Aztral || A Journey to Beyond || A Platformer || #Games #All #Trending

Instructions: Shared: March 12th 2024 by NovaSpecter\n|| A Journey Through Heaven || \nAz was the devil. He seeks redemption. Guide him through this serene yet complex path of nirvana and help him succeed in his quest to become angelic.\n\nAll instructions are mentioned in the game, but pay special heed to this:\n*Use keys P and Z [together] to reveal hidden coins*\n\n\n|| Special features ||\n- all coins must be collected to proceed\n- proceed upwards\n- in-game instructions\n- animated lava\n- butterflies and snails\n- background effects\n- vanishing platforms\n- moving platforms\n- soundtrack (3 songs selected randomly)\n- mobile-friendly\n- falling spikes\n- end cutscene\n- more-lifelike\n- only 3 free reveals\n- unlimited reveals if you heart and favourite 

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop4 v)\nforever\n    play sound [00Jungle v] until done\nend\n\nwhen flag clicked\nset [soundsystem v] to (pick random (3) to (5))\nforever\n    play sound (soundsystem) until done\nend\n\nwhen flag clicked\nset [pan v] to [0]\nset volume to (100) %\nforever\n    repeat until <(pan) = [-100]>\n        change [pan v] by (-1)\n        wait (0.05) seconds\n    end\n    repeat until <(pan) = [100]>\n        change [pan v] by (1)\n        wait (0.05) seconds\n    end\nend\n\nwhen I receive [animation v]\nforever\n    set volume to (0) %\nend\n\nwhen flag clicked\nforever\n    set [pan left/right v] effect to (pan)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nforever\n    play sound [01WaterDrops v] until done\nend\n\nwhen [space v] key pressed\nif <(username) = [NovaSpecter]> then\n    broadcast (Next level v)\nend\n\n@Player\n\nwhen I receive [green flag clicked v]\nReset Level\nforever\n    switch costume to (hitbox v)\n    Controls - Jump, Crouch\n    Gravity\n    Check Hit Ceiling / Floor <(speed y) > [0]>\n    if <(y position) < [-189]> then\n        Reset Level\n    end\n    if <(wall jump) > [0]> then\n        change [wall jump v] by (-1)\n    else\n        Controls - Left and Right\n    end\n    if <(speed x) < [-0.5]> then\n        Walk (-90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n    else\n        if <(speed x) > [0.5]> then\n            Walk (90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n        else\n            set [frame v] to [0]\n        end\n    end\n    Set Costume\n    broadcast (tick v) and wait\n    if <<<touching (spikes v)?> or <touching (falling spikes v)?>> or <touching (lava v)?>> then\n        broadcast (Die v)\n        wait (0.5) seconds\n        Reset Level\n    end\n    if <<(y position) > [170]> and <touching (_edge_ v)?>> then\n        if <(LEVEL) = [13]> then\n            broadcast (Animation v)\n        else\n            broadcast (check level v)\n        end\n    end\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n    change [speed x v] by (-1)\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n    change [speed x v] by (1)\nend\n\ndefine Walk (direction) (speed) max steep (max steep)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (max steep)> or <(touch) = [0]>>\n    change y by (1)\n    change [slope v] by (1)\n    Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (max steep)> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\n    if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n        set [in platforrm v] to [2]\n        Walk (direction) (speed) max steep (max steep)\n        if <(speed x) = [0]> then\n            set [in platforrm v] to [1]\n        end\n    else\n        if <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n            set [speed x v] to ((-1.2) * (speed))\n            set [speed y v] to [11]\n            set [falling? v] to [6]\n            set [wall jump v] to [15]\n            if <touching (ladder v)?> then\n                set [speed y v] to [0]\n            end\n        else\n            set [speed x v] to [0]\n        end\n    end\nend\n\ndefine Controls - Jump, Crouch\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n    if <<(jump key) = [0]> and <(falling?) < [3]>> then\n        set [speed y v] to [10]\n        set [falling? v] to [6]\n        set [jump key v] to [1]\n        if <touching (ladder v)?> then\n            set [speed y v] to [0]\n        end\n    end\nelse\n    set [jump key v] to [0]\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n    set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n    change [speed y v] by (-1)\n    if <touching (ladder v)?> then\n        change [speed y v] by (50)\n    end\nelse\n    change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n    set [in platforrm v] to [1]\nelse\n    if <<up?> and <(touch) = [1]>> then\n        set [in platforrm v] to [2]\n    end\n    if <touching (moving v)?> then\n        set x to (round ([x position v] of [moving v]))\n    end\nend\nrepeat until <(touch) < (in platforrm)>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    Get Touching <not <up?>>\n    set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <<<touching (ground v)?> or <touching (moving v)?>> or <<touching (vanishing v)?> or >> then\n    set [touch v] to [9]\nelse\n    if <<check platform?> and <touching (ladder v)?>> then\n        set [touch v] to [1]\n    else\n        set [touch v] to [0]\n    end\nend\n\ndefine Reset Level\nclear graphic effects\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (item (LEVEL) of [level x v]) y: (item (LEVEL) of [level y v])\nbroadcast (Other render v)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n    if <(frame) = [0]> then\n        switch costume to (stand_1 v)\n        set [touchground v] to [0]\n    else\n        switch costume to ([floor v] of ((5) + ((frame) mod (2))) )\n    end\nelse\n    if <(speed y) > [0]> then\n        switch costume to (jump_1 v)\n        set [touchground v] to [0]\n    else\n        switch costume to (fall_1 v)\n        if <<<touching (ground v)?> or <touching (moving v)?>> or > then\n            set [touchground v] to [True]\n        else\n            set [touchground v] to [0]\n        end\n    end\nend\n\nwhen I receive [next level v]\ngo to x: (item ((LEVEL) + (1)) of [level x v]) y: (item ((LEVEL) + (1)) of [level y v])\n\nwhen I receive [die v]\nset [ghost v] effect to (100)\nset [current collect x v] to (x position)\nset [current collect y v] to (y position)\n\nwhen I receive [green flag clicked v]\nforever\n    if <(TouchGround) = [True]> then\n        play sound (pick random (2) to (3)) until done\n        set [pitch v] effect to (pick random (-75) to (5))\n        set [touchground v] to [0]\n    end\nend\n\nstart sound [2 v]\n\nwhen I receive [die v]\nclear sound effects\nstart sound [Explode 2 v]\nchange [pitch v] effect by (-10)\nplay sound [Explode 2 v] until done\n\nwhen flag clicked\nforever\n    if <<<touching (grass v)?> and <(speed x) > [0]>> and <<key (any v) pressed?> or <mouse down?>>> then\n        set [pitch v] effect to (pick random (-100) to (50))\n        play sound (pick random (4) to (6)) until done\n    end\nend\n\nwhen [r v] key pressed\nReset Level\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\ndefine this level -> (level) (no. of coins) <- no. of coins\nif <<(no. of coins) = (coin no.)> and <(level) = (LEVEL)>> then\n    if <not <(LEVEL) = [10]>> then\n        broadcast (Next level v)\n    else\n        broadcast (Animation v)\n    end\nelse\n    if <<not <(no. of coins) = (coin no.)>> and <(level) = (LEVEL)>> then\n        if <<(y position) > [170]> and <touching (_edge_ v)?>> then\n            broadcast (coin=no v)\n            wait until <not <(y position) > [170]>>\n        end\n    end\nend\n\nwhen I receive [check level v]\nthis level -> [1] [5] <- no. of coins\nthis level -> [2] [7] <- no. of coins\nthis level -> [3] [7] <- no. of coins\nthis level -> [4] [7] <- no. of coins\nthis level -> [5] [8] <- no. of coins\nthis level -> [6] [8] <- no. of coins\nthis level -> [7] [7] <- no. of coins\nthis level -> [8] [6] <- no. of coins\nthis level -> [9] [7] <- no. of coins\nthis level -> [10] [11] <- no. of coins\n\nif <touching (ladder v)?> then\n    change [speed y v] by (20)\nend\n\nchange [speed y v] by (50)\n\nadd (x position) to [level x v]\n\nadd [-145] to [level y v]\n\nwhen I receive [green flag clicked v]\nforever\n    go to [front v] layer\n    go [backward v] (1) layers\nend\n\nset drag mode [not draggable v]\n\ndelete (6) of [level y v]\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\nset [level v] to [1]\nshow\nforever\n    set [ghost v] effect to (100)\n    set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\nwait (0.02) seconds\nbroadcast (Render v)\n\nwhen I receive [die v]\nrepeat (10)\n    go to x: (Die) y: (Die)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@GroundVisuals\n\nwhen I receive [die v]\nrepeat (10)\n    go to x: (Die) y: (Die)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [green flag clicked v]\nswitch costume to (costume1 v)\nshow\nforever\n    switch costume to (LEVEL)\n    go to [front v] layer\n    go [backward v] (3) layers\nend\n\n@Moving\n\ndefine Smooth Glide To X: (x) (speed)\nrepeat ((speed) * ((speed) / ((speed) / (2))))\n    change x by (((x) / (speed)) - ((x position) / (speed)))\nend\n\ndefine Smooth glide to y: (y) (speed) \nrepeat ((speed) * ((speed) / ((speed) / (5))))\n    change y by (((y) / (speed)) - ((y position) / (speed)))\nend\n\ndefine Lvl: (lvl) Glide to x: (x) Glide to y: (y) Pos 1 x: (x1) Pos 1 y: (y1) (speed) costume: (costume#)\ngo to x: (x) y: (y)\nswitch costume to (costume#)\nif <(LEVEL) = (lvl)> then\n    show\n    forever\n        go to [front v] layer\n        Smooth Glide To X: (x1) Y: (y1) at Speed: (speed)\n        Smooth Glide To X: (x) Y: (y) at Speed: (speed)\n    end\nelse\n    hide\nend\n\nwhen flag clicked\nhide\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n    change x by (((x) / (speed)) - ((x position) / (speed)))\n    change y by (((y) / (speed)) - ((y position) / (speed)))\nend\n\nwhen I receive [render v]\nhide\ngo to x: (-20) y: (-90)\nLvl: [5] Glide to x: [132] Glide to y: [-65] Pos 1 x: [-5] Pos 1 y: [-35] [40] costume: [3]\nLvl: [6] Glide to x: [-37] Glide to y: [-130] Pos 1 x: [110] Pos 1 y: [-133] [35] costume: [4]\nLvl: [8] Glide to x: [86] Glide to y: [-162] Pos 1 x: [185] Pos 1 y: [-162] [40] costume: [3]\nLvl: [9] Glide to x: [80] Glide to y: [0] Pos 1 x: [200] Pos 1 y: [0] [30] costume: [1]\nLvl: [10] Glide to x: [-185] Glide to y: [100] Pos 1 x: [-20] Pos 1 y: [100] [40] costume: [2]\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen [k v] key pressed\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Vanishing\n\ndefine go to x: (x) y: (y) repeat: (repeat) level: (level)\ngo to x: (x) y: (y)\nif <(LEVEL) = (level)> then\n    repeat (repeat)\n        create clone of (_myself_ v)\n        change x by (23)\n    end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nforever\n    if <touching (player v)?> then\n        clear graphic effects\n        repeat (10)\n            Bounce [100]\n            change y by (-1)\n        end\n        repeat (20)\n            Bounce [-10]\n        end\n        hide\n        wait (3) seconds\n        change y by (10)\n        show\n        set size to (100) %\n        switch costume to (costume1 v)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    hide\n    switch costume to (costume3 v)\nend\n\ndefine Bounce (size)\nset [bounce v] to (((bounce) * (.8)) + (((size) - (size)) * (.1)))\nchange [ghost v] effect by (10)\nchange size by (bounce)\n\nwhen I receive [render v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [render v]\ngo to x: [8] y: [12] repeat: [5] level: [6]\ngo to x: [-183] y: [-15] repeat: [1] level: [7]\ngo to x: [76] y: [-75] repeat: [4] level: [7]\ngo to x: [-172] y: [58] repeat: [3] level: [8]\ngo to x: [-4] y: [81] repeat: [6] level: [8]\ngo to x: [-60] y: [-71] repeat: [1] level: [9]\ngo to x: [-110] y: [10] repeat: [1] level: [9]\ngo to x: [-20] y: [105] repeat: [1] level: [9]\ngo to x: [26] y: [105] repeat: [1] level: [9]\ngo to x: [74] y: [105] repeat: [1] level: [9]\ngo to x: [120] y: [105] repeat: [1] level: [9]\ngo to x: [50] y: [30] repeat: [7] level: [10]\ngo to x: [99] y: [100] repeat: [8] level: [10]\n\nwhen I receive [die v]\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Collectibles\n\ndefine Coin at x: (x) Y: (y) Level: (lvl) Costume (#)\nif <(lvl) = (LEVEL)> then\n    go to x: (x) y: (y)\n    switch costume to (#)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n    if <touching (player v)?> then\n        broadcast (Collected v)\n        set [current collect x v] to (x position)\n        set [current collect y v] to (y position)\n        change [coin no. v] by (1)\n        play sound [Collect v] until done\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(costume [number v]) = [1]> then\n        if <(Fade) > [1]> then\n            go to [front v] layer\n        else\n            go to [back v] layer\n        end\n    else\n        go to [back v] layer\n        go [forward v] (10) layers\n    end\nend\n\nwhen I receive [render v]\nCoin at x: [200] Y: [-125] Level: [1] Costume [1]\nCoin at x: [-208] Y: [-65] Level: [1] Costume [2]\nCoin at x: [-84] Y: [-10] Level: [1] Costume [2]\nCoin at x: [-226] Y: [62] Level: [1] Costume [2]\nCoin at x: [183] Y: [134] Level: [1] Costume [2]\nCoin at x: [98] Y: [-51] Level: [2] Costume [2]\nCoin at x: [-200] Y: [-75] Level: [2] Costume [2]\nCoin at x: [-62] Y: [35] Level: [2] Costume [2]\nCoin at x: [35] Y: [133] Level: [2] Costume [2]\nCoin at x: [215] Y: [139] Level: [2] Costume [2]\nCoin at x: [176] Y: [-94] Level: [2] Costume [2]\nCoin at x: [78] Y: [-143] Level: [2] Costume [1]\nCoin at x: [-121] Y: [-130] Level: [3] Costume [2]\nCoin at x: [16] Y: [-98] Level: [3] Costume [2]\nCoin at x: [216] Y: [-48] Level: [3] Costume [2]\nCoin at x: [-128] Y: [-20] Level: [3] Costume [2]\nCoin at x: [180] Y: [112] Level: [3] Costume [2]\nCoin at x: [-168] Y: [102] Level: [3] Costume [2]\nCoin at x: [142] Y: [-145] Level: [3] Costume [1]\nCoin at x: [-215] Y: [-75] Level: [4] Costume [2]\nCoin at x: [-226] Y: [-158] Level: [4] Costume [2]\nCoin at x: [21] Y: [-34] Level: [4] Costume [2]\nCoin at x: [215] Y: [105] Level: [4] Costume [2]\nCoin at x: [-24] Y: [80] Level: [4] Costume [2]\nCoin at x: [-224] Y: [118] Level: [4] Costume [2]\nCoin at x: [190] Y: [-150] Level: [4] Costume [1]\nCoin at x: [-155] Y: [121] Level: [5] Costume [2]\nCoin at x: [-220] Y: [-77] Level: [5] Costume [2]\nCoin at x: [-38] Y: [-108] Level: [5] Costume [2]\nCoin at x: [67] Y: [0] Level: [5] Costume [2]\nCoin at x: [209] Y: [-128] Level: [5] Costume [2]\nCoin at x: [223] Y: [-42] Level: [5] Costume [2]\nCoin at x: [150] Y: [116] Level: [5] Costume [2]\nCoin at x: [-201] Y: [40] Level: [5] Costume [1]\nCoin at x: [-223] Y: [-123] Level: [6] Costume [2]\nCoin at x: [-77] Y: [-116] Level: [6] Costume [2]\nCoin at x: [30] Y: [-125] Level: [6] Costume [2]\nCoin at x: [190] Y: [-65] Level: [6] Costume [2]\nCoin at x: [174] Y: [82] Level: [6] Costume [2]\nCoin at x: [58] Y: [72] Level: [6] Costume [2]\nCoin at x: [-150] Y: [89] Level: [6] Costume [2]\nCoin at x: [218] Y: [83] Level: [6] Costume [1]\nCoin at x: [-197] Y: [42] Level: [7] Costume [2]\nCoin at x: [-169] Y: [-89] Level: [7] Costume [2]\nCoin at x: [-22] Y: [-8] Level: [7] Costume [2]\nCoin at x: [25] Y: [104] Level: [7] Costume [2]\nCoin at x: [109] Y: [-52] Level: [7] Costume [2]\nCoin at x: [214] Y: [-45] Level: [7] Costume [2]\nCoin at x: [-166] Y: [106] Level: [7] Costume [1]\nCoin at x: [-166] Y: [-59] Level: [8] Costume [2]\nCoin at x: [-35] Y: [15] Level: [8] Costume [2]\nCoin at x: [200] Y: [15] Level: [8] Costume [2]\nCoin at x: [185] Y: [-147] Level: [8] Costume [2]\nCoin at x: [-52] Y: [121] Level: [8] Costume [2]\nCoin at x: [160] Y: [121] Level: [8] Costume [2]\nCoin at x: [-220] Y: [-113] Level: [9] Costume [2]\nCoin at x: [-40] Y: [42] Level: [9] Costume [2]\nCoin at x: [222] Y: [-95] Level: [9] Costume [2]\nCoin at x: [26] Y: [130] Level: [9] Costume [2]\nCoin at x: [169] Y: [135] Level: [9] Costume [2]\nCoin at x: [225] Y: [22] Level: [9] Costume [2]\nCoin at x: [-205] Y: [-1] Level: [9] Costume [1]\nCoin at x: [-225] Y: [-90] Level: [10] Costume [2]\nCoin at x: [-63] Y: [-133] Level: [10] Costume [2]\nCoin at x: [40] Y: [-35] Level: [10] Costume [2]\nCoin at x: [-100] Y: [75] Level: [10] Costume [2]\nCoin at x: [-210] Y: [127] Level: [10] Costume [2]\nCoin at x: [13] Y: [123] Level: [10] Costume [2]\nCoin at x: [190] Y: [55] Level: [10] Costume [2]\nCoin at x: [207] Y: [-30] Level: [10] Costume [2]\nCoin at x: [169] Y: [-100] Level: [10] Costume [2]\nCoin at x: [52] Y: [-118] Level: [10] Costume [1]\nCoin at x: [52] Y: [-142] Level: [10] Costume [1]\n\nwhen I start as a clone\nset [local sizeglide v] to [0]\nset size to (20) %\nrepeat (20)\n    change size by (Local SizeGlide)\n    change [local sizeglide v] by (0.07)\nend\nforever\n    repeat (40)\n        change size by (Local SizeGlide)\n        change [local sizeglide v] by (-0.07)\n        turn right (2) degrees\n    end\n    repeat (40)\n        change size by (Local SizeGlide)\n        turn right (2) degrees\n        change [local sizeglide v] by (0.07)\n    end\nend\n\nwhen flag clicked\nset [coin no. v] to [0]\nforever\n    hide\nend\n\nwhen I receive [next level v]\nset [coin no. v] to [0]\ndelete this clone\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@HiddenPlatforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost effect fadeaway v] to [0]\ngo to [front v] layer\nforever\n    if <<touching (player v)?> or <<<key (p v) pressed?> and <key (z v) pressed?>> and <<not <<(reveals:) = [3]> or <(reveals:) > [3]>>> or <(unlimited?) = [1]>>>> then\n        change [ghost effect fadeaway v] by (((80) - (Ghost Effect Fadeaway)) / (6))\n        set [fade v] to [5]\n    else\n        set [fade v] to [0]\n        change [ghost effect fadeaway v] by (((0) - (Ghost Effect Fadeaway)) / (6))\n        set [brightness v] effect to (-100)\n    end\n    set [ghost v] effect to (Ghost Effect Fadeaway)\n    switch costume to (LEVEL)\n    if <<not <<(reveals:) = [3]> or <(reveals:) > [3]>>> or <(unlimited?) = [1]>> then\n        if <<key (p v) pressed?> and <key (z v) pressed?>> then\n            set [brightness v] effect to (((Ghost Effect Fadeaway) / (Ghost Effect Fadeaway)) + (5))\n        end\n    else\n        set [brightness v] effect to (-100)\n    end\nend\n\nwhen I receive [animation v]\nhide\n\nwhen flag clicked\nset [reveals: v] to [0]\nforever\n    if <<not <<(reveals:) = [3]> or <(reveals:) > [3]>>> and <(unlimited?) = [0]>> then\n        if <<key (p v) pressed?> and <key (z v) pressed?>> then\n            change [reveals: v] by (1)\n            repeat until <not <<key (p v) pressed?> and <key (z v) pressed?>>>\n                wait (0.1) seconds\n            end\n        end\n    end\n    if <<<(reveals:) = [3]> or <(reveals:) > [3]>> and <(unlimited?) = [0]>> then\n        if <<key (p v) pressed?> and <key (z v) pressed?>> then\n            repeat until <not <<key (p v) pressed?> and <key (z v) pressed?>>>\n                broadcast (reveals=off v)\n            end\n        end\n    end\nend\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [green flag clicked v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (LEVEL)\nend\n\n@Falling spikes\n\ndefine Clone at x: (x) Y: (y) D: (d) Lvl (lvl) Costume (#)\nif <(lvl) = (LEVEL)> then\n    go to x: (x) y: (y)\n    switch costume to (#)\n    point in direction (d)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n    if <<((x position) + (-20)) < ([x position v] of [player v])> and <([x position v] of [player v]) < ((x position) + (20))>> then\n        if <(y position) > ([y position v] of [player v])> then\n            set [y v] to [6]\n            repeat until <(y position) < [-180]>\n                change y by (Y)\n                change [y v] by (-3)\n            end\n            set [pitch v] effect to (pick random (0) to (10))\n            play sound [HittingTheFloor v] until done\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [other render v]\nClone at x: [155] Y: [40] D: [-90] Lvl [1] Costume [1]\nClone at x: [170] Y: [40] D: [-90] Lvl [1] Costume [3]\nClone at x: [0] Y: [73] D: [-90] Lvl [2] Costume [1]\nClone at x: [175] Y: [-30] D: [-90] Lvl [3] Costume [2]\nClone at x: [157] Y: [-82] D: [-90] Lvl [4] Costume [2]\nClone at x: [-148] Y: [20] D: [-90] Lvl [4] Costume [1]\nClone at x: [-85] Y: [-57] D: [-90] Lvl [5] Costume [2]\nClone at x: [156] Y: [11] D: [-90] Lvl [6] Costume [3]\nClone at x: [-200] Y: [-65] D: [-90] Lvl [9] Costume [3]\nClone at x: [-66] Y: [-91] D: [-90] Lvl [10] Costume [1]\nClone at x: [40] Y: [-87] D: [-90] Lvl [10] Costume [3]\n\nwhen I receive [die v]\nwait (0.5) seconds\nbroadcast (Other render v)\n\nwhen I receive [render v]\nbroadcast (Other render v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [other render v]\ndelete this clone\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Grass\n\nwhen flag clicked\nset [xv v] to [2.5]\nhide\n\ndefine Spawn Grass (amount)\nrepeat (amount)\n    change x by (pick random (-2) to (2))\n    create clone of (_myself_ v)\n    set x to (Spawn X)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\npoint in direction (pick random (-360) to (360))\nset rotation style [all around v]\nchange y by (-1)\nset size to (70) %\nshow\nswitch costume to (pick random (1) to (6))\nset [random value v] to (pick random (-5) to (5))\nforever\n    if <touching (player v)?> then\n        set [wave momentum v] to (Xv)\n    end\n    point in direction (((([sin v] of (((timer) + (Random Value)) * (255)) ) * (Wave Momentum)) * (-5)) + (90))\n    set [wave momentum v] to ((Wave Momentum) * (0.95))\n    Check touching ground\nend\n\ndefine Create grass from x: (x) Y: (y) Repeat (#) Level (lvl)\nif <(lvl) = (LEVEL)> then\n    go to x: (x) y: (y)\n    repeat (#)\n        change x by (10)\n        set [spawn x v] to (x position)\n        Spawn Grass (pick random (1) to (3))\n    end\nend\n\nwhen I receive [render v]\nrepeat (1)\n    Create grass from x: [-224] Y: [-150] Repeat [12] Level [1]\n    Create grass from x: [-20] Y: [-147] Repeat [20] Level [1]\n    Create grass from x: [-245] Y: [45] Repeat [5] Level [1]\n    Create grass from x: [142] Y: [-90] Repeat [5] Level [1]\n    Create grass from x: [-123] Y: [72] Repeat [8] Level [1]\n    Create grass from x: [20] Y: [76] Repeat [9] Level [1]\n    Create grass from x: [142] Y: [80] Repeat [5] Level [1]\n    Create grass from x: [150] Y: [92] Repeat [5] Level [1]\n    Create grass from x: [161] Y: [97] Repeat [5] Level [1]\n    Create grass from x: [-188] Y: [-117] Repeat [9] Level [2]\n    Create grass from x: [-225] Y: [-85] Repeat [3] Level [2]\n    Create grass from x: [148] Y: [-114] Repeat [10] Level [2]\n    Create grass from x: [76] Y: [-64] Repeat [3] Level [2]\n    Create grass from x: [22] Y: [-14] Repeat [5] Level [2]\n    Create grass from x: [145] Y: [32] Repeat [4] Level [2]\n    Create grass from x: [193] Y: [8] Repeat [4] Level [2]\n    Create grass from x: [44] Y: [-160] Repeat [7] Level [2]\n    Create grass from x: [-85] Y: [11] Repeat [4] Level [2]\n    Create grass from x: [-186] Y: [36] Repeat [4] Level [2]\n    Create grass from x: [-88] Y: [125] Repeat [13] Level [2]\n    Create grass from x: [77] Y: [114] Repeat [4] Level [2]\n    Create grass from x: [220] Y: [131] Repeat [2] Level [2]\n    Create grass from x: [42] Y: [-71] Repeat [15] Level [3]\n    Create grass from x: [196] Y: [-80] Repeat [10] Level [3]\n    Create grass from x: [-155] Y: [-30] Repeat [4] Level [3]\n    Create grass from x: [-72] Y: [11] Repeat [4] Level [3]\n    Create grass from x: [-30] Y: [-22] Repeat [4] Level [3]\n    Create grass from x: [-16] Y: [-116] Repeat [5] Level [3]\n    Create grass from x: [88] Y: [-155] Repeat [6] Level [3]\n    Create grass from x: [108] Y: [80] Repeat [17] Level [3]\n    Create grass from x: [-35] Y: [110] Repeat [7] Level [3]\n    Create grass from x: [-238] Y: [-170] Repeat [5] Level [4]\n    Create grass from x: [-20] Y: [-175] Repeat [10] Level [4]\n    Create grass from x: [-240] Y: [-88] Repeat [5] Level [4]\n    Create grass from x: [-145] Y: [-157] Repeat [8] Level [4]\n    Create grass from x: [-125] Y: [-38] Repeat [6] Level [4]\n    Create grass from x: [119] Y: [-8] Repeat [8] Level [4]\n    Create grass from x: [141] Y: [-160] Repeat [10] Level [4]\n    Create grass from x: [-200] Y: [70] Repeat [28] Level [4]\n    Create grass from x: [-165] Y: [140] Repeat [4] Level [4]\n    Create grass from x: [-240] Y: [-150] Repeat [6] Level [5]\n    Create grass from x: [-240] Y: [-90] Repeat [8] Level [5]\n    Create grass from x: [-110] Y: [-117] Repeat [22] Level [5]\n    Create grass from x: [152] Y: [-140] Repeat [9] Level [5]\n    Create grass from x: [165] Y: [-78] Repeat [5] Level [5]\n    Create grass from x: [-130] Y: [-32] Repeat [9] Level [5]\n    Create grass from x: [-227] Y: [14] Repeat [4] Level [5]\n    Create grass from x: [-102] Y: [50] Repeat [4] Level [5]\n    Create grass from x: [135] Y: [87] Repeat [3] Level [5]\n    Create grass from x: [-245] Y: [-133] Repeat [3] Level [6]\n    Create grass from x: [-191] Y: [-165] Repeat [4] Level [6]\n    Create grass from x: [-183] Y: [-104] Repeat [5] Level [6]\n    Create grass from x: [-100] Y: [-135] Repeat [3] Level [6]\n    Create grass from x: [137] Y: [-137] Repeat [5] Level [6]\n    Create grass from x: [-113] Y: [17] Repeat [5] Level [6]\n    Create grass from x: [-180] Y: [70] Repeat [5] Level [6]\n    Create grass from x: [-84] Y: [128] Repeat [6] Level [6]\n    Create grass from x: [135] Y: [60] Repeat [9] Level [6]\n    Create grass from x: [-233] Y: [-25] Repeat [2] Level [6]\n    Create grass from x: [-190] Y: [-121] Repeat [9] Level [7]\n    Create grass from x: [-221] Y: [-80] Repeat [6] Level [7]\n    Create grass from x: [67] Y: [-143] Repeat [12] Level [7]\n    Create grass from x: [-71] Y: [-25] Repeat [9] Level [7]\n    Create grass from x: [-185] Y: [76] Repeat [6] Level [7]\n    Create grass from x: [-60] Y: [111] Repeat [5] Level [7]\n    Create grass from x: [-243] Y: [-126] Repeat [10] Level [8]\n    Create grass from x: [-100] Y: [-144] Repeat [8] Level [8]\n    Create grass from x: [-7] Y: [-170] Repeat [7] Level [8]\n    Create grass from x: [204] Y: [-117] Repeat [4] Level [8]\n    Create grass from x: [-120] Y: [-10] Repeat [18] Level [8]\n    Create grass from x: [180] Y: [0] Repeat [6] Level [8]\n    Create grass from x: [-223] Y: [-46] Repeat [3] Level [8]\n    Create grass from x: [-80] Y: [104] Repeat [7] Level [8]\n    Create grass from x: [111] Y: [116] Repeat [5] Level [8]\n    Create grass from x: [-240] Y: [-128] Repeat [7] Level [9]\n    Create grass from x: [89] Y: [-95] Repeat [3] Level [9]\n    Create grass from x: [125] Y: [-168] Repeat [6] Level [9]\n    Create grass from x: [178] Y: [-143] Repeat [3] Level [9]\n    Create grass from x: [212] Y: [-111] Repeat [4] Level [9]\n    Create grass from x: [-117] Y: [-110] Repeat [12] Level [9]\n    Create grass from x: [-225] Y: [-20] Repeat [11] Level [9]\n    Create grass from x: [60] Y: [-145] Repeat [4] Level [9]\n    Create grass from x: [-240] Y: [43] Repeat [7] Level [9]\n    Create grass from x: [-55] Y: [24] Repeat [3] Level [9]\n    Create grass from x: [-26] Y: [44] Repeat [6] Level [9]\n    Create grass from x: [144] Y: [122] Repeat [6] Level [9]\n    Create grass from x: [-147] Y: [-156] Repeat [11] Level [10]\n    Create grass from x: [-200] Y: [-159] Repeat [2] Level [10]\n    Create grass from x: [-240] Y: [-109] Repeat [2] Level [10]\n    Create grass from x: [-182] Y: [-43] Repeat [3] Level [10]\n    Create grass from x: [-155] Y: [16] Repeat [8] Level [10]\n    Create grass from x: [-48] Y: [-1] Repeat [5] Level [10]\n    Create grass from x: [15] Y: [-45] Repeat [5] Level [10]\n    Create grass from x: [90] Y: [-50] Repeat [4] Level [10]\n    Create grass from x: [-260] Y: [-5] Repeat [3] Level [10]\n    Create grass from x: [155] Y: [-117] Repeat [2] Level [10]\n    Create grass from x: [185] Y: [-43] Repeat [6] Level [10]\n    Create grass from x: [-240] Y: [113] Repeat [5] Level [10]\n    Create grass from x: [-23] Y: [111] Repeat [6] Level [10]\n    Create grass from x: [177] Y: [135] Repeat [8] Level [10]\nend\n\nwhen I receive [next level v]\nrepeat (10)\n    delete this clone\nend\n\nhide\n\nshow\n\nif <touching (ground v)?> then\n\ndefine Check touching ground\nif <not <touching (ground v)?>> then\n    repeat until <touching (ground v)?>\n        change y by (-1)\n    end\nend\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Light\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [green flag clicked v]\nshow\nswitch costume to (costume7 v)\nset [local sizeglide v] to [0]\nrepeat (20)\n    change size by (Local SizeGlide)\n    go to (player v)\n    change [local sizeglide v] by (0.07)\nend\nforever\n    repeat (40)\n        change size by (Local SizeGlide)\n        change [local sizeglide v] by (-0.07)\n        go to (player v)\n    end\n    repeat (40)\n        change size by (Local SizeGlide)\n        change [local sizeglide v] by (0.07)\n        go to (player v)\n    end\nend\n\nwhen I receive [green flag clicked v]\nshow\nswitch costume to (costume7 v)\nset size to (70) %\nforever\n    go to [back v] layer\n    go [backward v] (1) layers\n    go to (player v)\nend\n\n@Torches\n\nwhen flag clicked\nhide\nforever\n    go to [back v] layer\n    repeat (10)\n        go [backward v] (100) layers\n    end\n    go to [back v] layer\nend\n\ndefine Create clone at x: (x) Y: (y) Level: (lvl) Size (#)\nif <(lvl) = (LEVEL)> then\n    go to x: (x) y: (y)\n    set size to (#) %\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [local sizeglide v] to [0]\ngo to [back v] layer\nrepeat (20)\n    change size by (Local SizeGlide)\n    change [local sizeglide v] by (0.07)\nend\nforever\n    repeat (40)\n        change size by (Local SizeGlide)\n        change [local sizeglide v] by (-0.07)\n    end\n    repeat (40)\n        change size by (Local SizeGlide)\n        change [local sizeglide v] by (0.07)\n    end\n    go to [back v] layer\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [render v]\nrepeat (2)\n    Create clone at x: [-182] Y: [83] Level: [1] Size [50]\n    Create clone at x: [183] Y: [5] Level: [1] Size [50]\n    Create clone at x: [82] Y: [146] Level: [2] Size [50]\n    Create clone at x: [-33] Y: [36] Level: [2] Size [50]\n    Create clone at x: [161] Y: [-73] Level: [2] Size [50]\n    Create clone at x: [100] Y: [-26] Level: [3] Size [55]\n    Create clone at x: [-24] Y: [-80] Level: [3] Size [30]\n    Create clone at x: [73] Y: [108] Level: [4] Size [50]\n    Create clone at x: [-121] Y: [0] Level: [4] Size [80]\n    Create clone at x: [-125] Y: [120] Level: [5] Size [25]\n    Create clone at x: [160] Y: [-33] Level: [5] Size [30]\n    Create clone at x: [121] Y: [-103] Level: [6] Size [30]\n    Create clone at x: [-27] Y: [32] Level: [6] Size [50]\n    Create clone at x: [181] Y: [-52] Level: [7] Size [15]\n    Create clone at x: [-82] Y: [85] Level: [7] Size [20]\n    Create clone at x: [-214] Y: [60] Level: [8] Size [15]\n    Create clone at x: [179] Y: [-91] Level: [8] Size [50]\n    Create clone at x: [-60] Y: [141] Level: [9] Size [15]\n    Create clone at x: [69] Y: [50] Level: [9] Size [50]\n    Create clone at x: [-188] Y: [26] Level: [10] Size [50]\n    Create clone at x: [-30] Y: [143] Level: [10] Size [50]\n    wait (1.5) seconds\nend\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [green flag clicked v]\nbroadcast (Render v)\n\n@Butterfly\n\nwhen flag clicked\nhide\nforever\n    set [brightness v] effect to (-100)\nend\n\ndefine Animate (frames) (fps)\nrepeat (frames)\n    next costume\n    if <(touched) = [no]> then\n        set rotation style [all around v]\n        move (([sin v] of ((x position) / (5)) ) + (pick random (4) to (7))) steps\n        change y by (([floor v] of ((y position) / (-100)) ) + (-1))\n    else\n        if <(touched) = [yes]> then\n            set rotation style [left-right v]\n            if <(distance to [player v]) < [2]> then\n                go to (player v)\n            else\n                point towards (player v)\n                move ((distance to [player v]) * (pick random (0.03125) to (0.3125))) steps\n            end\n        end\n    end\n    turn left (0.5) degrees\n    if on edge, bounce\n    wait (fps) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (0) to (50))\nset size to (pick random (5) to (15)) %\nshow\nset y to (pick random (-200) to (200))\nset x to (pick random (-200) to (200))\npoint in direction (pick random (-90) to (90))\nforever\n    set [brightness v] effect to (-100)\n    switch costume to (butterfly v)\n    go [forward v] (pick random (-10) to (10)) layers\n    Animate [20] (pick random (0.01) to (0.06))\nend\n\nwhen I start as a clone\nforever\n    if <<(direction) > [88]> or <(direction) < [-90]>> then\n        repeat until <not <<(direction) > [88]> or <(direction) < [-90]>>>\n            turn right ((direction) / (-50)) degrees\n        end\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\n\nwhen I start as a clone\nset [touched v] to [no]\nforever\n    if <touching (player v)?> then\n        set [touched v] to [yes]\n    end\n    if <(touched) = [yes]> then\n        wait (pick random (3) to (6)) seconds\n        set [touched v] to [no]\n    end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [t v] to [0]\ngo to (mouse-pointer v)\nforever\n\nwhen I start as a clone\nforever\n    if <<touching (light v)?> or <(distance to [player v]) < [50]>> then\n        start sound (pick random (1) to (5))\n        wait (1) seconds\n    end\n    set volume to ((size) * ((distance to [light v]) / (500))) %\nend\n\nplay sound [Footstep-On-Grasss- v] until done\n\nwhen I receive [render v]\npoint in direction (90)\ngo to x: (-225) y: (0)\nrepeat (pick random (2) to (3))\n    create clone of (_myself_ v)\nend\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Particles\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (Current Collect X) y: (Current Collect Y)\nset [my sy v] to (pick random (2.0000000002328306) to (4.000000000232831))\nset [my sx v] to (pick random (-1.9999999997671696) to (2.00000000023283))\n\nwhen I receive [collected v]\n\nwhen flag clicked\nset [collect? v] to [0]\nforever\n    hide\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n    go to [front v] layer\n    set size to (50) %\n    change y by (My SY)\n    change x by (My SX)\n    change [my sy v] by (-0.3)\n    change size by (-2)\n    if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n        delete this clone\n    end\n    go to [front v] layer\nend\n\ndefine Collect\nif <<(Collect?) = [1]> and <not <(coiners) > [3]>>> then\n    repeat (10)\n        if <not <(coiners) > [4]>> then\n            switch costume to (light v)\n            change [coiners v] by (1)\n            create clone of (_myself_ v)\n        end\n    end\nend\n\nwhen I receive [collected v]\nset [collect? v] to [1]\nset [coiners v] to [0]\nCollect\nset [collect? v] to [0]\nwait (0.0000000000000000000000001) seconds\nset [coiners v] to [0]\n\ndefine Death\nrepeat (10)\n    switch costume to (dark v)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [die v]\nDeath\nwait (1) seconds\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Bgfx\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    set [clone v] to [Dots]\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\n    wait (pick random (0.01) to (0.75)) seconds\nend\n\nwhen I start as a clone\nif <(Clone) = [Dots]> then\n    go to [back v] layer\n    go [forward v] (1) layers\n    switch costume to (dots v)\n    go to (random position v)\n    clear graphic effects\n    show\n    set [ghost v] effect to (pick random (40) to (60))\n    set size to (0) %\n    set [dot size v] to (pick random (100) to (300))\n    repeat (50)\n        change size by (((Dot Size) - (size)) / (14))\n    end\n    repeat (50)\n        change size by (((10) - (size)) / (14))\n        change [ghost v] effect by (1)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Dots]> then\n    forever\n        glide (pick random (6) to (10)) secs to (random position v)\n    end\nend\n\nwhen I start as a clone\nif <(Clone) = [Lines]> then\n    set [ghost v] effect to (pick random (40) to (60))\n    show\n    forever\n        go to [back v] layer\n    end\nend\n\nwhen flag clicked\nforever\n    wait (pick random (0.01) to (0.4)) seconds\n    set [clone v] to [Particles]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n    point in direction (pick random (-90) to (90))\n    go to [back v] layer\n    go to x: (pick random (-200) to (200)) y: (-300)\n    go [forward v] (1) layers\n    switch costume to (particles v)\n    set size to (20) %\n    clear graphic effects\n    show\n    set [ghost v] effect to (pick random (50) to (70))\nend\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n    forever\n        move (1) steps\n        change y by (1)\n        turn right (pick random (-1.01) to (1.01)) degrees\n    end\nend\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n    wait (1) seconds\n    forever\n        if <touching (_edge_ v)?> then\n            wait (0.2) seconds\n            delete this clone\n        end\n    end\nend\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Snail\n\nwhen flag clicked\n\nwhen [k v] key pressed\ndelete this clone\n\ndefine Level (level) x (x) y (y) direction (direction) size (size) direction type: (1/2)\nif <(LEVEL) = (level)> then\n    show\n    set size to (size) %\n    go to x: (x) y: (y)\n    if <(1/2) = [1]> then\n        set rotation style [left-right v]\n        point in direction (direction)\n    else\n        if <(1/2) = [2]> then\n            set rotation style [all around v]\n            point in direction (direction)\n        end\n    end\nend\n\nhide\n\nwhen I receive [render v]\nLevel [1] x [-212] y [-92] direction [130] size [6] direction type: [2]\nLevel [2] x [-199] y [92] direction [100] size [6] direction type: [2]\nLevel [3] x [69] y [57] direction [48] size [9] direction type: [2]\nLevel [4] x [-202] y [0] direction [123] size [8] direction type: [2]\nLevel [6] x [174] y [-109] direction [10] size [8] direction type: [2]\nLevel [7] x [56] y [35] direction [66] size [9] direction type: [2]\nLevel [8] x [-153] y [-14] direction [80] size [9] direction type: [2]\nLevel [10] x [-32] y [5] direction [80] size [9] direction type: [1]\n\nset rotation style [all around v]\n\nturn right (15) degrees\n\nchange y by (-1)\n\nturn left (1) degrees\n\nwhen flag clicked\nshow\nforever\n    next costume\n    wait (0.1) seconds\nend\n\nchange x by (-10)\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n@TextHelp\n\ndefine TEXT position x: (x) y: (y) size: (size) costume: (costume no.) level: (level)\nhide\nclear graphic effects\nif <(LEVEL) = (level)> then\n    go to x: (x) y: (y)\n    switch costume to (costume no.)\n    set size to (size) %\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(notifs) = [help]> then\n    show\n    clear graphic effects\n    set [brightness v] effect to (200)\n    forever\n        set [ghost v] effect to ((distance to [player v]) - (-10))\n        go to [front v] layer\n        show\n    end\nend\nif <(notifs) = [receiving=off]> then\n    show\n    go to x: (0) y: (-150)\n    switch costume to (run out v)\n    set size to (95) %\n    clear graphic effects\n    set [ghost v] effect to (100)\n    set [brightness v] effect to (500)\n    if <(unlimited?) = [0]> then\n        repeat until <not <<key (p v) pressed?> and <key (z v) pressed?>>>\n            change [ghost v] effect by (-50)\n            go to [front v] layer\n        end\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n        clear graphic effects\n    end\nend\nif <(notifs) = [coin=no]> then\n    show\n    go to x: (0) y: (150)\n    switch costume to (not collected v)\n    set size to (95) %\n    clear graphic effects\n    set [ghost v] effect to (100)\n    set [brightness v] effect to (500)\n    repeat until <not <([y position v] of [player v]) > [125]>>\n        change [ghost v] effect by (-20)\n        go to [front v] layer\n    end\n    repeat (10)\n        go to [front v] layer\n        change [ghost v] effect by (10)\n    end\n    hide\n    clear graphic effects\nend\n\nwhen I receive [render v]\nset [notifs v] to [help]\nTEXT position x: [-105] y: [-105] size: [90] costume: [1] level: [1]\nTEXT position x: [136] y: [-110] size: [100] costume: [7] level: [1]\nTEXT position x: [-10] y: [-21] size: [95] costume: [3] level: [1]\nTEXT position x: [137] y: [104] size: [100] costume: [2] level: [1]\nTEXT position x: [-55] y: [110] size: [90] costume: [8] level: [1]\nTEXT position x: [23] y: [4] size: [80] costume: [6] level: [2]\nTEXT position x: [155] y: [127] size: [65] costume: [4] level: [2]\nTEXT position x: [198] y: [10] size: [65] costume: [15] level: [4]\nTEXT position x: [-8] y: [104] size: [100] costume: [10] level: [4]\nTEXT position x: [-190] y: [107] size: [75] costume: [5] level: [2]\nTEXT position x: [192] y: [-24] size: [70] costume: [13] level: [5]\nTEXT position x: [-56] y: [-111] size: [50] costume: [13] level: [6]\nTEXT position x: [67] y: [-130] size: [50] costume: [13] level: [8]\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [reveals=off v]\nset [notifs v] to [receiving=off]\ncreate clone of (_myself_ v)\n\nwhen I receive [coin=no v]\nset [notifs v] to [coin=no]\ncreate clone of (_myself_ v)\n\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Lava\n\ndefine go to x: (x) y: (y) repeat: (repeat) level: (level)\ngo to x: (x) y: (y)\nif <(LEVEL) = (level)> then\n    repeat (repeat)\n        create clone of (_myself_ v)\n        change x by (82)\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (wave7 v)\nset size to (40) %\nshow\nforever\n    wait (0.11) seconds\n    next costume\nend\n\nwhen I receive [render v]\ndelete this clone\n\nset [brightness v] effect to (200)\n\nwhen I receive [render v]\ngo to x: [-160] y: [-166] repeat: [3] level: [2]\ngo to x: [-200] y: [-190] repeat: [3] level: [3]\ngo to x: [38] y: [-173] repeat: [1] level: [3]\ngo to x: [-125] y: [-185] repeat: [5] level: [5]\ngo to x: [-55] y: [-165] repeat: [4] level: [6]\ngo to x: [105] y: [-190] repeat: [2] level: [8]\ngo to x: [-135] y: [-169] repeat: [1] level: [8]\ngo to x: [-232] y: [-165] repeat: [4] level: [9]\ngo to x: [50] y: [-22] repeat: [3] level: [9]\ngo to x: [138] y: [-145] repeat: [2] level: [10]\ngo to x: [-188] y: [-180] repeat: [5] level: [10]\ngo to x: [-80] y: [-25] repeat: [1] level: [10]\n\nwhen I start as a clone\nforever\n    go to [back v] layer\n    go [forward v] (4) layers\nend\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Animation\n\nwhen I receive [animation v]\nclear graphic effects\nstop all sounds\nshow\nswitch costume to (costume1 v)\nAnimate [8] [0.05]\nwait (1) seconds\nAnimate [6] [0.05]\nwait (1) seconds\nAnimate [5] [0.5]\nwait (1) seconds\nAnimate [3] [0.08]\nwait (1) seconds\nAnimate [9] [0.05]\nwait (1) seconds\nAnimate [5] [0.09]\nwait (1) seconds\nAnimate [4] [0.1]\nwait (1) seconds\nswitch costume to (costume41 v)\nset [pixelate v] effect to (13)\nplay sound [TA-Game Over v] until done\nstop [all v]\n\ndefine Animate (frames) (fps)\nrepeat (frames)\n    next costume\n    wait (fps) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [animation v]\nclear graphic effects\nwait (3) seconds\nrepeat (10)\n    set [pitch v] effect to (pick random (-50) to (0))\n    play sound [beat v] until done\n    wait (0.1) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n    set [timer v] to ((timer) + (0.1))\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    go to x: (-10000) y: (-10000)\n    switch costume to (nothin to see here v)\n    set size to (150) %\n    switch costume to (1 v)\nend\n\nwhen [timer v] > (timer)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (-10000) y: (-10000)\nswitch costume to (nothin to see here v)\nset size to (150) %\nswitch costume to (pick random (2) to (3))\nforever\n    go to [front v] layer\n    change [ghost v] effect by (-5)\n    change x by (((0) - (x position)) / (5))\n    change y by (((0) - (y position)) / (5))\n    switch costume to (nothin to see here v)\n    change size by (((100) - (size)) / (15))\n    switch costume to (1 v)\nend\n\n@Clicktoplay\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (-5) y: (-20)\nrepeat (30)\n    change y by (((-10) - (y position)) * (0.2))\n    change [ghost v] effect by (-5)\nend\nset [coslol v] to [0]\nwait until <not <mouse down?>>\nrepeat until <mouse down?>\n    change [coslol v] by (5)\n    change y by (([cos v] of (coslol) ) * (0.2))\nend\nbroadcast (Green Flag clicked v)\nrepeat (10)\n    change [coslol v] by (10)\n    go to [front v] layer\n    change y by (([cos v] of (coslol) ) * (0.2))\n    change [ghost v] effect by (10)\nend\n\nwait (1) seconds\n\nhide\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [unlimited? v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nrepeat (10)\n    change y by ((y position) / (-15))\n    change [ghost v] effect by (-10)\n    go to [front v] layer\n    go [forward v] (100) layers\nend\ngo to [front v] layer\ngo [forward v] (100000) layers\nwait (1) seconds\nrepeat (10)\n    change y by (((y position) - (-100)) / (-15))\n    change [ghost v] effect by (10)\n    go to [front v] layer\n    go [forward v] (100) layers\n    hide\nend\nset [unlimited? v] to [1]\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n    go to x: (-15) y: (0)\n    set [loved__ v] to [0]\n    switch costume to (love v)\n    forever\n        set [love? v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            set [loved__ v] to [1]\n        end\n    end\nend\nif <(clone id) = [1]> then\n    set [unlimited? v] to [1]\n    go to x: (0) y: (0)\n    switch costume to (fave v)\n    set [faved___ v] to [0]\n    forever\n        set [fav v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            set [faved___ v] to [1]\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    go [forward v] (10000) layers\nend\n\n@static\n\nwhen I receive [green flag clicked v]\nforever\n    go to [front v] layer\n    show\n    set [ghost v] effect to (85)\n    go to x: (0) y: (0)\n    go [forward v] (10000) layers\nend\n\nwhen flag clicked\nhide\n\n