Classic Platformer || Thebach2211

Instructions: Thank for Griffpatch tutorials.\nBeside, everylevel is posible but it's hard to complete it.

@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n    play sound [WickedWonderland-MartinTungevaag-2 v] until done\nend\n\nif <(pick random (1) to (3)) = [1]> then\nelse\n    play sound (pick random (1) to (5)) until done\nend\n\nwhen I receive [change level v]\n\n    switch backdrop to (backdrop1 v)\n    stop [this script v]\nend\n\n\nswitch backdrop to (>100 v)\nstop [this script v]\n\nif <(Level #) > [11]> then\nswitch backdrop to (1 v)\n\n@Player\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch costume to (stand v)\nset size to (50) %\npoint in direction (90)\nset rotation style [left-right v]\nset [resistance v] to [0.8]\nset [acceleration v] to [1.5]\nset [jump force v] to [12]\nset [jump duration v] to [7]\nset [gravity v] to [-1.25]\nReset & Begin [1]\n\ndefine Move in steps (step)\nchange [falling v] by (1)\nrepeat (step)\n    set [last value v] to (x position)\n    change x by ((Speed X) / (step))\n    Check touching soild\n    if <(touching) > [0]> then\n        Collide X - Slope/Wall\n    end\n    set [last value v] to (y position)\n    change y by ((Speed Y) / (step))\n    Check touching soild\n    if <(touching) > [0]> then\n        Collie Y - Celling/Floor\n    end\nend\n\ndefine Check touching soild\nif <<<touching color (#000000)?> or <touching color (#458552)?>> or <touching color (#1a1a1a)?>> then\n    set [touching v] to [1]\nelse\n    set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nControls - Up and Down\nControls - LR\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?> then\n    if <<(Wall Slide) > [0]> and <(jumping) = [0]>> then\n        set [jumping v] to [1]\n        set [falling v] to [3]\n        set [wall slide v] to [0]\n        turn right (180) degrees\n        set [speed x v] to (((direction) / (90)) * (7))\n        set [long jump v] to [12]\n    end\n    if <<(falling) < [3]> and <(jumping) = [0]>> then\n        set [jumping v] to [1]\n        set [falling v] to [3]\n    end\n    if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n        change [jumping v] by (1)\n        set [speed y v] to (JUMP FORCE)\n    end\nelse\n    set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(Wall Slide) > [0]> then\n    Check Wall Slide\n    if <(Speed Y) < [0]> then\n        set [speed y v] to ((Speed Y) * (0.6))\n    end\nend\n\ndefine Controls - LR\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?> - <key (left arrow 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    else\n        change [frame v] by (0.5)\n    end\nelse\n    change [speed x v] by ((ACCELERATION) * (KEY X))\n    point in direction ((90) * (KEY X))\n    change [frame v] by (1)\nend\nset [speed x v] to ((Speed X) * (RESISTANCE))\n\ndefine Reset & Begin (level#)\nstop [other scripts in sprite v]\nset [long jump v] to [0]\nset [jumping v] to [0]\nset [wall slide v] to [0]\nset [frame v] to [0]\nset [level # v] to (level#)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\ngo to x: (-150) y: (50)\nbroadcast (Change Level v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\n    broadcast (Tick - First v)\n    broadcast (Tick - Player v)\n    broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n    Begin Level # ((Level #) + (1)) go to XY [-235] []\nend\nif <(x position) < [-235]> then\n    Begin Level # ((Level #) - (1)) go to XY [235] []\nend\nif <(y position) > [180]> then\n    Begin Level # ((Level #) + (100)) go to XY [] [-170]\nend\nif <<(y position) < [-180]> and <(Level #) > [100]>> then\n    Begin Level # ((Level #) - (100)) go to XY [] [180]\nend\nif <<<(y position) < [-177]> and <(Level #) < [100]>> or <<touching color (#ff0000)?> or <touching color (#ff1a1a)?>>> then\n    if <not <(username) = [Thebach2211]>> then\n        Fell Vold\n        set [level # v] to [1]\n        broadcast (Change Level v)\n    end\nend\n\nif <(go) = [0]> then\n\ndefine Begin Level # (l#) go to XY (x) (y)\nset [level # v] to (l#)\nif <(x) > []> then\n    set x to (x)\nend\nif <(y) > []> then\n    set y to (y)\nend\nbroadcast (Change Level 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 Collision in Direction [0]\nelse\n    Fix Collision in Direction [90]\nend\nSet costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n    Check touching soild\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]\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 soild\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/Wall\nCheck Wall Slide\nchange y by (1)\nCheck touching soild\nif <(touching) > [0]> then\n    change y by (1)\n    Check touching soild\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 Collie Y - Celling/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 soild\nif <(touching) < [1]> then\n    set [falling v] to [0]\n    change [speed x v] by (1)\n    stop [this script v]\nend\nchange x by (-2)\nCheck touching soild\nif <(touching) < [1]> then\n    set [falling v] to [0]\n    change [speed x v] by (-1)\n    stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\nwhen [l v] key pressed\nif <not <(username) = [skyhigh173]>> then\n    ask [Are you sure you want to cheat?\(Y/N\)] and wait\n    if <not < (answer) contains [Y]?>> then\n        stop [this script v]\n    end\nend\nask [Set level# to?] and wait\nset [level # v] to (answer)\nbroadcast (Change Level v)\nwait (0) seconds\nFix Collision in Direction [0]\n\nwhen [d v] key pressed\nif <(username) = [skyhigh173]> then\n    set drag mode [draggable v]\n    wait (4) seconds\n    set drag mode [not draggable v]\nend\n\ndefine Check 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 soild\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\ndefine Fell Vold\nbroadcast (spikes v)\nset [1 v] to [1]\nset [2 v] to [1]\nset [3 v] to [1]\nset [4 v] to [1]\nset [5 v] to [1]\nset [6 v] to [1]\nset [7 v] to [1]\nset [8 v] to [1]\nset [9 v] to [1]\nset [10 v] to [1]\nset [11 v] to [1]\nset [12 v] to [1]\nif <(Level #) > [20]> then\n    Reset & Begin [21]\n    stop [this script v]\nend\nif <(Level #) > [7]> then\n    Reset & Begin [7]\n    stop [this script v]\nend\nReset & Begin [1]\n\nbroadcast (Change Level v)\n\nwhen I receive [talk v]\nwait (14) seconds\nsay [MEOW meow ?] for (2) seconds\nwait (13.5) seconds\nsay [meowww ] for (1.7) seconds\n\nwhen I receive [dodge v]\nswitch costume to (run-01 v)\nrepeat (10)\n    change x by (20)\n    next costume\nend\n\nwhen flag clicked\nwait until <<touching (sprite33 v)?> and <(Level #) = [211]>>\nset [level # v] to [13]\nbroadcast (Change Level v)\n\nwhen flag clicked\nshow variable [level # v]\n\n@level\n\nwhen flag clicked\nset [brightness v] effect to (10)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change level v]\nswitch costume to (join [L] (Level #))\n\nwhen [1 v] key pressed\nif <(username) = [Thebach2211]> then\n    ask [type your level you want ] and wait\n    set [level # v] to (answer)\n    switch costume to (join [L] (Level #))\n    broadcast (Change Level v)\nend\n\n@Cloud\n\nwhen flag clicked\n\nhide\nswitch costume to (small v)\nset size to (200) %\nset [speed x v] to []\nforever\n    go to x: (-280) y: (pick random (0) to (175))\n    switch costume to (pick random (1) to (2))\n    create clone of (_myself_ v)\n    wait (pick random (1) to (2)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (60))\nset [speed x v] to (pick random (1.) to (3.))\nrepeat until <(x position) > [300]>\n    change x by (Speed X)\nend\ndelete this clone\n\n@background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [change level v]\ngo to [back v] layer\nswitch costume to (join [/] (Level #))\nhide\nif <(costume [name v]) = (join [/] (Level #))> then\n    show\nend\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nforever\n    go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nset [apear v] to [1]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [1 v] to [1]\nforever\n    if <(1) = [1]> then\n        point in direction (90)\n    else\n        if <(1) = [2]> then\n            point in direction (180)\n        end\n    end\nend\n\n@Sprite2\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [apear v] to [0]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [2 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [2 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite3\n\nwhen flag clicked\nset [apear v] to [102]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [2 v] to [1]\nforever\n    if <(2) = [1]> then\n        point in direction (-90)\n    else\n        if <(2) = [2]> then\n            point in direction (180)\n        end\n    end\nend\n\n@Sprite4\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [apear v] to [2]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [1 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [1 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite6\n\n@Sprite7\n\nwhen flag clicked\nset [apear v] to [3]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [3 v] to [1]\nforever\n    if <(3) = [1]> then\n        point in direction (180)\n    else\n        if <(3) = [2]> then\n            point in direction (-90)\n        end\n    end\nend\n\n@Sprite8\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [apear v] to [3]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [3 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [3 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite9\n\nwhen flag clicked\nset [apear v] to [3]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [4 v] to [1]\nforever\n    if <(4) = [1]> then\n        point in direction (-90)\n    else\n        if <(4) = [2]> then\n            point in direction (180)\n        end\n    end\nend\n\n@Sprite10\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [apear v] to [103]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [4 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [4 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite11\n\nwhen flag clicked\nset [apear v] to [103]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [5 v] to [1]\nforever\n    if <(5) = [1]> then\n        point in direction (-90)\n    else\n        if <(5) = [2]> then\n            point in direction (180)\n        end\n    end\nend\n\n@Sprite12\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [apear v] to [3]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [5 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [5 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite13\n\nwhen flag clicked\nset [apear v] to [4]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    switch costume to (costume1 v)\n    show\n    forever\n        point in direction (90)\n        set [direction_lazer v] to [10]\n        repeat (20)\n            wait (0.01) seconds\n            create clone of (_myself_ v)\n            turn right (direction_lazer) degrees\n            change [direction_lazer v] by (-1)\n        end\n        point in direction (90)\n        set [direction_lazer v] to [-10]\n        repeat (20)\n            wait (0.01) seconds\n            turn right (direction_lazer) degrees\n            change [direction_lazer v] by (1)\n            create clone of (_myself_ v)\n        end\n    end\nelse\n    hide\nend\n\nif <(lava) = [1]> then\n    point in direction (90)\nelse\nend\n\nwait (0.01) seconds\n\nwait (0.02) seconds\n\npoint in direction (59)\nset [direction_lazer v] to [10]\nrepeat (10)\n    turn right (direction_lazer) degrees\n    change [direction_lazer v] by (-1)\nend\n\nset [direction_lazer v] to [10]\n\npoint in direction (145)\nset [direction_lazer v] to [-1]\nrepeat (10)\n    turn right (direction_lazer) degrees\n    change [direction_lazer v] by (-1)\nend\n\nforever\n\nwhen I start as a clone\nturn right (90) degrees\nshow\nswitch costume to (costume2 v)\nrepeat until <<<touching color (#000000)?> or <touching color (#1a1a1a)?>> or <touching (_edge_ v)?>>\n    move (10) steps\nend\nhide\ndelete this clone\n\n@Sprite14\n\nwhen flag clicked\nset [apear v] to [4]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [6 v] to [1]\nforever\n    if <(6) = [1]> then\n        point in direction (-90)\n    else\n        if <(6) = [2]> then\n            point in direction (0)\n        end\n    end\nend\n\n@Sprite15\n\nwhen flag clicked\nset [apear v] to [-1]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [4 v] to [1]\nforever\n    if <(4) = [1]> then\n        point in direction (-90)\n    else\n        if <(4) = [2]> then\n            point in direction (180)\n        else\n        end\n    end\nend\n\npoint in direction (-90)\n\nif <(4) = [3]> then\nend\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\n@Sprite17\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [apear v] to [-1]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [6 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [6 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite20\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\n    go to x: (-84) y: (-127)\n    point in direction (90)\n    if <(costume [number v]) = [1]> then\n        wait until <<touching (player v)?> and <[invetory v] contains [Pickaxe]?>>\n        broadcast (dodge v)\n        switch costume to (costume1 v)\n        repeat (15)\n            wait (0.02) seconds\n            next costume\n        end\n    end\nelse\n    hide\nend\n\nwhen flag clicked\nset [apear v] to [-2]\nswitch costume to (costume1 v)\n\nset [fall v] to [-1]\npoint in direction (90)\ngo to x: (-84) y: (-127)\nrepeat (30)\n    change x by (fall)\n    change [fall v] by (-0.4)\n    turn left (3) degrees\nend\n\nwhen I receive [spikes v]\nset [apear v] to [-2]\nswitch costume to (costume1 v)\ndelete all of [invetory v]\n\n@Sprite18\n\nwhen flag clicked\ngo to x: (-34) y: (-41)\nset [apear v] to [6]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <<<touching (player v)?> and <[invetory v] contains [Key1]?>> or <(username) = [Thebach2211]>>\ngo to x: (-34) y: (-41)\nshow\nswitch costume to (costume1 v)\nset [y v] to [1]\nrepeat (10)\n    change y by (y)\n    change [y v] by (1)\nend\nrepeat (10)\n    change y by (y)\n    change [y v] by (-1)\nend\n\nset [5 v] to [2]\n\n@Sprite19\n\nwhen flag clicked\n\nwhen I receive [spikes v]\ndelete all of [invetory v]\nset [apear v] to [6]\n\nhide\n\nwhen flag clicked\ndelete all of [invetory v]\nset [apear v] to [6]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\n    wait until <<key (space v) pressed?> and <touching (player v)?>>\n    add (costume [name v]) to [invetory v]\n    set [apear v] to [-]\n    hide\nelse\n    hide\nend\n\n\n\n\n\n@Sprite5\n\nwhen flag clicked\ndelete all of [invetory v]\nset [apear v] to [-2]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\n    wait until <<key (space v) pressed?> and <touching (player v)?>>\n    add (costume [name v]) to [invetory v]\n    set [apear v] to [-]\n    hide\nelse\n    hide\nend\n\nif  then\nend\n\nwhen I receive [spikes v]\ndelete all of [invetory v]\nset [apear v] to [-2]\n\n@Sprite21\n\n@Sprite23\n\nwhen flag clicked\nset [apear v] to [108]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [7 v] to [1]\nforever\n    if <(7) = [1]> then\n        point in direction (-90)\n    else\n        if <(7) = [2]> then\n            point in direction (0)\n        end\n    end\nend\n\n@Sprite24\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [apear v] to [108]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [8 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [8 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite25\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [9 v] to [1]\nforever\n    if <(9) = [1]> then\n        point in direction (-90)\n    else\n        if <(9) = [2]> then\n            point in direction (180)\n        end\n    end\nend\n\nwhen flag clicked\nset [apear v] to [208]\n\nwhen flag clicked\nset [apear v] to [208]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\n@Sprite26\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [apear v] to [208]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [7 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [7 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite27\n\nwhen flag clicked\nset [apear v] to [109]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [9 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [9 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\n@Sprite28\n\nwhen flag clicked\nset [apear v] to [110]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [8 v] to [1]\nforever\n    if <(8) = [1]> then\n        switch costume to (jellyfish-a v)\n    else\n        if <(8) = [2]> then\n            switch costume to (costume1 v)\n        end\n    end\nend\n\npoint in direction (-90)\n\npoint in direction (0)\n\n@Sprite29\n\nwhen flag clicked\nset [apear v] to [111]\n\nwhen flag clicked\nset [10 v] to [1]\nforever\n    if <(10) = [1]> then\n        point in direction (0)\n    else\n        if <(10) = [2]> then\n            point in direction (90)\n        end\n    end\nend\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\n@Sprite30\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [apear v] to [112]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [11 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [11 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite31\n\nwhen flag clicked\nset [apear v] to [112]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [11 v] to [1]\nforever\n    if <(11) = [1]> then\n        switch costume to (jellyfish-a v)\n    else\n        if <(11) = [2]> then\n            switch costume to (costume1 v)\n        end\n    end\nend\n\npoint in direction (-90)\n\npoint in direction (0)\n\n@Sprite32\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [apear v] to [212]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [10 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [10 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite34\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [apear v] to [12]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [11 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [11 v] to [2]\nswitch costume to (costume2 v)\n\n@Sprite33\n\nwhen flag clicked\nset [apear v] to [211]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\n@Sprite35\n\n@Sprite36\n\n@Sprite37\n\nwhen flag clicked\nset [apear v] to [210]\n\nwhen flag clicked\nset [11 v] to [1]\nforever\n    if <(11) = [1]> then\n        point in direction (-30)\n    else\n        if <(11) = [2]> then\n            point in direction (0)\n        end\n    end\nend\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\n@Sprite16\n\nwhen flag clicked\nset [apear v] to [210]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [12 v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [spikes v]\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nset [12 v] to [2]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nset [apear v] to [210]\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\n@Sprite22\n\nwhen flag clicked\nset [apear v] to [211]\n\nwhen flag clicked\nset [12 v] to [1]\nforever\n    if <(12) = [1]> then\n        point in direction (-90)\n    else\n        if <(12) = [2]> then\n            point in direction (0)\n        end\n    end\nend\n\nwhen I receive [change level v]\nif <(Level #) = (apear)> then\n    show\nelse\n    hide\nend\n\nset [12 v] to [2]\n\n@Sprite38\n\n