Mouse Platformer! 

Instructions: ENGLISH:\nMaybe weird, but the controls are: JUST YOUR MOUSE! Yep.\nIf you move your mouse to right the platformer-mouse will go to right too, same with left. If you click it will jump, hold click-button on a wall to climb up. Don't touch red, you can walk on black and swim in blue, get to the cheese and watch out for cats! :D\n\nNEDERLANDS:\nMisschien raar, maar de besturing is: GEWOON JE MUIS! Als je met je computer-muis naar rechts gaat gaat de muis in het spel ook naar rechts, hetzelfde met links. Klik om te springen, houd de klik-knop ingedrukt bij een muur om omhoog te klimmen. Raak geen rood aan,\nje kan lopen op zwart en zwemmen in blauw, ga naar de kaas en pas op voor katten! :D \n

@Stage\n\n@Mouse\n\ndefine respawn\nhide\nwait (0.5) seconds\ngo to x: (-220) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nshow\n\nwhen flag clicked\nswitch costume to (mouse v)\ngo to x: (-220) y: (0)\nset rotation style [left-right v]\nset size to (100) %\ngo to [front v] layer\nshow\nwait (1) seconds\nforever\n    switch costume to (mouse v)\n    if <(mouse x) > (x position)> then\n        set [x v] to ((distance to [mouse-pointer v]) / (20))\n        point in direction (90)\n    else\n        set [x v] to (((distance to [mouse-pointer v]) / (20)) * (-1))\n        point in direction (-90)\n    end\n    set [x v] to ((X) * (0.9))\n    change x by (X)\n    if <touching color (#000000)?> then\n        change y by (1)\n        if <touching color (#000000)?> then\n            change y by (1)\n            if <touching color (#000000)?> then\n                change y by (1)\n                if <touching color (#000000)?> then\n                    change y by (1)\n                    if <touching color (#000000)?> then\n                        change y by (1)\n                        if <touching color (#000000)?> then\n                            change y by (-5)\n                            change x by ((X) * (-1))\n                            if <mouse down?> then\n                                switch costume to (mouse climbing v)\n                                set [y v] to [6]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y v] by (-1)\n    change y by (Y)\n    if <touching color (#000000)?> then\n        change y by ((Y) * (-1))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <mouse down?> then\n        if <touching color (#000000)?> then\n            if <(costume [number v]) = [1]> then\n                start sound [boing v]\n            end\n            set [y v] to [10]\n        end\n    end\n    change y by (1)\n    if <touching color (#ffff00)?> then\n        start sound [chomp v]\n        go to x: (-220) y: (0)\n        broadcast (next level v)\n        wait (1) seconds\n    end\n    if <touching color (#003fff)?> then\n        set [y v] to [-1]\n        if <mouse down?> then\n            set [y v] to [3]\n        end\n    end\n    if <<color (#000000) is touching (#ff0000)?> or <color (#b2b2b2) is touching (#ff0000)?>> then\n        switch costume to (mouse dead v)\n        set [y v] to [0]\n        repeat (10)\n            change [y v] by (1)\n            change y by (Y)\n        end\n        repeat until <(y position) < [-170]>\n            change [y v] by (-1)\n            change y by (Y)\n        end\n        respawn\n    end\n    if <touching (cat v)?> then\n        switch costume to (mouse dead 2 v)\n        broadcast (dead 2 v) and wait\n        respawn\n    end\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nswitch costume to (level 1 v)\ngo [backward v] (20) layers\nshow\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nset [level v] to [12]\n\n@Cat\n\nwhen flag clicked\nswitch costume to (cat 1 v)\nforever\n    repeat (12)\n        next costume\n        wait (0.1) seconds\n    end\n    wait (1) seconds\n    repeat (12)\n        switch costume to ((costume [number v]) - (1))\n        wait (0.1) seconds\n    end\nend\n\nwhen flag clicked\nset size to (30) %\nhide\nhide\ngo to [front v] layer\nset rotation style [left-right v]\nforever\n    if <(Level) = [9]> then\n        show\n        set size to (30) %\n        go to x: (0) y: (-34)\n        repeat until <(Level) = [10]>\n            point in direction (90)\n            glide (0.5) secs to x: (50) y: (-34)\n            point in direction (-90)\n            glide (1) secs to x: (-50) y: (-34)\n            point in direction (90)\n            glide (0.5) secs to x: (0) y: (-34)\n        end\n        hide\n    end\n    if <(Level) = [14]> then\n        show\n        set size to (30) %\n        go to x: (-30) y: (-34)\n        repeat until <(Level) = [15]>\n            point in direction (90)\n            glide (2) secs to x: (80) y: (-34)\n            point in direction (-90)\n            glide (4) secs to x: (-130) y: (-34)\n            point in direction (90)\n            glide (2) secs to x: (-30) y: (-34)\n        end\n        hide\n    end\nend\n\nset [level v] to [9]\n\n@Weapon\n\nwhen flag clicked\nhide\n\nwhen I receive [dead 2 v]\ngo to (mouse v)\nchange y by (30)\nshow\nrepeat (3)\n    repeat (10)\n        change y by (-3)\n    end\n    repeat (10)\n        change y by (3)\n    end\n    wait (0.3) seconds\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n