ndefine random\ndelete all of [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [000002000022])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000001111])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000100000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [000122222222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [110000000011])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000001100000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222222222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000111])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000111000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000111000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [111000000000])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222221111])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000001010])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000101010])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000010101010])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [001010101010])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [101010101010])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222122222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [100000000001])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [122221222211])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [111111111111])\n\n@geometry boxes\n\nwhen I receive [geometry clone v]\nif <(clone?) = [0]> then\n    go to x: (36) y: ((57) * (4))\n    set [# v] to [1]\n    repeat (5)\n        if <(letter (!) of (item (#) of [geometry level v])) = [1]> then\n            create clone of (_myself_ v)\n            next costume\n        end\n        change y by (-57)\n        change [# v] by (1)\n    end\n    clone\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\nshow\ngo to x: (2444) y: (y position)\nrepeat until <(x position) < [-245]>\n    change x by (-5)\nend\ndelete this clone\n\ndefine clone\n\nwhen I receive [geometry death v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\nwhen I receive [geometry dash v]\nbroadcast (switch v)\n\n@egg inc\n\nwhen I receive [reset v]\nhide variable [chickens in house v]\nhide variable [egg value v]\nhide variable [$ v]\nhide\nif <(actual level) = [4]> then\n    set size to (230) %\n    switch costume to (egg,_inc v)\n    go to x: (0) y: (-50)\n    show\n    wait until <touching (player v)?>\n    hide\n    set size to (100) %\n    broadcast (egg inc v)\nelse\n    stop [other scripts in sprite v]\n    delete this clone\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\ngo to x: (-169) y: ((-80) + ((80) * (id)))\nswitch costume to (id)\n\nwhen I receive [+chicken v]\nif <<<($) > (item (2) of [costs v])> or <($) = (item (2) of [costs v])>> and <(id) = [0]>> then\n    change [$ v] by ((0) - (item (2) of [costs v]))\n    change [chickens per press v] by (1)\n    replace item (2) of [costs v] with ((item (2) of [costs v]) * (2))\nelse\n    if <(id) = [0]> then\n        say (join [You need ] (join (round ((item (2) of [costs v]) - ($))) [ more dollars.])) for (2) seconds\n    end\nend\n\nwhen I receive [egg inc v]\nshow variable [chickens in house v]\nshow variable [$ v]\nshow variable [egg value v]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [0]\nset [chickens per press v] to [1]\nset [egg value v] to [0.25]\nset [$ v] to [0]\ngo to x: (-169) y: (-80)\nswitch costume to (costume1 v)\nswitch backdrop to (blue sky v)\nshow\nsay [Get 1 million dollars. \(it's actually pretty easy\)] for (4) seconds\nforever\n    wait (0.5) seconds\n    change [$ v] by ((chickens in house) * (egg value))\n    change [chickens in house v] by (round ((chickens in house) * (0.005)))\n    if <($) > [100]> then\n        set [$ v] to (round ($))\n    end\nend\n\nbroadcast (egg inc v)\n\nbroadcast (reset v)\n\nwhen I receive [egg inc v]\nchange [actual level v] by (1)\nwait until <($) > [1000000]>\nask [You won! Type y to keep playing or n to go to the next level. If you keep playing, whenever you want to continue, just press n] and wait\nif <(answer) = [y]> then\nwait until <key (n v) pressed?>\nbroadcast (reset v)\n\nwhen I receive [egg value v]\nif <<<($) > (item (1) of [costs v])> or <($) = (item (1) of [costs v])>> and <(id) = [0]>> then\n    change [$ v] by ((0) - (item (1) of [costs v]))\n    change [egg value v] by ((0.25) + (round ((egg value) / (8))))\n    replace item (1) of [costs v] with ((item (1) of [costs v]) * (1.3))\nelse\n    if <(id) = [0]> then\n        say (join [You need ] (join (round ((item (1) of [costs v]) - ($))) [ more dollars.])) for (2) seconds\n    end\nend\n\nwhen I receive [egg inc v]\nforever\n    if <($) > [100]> then\n        set [$ v] to (round ($))\n    end\nend\n\nwhen I receive [egg inc v]\ndelete all of [costs v]\nadd [10] to [costs v]\nadd [15] to [costs v]\n\n@chicken\n\nwhen I receive [chicken v]\nif <(clone?) = [0]> then\n    chicken\nend\n\nwhen I start as a clone\nset [xv v] to (pick random (-12.) to (12))\nset [yv v] to (pick random (10.) to (13))\nshow\nset [clone? v] to [1]\ngo to (egg inc v)\ngo to [front v] layer\nrepeat until <touching (ground v)?>\n    set [xv v] to ((xv) * (0.96))\n    change [yv v] by (-1)\n    change x by (xv)\n    change y by (yv)\nend\nlower\nset [xv v] to [1]\nrepeat until <touching (house v)?>\n    change x by (xv)\n    next costume\n    if <(xv) < [15]> then\n        change [xv v] by (0.5)\n    end\nend\nrepeat (10)\n    set [xv v] to ((xv) * (0.96))\n    next costume\n    change x by (xv)\nend\nchange [chickens in house v] by (1)\ndelete this clone\n\nbroadcast (egg inc v)\n\nbroadcast (reset v)\n\ndefine lower\nchange y by ((yv) * (-1))\nrepeat until <touching (ground v)?>\n    change y by (-1)\nend\nchange y by (-6)\n\ndefine chicken\nrepeat (chickens per press)\n    create clone of (_myself_ v)\nend\n\nwhen [z v] key pressed\nset [chickens in house v] to (round ((chickens in house) * (0.01)))\nset [chickens per press v] to (round ((chickens per press) * (0.1)))\nset [$ v] to [0]\nset [egg value v] to (round ((egg value) * (0.1)))\nreplace item (1) of [costs v] with [10]\nreplace item (2) of [costs v] with [15]\n\nwhen I receive [reset v]\nset [chickens in house v] to [0]\nset [clone? v] to [0]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@house\n\nwhen I receive [reset v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [egg inc v]\nswitch costume to (costume1 v)\ngo to x: (155) y: (-98)\nshow\nbroadcast (switch v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (169) y: (-117)\ngo to x: (155) y: (-98)\nforever\n    go to [front v] layer\nend\n\n@screen-shot-2019-02-10-at-71402-pm\n\nwhen I receive [reset v]\nif <(actual level) = [6]> then\n    show\n    go to x: (0) y: (-50)\n    wait until <touching (player v)?>\n    broadcast (polyart v)\n    change [actual level v] by (1)\n    hide\nelse\n    hide\nend\n\n@polyart 1\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [polyart # v] to [1]\nhide\n\nwhen I receive [polyart v]\nif <[2] < (costume [number v])> then\n    switch backdrop to (backdrop2 v)\n    switch costume to (54949708-cute-grey-face-of-domestic-hamster-on-green-background-2 v)\n    if <(polyart #) = [1]> then\n        set [how many more? v] to [2]\n        repeat (2)\n            create clone of (_myself_ v)\n            next costume\n        end\n        go to x: (0) y: (-47)\n        wait until <(distance to [player v]) < [5]>\n        change [polyart # v] by (1)\n        broadcast (polyart v)\n    end\nend\n\nwhen I start as a clone\nset y to (-47)\nif <[1] = (costume [number v])> then\n    forever\n        go to [front v] layer\n        set x to ((([x position v] of [player v]) - (-30)) / (20))\n        show\n    end\nelse\n    forever\n        go to [front v] layer\n        set x to (([y position v] of [player v]) - (-47))\n        show\n    end\nend\n\nbroadcast (polyart v)\n\nwhen I receive [polyart v]\ngo to x: (0) y: (-47)\nif <(costume [number v]) < [3]> then\n    repeat (50)\n        change [ghost v] effect by (2)\n    end\n    delete this clone\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@polyart 2\n\nwhen flag clicked\nhide\n\nwhen I receive [polyart v]\nif <[10] < (costume [number v])> then\n    switch backdrop to (backdrop2 v)\n    if <(polyart #) = [2]> then\n        set [id v] to [1]\n        repeat (10)\n            create clone of (_myself_ v)\n            change [id v] by (1)\n        end\n        go to x: (145) y: (41)\n        wait until <(distance to [player v]) < [5]>\n        broadcast (glide v)\n        wait (3) seconds\n        change [polyart # v] by (1)\n        broadcast (polyart v)\n    end\nend\n\nwhen I receive [polyart v]\nif <(costume [number v]) < [11]> then\n    repeat (50)\n        change [ghost v] effect by (2)\n    end\n    delete this clone\nend\n\nwhen flag clicked\nswitch costume to (costume5 v)\nset [polyart # v] to [1]\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (id)\nset [id v] to (pick random (0.05) to (3))\nclear graphic effects\nif <(pick random (0) to (1)) = [0]> then\n    set [id v] to ((id) * (-1))\nend\nif <(pick random (0) to (1)) = [0]> then\n    forever\n        go to x: (((round ([y position v] of [player v])) - (42)) / (id)) y: ((((round ([x position v] of [player v])) - (145)) / (id)) - (0))\n    end\nelse\n    forever\n        go to x: (((round ([x position v] of [player v])) - (145)) / (id)) y: ((((round ([y position v] of [player v])) - (42)) / (id)) - (0))\n    end\nend\n\nwhen I receive [glide v]\nif <(id) < [4]> then\n    stop [other scripts in sprite v]\n    glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@polyart 4\n\nwhen flag clicked\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nshow\nswitch costume to (id)\nset [id v] to (pick random (0.05) to (3))\nif <(pick random (0) to (1)) = [0]> then\n    set [id v] to ((id) * (-1))\nend\nif <(pick random (0) to (1)) = [0]> then\n    forever\n        go to x: (((round ([y position v] of [player v])) - (111)) / (id)) y: ((((round ([x position v] of [player v])) - (-160)) / (id)) - (50))\n    end\nelse\n    forever\n        go to x: (((round ([x position v] of [player v])) - (-160)) / (id)) y: ((((round ([y position v] of [player v])) - (111)) / (id)) - (50))\n    end\nend\n\nwhen I receive [glide v]\nif <(id) < [4]> then\n    stop [other scripts in sprite v]\n    glide (1) secs to x: (0) y: (-50)\nend\nwait (3) seconds\nrepeat (50)\n    change [ghost v] effect by (2)\nend\ndelete this clone\n\nbroadcast (glide v)\n\nbroadcast (polyart v)\n\nwhen I receive [polyart v]\nif <(polyart #) = [3]> then\n    go to x: (0) y: (0)\n    set size to (150) %\n    hide\n    clear graphic effects\n    switch costume to (final2 v)\n    set [id v] to [2]\n    repeat (107)\n        create clone of (_myself_ v)\n        change [id v] by (1)\n    end\n    go to x: (-160) y: (111)\n    wait until <(distance to [player v]) < [5]>\n    broadcast (glide v)\n    wait (7) seconds\n    clear graphic effects\n    broadcast (reset v)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@el flapo\n\nwhen I receive [flappy v]\nshow\nswitch backdrop to (flappy v)\ngo to x: (-100) y: (-110)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\nwait until <touching color (#66abff)?>\nswitch costume to (costume2 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n        set [yv v] to [7]\n    end\n    change [yv v] by (-1)\n    change y by (yv)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by (1)\n        point in direction (90)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by (-1)\n        point in direction (-90)\n    end\n    change x by (xv)\n    set [xv v] to ((xv) * (0.9))\n    set rotation style [left-right v]\n    if <touching (ground v)?> then\n        change y by ((yv) * (-1))\n        set [yv v] to [0]\n    end\n    if <touching (pipes v)?> then\n        broadcast (rip el flapo v)\n    end\nend\n\nwhen I receive [reset v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [rip el flapo v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nbroadcast (flappy v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\ngo to x: (-100) y: (0)\nset [yv v] to [0]\nrepeat until <touching color (#000000)?>\n    change y by (yv)\n    change [yv v] by (-1)\nend\nwait (0.05) seconds\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@pipes\n\nwhen flag clicked\nhide\n\nwhen I receive [flappy v]\nrepeat (10)\n    wait (pick random (2) to (3)) seconds\n    create clone of (_myself_ v)\nend\nwait (5) seconds\nbroadcast (reset v)\n\nwhen I start as a clone\nshow\ngo to x: (245) y: (pick random (-60) to (100))\nrepeat until <(x position) < [-249]>\n    change x by (-5)\nend\ndelete this clone\n\nwhen I receive [rip el flapo v]\nstop [other scripts in sprite v]\ndelete this clone\n\nswitch backdrop to (flappy v)\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@ground/other\n\nwhen I start as a clone\nshow\nif <(#) = [ig]> then\n    go to x: (x) y: (y)\n    switch costume to (wood v)\n    set [ghost v] effect to (0)\n    show\nelse\n    if <(#) = [special]> then\n        add [1] to [current level v]\n        forever\n            if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                replace item (id) of [current level v] with (current item #)\n            end\n            switch costume to (item (id) of [current level v])\n            if <touching (mouse-pointer v)?> then\n                switch costume to (current item #)\n                set [ghost v] effect to (0)\n            else\n                if <(item (id) of [current level v]) = [1]> then\n                    set [ghost v] effect to (100)\n                else\n                    set [ghost v] effect to (0)\n                end\n            end\n        end\n    else\n        switch costume to (#)\n        set [ghost v] effect to (0)\n        if <<(#) = [1]> or <<(#) = [4]> or <<(#) = [5]> or <<(#) = [7]> or <(#) = [8]>>>>> then\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\n\ndefine compress\nset [# v] to [1]\nset [compressed v] to []\nrepeat (length of [current level v])\n    set [compressed v] to (join (compressed) (item (#) of [current level v]))\n    change [# v] by (1)\nend\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n    repeat (13)\n        if <(letter (id) of (compressed)) = [8]> then\n            set [start x v] to (x position)\n            set [start y v] to (y position)\n        end\n        set [# v] to (letter (id) of (compressed))\n        create clone of (_myself_ v)\n        change [id v] by (1)\n        change x by (40)\n    end\n    set x to (-240)\n    change y by (-40)\nend\nset [# v] to [ig]\n\ndefine buuild\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\ndelete all of [current level v]\nset [# v] to [special]\nrepeat (9)\n    repeat (13)\n        create clone of (_myself_ v)\n        change [id v] by (1)\n        change x by (40)\n    end\n    set x to (-240)\n    change y by (-40)\nend\n\nwhen I receive [level build v]\nswitch backdrop to (minecraft v)\nshow variable [wood: v]\nrepeat (1)\n    delete this clone\nend\nwait (0.1) seconds\ndraw\n\nwhen [space v] key pressed\n\nset [compressed v] to (item (1) of [minecraft levels v])\nbroadcast (level build v)\n\nrepeat (10)\n    delete this clone\nend\ncompress\nadd (compressed) to [minecraft levels v]\nbuuild\n\nbuuild\n\nwhen flag clicked\ndelete all of [minecraft levels v]\nadd [111111111111111111111111111111111111111111111111111118111111111113333344443333222222222222222222222222222222222222222] to [minecraft levels v]\nadd [111111111111111111111111111111111111111111111116666611111111666668111111666666655555666666666666666666666666666666666] to [minecraft levels v]\nadd [111111111111181111111111114455555555555445444445444444544444544444454454454455444445444445544444544444555555555555555] to [minecraft levels v]\nadd [111111111111111111111111111111111111111111111111111111111111111111111111111111811111111111166111111111116655555555555] to [minecraft levels v]\nadd [111111111111151111111111155111111111115511111111111551111111111155111111111115511117771111551111787111155333333333335] to [minecraft levels v]\nadd [111111811111167777777777766777777777776677777777777667777777777766777777777776677777777777667777777777763333333333333] to [minecraft levels v]\nadd [711111141111171111114111117111111411115711111141111571111114111157111111411115781111141111533333334333332222222422222] to [minecraft levels v]\nadd [111111111111111111111111111111134311111111332421111111122242311111132224223333132222422222232222244444442222225555555] to [minecraft levels v]\nadd [111111111111111111111111116111111111141661111111411166611414111116684111111111666111111111155555555555555555555555555] to [minecraft levels v]\n\nwhen I receive [reset v]\nhide variable [wood: v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\nwhen [r v] key pressed\nif <(#) = [ig]> then\n    delete this clone\nend\n\n@water\n\nwhen I start as a clone\nshow\nif <(#) = [4]> then\n    switch costume to (#)\n    set [ghost v] effect to (0)\nelse\n    delete this clone\nend\n\nwhen I receive [level build v]\nrepeat (1)\n    delete this clone\nend\nwait (0.05) seconds\ndraw\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n    repeat (13)\n        set [# v] to (letter (id) of (compressed))\n        create clone of (_myself_ v)\n        change [id v] by (1)\n        change x by (40)\n    end\n    set x to (-240)\n    change y by (-40)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@lava\n\nwhen I start as a clone\nshow\nif <(#) = [5]> then\n    switch costume to (#)\n    set [ghost v] effect to (0)\nelse\n    delete this clone\nend\n\nwhen I receive [level build v]\nrepeat (1)\n    delete this clone\nend\ndraw\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n    repeat (13)\n        set [# v] to (letter (id) of (compressed))\n        create clone of (_myself_ v)\n        change [id v] by (1)\n        change x by (40)\n    end\n    set x to (-240)\n    change y by (-40)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\n@wood\n\nwhen I start as a clone\nshow\nif <(id) = [done]> then\n    go to x: ((round (([x position v] of [player v]) / (40))) * (40)) y: ((round (([y position v] of [player v]) / (40))) * (40))\n    set [ghost v] effect to (50)\n    switch costume to (wood v)\n    wait until <not <touching (player v)?>>\n    set [x v] to (x position)\n    set [y v] to (y position)\n    create clone of (ground/other v)\n    set [ghost v] effect to (0)\n    delete this clone\nelse\n    if <(#) = [7]> then\n        switch costume to (#)\n        set [ghost v] effect to (0)\n        wait until <<touching (player v)?> and <key (space v) pressed?>>\n        go to [front v] layer\n        set [xv v] to (pick random (-2.) to (2))\n        set [yv v] to (pick random (2) to (4.))\n        set size to (7) %\n        set [pitch v] effect to (23)\n        repeat (3)\n            set [xv v] to ((xv) * (0.9))\n            change [yv v] by (-1)\n            change y by (yv)\n            change x by (xv)\n        end\n        repeat until <<touching (ground/other v)?> or <touching (player v)?>>\n            set [xv v] to ((xv) * (0.9))\n            change [yv v] by (-1)\n            change y by (yv)\n            change x by (xv)\n        end\n        remove\n        set [yv v] to [0]\n        set [xv v] to ((y position) + (2))\n        repeat until <touching (player v)?>\n            if <(y position) > (xv)> then\n                change [yv v] by (-0.1)\n            else\n                change [yv v] by (0.1)\n            end\n            change y by (yv)\n        end\n        set volume to (50) %\n        start sound [pop v]\n        change [wood: v] by (1)\n        delete this clone\n    else\n        delete this clone\n    end\nend\n\nwhen I receive [level build v]\nrepeat (13)\n    delete this clone\nend\ndraw\n\ndefine draw\nset size to (20) %\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nset [wood: v] to [0]\nrepeat (9)\n    repeat (13)\n        set [# v] to (letter (id) of (compressed))\n        create clone of (_myself_ v)\n        change [id v] by (1)\n        change x by (40)\n    end\n    set x to (-240)\n    change y by (-40)\nend\nset [id v] to [done]\n\ndefine remove\nrepeat until <not <touching (ground/other v)?>>\n    change y by (1)\nend\nchange y by (3)\n\nwait until <touching (player v)?>\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n    delete this clone\nend\n\nwhen [r v] key pressed\nif <(actual level) = [11]> then\n    repeat (13)\n        delete this clone\n    end\n    draw\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n@Flappy_Bird_icon\n\nwhen I receive [reset v]\nif <(actual level) = [8]> then\n    show\n    go to x: (0) y: (-50)\n    set size to (50) %\n    wait until <touching (player v)?>\n    broadcast (flappy v)\n    change [actual level v] by (1)\n    hide\nelse\n    hide\nend\n\n@unnamed\n\nwhen I receive [reset v]\nif <(actual level) = [10]> then\n    show\n    go to x: (0) y: (-50)\n    set size to (50) %\n    wait until <touching (player v)?>\n    set [current item # v] to [1]\n    set [compressed v] to (item (current item #) of [minecraft levels v])\n    broadcast (level build v)\n    change [actual level v] by (1)\n    hide\nelse\n    hide\nend\n\n@backgroundthingy\n\ndefine speed\nshow\nerase all\ngo to x: (-210) y: (150)\nrepeat (4)\n    repeat (6)\n        switch costume to (pick random (1) to (6))\n        stamp\n        change x by (80)\n    end\n    set x to (-210)\n    change y by (-80)\nend\nhide\n\nwhen I receive [reset v]\n\nwait (0.05) seconds\nspeed\n\n@Intro\n\nwhen flag clicked\nif <(played?) = [0]> then\n    set [played? v] to [1]\n    start sound [Royalty Free - Hero Theme 5BSting5D v]\n    go to x: (0) y: (0)\n    set size to (80) %\n    hide\n    erase all\n    set [special? v] to [1]\n    create clone of (_myself_ v)\n    set [special? v] to [0]\n    clone\n    set [special? v] to [2]\n    create clone of (_myself_ v)\n    set [special? v] to [3]\n    wait (4) seconds\n    switch costume to (costume32 v)\n    set size to (20) %\n    show\n    switch costume to (costume6 v)\n    point in direction (90)\n    set rotation style [all around v]\n    repeat (15)\n        change size by (4)\n        turn right (24) degrees\n    end\n    wait (0.5) seconds\n    broadcast (logo1 v)\nelse\n    broadcast (start v)\nend\n\nwhen I start as a clone\nif <(special?) = [1]> then\n    show\n    go to [back v] layer\n    set size to (100) %\n    switch costume to (costume32 v)\nelse\n    if <(special?) = [0]> then\n        wait (pick random (0.0) to (2)) seconds\n        show\n        move\n        glide (1.5) secs to x: (0) y: (0)\n    end\nend\n\ndefine clone\nswitch costume to (costume29 v)\nrepeat until <(costume [number v]) = [1]>\n    create clone of (_myself_ v)\n    next costume\nend\n\ndefine move\nset rotation style [don't rotate v]\npoint in direction (pick random (1) to (1000000))\nrepeat until <touching (_edge_ v)?>\n    move (10) steps\nend\nmove (20) steps\n\nwhen I receive [logo1 v]\nif <(special?) = [0]> then\n    set rotation style [don't rotate v]\n    point in direction (((costume [number v]) - (8)) * (14.4))\n    set [vroom v] to [10]\n    repeat until <touching (_edge_ v)?>\n        move (vroom) steps\n        set [vroom v] to ((vroom) * (0.98))\n    end\n    repeat (2)\n        move (vroom) steps\n        set [vroom v] to ((vroom) * (0.98))\n    end\n    delete this clone\nelse\n    wait (1.5) seconds\n    if <(special?) = [3]> then\n        broadcast (start v)\n    end\n    repeat (20)\n        change [ghost v] effect by (5)\n        go to [front v] layer\n    end\n    hide\n    delete this clone\nend\n\nset [played? v] to [0]\n\n