Fall Cats || Round Based Platformer 


@Stage\n\nwhen flag clicked\nset volume to (50) %\nswitch backdrop to (1 v)\n\nwhen [m v] key pressed\nif <(volume) = [50]> then\n    set volume to (0) %\nelse\n    set volume to (50) %\nend\n\nwhen I receive [begin round 2 v]\nswitch backdrop to (2 v)\n\nwhen I receive [begin round 3 v]\nswitch backdrop to (2 v)\n\nwhen I receive [countdown round 3 v]\nswitch backdrop to (3 v)\n\nwhen I receive [countdown round 4 v]\nswitch backdrop to (4 v)\n\nwhen I receive [countdown round 5 v]\nswitch backdrop to (10 v)\n\nwhen I receive [begin round 5 v]\n\n@Intro\n\nwhen flag clicked\nIntro\n\ndefine Intro\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [sequence2 v] to [1]\nset [intro: i v] to [0]\nset [i2 v] to [0]\nstart sound [Template v]\nswitch costume to (pink v)\ncreate clone of (_myself_ v)\nwait (.2) seconds\nswitch costume to (circle 1 v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [2]>\nwait (.2) seconds\nswitch costume to (circle 2 v)\ncreate clone of (_myself_ v)\nwait (.01) seconds\nswitch costume to (white bg v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [3]>\nwait (.1) seconds\nswitch costume to (filler 1 v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [4]>\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [5]>\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [6]>\nswitch costume to (filler 2 v)\ncreate clone of (_myself_ v)\nwait until <(Sequence2) = [7]>\nbroadcast (Delete Clones v) and wait\nset [sequence2 v] to [8]\nwait until <(Sequence2) = [9]>\nwait (.2) seconds\nstop [this script v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n    show\n    wait until <(Sequence2) = [2]>\n    wait (.2) seconds\n    delete this clone\nelse\n    if <<(costume [number v]) > [1]> and <[4] > (costume [number v])>> then\n        show\n        set size to (0) %\n        repeat (13)\n            switch costume to (blank v)\n            change size by (((1600) - (size)) / (4))\n            switch costume to (circle 1 v)\n        end\n        wait (.1) seconds\n        repeat (15)\n            change [ghost v] effect by (7)\n            switch costume to (circle 1 v)\n            change size by (((0) - (size)) / (4))\n        end\n        set [sequence2 v] to [2]\n        delete this clone\n    else\n        if <<(costume [number v]) > [3]> and <[6] > (costume [number v])>> then\n            show\n            switch costume to (blank2 v)\n            set size to (1600) %\n            go to [front v] layer\n            clear graphic effects\n            repeat (15)\n                change [ghost v] effect by (6)\n                switch costume to (circle 2 v)\n                change size by (((0) - (size)) / (4))\n            end\n            set [sequence2 v] to [3]\n            delete this clone\n        else\n            if <(costume [number v]) = [6]> then\n                show\n                go to [back v] layer\n                wait until <(Sequence2) = [7]>\n                delete this clone\n            else\n                if <(costume [number v]) = [7]> then\n                    show\n                    go to x: (0) y: (360)\n                    repeat (17)\n                        change y by (((0) - (y position)) / (4.5))\n                    end\n                    go to x: (0) y: (0)\n                    set [sequence2 v] to [4]\n                    wait until <(Sequence2) = [7]>\n                    delete this clone\n                else\n                    if <(costume [number v]) = [8]> then\n                        show\n                        point in direction (-45)\n                        set [ghost v] effect to (100)\n                        set size to (0) %\n                        repeat (20)\n                            change size by (((120) - (size)) / (5))\n                            change [ghost v] effect by (-10)\n                            turn right (((90) - (direction)) / (5)) degrees\n                        end\n                        set [sequence2 v] to [5]\n                        repeat (23)\n                            change size by (((85) - (size)) / (5))\n                            change y by (((40) - (y position)) / (5))\n                        end\n                        wait until <(Sequence2) = [7]>\n                        delete this clone\n                    else\n                        if <(costume [number v]) = [9]> then\n                            show\n                            go to x: (-240) y: (-60)\n                            set [ghost v] effect to (100)\n                            repeat (23)\n                                change [ghost v] effect by (-10)\n                                change x by (((0) - (x position)) / (5))\n                            end\n                            wait (.2) seconds\n                            set [sequence2 v] to [6]\n                            wait until <(Sequence2) = [7]>\n                            delete this clone\n                        else\n                            if <(costume [number v]) = [10]> then\n                                show\n                                go to x: (0) y: (360)\n                                repeat (17)\n                                    change y by (((0) - (y position)) / (4.5))\n                                end\n                                go to x: (0) y: (0)\n                                set [sequence2 v] to [7]\n                                wait until <(Sequence2) = [8]>\n                                wait (.01) seconds\n                                set [sequence2 v] to [9]\n                                repeat (10)\n                                    change [ghost v] effect by (10)\n                                end\n                                broadcast (Splash Screen v)\n                                delete this clone\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [delete clones v]\nif <not <(costume [number v]) = [10]>> then\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\n\nbroadcast (Make Intro v)\n\n@Player\n\ndefine Move In Steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((speed x) / (steps))\n    Check Touching Solid\n    if <(TOUCHING) > [0]> then\n        Collide X - Slope or Wall?\n    end\n    set [last value v] to (y position)\n    change y by ((speed y) / (steps))\n    Check Touching Solid\n    if <(TOUCHING) > [0]> then\n        Collide Y - Ceiling or Floor?\n    end\nend\n\ndefine Check Touching Solid\nif <<<<touching (level v)?> or <touching (platform v)?>> or <<touching (platform2 v)?> or <touching (platform3 v)?>>> or <<<touching (square 1 v)?> or <touching (square 2 v)?>> or <<touching (square 3 v)?> or <<touching (square 4 v)?> or <<touching (square 5 v)?> or <<touching (platforms v)?> or <<touching (still tiles v)?> or <<touching (disappearing  v)?> or >>>>>>>> then\n    set [touching v] to [1]\n    stop [this script v]\nend\nset [touching v] to [0]\nif <touching (jump through v)?> then\n    if <(jump through) < [1]> then\n        change y by (-6)\n        if <touching (jump through v)?> then\n            set [touching v] to [1]\n        else\n            set [jump through v] to [1]\n        end\n        change y by (6)\n    end\nelse\n    set [jump through v] to [0]\nend\n\nwhen I receive [tick player v]\nMoved - by Moving Platform\nControls - UP and DOWN\nControls - LEFT and RIGHT\nMove In Steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - UP and DOWN\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n    if <<(wall slide) > [0]> and <(JUMPING) = [0]>> then\n        set [jumping v] to [1]\n        set [falling v] to [3]\n        set [wall slide v] to [0]\n        turn left (180) degrees\n        set [speed x v] to (((direction) / (90)) * (7))\n        set [long jump v] to [12]\n    end\n    if <<(FALLING) < [3]> and <(JUMPING) = [0]>> then\n        set [jumping v] to [1]\n        set [falling v] to [3]\n    end\n    if <<(JUMPING) > [0]> and <(JUMPING) < (JUMP DURATION)>> then\n        change [jumping v] by (1)\n        set [speed y v] to (JUMP FORCE)\n        broadcast (Play Jump Sound v)\n    end\nelse\n    set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n    Check Can Wall Slide\n    if <(speed y) < [0]> then\n        set [speed y v] to ((speed y) * (0.6))\n    end\nend\n\ndefine Controls - LEFT and RIGHT\nif <(Long Jump) > [0]> then\n    change [long jump v] by (-1)\n    stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(KEY X) = [0]> then\n    if <<(FALLING) > [2]> and <(wall slide) < [1]>> then\n        set [speed x v] to ((speed x) * (0.98))\n        stop [this script v]\n    end\n    if <([abs v] of (speed x) ) < [1]> then\n        set [frame v] to [0]\n        set [speed x v] to [0]\n    else\n        change [frame v] by (0.5)\n    end\nelse\n    change [speed x v] by ((KEY X) * (ACCELERATION))\n    point in direction ((KEY X) * (90))\n    change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Restart and  Begin Level\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\nif <(CHECKPOINT#) = [0]> then\n    Begin Scene # [1] Go to X, Y [-200] [-18]\nend\nif <(CHECKPOINT#) = [0]> then\n    set [scene # v] to [1]\n    go to x: (-200) y: (-18)\nelse\n    if <(CHECKPOINT#) = [1]> then\n        set [scene # v] to [9]\n        go to x: (-200) y: (-18)\n    else\n        if <(CHECKPOINT#) = [2]> then\n            set [scene # v] to [13]\n            go to x: (-170) y: (-9)\n        end\n    end\nend\npoint in direction (90)\nbroadcast (Game Loop v)\nbroadcast (Next v)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n    if <(CAN MOVE?) = [1]> then\n        broadcast (Tick First v)\n        broadcast (Tick - platforms v)\n        broadcast (Tick- Smash v)\n        broadcast (Tick Player v)\n        broadcast (Tick Last v)\n        Detection\n        Moving on Treadmills\n        if <touching (low gravity v)?> then\n            set [gravity v] to [-1]\n        else\n            if <touching (low gravity2 v)?> then\n                set [gravity v] to [-0.8]\n            else\n                set [gravity v] to [-1.5]\n            end\n        end\n    end\nend\n\nwhen I receive [tick last v]\nif <<(x position) > [235]> and <not <<(SCENE #) = [8]> or <<(SCENE #) = [16]> or <<(SCENE #) = [17]> or <(SCENE #) = [18]>>>>>> then\n    Begin Scene # ((SCENE #) + (1)) Go to X, Y [-235] []\n    broadcast (Next v)\nend\nif <<(x position) < [-235]> and <not <<(SCENE #) = [1]> or <<(SCENE #) = [9]> or <<(SCENE #) = [17]> or <<(SCENE #) = [8]> or <(SCENE #) = [18]>>>>>>> then\n    Begin Scene # ((SCENE #) + (-1)) Go to X, Y [235] []\n    broadcast (Next v)\nend\n\ndefine Begin Scene # (scene #) Go to X, Y (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n    set x to (x)\nend\nif <(y) > []> then\n    set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n    Fix Collisions in Direction [0]\nelse\n    Fix Collisions in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collisions in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n    Check Touching Solid\n    if <(TOUCHING) < [1]> then\n        point in direction (temp)\n        stop [this script v]\n    end\n    move (distance) steps\n    turn right (180) degrees\n    change [distance v] by (1)\nend\n\nwhen I receive [tick first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n    switch costume to (hangon01 v)\n    stop [this script v]\nend\nif <(FALLING) > [1]> then\n    if <(speed y) > [0]> then\n        switch costume to (jump01 v)\n    else\n        switch costume to (run_j2 v)\n    end\n    stop [this script v]\nend\nif <(Frame) > [0]> then\n    switch costume to ((1) + ([floor v] of ((Frame) mod (16)) ))\nelse\n    switch costume to (hit angle 0 v)\n    repeat (5)\n        Check Touching Solid\n        if <(TOUCHING) < [1]> then\n            switch costume to ((costume [number v]) + (5))\n            stop [this script v]\n        end\n        next costume\n    end\n    switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(TOUCHING) > [0]> then\n    change y by (1)\n    Check Touching Solid\n    if <(TOUCHING) > [0]> then\n        change y by (-2)\n        set x to (last value)\n        set [speed x v] to [0]\n        stop [this script v]\n    end\n    set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor?\nset y to (last value)\nif <(speed y) > [0]> then\n    set [speed y v] to [0]\n    stop [this script v]\nend\nif <(FALLING) > [0]> then\n    set [falling v] to [0]\n    Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(TOUCHING) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (1)\n    stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(TOUCHING) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (-1)\n    stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(FALLING) < [2]> then\n    set [wall slide v] to [0]\n    stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (TOUCHING)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\ndefine Detection\nif <<touching (spikes v)?> or > then\n    start sound (pick random (7) to (8))\n    broadcast (Transition v)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    Restart and  Begin Level\n    broadcast (Next v)\nend\nif <<touching (orbs v)?> and <key (up arrow v) pressed?>> then\n    set [speed y v] to ((JUMP FORCE) + (3))\n    broadcast (Des v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(TOUCHING) > [0]> then\n    Find Closest Space to (x position) (y position) max [16]\n    if <(TOUCHING) > [0]> then\n        if <(SCENE #) = [8]> then\n            broadcast (Round 2 GAME OVER v)\n            set [game over? v] to [1]\n        else\n            start sound (pick random (7) to (8))\n            broadcast (Transition v)\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            Restart and  Begin Level\n            broadcast (Next v)\n        end\n    end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n    repeat (16)\n        go to x: (x) y: (y)\n        move (distance) steps\n    end\n    Check Touching Solid\n    if <(TOUCHING) < [1]> then\n        point in direction (temp)\n        stop [this script v]\n    end\n    turn right (22.5) degrees\n    change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\ndefine Moving on Treadmills\nif <touching (right v)?> then\n    change x by (4.8)\nend\nif <touching (left v)?> then\n    change x by (-5.7)\nend\nif <touching (right2 v)?> then\n    change x by (5.3)\nend\nif <touching (left2 v)?> then\n    change x by (-5.3)\nend\nif <touching (right3 v)?> then\n    change x by (3)\nend\n\nwhen I receive [start game v]\nshow\ngo to x: (-200) y: (-18)\npoint in direction (90)\nset size to (58) %\nset [scene # v] to [1]\nset [checkpoint# v] to [0]\nbroadcast (Change Scene v)\nset [round# v] to [1]\nset [gravity v] to [-1.5]\nset [jump force v] to [13]\nset [jump duration v] to [6]\nset [acceleration v] to [1.75]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\nRestart and  Begin Level\n\nwhen flag clicked\nhide\n\nwhen I receive [game loop v]\nforever\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n        if <<(JUMPING) > [0]> and <(JUMPING) < (JUMP DURATION)>> then\n            start sound (pick random (4) to (6))\n            wait until <not <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>>\n        end\n    end\nend\n\nwhen I receive [game over v]\nstop all sounds\nstart sound [Buildup v]\nwait (0.5) seconds\nset [game over? v] to [1]\nstart sound [Eliminated Sigh v]\nstart sound [Eliminated v]\nstop [other scripts in sprite v]\n\nif <(y position) > [180]> then\n    Begin Scene # ((SCENE #) + (100)) Go to X, Y [] [-160]\n    broadcast (Next v)\nend\nif <(y position) < [-180]> then\n    Begin Scene # ((SCENE #) + (-100)) Go to X, Y [] [180]\n    broadcast (Next v)\nend\n\nwhen I receive [next v]\nwait until <(SCENE #) = [7]>\n\n    wait until <<touching (round 1 qualified v)?> and <(ROUND#) = [1]>>\n    start sound [Qualified v]\n    start sound (pick random (10) to (12))\n    broadcast (ROUND 1 QUALIFIED v)\n    broadcast (Play Winning Sound v)\nend\n\nwhen I receive [countdown round 2 v]\nshow\ngo to x: (0) y: (30)\n\nwhen I receive [round 1 qualified v]\nhide\n\nwhen I receive [countdown round 3 v]\nshow\npoint in direction (90)\ngo to x: (0) y: (30)\n\nwhen flag clicked\nset [scene # v] to [1]\n\nwhen I receive [next v]\nwait until <(SCENE #) = [7]>\n\n    wait until <<touching (round 1 qualified v)?> and <(ROUND#) = [1]>>\n    set [can move? v] to [0]\n    start sound [Qualified v]\n    start sound (pick random (10) to (12))\nend\n\nwhen I receive [next v]\nwait until <<touching (slime round 2 v)?> and <(SCENE #) = [8]>>\nbroadcast (Round 2 GAME OVER v)\nset [game over? v] to [1]\nstop all sounds\nstart sound [Eliminated Sigh v]\nstart sound [Eliminated v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (stand v)\nset [can move? v] to [0]\n\nwhen I receive [countdown round 2 v]\nswitch costume to (stand v)\ngo to x: (0) y: (30)\nset [speed x v] to [0]\nset [speed x v] to [0]\n\nwhen I receive [round 2 qualified v]\nhide\nset [checkpoint# v] to [1]\n\nset [scene # v] to [7]\n\nwhen I receive [countdown round 3 v]\nswitch costume to (stand v)\nset [can move? v] to [0]\nset [scene # v] to [9]\ngo to x: (-200) y: (-39)\nset [speed x v] to [0]\nset [speed x v] to [0]\n\nwhen I receive [round 2 qualified v]\nhide\nset [checkpoint# v] to [1]\n\nwhen I receive [next v]\nwait until <<touching (round 2 v)?> and <(SCENE #) = [16]>>\nset [can move? v] to [0]\nbroadcast (ROUND 3 QUALIFIED v)\nbroadcast (Play Winning Sound v)\nhide\n\nwhen I receive [countdown round 4 v]\nshow\ngo to x: (0) y: (-60)\nswitch costume to (stand v)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [lives v] to [5]\nforever\n    if <touching (rising slime v)?> then\n        start sound [In Water v]\n        switch backdrop to (9 v)\n        broadcast (GAME OVER v)\n    end\n    if <<touching (ball v)?> or <touching color (#ff6969)?>> then\n        if <(LIVES) = [5]> then\n            set [lives v] to [4]\n            switch backdrop to (5 v)\n            start sound [Crunch v]\n            repeat (2)\n                repeat (10)\n                    change [brightness v] effect by (10)\n                end\n                repeat (10)\n                    change [brightness v] effect by (-10)\n                end\n            end\n            wait until <not <<touching (ball v)?> or <touching color (#ff6969)?>>>\n        else\n            if <(LIVES) = [4]> then\n                set [lives v] to [3]\n                switch backdrop to (6 v)\n                start sound [Crunch v]\n                repeat (2)\n                    repeat (10)\n                        change [brightness v] effect by (10)\n                    end\n                    repeat (10)\n                        change [brightness v] effect by (-10)\n                    end\n                end\n                wait until <not <<touching (ball v)?> or <touching color (#ff6969)?>>>\n            else\n                if <(LIVES) = [3]> then\n                    set [lives v] to [2]\n                    switch backdrop to (7 v)\n                    start sound [Crunch v]\n                    repeat (2)\n                        repeat (10)\n                            change [brightness v] effect by (10)\n                        end\n                        repeat (10)\n                            change [brightness v] effect by (-10)\n                        end\n                    end\n                    wait until <not <<touching (ball v)?> or <touching color (#ff6969)?>>>\n                else\n                    if <(LIVES) = [2]> then\n                        set [lives v] to [1]\n                        switch backdrop to (8 v)\n                        start sound [Crunch v]\n                        repeat (2)\n                            repeat (10)\n                                change [brightness v] effect by (10)\n                            end\n                            repeat (10)\n                                change [brightness v] effect by (-10)\n                            end\n                        end\n                        wait until <not <<touching (ball v)?> or <touching color (#ff6969)?>>>\n                    else\n                        switch backdrop to (8 v)\n                        broadcast (GAME OVER v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [countdown round 5 v]\nset [can move? v] to [0]\nswitch costume to (stand v)\ngo to x: (196) y: (82)\nset [speed x v] to [0]\nset [speed x v] to [0]\n\nset [scene # v] to [18]\n\nset [lives v] to [5]\nswitch backdrop to (4 v)\n\nset [can move? v] to [1]\n\nwhen I receive [countdown v]\nshow\ngo to x: (-200) y: (-18)\npoint in direction (90)\n\nwhen I receive [next v]\nwait until <<touching (slime round 5 v)?> and <(SCENE #) = [18]>>\nbroadcast (GAME OVER v)\nset [game over? v] to [1]\nstop all sounds\nstart sound [Eliminated Sigh v]\nstart sound [Eliminated v]\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (0)\nforever\n    switch costume to (join [Scene] (SCENE #))\nend\n\nset [acceleration v] to [0]\n\nbroadcast (Start game v)\n\nwhen I receive [countdown v]\nshow\nswitch costume to (scene1 v)\n\n@Splash Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [splash screen v]\nshow\nforever\n    go to [back v] layer\nend\n\nwhen I receive [make intro v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\ngo to [back v] layer\nforever\n    switch costume to (join [Scene] (SCENE #))\nend\n\nwhen I receive [countdown v]\nshow\nswitch costume to (scene1 v)\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nshow\nwait (1) seconds\nforever\n    go to [back v] layer\n    switch costume to (join [Scene] (SCENE #))\nend\n\nwhen I receive [countdown v]\nswitch costume to (scene1 v)\n\nwhen I receive [countdown v]\nswitch costume to (scene1 v)\n\nwhen I receive [countdown v]\nrepeat (60)\n    switch costume to (scene1 v)\nend\n\n@Intro Timer\n\nwhen I start as a clone\ngo [forward v] (4) layers\nshow\ngo to [front v] layer\nforever\n    show\n    set size to (130) %\n    go to x: (((Clone #) * (20)) - (-200)) y: (142)\n    if <(length of (round (TIME))) < (Clone #)> then\n        hide\n    else\n        show\n        switch costume to (letter (Clone #) of (TIME))\n    end\nend\n\nwhen I receive [make intro v]\nset [clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [clone # v] by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [make intro v]\nset [time v] to [7]\nrepeat (7)\n    change [time v] by (-1)\n    wait (1) seconds\nend\n\nwhen I receive [start game v]\ndelete this clone\n\nwhen I receive [countdown v]\ndelete this clone\n\nwhen I receive [countdown 1 v]\nset [time v] to [7]\nset [clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [clone # v] by (1)\nend\nrepeat (7)\n    change [time v] by (-1)\n    wait (1) seconds\nend\n\nwhen I receive [countdown round 2 v]\ndelete this clone\n\nwhen I receive [countdown 2 v]\nset [time v] to [7]\nset [clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [clone # v] by (1)\nend\nrepeat (7)\n    change [time v] by (-1)\n    wait (1) seconds\nend\n\nwhen I receive [countdown round 3 v]\ndelete this clone\n\nwhen I receive [countdown 3 v]\nset [time v] to [7]\nset [clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [clone # v] by (1)\nend\nrepeat (7)\n    change [time v] by (-1)\n    wait (1) seconds\nend\n\nwhen I receive [countdown round 4 v]\ndelete this clone\n\nhide\n\nhide\n\nhide\n\nwhen I receive [countdown 4 v]\nset [time v] to [7]\nset [clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [clone # v] by (1)\nend\nrepeat (7)\n    change [time v] by (-1)\n    wait (1) seconds\nend\n\nwhen I receive [countdown round 5 v]\ndelete this clone\n\nwhen flag clicked\n\nwhen [space v] key pressed\ndelete this clone\n\n@Game Timer\n\nwhen I start as a clone\ngo [forward v] (4) layers\nshow\nforever\n    set size to (130) %\n    go to x: (((Clone #) * (17)) - (240)) y: (147)\n    if <(length of (round (Round 1 Game Time))) < (Clone #)> then\n        hide\n    else\n        show\n        switch costume to (letter (Clone #) of (Round 1 Game Time))\n    end\nend\n\nwhen I receive [start game v]\nset [clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [clone # v] by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nwait (1) seconds\nset [round 1 game time v] to [60]\nrepeat (60)\n    change [round 1 game time v] by (-1)\n    wait (1) seconds\nend\nbroadcast (GAME OVER v)\n\nwhen I receive [round 1 qualified v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [round 1 game time v] to [60]\n\nwhen I receive [begin round 2 v]\ndelete this clone\n\nwhen I receive [ask question 1 v]\nset [round 1 game time v] to [4]\nrepeat (4)\n    change [round 1 game time v] by (-1)\n    wait (1) seconds\nend\n\nwhen I receive [ask question 1 v]\nset [clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [clone # v] by (1)\nend\n\nwhen I receive [begin round 2 v]\ndelete this clone\n\nwhen I receive [round 2 shapes v]\ndelete this clone\n\nwhen I receive [ask question2 v]\nset [round 1 game time v] to [4]\nrepeat (4)\n    change [round 1 game time v] by (-1)\n    wait (1) seconds\nend\n\nwhen I receive [ask question2 v]\nset [clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [clone # v] by (1)\nend\n\nwhen I receive [round 2 shapes v]\ndelete this clone\n\nwhen I receive [third round v]\ndelete this clone\n\nwhen I receive [ask question3 v]\nset [clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [clone # v] by (1)\nend\n\nwhen I receive [ask question3 v]\nset [round 1 game time v] to [4]\nrepeat (4)\n    change [round 1 game time v] by (-1)\n    wait (1) seconds\nend\n\nwhen I receive [round 2 qualified v]\ndelete this clone\n\nwhen I receive [begin tiles tumble v]\nset [clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [clone # v] by (1)\nend\n\nwhen I receive [begin tiles tumble v]\nset [round 1 game time v] to [90]\nrepeat (90)\n    change [round 1 game time v] by (-1)\n    wait (1) seconds\nend\nbroadcast (GAME OVER v)\n\nwhen I receive [round 3 qualified v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [countdown round 4 v]\nstop [other scripts in sprite v]\n\nwhen I receive [begin hex a gone v]\nset [clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [clone # v] by (1)\nend\n\nwhen I receive [begin hex a gone v]\nset [round 1 game time v] to [61]\nrepeat (61)\n    change [round 1 game time v] by (-1)\n    wait (1) seconds\nend\nbroadcast (Win v)\nset [can move? v] to [0]\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\nbroadcast (Win v)\nset [can move? v] to [0]\n\n@Countdown\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [can move? v] to [1]\nbroadcast (Start game v)\n\nwhen I receive [countdown v]\nwait (1) seconds\npoint in direction (90)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwait (0.5) seconds\nrepeat (8)\n    change size by (-10)\n    turn right (10) degrees\nend\nnext costume\nrepeat (8)\n    change size by (10)\n    turn left (10) degrees\nend\n\nwhen I receive [countdown round 2 v]\nwait (1) seconds\npoint in direction (90)\nset size to (100) %\nshow\nswitch costume to (3 v)\nset [round# v] to [2]\nclear graphic effects\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [countdown round 2 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [can move? v] to [1]\nbroadcast (Begin Shapes Memory v)\n\nwhen I receive [countdown round 3 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [can move? v] to [1]\nbroadcast (Begin Tiles Tumble v)\n\nwhen I receive [countdown round 3 v]\nwait (1) seconds\npoint in direction (90)\nset size to (100) %\nshow\nswitch costume to (3 v)\nset [round# v] to [3]\nclear graphic effects\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [countdown round 4 v]\nwait (1) seconds\npoint in direction (90)\nset size to (100) %\nshow\nswitch costume to (3 v)\nset [round# v] to [4]\nclear graphic effects\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [countdown round 4 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [can move? v] to [1]\nbroadcast (Begin Stress Test v)\n\nwhen I receive [countdown round 5 v]\nwait (1) seconds\npoint in direction (90)\nset size to (100) %\nshow\nswitch costume to (3 v)\nset [round# v] to [5]\nclear graphic effects\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [hex a gone started? v] to [1]\n\nwhen I receive [countdown round 5 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [can move? v] to [1]\nbroadcast (Begin Hex a Gone v)\n\n@Round 1 Qualified\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    switch costume to (join [Scene] (SCENE #))\nend\n\nset [acceleration v] to [0]\n\nbroadcast (Start game v)\n\nwhen I receive [countdown v]\nshow\nswitch costume to (scene1 v)\n\n@Intro 1\n\nwhen I receive [make intro v]\nshow\nset [brightness v] effect to (100)\nswitch costume to (1 v)\nstart sound [Song2 v]\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (6) seconds\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nbroadcast (Countdown v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [begin round 2 v]\nwait (0) seconds\nbroadcast (Countdown 1 v)\nshow\nset [brightness v] effect to (100)\nswitch costume to (2 v)\nstart sound [Song2 v]\ngo to [front v] layer\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (6) seconds\nset [scene # v] to [8]\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nbroadcast (Countdown round 2 v)\nhide\n\nstart sound [Song2 v]\n\nchange [scene # v] by (1)\n\nwhen I receive [begin round 3 v]\nwait (0) seconds\nbroadcast (Countdown 2 v)\nset [round# v] to [3]\nshow\nset [brightness v] effect to (100)\nswitch costume to (3 v)\nstart sound [Song2 v]\ngo to [front v] layer\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (6) seconds\nset [scene # v] to [9]\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nbroadcast (Countdown round 3 v)\nhide\n\nwhen I receive [begin round 4 v]\nwait (0) seconds\nbroadcast (Countdown 3 v)\nshow\nset [brightness v] effect to (100)\nswitch costume to (4 v)\nstart sound [Song2 v]\ngo to [front v] layer\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (6) seconds\nset [scene # v] to [17]\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nbroadcast (Countdown round 4 v)\nhide\n\nwhen I receive [begin round 5 v]\nwait (0) seconds\nbroadcast (Countdown 4 v)\nshow\nset [brightness v] effect to (100)\nswitch costume to (5 v)\nstart sound [Song2 v]\ngo to [front v] layer\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (6) seconds\nset [scene # v] to [18]\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nbroadcast (Countdown Round 5 v)\nhide\n\n@Platform\n\ndefine Animate Platform\nforever\n    repeat (40)\n        change y by (2)\n    end\n    start sound [Slide v]\n    wait (0.5) seconds\n    repeat (40)\n        change y by (-2)\n    end\n    wait (0.5) seconds\nend\n\nwhen I receive [tick - platforms v]\ntick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine tick (new x) (new y)\nif <(new y) > (last y)> then\n    change y by (1)\nelse\n    set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n    set [platform dx v] to ((new x) - (last x))\n    set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\nwhen flag clicked\nforever\n    if <not <<(SCENE #) = [2]> or <<(SCENE #) = [3]> or <<(SCENE #) = [4]> or <<(SCENE #) = [5]> or <<(SCENE #) = [6]> or >>>>>> then\n        hide\n    end\nend\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [2]> then\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    Animate Platform\nend\nif <(SCENE #) = [3]> then\n    go to x: (0) y: (0)\n    switch costume to (2 v)\n    show\n    Animate Platform\nend\nif <(SCENE #) = [4]> then\n    go to x: (0) y: (0)\n    switch costume to (3 v)\n    show\n    Animate 2\nend\nif <(SCENE #) = [5]> then\n    go to x: (0) y: (0)\n    switch costume to (4 v)\n    show\n    Animate 3\nend\nif <(SCENE #) = [11]> then\n    go to x: (0) y: (0)\n    switch costume to (6 v)\n    show\n    Animate 4\nend\n\nif <(SCENE #) = [6]> then\n    go to x: (0) y: (0)\n    switch costume to (5 v)\n    show\n    Animate Platform\nend\n\nwhen flag clicked\nhide\n\ndefine Animate 2\nforever\n    repeat (30)\n        change y by (4)\n    end\n    wait (0.5) seconds\n    repeat (30)\n        change y by (-4)\n    end\n    start sound [Slide v]\n    wait (0.5) seconds\nend\n\ndefine Animate 3\nforever\n    repeat (20)\n        change y by (4)\n    end\n    start sound [Slide v]\n    wait (0.5) seconds\n    repeat (20)\n        change y by (-4)\n    end\n    wait (0.5) seconds\nend\n\ndefine Animate 4\ngo to [front v] layer\nforever\n    repeat (30)\n        change y by (2)\n    end\n    repeat (30)\n        change y by (-2)\n    end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Credits\n\nwhen I receive [show credits v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nwait until <mouse down?>\nbroadcast (Show Button v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\nset [can be clicked? v] to [1]\n\nwhen flag clicked\nhide\n\n@Platform2\n\ndefine Animate Platform\nforever\n    repeat (40)\n        change y by (-2)\n    end\n    wait (0.5) seconds\n    repeat (40)\n        change y by (2)\n    end\n    wait (0.5) seconds\nend\n\nwhen I receive [tick - platforms v]\ntick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine tick (new x) (new y)\nif <(new y) > (last y)> then\n    change y by (1)\nelse\n    set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n    set [platform dx v] to ((new x) - (last x))\n    set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\nwhen flag clicked\nforever\n    if <not <<(SCENE #) = [11]> or <<(SCENE #) = [12]> or >>> then\n        hide\n    end\nend\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [2]> then\n    switch costume to (1 v)\n    go to x: (0) y: (0)\n    show\n    Animate Platform\nend\nif <(SCENE #) = [11]> then\n    switch costume to (2 v)\n    go to x: (0) y: (60)\n    show\n    Animate 2\nend\n\nwhen flag clicked\nhide\n\ndefine Animate 2\nforever\n    repeat (30)\n        change y by (-2)\n    end\n    repeat (30)\n        change y by (2)\n    end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Instructions\n\nwhen I receive [show instructions v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nwait until <mouse down?>\nbroadcast (Show Button v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\nset [can be clicked? v] to [1]\n\nwhen flag clicked\nhide\n\n@Platform3\n\ndefine Animate Platform\nforever\n    repeat (40)\n        change y by (-2)\n    end\n    start sound [Slide v]\n    wait (0.5) seconds\n    repeat (40)\n        change y by (2)\n    end\n    start sound [Slide v]\n    wait (0.5) seconds\nend\n\nwhen I receive [tick - platforms v]\ntick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine tick (new x) (new y)\nif <(new y) > (last y)> then\n    change y by (1)\nelse\n    set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n    set [platform dx v] to ((new x) - (last x))\n    set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\nwhen flag clicked\nforever\n    if <not <<(SCENE #) = [2]> or >> then\n        hide\n    end\nend\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [3]> then\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    Animate Platform\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@T1\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    if <(SCENE #) = [1]> then\n        next costume\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [countdown v]\nshow\ngo to x: (0) y: (0)\n\n@T2\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    if <(SCENE #) = [2]> then\n        next costume\n        show\n    else\n        hide\n    end\nend\n\n@T32\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    if <(SCENE #) = [6]> then\n        next costume\n        show\n    else\n        hide\n    end\nend\n\n@Game Over\n\nwhen I receive [game over v]\nwait (5) seconds\ngo to [front v] layer\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (-10)\nend\nwait (1) seconds\nclear graphic effects\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nset [game over? v] to [0]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [game over v]\nwait (5) seconds\nif <(ROUND#) = [1]> then\n    switch costume to (1 v)\nelse\n    if <(ROUND#) = [2]> then\n        switch costume to (2 v)\n    else\n        if <(ROUND#) = [3]> then\n            switch costume to (3 v)\n        else\n            if <(ROUND#) = [4]> then\n                switch costume to (4 v)\n            else\n                if <(ROUND#) = [5]> then\n                    switch costume to (5 v)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [round 2 game over v]\nwait (5) seconds\ngo to [front v] layer\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (-10)\nend\nwait (1) seconds\nclear graphic effects\ngo to [front v] layer\nstop [all v]\n\nwhen I receive [round 2 game over v]\nwait (5) seconds\ngo to [front v] layer\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (-10)\nend\nwait (1) seconds\nclear graphic effects\ngo to [front v] layer\nstop [all v]\n\nwhen I receive [round 5 game over v]\nwait (5) seconds\nif <(ROUND#) = [1]> then\n    switch costume to (1 v)\nelse\n    if <(ROUND#) = [2]> then\n        switch costume to (2 v)\n    else\n        if <(ROUND#) = [3]> then\n            switch costume to (3 v)\n        else\n            if <(ROUND#) = [4]> then\n                switch costume to (4 v)\n            else\n                if <(ROUND#) = [5]> then\n                    switch costume to (5 v)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [show message v]\nset [ghost v] effect to (100)\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (-10)\nend\nwait (1) seconds\nclear graphic effects\ngo to [front v] layer\nstop [all v]\n\nswitch costume to (text v)\n\nwhen I receive [round 2 game over v]\nswitch costume to (2 v)\n\nwhen I receive [win v]\nswitch costume to (6 v)\n\n@Right\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    if <(SCENE #) = [1]> then\n        show\n        set [ghost v] effect to (100)\n        switch costume to (1 v)\n    else\n        if <(SCENE #) = [2]> then\n            show\n            set [ghost v] effect to (100)\n            switch costume to (2 v)\n        else\n            hide\n        end\n    end\nend\n\n@Left\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    if <(SCENE #) = [6]> then\n        show\n        set [ghost v] effect to (100)\n        switch costume to (1 v)\n    else\n        hide\n    end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n    if <(GAME OVER?) = [1]> then\nend\n\n@Slime (Danger)\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n    switch costume to (join [Scene] (SCENE #))\n    set y to ((3) * ([sin v] of ((timer) * (180)) ))\nend\n\ngo to [back v] layer\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\n\n@Eliminated\n\nwhen I receive [game over v]\nwait (1) seconds\nshow\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n    switch costume to (dot v)\n    change size by (-50)\n    switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [round 1 qualified v]\nshow\nstart sound (pick random (1) to (3))\nstart sound [Qualified v]\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n    switch costume to (dot v)\n    change size by (-50)\n    switch costume to (2 v)\nend\nwait (3) seconds\nbroadcast (BEGIN ROUND 2 v)\nhide\n\nbroadcast (BEGIN ROUND 2 v)\n\nwhen I receive [play winning sound v]\nstart sound (pick random (1) to (3))\nstart sound [Qualified v]\n\nwhen I receive [round 2 game over v]\nwait (0.3) seconds\nshow\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n    switch costume to (dot v)\n    change size by (-50)\n    switch costume to (1 v)\nend\n\nwhen I receive [round 2 qualified v]\nshow\nstart sound (pick random (1) to (3))\nstart sound [Qualified v]\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n    switch costume to (dot v)\n    change size by (-50)\n    switch costume to (3 v)\nend\nwait (3) seconds\nbroadcast (BEGIN ROUND 3 v)\nhide\n\nwhen I receive [round 3 qualified v]\nshow\nstart sound [Qualified v]\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n    switch costume to (dot v)\n    change size by (-50)\n    switch costume to (4 v)\nend\nwait (3) seconds\nbroadcast (BEGIN ROUND 4 v)\nhide\n\nwhen I receive [round 4 qualified v]\nshow\nstart sound (pick random (1) to (3))\nstart sound [Qualified v]\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n    switch costume to (dot v)\n    change size by (-50)\n    switch costume to (5 v)\nend\nwait (3) seconds\nbroadcast (BEGIN ROUND 5 v)\nhide\n\nwhen I receive [round 5 game over v]\nwait (0.3) seconds\nshow\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n    switch costume to (dot v)\n    change size by (-50)\n    switch costume to (1 v)\nend\n\nwhen I receive [win v]\nshow\nstart sound (pick random (1) to (3))\nstart sound [Qualified v]\nswitch costume to (dot v)\nset size to (600) %\ngo [forward v] (5) layers\nrepeat (10)\n    switch costume to (dot v)\n    change size by (-50)\n    switch costume to (6 v)\nend\nwait (4) seconds\nbroadcast (Show message v)\nhide\n\nstart sound (pick random (1) to (3))\nstart sound [Qualified v]\n\n@Music\n\nwhen I receive [start game v]\nif <(ROUND#) = [1]> then\n    play sound [Fall 'N' Roll v] until done\n    wait (1) seconds\nend\n\nwhen I receive [game over v]\nstop all sounds\n\nwhen I receive [round 1 qualified v]\nstop all sounds\n\nwhen I receive [begin shapes memory v]\nif <(ROUND#) = [2]> then\n    play sound [Fall 'N' Roll v] until done\n    wait (1) seconds\nend\n\nwhen I receive [round 2 game over v]\nset volume to (0) %\nwait (0.3) seconds\nclear sound effects\n\nwhen I receive [round 2 qualified v]\nset volume to (0) %\nwait (0.3) seconds\nclear sound effects\n\nstop all sounds\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [begin tiles tumble v]\nset volume to (100) %\nif <(ROUND#) = [3]> then\n    play sound [Beans of the Round Table v] until done\n    wait (1) seconds\nend\n\nwhen I receive [round 2 game over v]\nset volume to (0) %\nwait (0.3) seconds\nclear sound effects\n\nwhen I receive [round 3 qualified v]\nset volume to (0) %\nwait (0.3) seconds\nclear sound effects\n\nwhen I receive [begin hex a gone v]\nset volume to (100) %\nstop all sounds\nif <(ROUND#) = [5]> then\n    play sound [Final Fall v] until done\n    wait (1) seconds\nend\n\nwhen I receive [win v]\nset volume to (0) %\nwait (0.3) seconds\nclear sound effects\n\nwhen I receive [begin stress test v]\nstop all sounds\nset volume to (100) %\nif <(ROUND#) = [4]> then\n    play sound [Survive the Fall v] until done\n    wait (1) seconds\nend\n\nwhen I receive [round 4 qualified v]\nset volume to (0) %\nwait (0.3) seconds\nclear sound effects\n\n@Slime Round 2\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join (SCENE #) [banana])\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n    switch costume to (join [Scene] (SCENE #))\n    set y to ((3) * ([sin v] of ((timer) * (180)) ))\nend\n\nwhen I receive [countdown round 2 v]\nshow\n\n@Square 1\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 2 v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [3rd round qualified! v]\n\nswitch costume to (5 v)\n\nplay sound [Time's up v] until done\nbroadcast (Removed v)\nstart sound [Dissappear v]\nwait (1) seconds\nbroadcast (Show shapes 3 v)\nstart sound [Reappear  v]\nwait (1) seconds\n\nbroadcast (3rd Round Qualified! v)\n\nstart sound [Dissappear v]\n\nwait (1) seconds\nstart sound [Tick v]\nwait (1) seconds\nstart sound [Tick2 v]\nswitch costume to (1 v)\nwait (3) seconds\n\nwhen I receive [begin shapes memory v]\nwait (1) seconds\nbroadcast (ShowIn v)\nstart sound [Tick v]\nswitch costume to (4 v)\nwait (1.5) seconds\nstart sound [Tick2 v]\nswitch costume to (1 v)\nwait (1) seconds\nbroadcast (Show X v)\nstart sound [Tick v]\nwait (1.5) seconds\nstart sound [Tick2 v]\nbroadcast (HideX v)\nwait (1) seconds\nbroadcast (Ask Question 1 v)\nwait (3) seconds\nplay sound [Time's up v] until done\nbroadcast (Disappear  v)\nstart sound [Dissappear v]\nwait (1) seconds\nstart sound [Reappear  v]\nwait (1) seconds\nbroadcast (Re appear v)\nwait (1) seconds\nbroadcast (Round 2 Shapes v)\nstart sound [Tick v]\nswitch costume to (3 v)\nwait (1.5) seconds\nstart sound [Tick2 v]\nbroadcast (Show Next shapes v)\nswitch costume to (1 v)\nwait (1) seconds\nstart sound [Tick v]\nwait (1.5) seconds\nstart sound [Tick2 v]\nbroadcast (Next Shape v)\nwait (1) seconds\nstart sound [Tick v]\nwait (1.5) seconds\nstart sound [Tick2 v]\nbroadcast (Next Shape 2 v)\nwait (1) seconds\nstart sound [Tick v]\nswitch costume to (1 v)\nwait (1.5) seconds\nstart sound [Tick2 v]\nswitch costume to (1 v)\nbroadcast (Next Shape 3 v)\nwait (1) seconds\nstart sound [Tick v]\nwait (1.5) seconds\nstart sound [Tick2 v]\nbroadcast (Ask Question2 v)\nwait (3) seconds\nplay sound [Time's up v] until done\nbroadcast (Gone v)\nstart sound [Dissappear v]\nwait (1) seconds\nstart sound [Reappear  v]\nwait (1) seconds\nbroadcast (Third round v)\nbroadcast (Final v)\nwait (1) seconds\nstart sound [Tick v]\nswitch costume to (5 v)\nwait (3) seconds\nstart sound [Tick2 v]\nswitch costume to (1 v)\nbroadcast (Ask Question3 v)\nwait (3) seconds\nplay sound [Time's up v] until done\nbroadcast (Removed v)\nstart sound [Dissappear v]\nwait (2) seconds\nbroadcast (Show Shapes  v)\nstart sound [Reappear  v]\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (2) seconds\nbroadcast (ROUND 2 QUALIFIED v)\n\nbroadcast (ROUND 2 QUALIFIED v)\n\nwhen I receive [disappear  v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [re appear v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [gone v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [third round v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [begin round 3 v]\nhide\n\n@Square 2\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 2 v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [hidex v]\nswitch costume to (1 v)\n\nwhen I receive [round 2 shapes v]\nswitch costume to (2 v)\n\nwhen I receive [show next shapes v]\nswitch costume to (1 v)\n\nwhen I receive [next shape 3 v]\nwait (1) seconds\nswitch costume to (2 v)\nwait (1.5) seconds\nswitch costume to (1 v)\n\nwhen I receive [third round v]\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [gone v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [third round v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [show x v]\nswitch costume to (3 v)\n\nwhen I receive [final v]\nwait (1) seconds\nswitch costume to (4 v)\nwait (3) seconds\nswitch costume to (1 v)\n\nwhen I receive [removed v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show shapes 3 v]\nshow\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\nwhen I receive [show shapes  v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [disappear  v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [re appear v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [begin round 3 v]\nhide\n\n@Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 2 v]\nswitch costume to (blank v)\nshow\ngo to [back v] layer\n\nwhen I receive [ask question 1 v]\nswitch costume to (2 v)\nstart sound [Asked v]\n\nwhen I receive [round 2 shapes v]\nswitch costume to (remember v)\n\nwhen I receive [ask question2 v]\nswitch costume to (3 v)\nstart sound [Asked v]\n\nwhen I receive [begin shapes memory v]\nwait (1) seconds\nswitch costume to (remember v)\n\nwhen I receive [ask question3 v]\nstart sound [Asked v]\nswitch costume to (4 v)\n\nwhen I receive [final v]\nswitch costume to (remember v)\n\nwhen I receive [begin round 3 v]\nhide\n\n@Square 3\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 2 v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [show x v]\nswitch costume to (6 v)\n\nwhen I receive [hidex v]\nswitch costume to (1 v)\n\nwhen I receive [show next shapes v]\nwait (1) seconds\nswitch costume to (5 v)\nwait (1.5) seconds\nswitch costume to (1 v)\n\nwhen I receive [third round v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [gone v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [third round v]\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [final v]\nwait (1) seconds\nswitch costume to (2 v)\nwait (3) seconds\nswitch costume to (1 v)\n\nwhen I receive [removed v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show shapes 3 v]\nshow\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\nwhen I receive [show shapes  v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [disappear  v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [re appear v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [begin round 3 v]\nhide\n\n@Square 4\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 2 v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [hidex v]\nswitch costume to (1 v)\n\nhide\n\nwhen I receive [next shape v]\nwait (1) seconds\nswitch costume to (7 v)\nwait (1.5) seconds\nswitch costume to (1 v)\n\nwhen I receive [show x v]\nswitch costume to (5 v)\n\nwhen I receive [disappear  v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [re appear v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [final v]\nwait (1) seconds\nswitch costume to (3 v)\nwait (3) seconds\nswitch costume to (1 v)\n\nwhen I receive [removed v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show shapes 3 v]\nshow\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\nwhen I receive [show shapes  v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [begin round 3 v]\nhide\n\n@Square 5\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 2 v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next shape v]\n\nwhen I receive [next shape 2 v]\nwait (1) seconds\nswitch costume to (4 v)\nwait (1.5) seconds\nswitch costume to (1 v)\n\nwhen I receive [begin shapes memory v]\nwait (1) seconds\nswitch costume to (2 v)\nwait (1.5) seconds\nswitch costume to (1 v)\n\nwhen I receive [gone v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [third round v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [final v]\nwait (1) seconds\nswitch costume to (7 v)\nwait (3) seconds\nswitch costume to (1 v)\n\nwhen I receive [removed v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show shapes 3 v]\nshow\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\nwhen I receive [show shapes  v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I receive [begin round 3 v]\nhide\n\n@Platforms\n\nwhen I receive [next v]\nif <(SCENE #) = (My Scene)> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n    Detect Touching\nend\n\ndefine Place (name) Scene (scene) XY (x) (y)\nset [my scene v] to (scene)\nswitch costume to (name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\ndefine Detect Touching\nchange y by (2)\nif <touching (player v)?> then\n    wait (0.07) seconds\n    start sound [Remove v]\n    repeat (10)\n        change [ghost v] effect by (10)\n        change size by (-8)\n        change y by (-2.5)\n    end\n    hide\n    delete this clone\nend\nchange y by (-2)\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(SCENE #) = (My Scene)> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [round 2 qualified v]\nPlace [1] Scene [9] XY [29] [-70]\nPlace [1] Scene [10] XY [-27] [-15]\nPlace [1] Scene [10] XY [129] [-15]\nPlace [1] Scene [10] XY [-27] [-45]\nPlace [1] Scene [10] XY [51] [-45]\nPlace [1] Scene [11] XY [-118] [16]\nPlace [1] Scene [11] XY [-40] [16]\nPlace [1] Scene [12] XY [-78] [-42]\nPlace [1] Scene [12] XY [78] [-42]\nPlace [1] Scene [13] XY [6] [-15]\nPlace [1] Scene [14] XY [-120] [-25]\nPlace [1] Scene [17] XY [190] [-34]\nPlace [1] Scene [17] XY [112] [-34]\n\nwhen [space v] key pressed\n\nbroadcast (Delete Clones v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I receive [delete clones v]\ndelete this clone\n\nPlace [1] Scene [17] XY [158] [-34]\n\n@Still Tiles\n\nwhen I receive [next v]\nif <(SCENE #) = (My Scene)> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\ngo to [back v] layer\nforever\n    Detect Touching\nend\n\ndefine Place (name) Scene (scene) XY (x) (y)\nset [my scene v] to (scene)\nswitch costume to (name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\ndefine Detect Touching\nchange y by (3)\nif <touching (player v)?> then\n    switch costume to (2 v)\nend\nchange y by (-3)\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(SCENE #) = (My Scene)> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [round 2 qualified v]\nPlace [1] Scene [9] XY [166] [-70]\nPlace [1] Scene [10] XY [51] [-15]\nPlace [1] Scene [10] XY [129] [-45]\nPlace [1] Scene [12] XY [0 ] [-42]\nPlace [1] Scene [14] XY [-43] [-25]\nPlace [1] Scene [15] XY [-92] [-55]\nPlace [1] Scene [16] XY [133] [30]\nPlace [1] Scene [16] XY [50] [-20]\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@Play Button\n\nwhen flag clicked\nhide\n\nwhen I receive [splash screen v]\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(Can be clicked?) = [1]> then\n            start sound [Click v]\n            wait (1) seconds\n            broadcast (Make Intro v)\n            hide\n            set [can be clicked? v] to [0]\n        end\n    end\nend\n\nwhen I receive [splash screen v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <(Can be clicked?) = [1]> then\n            play sound [Hover v] until done\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\n\nwhen I receive [splash screen v]\nforever\n    go to [back v] layer\nend\n\nwhen I receive [splash screen v]\nshow\nset size to (100) %\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by ((0.2) * ((110) - (size)))\n        switch costume to (2 v)\n    else\n        change size by ((0.2) * ((100) - (size)))\n        switch costume to (1 v)\n    end\nend\n\nwhen I receive [make intro v]\nhide\n\n@Info\n\nwhen flag clicked\nhide\nset [can be clicked? v] to [1]\n\nswitch costume to (1 v)\n\nwhen I receive [show button v]\nshow\n\nstart sound [Click v]\n\nif <(Can be clicked?) = [1]> then\nend\n\nwhen I receive [splash screen v]\nshow\nset size to (100) %\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by ((0.2) * ((110) - (size)))\n        switch costume to (2 v)\n    else\n        change size by ((0.2) * ((100) - (size)))\n        switch costume to (1 v)\n    end\nend\n\nwhen I receive [make intro v]\nhide\n\nwhen I receive [splash screen v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <(Can be clicked?) = [1]> then\n            play sound [Hover v] until done\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen I receive [splash screen v]\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(Can be clicked?) = [1]> then\n            broadcast (Show Instructions v)\n            hide\n            play sound [Click v] until done\n            set [can be clicked? v] to [0]\n        end\n    end\nend\n\ngo to [back v] layer\n\nwhen I receive [splash screen v]\nforever\n    go [backward v] (1) layers\nend\n\n@Info2\n\nwhen flag clicked\nhide\nset [can be clicked? v] to [1]\n\nwhen I receive [show button v]\nshow\n\nstart sound [Click v]\n\nwhen I receive [splash screen v]\nshow\nset size to (100) %\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by ((0.2) * ((110) - (size)))\n        switch costume to (2 v)\n    else\n        change size by ((0.2) * ((100) - (size)))\n        switch costume to (1 v)\n    end\nend\n\nwhen I receive [make intro v]\nhide\n\nwhen I receive [splash screen v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <(Can be clicked?) = [1]> then\n            play sound [Hover v] until done\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen I receive [splash screen v]\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(Can be clicked?) = [1]> then\n            set [can be clicked? v] to [0]\n            broadcast (Show Credits v)\n            hide\n            play sound [Click v] until done\n        end\n    end\nend\n\nif <(Can be clicked?) = [1]> then\n\nwhen I receive [splash screen v]\nforever\n    go [backward v] (1) layers\nend\n\n@Decoration 1\n\nwhen flag clicked\nforever\n    if <not <(SCENE #) = [11]>> then\n        hide\n    end\nend\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [11]> then\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    Animate Platform\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\ndefine Animate Platform\nforever\n    repeat (30)\n        change y by (2)\n    end\n    repeat (30)\n        change y by (-2)\n    end\nend\n\n@Decoration 2\n\nwhen flag clicked\nforever\n    if <not <(SCENE #) = [11]>> then\n        hide\n    end\nend\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [11]> then\n    go to x: (0) y: (60)\n    switch costume to (1 v)\n    show\n    Animate Platform\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\ndefine Animate Platform\nforever\n    repeat (30)\n        change y by (-2)\n    end\n    repeat (30)\n        change y by (2)\n    end\nend\n\n@T3\n\nwhen flag clicked\nrepeat (10)\n    hide\nend\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nforever\n    if <(SCENE #) = [13]> then\n        next costume\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [countdown v]\ngo to x: (0) y: (0)\n\n@Right2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    if <(SCENE #) = [13]> then\n        show\n        set [ghost v] effect to (100)\n        switch costume to (1 v)\n    else\n        if <(SCENE #) = [14]> then\n            show\n            set [ghost v] effect to (100)\n            switch costume to (2 v)\n        else\n            hide\n        end\n    end\nend\n\n@Checkpoint\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n    if <(SCENE #) = [13]> then\n        show\n        go to x: (0) y: (0)\n        if <not <(CHECKPOINT#) = [2]>> then\n            if <touching (player v)?> then\n                start sound [Checkpoint v]\n                switch costume to (2 v)\n                set [checkpoint# v] to [2]\n            end\n        end\n    else\n        hide\n    end\nend\n\n@T4\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nforever\n    if <(SCENE #) = [14]> then\n        next costume\n        show\n        go to [back v] layer\n    else\n        hide\n    end\nend\n\nwhen I receive [countdown v]\ngo to x: (0) y: (0)\n\n@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nshow\nwait (1) seconds\ngo to [back v] layer\nforever\n    switch costume to (join [Scene] (SCENE #))\nend\n\nwhen I receive [countdown v]\nswitch costume to (scene1 v)\n\n@T5\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    if <(SCENE #) = [15]> then\n        next costume\n        show\n        go to [back v] layer\n    else\n        hide\n    end\nend\n\nwhen I receive [countdown v]\nshow\ngo to x: (0) y: (0)\n\n@Left2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    if <(SCENE #) = [15]> then\n        show\n        set [ghost v] effect to (100)\n        switch costume to (1 v)\n    else\n        hide\n    end\nend\n\n@T6\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nforever\n    if <(SCENE #) = [16]> then\n        next costume\n        show\n        go to [back v] layer\n    else\n        hide\n    end\nend\n\nwhen I receive [countdown v]\ngo to x: (0) y: (0)\n\n@Right3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    if <(SCENE #) = [16]> then\n        show\n        set [ghost v] effect to (100)\n        switch costume to (1 v)\n    else\n        hide\n    end\nend\n\n@Round 2\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    if <(SCENE #) = [16]> then\n        show\n    else\n        hide\n    end\nend\n\nset [acceleration v] to [1.75]\n\nbroadcast (Start game v)\n\nwhen I receive [countdown v]\nswitch costume to (1 v)\n\n@Rising Slime\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [countdown round 4 v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (5) seconds\nrepeat until <(y position) > [215]>\n    change y by (0.4)\nend\nwait (2) seconds\nbroadcast (Laser v)\n\nrepeat until <(x position) > [160]>\n    change y by (0.4)\nend\n\ngo to x: (0) y: (0)\n\nwhen I receive [3rd round qualified! v]\n\nwhen I receive [begin round 5 v]\nhide\n\n@Disappearing \n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 4 v]\nshow\nswitch costume to (1 v)\nclear graphic effects\nwait (11) seconds\nstart sound [Time's up v]\nrepeat (4)\n    repeat (10)\n        change [brightness v] effect by (10)\n    end\n    repeat (10)\n        change [brightness v] effect by (-10)\n    end\nend\nwait (0.5) seconds\nstart sound [Dissappear v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nstart sound [Time's up v]\nrepeat (4)\n    repeat (10)\n        change [brightness v] effect by (10)\n    end\n    repeat (10)\n        change [brightness v] effect by (-10)\n    end\nend\nwait (0.5) seconds\nstart sound [Dissappear v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nbroadcast (Countdown round 4 v)\nhide\n\n@Tank\n\nwhen flag clicked\n\nif <<mouse down?> or <key (space v) pressed?>> then\n    create clone of (ball v)\n    wait (0.2) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown round 4 v]\ngo to x: (-215) y: (155)\npoint in direction (90)\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nforever\n    switch costume to (hitbox v)\n    set rotation style [don't rotate v]\n    set [speed x v] to ((<key (d v) pressed?> - <key (a v) pressed?>) + ((speed x) * (0.8)))\n    set [speed y v] to ((<key (w v) pressed?> - <key (s v) pressed?>) + ((speed y) * (0.8)))\n    change x by (speed x)\n    if <touching (level v)?> then\n        set [speed x v] to ((0) - (speed x))\n        change x by (speed x)\n    end\n    change y by (speed y)\n    if <touching (level v)?> then\n        set [speed y v] to ((0) - (speed y))\n        change y by (speed y)\n    end\n    switch costume to (tank v)\n    set rotation style [all around v]\nend\n\nwhen I receive [countdown round 4 v]\nwait (8) seconds\npoint in direction (90)\nstart sound [Shot v]\ncreate clone of (ball v)\nwait (1) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nwait (3) seconds\nrepeat (10)\n    turn right (1) degrees\nend\nwait (1) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nrepeat (20)\n    turn right (2) degrees\nend\nwait (1) seconds\nrepeat (2)\n    start sound [Shot v]\n    create clone of (ball v)\n    wait (1) seconds\nend\nwait (1) seconds\n\ncreate clone of (ball v)\n\nwhen I receive [laser v]\nwait (0.5) seconds\nrepeat until <(direction) = [90]>\n    turn left (1) degrees\nend\nwait (2) seconds\n\npoint in direction (90)\nstart sound [Shot v]\ncreate clone of (ball v)\nwait (1) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nwait (3) seconds\nrepeat (10)\n    turn right (1) degrees\nend\nwait (1) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nrepeat (20)\n    turn right (2) degrees\nend\nwait (1) seconds\nrepeat (2)\n    start sound [Shot v]\n    create clone of (ball v)\n    wait (1) seconds\nend\nwait (1) seconds\nbroadcast (Laser v)\n\nwhen I receive [rotate and shoot v]\npoint in direction (90)\nrepeat (40)\n    turn right (1) degrees\nend\nwait (1) seconds\nglide (2) secs to x: (40) y: (155)\nrepeat (28)\n    turn right (5) degrees\nend\nbroadcast (Top Laser Blast v)\nwait (1) seconds\nrepeat (3)\n    start sound [Shot v]\n    create clone of (ball v)\n    wait (0.8) seconds\nend\nwait (1) seconds\nbroadcast (Laser Blast v)\nwait (2) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nbroadcast (Top Laser Blast v)\nwait (2) seconds\nglide (2) secs to x: (-215) y: (155)\nrepeat (36)\n    turn left (5) degrees\nend\nwait (1) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nwait (2) seconds\nset [can move? v] to [0]\nbroadcast (ROUND 4 QUALIFIED v)\n\nwhen I receive [rotate and shoot v]\nrepeat (3)\n    start sound [Shot v]\n    create clone of (ball v)\n    wait (0.8) seconds\nend\n\nrepeat (20)\n    turn right (5) degrees\nend\n\nbroadcast (ROUND 4 QUALIFIED v)\n\ngo to x: (-215) y: (155)\npoint in direction (90)\n\nrepeat (3)\n    start sound [Shot v]\n    create clone of (ball v)\n    wait (1) seconds\nend\n\nbroadcast (ROUND 4 QUALIFIED v)\n\nwhen I receive [begin round 5 v]\nhide\n\n@Ball\n\nwhen I start as a clone\ngo to [back v] layer\ngo to (tank v)\npoint in direction ([direction v] of [tank v])\nmove (10) steps\nshow\nset [speed x v] to ((7) * ([sin v] of (direction) ))\nset [speed y v] to ((10) * ([cos v] of (direction) ))\nrepeat (60)\n    Tick\nend\nrepeat (20)\n    Tick\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Tick\nswitch costume to (ball v)\nchange [speed y v] by (-0.5)\nchange x by (speed x)\nchange y by (speed y)\nif <not <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (disappearing  v)?> or <touching (jump through v)?>>>>> then\n    stop [this script v]\nend\nset [count v] to [0]\nrepeat until <not <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (disappearing  v)?> or <touching (jump through v)?>>>>>\n    change x by ((speed x) * (-0.1))\n    change y by ((speed y) * (-0.1))\n    change [count v] by (1)\n    if <(count) > [20]> then\n        delete this clone\n    end\nend\nFind Normal\nBounce ([sin v] of (dir) ) ([cos v] of (dir) )\nswitch costume to (ball v)\nrepeat (10)\n    change x by ((0.5) * ([sin v] of (dir) ))\n    change y by ((0.5) * ([cos v] of (dir) ))\n    if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n        stop [this script v]\n    end\nend\ndelete this clone\n\ndefine Find Normal\nswitch costume to (normal v)\nset [dir v] to [0]\npoint in direction (dir)\nif <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (disappearing  v)?> or <touching (jump through v)?>>>> then\n    repeat until <not <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (disappearing  v)?> or <touching (jump through v)?>>>>>\n        Rotate [15]\n    end\n    set [dir start v] to ((dir) - (15))\nelse\n    repeat until <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (disappearing  v)?> or <touching (jump through v)?>>>>\n        Rotate [-15]\n    end\n    set [dir start v] to (dir)\n    set [dir v] to [0]\n    point in direction (dir)\nend\nrepeat until <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (disappearing  v)?> or <touching (jump through v)?>>>>\n    Rotate [15]\nend\nset [dir v] to (((dir) + (dir Start)) / (2))\n\ndefine Rotate (by)\nchange [dir v] by (by)\npoint in direction (dir)\nif <([abs v] of (dir) ) > [720]> then\n    delete this clone\nend\n\ndefine Bounce (nx) (ny)\nset [dot product v] to (((speed x) * (nx)) + ((speed y) * (ny)))\nchange [speed x v] by ((-1.6) * ((nx) * (dot product)))\nchange [speed y v] by ((-1.6) * ((ny) * (dot product)))\n\n@Jump Through\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (0)\nforever\n    switch costume to (join [Scene] (SCENE #))\nend\n\nwhen I receive [countdown round 4 v]\nshow\nswitch costume to (scene1 v)\nwait (4) seconds\nrepeat (4)\n    repeat (10)\n        change [ghost v] effect by (5)\n    end\n    repeat (10)\n        change [ghost v] effect by (-5)\n    end\nend\n\nwhen I receive [countdown round 5 v]\nhide\n\n@Laser 1\n\nwhen flag clicked\nhide\nwait until <(SCENE #) = [17]>\nshow\nswitch costume to (1 v)\n\nwhen I receive [laser2 v]\nrepeat (3)\n    start sound [Beep v]\n    repeat (10)\n        change [brightness v] effect by (10)\n    end\n    repeat (10)\n        change [brightness v] effect by (-10)\n    end\nend\nstart sound [Boom v]\nswitch costume to (2 v)\nwait (0.4) seconds\nstart sound [Beep v]\nswitch costume to (1 v)\nwait (2) seconds\nbroadcast (Top Laser Blast v)\nwait (2.5) seconds\nbroadcast (Laser Blast v)\nwait (2.5) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nbroadcast (Top Laser Blast v)\nwait (2.5) seconds\nstart sound [Shot v]\ncreate clone of (ball v)\nbroadcast (Laser Blast v)\nwait (2) seconds\nbroadcast (Rotate and shoot v)\n\nwhen I receive [laser blast v]\nrepeat (3)\n    start sound [Beep v]\n    repeat (5)\n        change [brightness v] effect by (20)\n    end\n    repeat (5)\n        change [brightness v] effect by (-20)\n    end\nend\nstart sound [Boom v]\nswitch costume to (2 v)\nwait (0.4) seconds\nstart sound [Beep v]\nswitch costume to (1 v)\n\nbroadcast (Rotate and shoot v)\n\nbroadcast (Rotate and shoot v)\n\nwhen I receive [begin round 5 v]\nhide\n\n@Laser 2\n\nwhen flag clicked\nhide\nwait until <(SCENE #) = [17]>\nshow\nswitch costume to (1 v)\n\nwhen I receive [laser v]\nswitch costume to (1 v)\nrepeat (3)\n    start sound [Beep v]\n    repeat (10)\n        change [brightness v] effect by (10)\n    end\n    repeat (10)\n        change [brightness v] effect by (-10)\n    end\nend\nstart sound [Boom v]\nswitch costume to (2 v)\nwait (2) seconds\nstart sound [Beep v]\nswitch costume to (1 v)\nwait (1) seconds\nrepeat (3)\n    start sound [Shot v]\n    create clone of (ball v)\n    wait (1) seconds\nend\nwait (1) seconds\nbroadcast (Laser2 v)\n\nrepeat (3)\n    start sound [Shot v]\n    create clone of (ball v)\n    wait (1) seconds\nend\n\nwhen I receive [top laser blast v]\nswitch costume to (1 v)\nrepeat (3)\n    start sound [Beep v]\n    repeat (5)\n        change [brightness v] effect by (20)\n    end\n    repeat (5)\n        change [brightness v] effect by (-20)\n    end\nend\nstart sound [Boom v]\nswitch costume to (2 v)\nwait (0.5) seconds\nstart sound [Beep v]\nswitch costume to (1 v)\n\nwhen I receive [begin round 5 v]\nhide\n\n@Hexagons\n\nwhen I receive [next v]\nif <(SCENE #) = (My Scene)> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (108) %\nforever\n    Detect Touching\n    if <(y position) > [170]> then\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n        delete this clone\n    end\nend\n\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\ndefine Place (name) Scene (scene) XY (x) (y)\nset [my scene v] to (scene)\nswitch costume to (name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\ndefine Detect Touching\nset size to (108) %\nif <(Hex a gone started?) = [1]> then\n    if <touching (player v)?> then\n        Remove\n    end\nend\n\nwhen flag clicked\nset [hex a gone started? v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(SCENE #) = (My Scene)> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [countdown round 5 v]\nPlace (pick random (1) to (2)) Scene [18] XY [199] [50]\nPlace (pick random (1) to (2)) Scene [18] XY [119] [50]\nPlace (pick random (1) to (2)) Scene [18] XY [39] [50]\nPlace (pick random (1) to (2)) Scene [18] XY [-41] [50]\nPlace (pick random (1) to (2)) Scene [18] XY [-121] [50]\nPlace (pick random (1) to (2)) Scene [18] XY [-201] [50]\nPlace (pick random (3) to (4)) Scene [18] XY [199] [25]\nPlace (pick random (3) to (4)) Scene [18] XY [119] [25]\nPlace (pick random (3) to (4)) Scene [18] XY [39] [25]\nPlace (pick random (3) to (4)) Scene [18] XY [-41] [25]\nPlace (pick random (3) to (4)) Scene [18] XY [-121] [25]\nPlace (pick random (3) to (4)) Scene [18] XY [-201] [25]\nPlace (pick random (5) to (6)) Scene [18] XY [199] [0]\nPlace (pick random (5) to (6)) Scene [18] XY [119] [0]\nPlace (pick random (5) to (6)) Scene [18] XY [39] [0]\nPlace (pick random (5) to (6)) Scene [18] XY [-41] [0]\nPlace (pick random (5) to (6)) Scene [18] XY [-121] [0]\nPlace (pick random (5) to (6)) Scene [18] XY [-201] [0]\nPlace (pick random (7) to (8)) Scene [18] XY [199] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [119] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [39] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [-41] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [-121] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [-201] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [199] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [119] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [39] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [-41] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [-121] [-25]\nPlace (pick random (7) to (8)) Scene [18] XY [-201] [-25]\nPlace (pick random (9) to (10)) Scene [18] XY [199] [-50]\nPlace (pick random (9) to (10)) Scene [18] XY [119] [-50]\nPlace (pick random (9) to (10)) Scene [18] XY [39] [-50]\nPlace (pick random (9) to (10)) Scene [18] XY [-41] [-50]\nPlace (pick random (9) to (10)) Scene [18] XY [-121] [-50]\nPlace (pick random (9) to (10)) Scene [18] XY [-201] [-50]\nPlace (pick random (11) to (12)) Scene [18] XY [199] [-75]\nPlace (pick random (11) to (12)) Scene [18] XY [119] [-75]\nPlace (pick random (11) to (12)) Scene [18] XY [39] [-75]\nPlace (pick random (11) to (12)) Scene [18] XY [-41] [-75]\nPlace (pick random (11) to (12)) Scene [18] XY [-121] [-75]\nPlace (pick random (11) to (12)) Scene [18] XY [-201] [-75]\n\nwhen [space v] key pressed\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I receive [delete clones v]\ndelete this clone\n\nset [scene # v] to [18]\n\ndefine Remove\nset [brightness v] effect to (10)\nwait (1.2) seconds\nstart sound [Pop v]\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (-8)\n    change y by (-2.5)\nend\nhide\ndelete this clone\n\nPlace [1] Scene [18] XY [195] [50]\n\nforever\n    Place (pick random (1) to (4)) Scene [18] XY (pick random (-200) to (200)) [-70]\n    wait (0.5) seconds\nend\n\nPlace [1] Scene [18] XY [195] [50]\nPlace [1] Scene [18] XY [117] [50]\nPlace [1] Scene [18] XY [39] [50]\nPlace [1] Scene [18] XY [-39] [50]\nPlace [1] Scene [18] XY [-117] [50]\nPlace [1] Scene [18] XY [-195] [50]\nPlace [2] Scene [18] XY [195] [20]\nPlace [2] Scene [18] XY [117] [20]\nPlace [2] Scene [18] XY [39] [20]\nPlace [2] Scene [18] XY [-39] [20]\nPlace [2] Scene [18] XY [-117] [20]\nPlace [2] Scene [18] XY [-195] [20]\nPlace [3] Scene [18] XY [195] [-10]\nPlace [3] Scene [18] XY [117] [-10]\nPlace [3] Scene [18] XY [39] [-10]\nPlace [3] Scene [18] XY [-39] [-10]\nPlace [3] Scene [18] XY [-117] [-10]\nPlace [3] Scene [18] XY [-195] [-10]\nPlace [4] Scene [18] XY [195] [-40]\nPlace [4] Scene [18] XY [117] [-40]\nPlace [4] Scene [18] XY [39] [-40]\nPlace [4] Scene [18] XY [-39] [-40]\nPlace [4] Scene [18] XY [-117] [-40]\nPlace [4] Scene [18] XY [-195] [-40]\nPlace [5] Scene [18] XY [195] [-70]\nPlace [5] Scene [18] XY [117] [-70]\nPlace [5] Scene [18] XY [39] [-70]\nPlace [5] Scene [18] XY [-39] [-70]\nPlace [5] Scene [18] XY [-117] [-70]\nPlace [5] Scene [18] XY [-195] [-70]\nPlace [6] Scene [18] XY [195] [-100]\nPlace [6] Scene [18] XY [117] [-100]\nPlace [6] Scene [18] XY [39] [-100]\nPlace [6] Scene [18] XY [-39] [-100]\nPlace [6] Scene [18] XY [-117] [-100]\nPlace [6] Scene [18] XY [-195] [-100]\n\nbroadcast (Delete Clones v)\n\n@Slime Round 5\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join (SCENE #) [banana])\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n    switch costume to (join [Scene] (SCENE #))\n    set y to ((3) * ([sin v] of ((timer) * (180)) ))\nend\n\nwhen I receive [countdown round 2 v]\nshow\n\n@Low Gravity\n\nwhen flag clicked\n\nwhen flag clicked\nset [ghost v] effect to (60)\nhide\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [start game v]\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    if <(SCENE #) = [2]> then\n        show\n        set [ghost v] effect to (60)\n        next costume\n    else\n        hide\n    end\nend\n\nwhen I receive [countdown v]\ngo to x: (0) y: (0)\n\n@Low Gravity2\n\nwhen flag clicked\n\nwhen flag clicked\nset [ghost v] effect to (60)\nhide\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [start game v]\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    if <(SCENE #) = [6]> then\n        show\n        set [ghost v] effect to (60)\n        next costume\n    else\n        hide\n    end\nend\n\nwhen I receive [countdown v]\ngo to x: (0) y: (0)\n\n