Aesthetic Utopia || Platformer


@Stage\n\nwhen I receive [intro done v]\nswitch backdrop to (1 v)\nforever\n    if <(Level) = [6]> then\n        switch backdrop to (3 v)\n    else\n        switch backdrop to (1 v)\n    end\nend\n\nwhen flag clicked\nswitch backdrop to (2 v)\n\nwhen flag clicked\n\nwhen I receive [play scene v]\nset volume to (50) %\nwait (1) seconds\nforever\n    play sound [Song v] until done\nend\n\nwhen I receive [play scene v]\nwait until <(Level) = [10]>\nset volume to (0) %\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 (Play Scene v)\n                                broadcast (Play Scene 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\n@Player\n\nwhen I receive [move player v]\nchange x by (Move X)\nchange y by (Move Y)\n\nwhen I receive [move player v]\nif <not <touching (danger v)?>> then\n    change x by (Move X)\n    change y by (Move Y)\nend\n\nwhen flag clicked\nset [level v] to [0]\nset volume to (100) %\nset [deaths v] to [0]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <(Can Move?) = [1]> then\n    switch costume to (idle v)\n    if <not <touching (water v)?>> then\n        if <not <touching (ladders v)?>> then\n            if <touching (low gravity v)?> then\n                if <<(Level) = [6]> or > then\n                    change [y velocity v] by (-0.6)\n                else\n                    change [y velocity v] by (-0.65)\n                end\n            else\n                if <touching (high gravity v)?> then\n                    change [y velocity v] by (-1.5)\n                else\n                    change [y velocity v] by (-1)\n                end\n            end\n        end\n    end\n    if <touching (ladders v)?> then\n        Ladders\n    end\n    if  then\n        change [x velocity v] by (speed)\n    end\n    if  then\n        change [x velocity v] by ((0) - (speed))\n    end\n    set [x velocity v] to ((X Velocity) * (friction))\n    change x by (X Velocity)\n    set [slope v] to [0]\n    if <<<touching (level v)?> or <touching (locked v)?>> or <<touching (test v)?> or <<touching (coinlock v)?> or >>> then\n        repeat until <<not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (test v)?> or <<touching (coinlock v)?> or <<touching color (#fff2f9)?> and <(Level) = [10]>>>>>> or <(Slope) = [-8]>>\n            change [slope v] by (-1)\n            change y by (1)\n        end\n    end\n    if <<<touching (level v)?> or <touching (locked v)?>> or <<touching (test v)?> or <<touching (coinlock v)?> or <<touching color (#fff2f9)?> and <(Level) = [10]>>>>> then\n        change y by (Slope)\n        repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (pink v)?> or <<touching (coinlock v)?> or <<touching color (#fff2f9)?> and <(Level) = [10]>>>>>>\n            change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n        end\n        set [x velocity v] to [0]\n    end\n    change y by (Y Velocity)\n    if <<<touching (level v)?> or <touching (locked v)?>> or <<touching (test v)?> or <<touching (locked v)?> or <<touching (coinlock v)?> or <<touching color (#fff2f9)?> and <(Level) = [10]>>>>>> then\n        repeat until <not <<<touching (level v)?> or <touching (locked v)?>> or <<touching (test v)?> or <<touching (coinlock v)?> or <<touching color (#fff2f9)?> and <(Level) = [10]>>>>>>\n            change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n        end\n        set [y velocity v] to [0]\n    end\n    change y by (-1)\n    if < and <<<touching (level v)?> or <touching (test v)?>> or <<touching (coinlock v)?> or <<touching color (#fff2f9)?> and <(Level) = [10]>>>>> then\n        if <not <touching (water v)?>> then\n            set [y velocity v] to (jump height)\n            if <<touching (left v)?> or <touching (right v)?>> then\n                start sound (pick random (34) to (36))\n            else\n                start sound (pick random (27) to (33))\n            end\n        end\n    end\n    change y by (1)\n    if <touching (water v)?> then\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n            if <(Y Velocity) < [11]> then\n                change [y velocity v] by (0.8)\n            end\n        end\n        if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n            change [y velocity v] by (-0.8)\n        end\n        if <touching (water v)?> then\n            if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n                change [y velocity v] by (-0.1)\n            end\n        end\n    end\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jump rings v)?>> then\n        set [y velocity v] to [13]\n    end\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (small jump rings v)?>> then\n        set [y velocity v] to [8]\n    end\n    if <not <touching (water v)?>> then\n        if <(Y Velocity) > [0]> then\n            switch costume to (jump v)\n        end\n        if <(Y Velocity) < [-1]> then\n            switch costume to (fall v)\n        end\n    end\nend\n\ndefine Detection\nif <<(x position) > [230]> and <not <(Level) = [10]>>> then\n    broadcast (Create Clone v)\n    broadcast (Next v)\n    broadcast (Animation v)\n    broadcast (Start Keys v)\n    broadcast (Lock v)\n    broadcast (Reset orb v)\n    broadcast (Next Level v)\n    start sound [Checkpoint v]\n    set size to (100) %\n    set [level v] to ((Level) + (1))\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    Respawn Position\nend\nif <<<touching (danger v)?> or <<touching (saws v)?> or <<(y position) < [-170]> or >>> and <not <(CHEAT) = [1]>>> then\n    broadcast (Particles v)\n    broadcast (Lock v)\n    broadcast (Start Keys v)\n    broadcast (Animation v)\n    broadcast (Reset orb v)\n    broadcast (Next v)\n    start sound [Respawn v]\n    switch costume to (idle v)\n    if <<(Level) = []> or > then\n        broadcast (Reset v)\n    end\n    set [☁ deaths v] to ((☁ Deaths) + (1))\n    Respawn Position\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n    start sound [Big Boing v]\n    set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n    set [y velocity v] to [18]\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    point in direction (90)\nend\nset rotation style [left-right v]\nif <touching (left v)?> then\n    change x by (-4.8)\nend\nif <touching (right v)?> then\n    change x by (4.8)\nend\nif <touching (bounce part v)?> then\n    if <(Level) = [8]> then\n        set [y velocity v] to [18]\n    else\n        set [y velocity v] to [17.5]\n    end\n    start sound [spring v]\nend\n\ngo to x: (-215) y: (-50)\n\nwhen I receive [intro done v]\nset [win? v] to [0]\nset [can move? v] to [1]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (player v)\ngo to x: (-215) y: (-15)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n    Platformer Physics [1.9] [0.8] [12.8]\n    Detection\nend\n\nwhen flag clicked\nforever\n    Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n    set [cheat v] to [1]\n    wait (0.3) seconds\nelse\n    if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n        set [cheat v] to [0]\n        wait (0.3) seconds\n    end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n    set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n    set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n    set [x v] to (round (x position))\n    set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\nif <<(Level) = []> or > then\n    broadcast (Reset v)\nend\nstart sound [Crunch v]\nset [deaths v] to ((DEATHS) + (1))\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-215) y: (-60)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n    if <(username) = [250119code2]> then\nend\n\nwhen flag clicked\nforever\n    if <(username) = [250119code2]> then\nend\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    wait until <touching (water v)?>\n    set [y velocity v] to ((Y Velocity) / (2))\n    wait until <not <touching (water v)?>>\nend\n\ngo [forward v] (1) layers\n\nwhen I receive [jump v]\nset [y velocity v] to [10]\n\nwhen I receive [intro done v]\nset [level v] to [1]\n\ndefine Respawn Position\nif <<(Level) = [1]> or <<(Level) = [2]> or >> then\n    go to x: (-215) y: ((-21) + (25))\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [3]> or <<(Level) = [5]> or >> then\n    go to x: (-215) y: ((-59) + (25))\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [7]> or <<(Level) = [8]> or <(Level) = [9]>>> then\n    go to x: (-215) y: ((-54) + (25))\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (0) y: ((50) + (25))\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\n\nstart sound [Oops v]\nset [deaths v] to ((DEATHS) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\ngo to x: (-215) y: (-70)\n\ndefine Ladders\nif <touching (ladders v)?> then\n    if <touching (ladders v)?> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <not <touching (level v)?>> then\n                set [y velocity v] to [6.5]\n            end\n        end\n    end\n    if <touching (ladders v)?> then\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            if <not <touching (level v)?>> then\n                set [y velocity v] to [-6.5]\n            end\n        end\n    end\nend\nif <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <[] = [1]>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <[] = [1]>>>> then\n    set [y velocity v] to [0]\nend\n\ngo to x: (-215) y: (-55)\n\nwhen flag clicked\nforever\n    wait until <touching (low gravity v)?>\n    broadcast (Show Blue v)\n    wait until <not <touching (low gravity v)?>>\n    broadcast (Out v)\nend\n\ngo [forward v] (5) layers\n\nwhen flag clicked\nforever\n    wait until <touching (high gravity v)?>\n    broadcast (Show Red v)\n    wait until <not <touching (high gravity v)?>>\n    broadcast (Hide Red v)\nend\n\nset rotation style [all around v]\n\nclear graphic effects\n\nwhen I receive [win v]\nhide\n\nwhen I receive [animation v]\nset size to (2) %\nrepeat (100)\n    change size by (((100) - (size)) / (10))\nend\n\nwhen flag clicked\nforever\n    wait until <touching (water v)?>\n    broadcast (Water v)\n    start sound [In Water v]\n    wait until <not <touching (water v)?>>\n    if <(x position) > [-215]> then\n        set [y velocity v] to [7.5]\n    end\nend\n\nstart sound [Exit Water v]\n\nstop all sounds\nplay sound [Drum Roll v] until done\nstart sound [Clash v]\nwait (0.65) seconds\nstart sound [Qualified v]\n\nwhen flag clicked\nforever\n    if <<<touching (right v)?> or <touching (left v)?>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n        play sound (pick random (20) to (25)) until done\n    end\nend\n\nstart sound [T7 v]\n\nwhen [space v] key pressed\n\nbroadcast (Particles v)\nbroadcast (Lock v)\nbroadcast (Start Keys v)\nbroadcast (Animation v)\nbroadcast (Reset orb v)\nbroadcast (Next v)\nstart sound [Respawn v]\nswitch costume to (idle v)\nif <<(Level) = []> or > then\n    broadcast (Reset v)\nend\nset [☁ deaths v] to ((☁ Deaths) + (1))\nRespawn Position\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\ngo to x: (0) y: ((50) + (25))\npoint in direction (90)\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwait (1) seconds\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [hide v]\ngo to x: (0) y: ((50) + (25))\npoint in direction (90)\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nhide\n\nwhen I receive [count v]\n\nshow\n\nwhen flag clicked\nwait until <touching (slime v)?>\nif <(Win?) = [0]> then\n    set [can move? v] to [0]\n    broadcast (GAME OVER v)\n    start sound (pick random (11) to (16))\n    start sound [Eliminated v]\n    wait (2) seconds\n    hide\nend\n\nforever\n\nset [can move? v] to [1]\n\nwhen I receive [win v]\nstart sound [Qualified v]\nset [win? v] to [1]\n\nwhen I receive [win v]\n\nwhen I receive [game over v]\nhide\nset [lost v] to [1]\n\nwhen flag clicked\nset [lost v] to [0]\n\nbroadcast (Create Clone v)\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\ngo [backward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n    switch costume to (Level)\nend\n\ngo to [back v] layer\n\ngo [backward v] (1) layers\n\nwhen I receive [animation start v]\nhide\n\n@Saws\n\nwhen flag clicked\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nif <(Level) = [1]> then\n    Clone At X: [-122] [130] At Size [100]\nend\nif <(Level) = [2]> then\n    Clone At X: [200] [-138] At Size [100]\nend\nif <(Level) = [5]> then\n    Clone At X: [-200] [40] At Size [100]\nend\nif <(Level) = [7]> then\n    Clone At X: [134] [-135] At Size [100]\nend\nif <(Level) = [9]> then\n    Clone At X: [97] [-140] At Size [100]\nend\n\nwhen I start as a clone\nset [move x v] to [0]\nset [move y v] to [0]\nshow\ngo [forward v] (12) layers\nforever\n    set [move x v] to ((Move X) * (0.9))\n    set [move y v] to ((Move Y) * (0.9))\n    change x by (Move X)\n    change y by (Move Y)\n    turn right ((Move X) * (2)) degrees\n    turn right ((Move Y) * (2)) degrees\nend\n\nturn right (4) degrees\n\nClone At X: [0] [0] At Size [100]\n\nwhen I start as a clone\nforever\n    if <(Level) = [1]> then\n        forever\n            repeat (38)\n                set [move y v] to [-3]\n            end\n            wait (0.8) seconds\n            repeat (38)\n                set [move y v] to [3]\n            end\n            wait (0.8) seconds\n        end\n    end\n    if <(Level) = [2]> then\n        forever\n            repeat (50)\n                set [move y v] to [3]\n            end\n            wait (0.8) seconds\n            repeat (50)\n                set [move y v] to [-3]\n            end\n            wait (0.8) seconds\n        end\n    end\n    if <(Level) = [5]> then\n        forever\n            repeat (43)\n                set [move x v] to [3]\n            end\n            wait (0.8) seconds\n            repeat (43)\n                set [move x v] to [-3]\n            end\n            wait (0.8) seconds\n        end\n    end\n    if <(Level) = [7]> then\n        forever\n            repeat (90)\n                set [move y v] to [3]\n            end\n            wait (0.8) seconds\n            repeat (90)\n                set [move y v] to [-3]\n            end\n            wait (0.8) seconds\n        end\n    end\n    if <(Level) = [9]> then\n        forever\n            repeat (90)\n                set [move y v] to [3]\n            end\n            wait (0.8) seconds\n            repeat (90)\n                set [move y v] to [-3]\n            end\n            wait (0.8) seconds\n        end\n    end\nend\n\nwhen I receive [intro done v]\nif  then\n    delete this clone\nend\nif <(Level) = [1]> then\n    Clone At X: [-122] [130] At Size [100]\nend\n\nbroadcast (Next Level v)\n\n@Conveyor Belt 1\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    if <(Level) = [1]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Conveyor Belt 2\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nforever\n    if <(Level) = [2]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\ngo to [back v] layer\n\ngo [backward v] (20) layers\n\n@Conveyor Belt 3\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    if <(Level) = [3]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Conveyor Belt 4\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    if <(Level) = [4]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Conveyor Belt 5\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    if <(Level) = [4]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Conveyor Belt 6\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    if <(Level) = [5]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Blue\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [show blue v]\nshow\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (-2)\nend\n\nwhen I receive [out v]\nrepeat (10)\n    change [ghost v] effect by (2)\n    go to [front v] layer\nend\nhide\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\nend\n\n@Left\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    set [ghost v] effect to (100)\n    switch costume to (Level)\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    set [ghost v] effect to (100)\n    switch costume to (Level)\nend\n\n@Low Gravity\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo to [back v] layer\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (30)\nend\n\nwhen I receive [animation start v]\nhide\n\ngo [backward v] (20) layers\n\n@High Gravity\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (30)\nend\n\nwhen I receive [animation start v]\nhide\n\ngo to [back v] layer\n\n@Red\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [show red v]\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (-2)\nend\n\nwhen I receive [hide red v]\nrepeat (10)\n    change [ghost v] effect by (2)\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\nend\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\nforever\n    switch costume to (Level)\n    go [backward v] (4) layers\nend\n\ngo to [back v] layer\n\nwhen I receive [animation start v]\nhide\n\n@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    switch costume to (Level)\nend\n\ngo to [front v] layer\n\nwhen I receive [animation start v]\nhide\n\ngo to [front v] layer\n\ngo [forward v] (20) layers\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\n    set [ghost v] effect to (55)\n    switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nshow\nrepeat (10)\n    go [forward v] (1) layers\nend\n\ngo [forward v] (10) layers\n\nwhen I receive [animation start v]\nhide\n\n@Transitions\n\nwhen I receive [died v]\n\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n    thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n    other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\n@Ladders\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@next\n\nwhen I receive [next level v]\n\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\ngo to x: (550) y: (0)\nrepeat (20)\n    change x by (((x position) - (0)) / (-5))\nend\nwait (0.5) seconds\nrepeat (20)\n    change x by (((x position) - (-550)) / (-5))\nend\nwait (0) seconds\nset [ghost v] effect to (15)\nwait (0) seconds\nset [ghost v] effect to (40)\ngo to [front v] layer\nwait (0) seconds\nset [ghost v] effect to (75)\nwait (0) seconds\nset [ghost v] effect to (90)\ngo to [front v] layer\nwait (0) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nstart sound [Next v]\n\nwhen flag clicked\nhide\n\n@TITLE\n\nwhen flag clicked\nset [screen v] to [1]\ngo [backward v] (99) layers\nhide\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n    if <(SCREEN) = [1]> then\n        change [titleturn v] by (1)\n    end\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <(SCREEN) = [0]> then\n        go [backward v] (6) layers\n    end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    go [forward v] (5) layers\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\ngo [forward v] (5) layers\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nset [screen v] to [0]\nstart sound [Selected v]\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (Next v)\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n            set volume to (100) %\n            start sound [Hover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play scene v]\nset [screen v] to [1]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((80) - (size)) / (5))\n        set [brightness v] effect to (5)\n        switch costume to (costume2 v)\n    else\n        change size by (((75) - (size)) / (5))\n        set [brightness v] effect to (0)\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [animation start v]\n\n@Instructions\n\nwhen I receive [play scene v]\nset [in v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n            set volume to (100) %\n            start sound [Hover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((80) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <mouse down?> then\n            if <(IN) = [0]> then\n                broadcast (IN v)\n                set [in v] to [1]\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((75) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\n@Credits\n\nwhen I receive [play scene v]\nset [in2 v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN2) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n            set volume to (100) %\n            start sound [Hover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((80) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <mouse down?> then\n            if <(IN2) = [0]> then\n                broadcast (IN2 v)\n                set [in2 v] to [1]\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((75) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\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    go to [front v] layer\n    change [ghost v] effect by (5)\nend\n\n@title screen\n\nwhen flag clicked\nset [screen v] to [0]\nset [in v] to [0]\nhide\n\nwhen I receive [in v]\nset [in v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [in v] to [0]\nend\n\nwhen flag clicked\nforever\n    if <(IN) = [0]> then\n        go [backward v] (5) layers\n    end\nend\n\n@CreditsButton\n\nwhen flag clicked\nset [in2 v] to [0]\nhide\n\nwhen I receive [in2 v]\nset [in2 v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [in2 v] to [0]\nend\n\nwhen flag clicked\nforever\n    if <(IN2) = [0]> then\n        go [backward v] (5) layers\n    end\nend\n\n@Jump Rings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif  then\n    delete this clone\nend\nif <(Level) = [3]> then\n    Clone At X: [103] [1] At Size: [100]\nend\nif <(Level) = [5]> then\n    Clone At X: [-60] [90] At Size: [100]\nend\nif <(Level) = [8]> then\n    Clone At X: [-68] [-74] At Size: [100]\n    Clone At X: [10] [-74] At Size: [100]\nend\nif <(Level) = [9]> then\n    Clone At X: [96] [60] At Size: [100]\n    Clone At X: [-105] [96] At Size: [100]\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (14) layers\nforever\n    point in direction (90)\n    if <touching (player v)?> then\n        set [brightness v] effect to (5)\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            start sound [Jump v]\n            repeat (10)\n                change [ghost v] effect by (10)\n                change size by (-2)\n            end\n            delete this clone\n        end\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nbroadcast (Reset orb v)\n\nwhen I start as a clone\nshow\nforever\n    set size to ((([sin v] of (((timer) + ((0) * (400))) * (150)) ) * (10)) + (80)) %\nend\n\nClone At X: [-200] [60] At Size: [90]\n\n@Coins\n\ndefine Spin\nset [coin y v] to [10]\nrepeat (20)\n    change [coin y v] by (-1)\n    change [ghost v] effect by (5)\n    turn right (8) degrees\n    change y by (Coin Y)\nend\n\nwhen flag clicked\nset [coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [coinscollected v] to [0]\nif  then\n    delete this clone\nend\nif <(Level) = [3]> then\n    Clone At X: [62] [-160] At Size: [100]\n    Clone At X: [167] [91] At Size: [100]\nend\nif <(Level) = [5]> then\n    Clone At X: [70] [1] At Size: [100]\n    Clone At X: [-206] [141] At Size: [100]\nend\nif <(Level) = [6]> then\n    Clone At X: [-173] [142] At Size: [100]\nend\nif <(Level) = [7]> then\n    Clone At X: [134] [-147] At Size: [100]\n    Clone At X: [-2] [150] At Size: [100]\nend\nif <(Level) = [9]> then\n    Clone At X: [-219] [124] At Size: [100]\n    Clone At X: [4] [152] At Size: [100]\nend\n\nwhen I start as a clone\nshow\nif <(Level) = [3]> then\n    go [forward v] (3) layers\n    wait until <touching (player v)?>\n    change [coinscollected v] by (1)\n    start sound [Collect v]\n    set rotation style [all around v]\n    Spin\nelse\n    if <(Level) = [5]> then\n        wait until <touching (player v)?>\n        change [coinscollected v] by (1)\n        start sound [Collect v]\n        set rotation style [all around v]\n        Spin\n    else\n        if <(Level) = [6]> then\n            wait until <touching (player v)?>\n            change [coinscollected v] by (1)\n            start sound [Collect v]\n            set rotation style [all around v]\n            Spin\n        else\n            if <(Level) = [7]> then\n                go [forward v] (3) layers\n                wait until <touching (player v)?>\n                change [coinscollected v] by (1)\n                start sound [Collect v]\n                set rotation style [all around v]\n                Spin\n            else\n                if <(Level) = [9]> then\n                    wait until <touching (player v)?>\n                    change [coinscollected v] by (1)\n                    start sound [Collect v]\n                    set rotation style [all around v]\n                    Spin\n                end\n            end\n        end\n    end\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n    change y by ((0.5) * ([sin v] of (Coins: frame) ))\n    change [coins: frame v] by (5)\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nClone At X: [-138] [50] At Size: [100]\n\nbroadcast (Next v)\n\n@CoinLock\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [3]>\nswitch costume to (1 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [5]>\nswitch costume to (2 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [6]>\nswitch costume to (3 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [1]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [7]>\nswitch costume to (4 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\ngo [forward v] (1) layers\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [9]>\ngo [forward v] (10) layers\nswitch costume to (5 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\n@Bounce 1\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    if <(Level) = [5]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Bounce Part\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Particle\n\ndefine Particle (amount)\nrepeat (amount)\n    set [clone id v] to [Particle]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (20)\n    set [a v] to (pick random (-15) to (15))\n    set [b v] to (pick random (-15) to (15))\n    set [c v] to (pick random (-50) to (50))\n    set size to (pick random (100) to (150)) %\n    repeat (25)\n        go to [front v] layer\n        switch costume to (size hack  v)\n        change [ghost v] effect by (0)\n        set size to ((size) * (0.9)) %\n        change x by (a)\n        change y by (b)\n        turn right (c) degrees\n        set [a v] to ((a) * (0.85))\n        set [b v] to ((b) * (0.85))\n        switch costume to (particle v)\n    end\n    delete this clone\nend\n\nwhen I receive [particles v]\nif  then\n    delete this clone\nend\ngo to (player v)\nParticle [40]\n\n@Conveyor Belt 7\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    if <(Level) = [6]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Water Particles\n\ndefine Particle (amount)\nrepeat (amount)\n    set [clone id v] to [Particle]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (20)\n    set [a v] to (pick random (-15) to (15))\n    set [b v] to (pick random (-15) to (15))\n    set [c v] to (pick random (-50) to (50))\n    set size to (pick random (100) to (150)) %\n    repeat (25)\n        go to [front v] layer\n        switch costume to (size hack  v)\n        change [ghost v] effect by (0)\n        set size to ((size) * (0.9)) %\n        change x by (a)\n        change y by (b)\n        turn right (c) degrees\n        set [a v] to ((a) * (0.8))\n        set [b v] to ((b) * (0.8))\n        switch costume to (particle v)\n    end\n    delete this clone\nend\n\nwhen I receive [water v]\nif  then\n    delete this clone\nend\ngo to (player v)\nParticle [10]\n\nchange [change y v] by (-1)\nchange y by (Change Y)\n\nwhen I start as a clone\nforever\n    change [change y v] by (-0.2)\n    change y by (Change Y)\nend\n\n@Conveyor Belt 8\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    if <(Level) = [7]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Conveyor Belt 9\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    if <(Level) = [6]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\ngo to [back v] layer\n\n@Bounce 2\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    if <(Level) = [6]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Trivia\n\nwhen I receive [next level v]\n\nstart sound [Next v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nhide\ngo to x: (465) y: (0)\nwait until <(Level) = [10]>\nwait (0.1) seconds\nbroadcast (Hide v)\nstart sound [Round Reveal 11s v]\nset [can move? v] to [0]\ngo to [front v] layer\nshow\nrepeat until <(x position) < [.1]>\n    change x by (((x position) / (3)) * (-1))\nend\nwait (11) seconds\nrepeat until <(x position) < [-464]>\n    change x by (((([abs v] of (x position) ) + (1)) / (3)) * (-1))\nend\nset [can move? v] to [1]\nbroadcast (Count v)\nhide\ngo to x: (465) y: (0)\n\ngo to [front v] layer\nshow\nrepeat until <(x position) < [.1]>\n    change x by (((x position) / (3)) * (-1))\nend\nstart sound [Round Reveal 11s v]\nwait (11) seconds\nrepeat until <(x position) < [-464]>\n    change x by (((([abs v] of (x position) ) + (1)) / (3)) * (-1))\nend\nhide\ngo to x: (465) y: (0)\n\nset [ghost v] effect to (50)\n\nset [ghost v] effect to (0)\n\nstop [other scripts in sprite v]\n\n@Bounce 3\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    if <(Level) = [8]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Conveyor Belt 10\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n    if <(Level) = [9]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Saws2\n\nwhen flag clicked\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nif <(Level) = [9]> then\n    Clone At X: [-206] [25] At Size [100]\nend\n\nwhen I start as a clone\nset [move x v] to [0]\nset [move y v] to [0]\nshow\ngo [forward v] (15) layers\nforever\n    set [movex2 v] to ((MoveX2) * (0.9))\n    change x by (MoveX2)\n    turn right ((MoveX2) * (2)) degrees\nend\n\nturn right (4) degrees\n\nClone At X: [0] [0] At Size [100]\n\nwhen I start as a clone\nforever\n    if <(Level) = [9]> then\n        forever\n            repeat (135)\n                set [movex2 v] to [3]\n            end\n            wait (0.8) seconds\n            repeat (135)\n                set [movex2 v] to [-3]\n            end\n            wait (0.8) seconds\n        end\n    end\nend\n\nwhen I receive [intro done v]\nif  then\n    delete this clone\nend\n\nbroadcast (Next Level v)\n\n@Square 1\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\n\nchange y by (-5)\n\nwhen I receive [disappear v]\nset [ghost v] effect to (0)\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nshow\nset [ghost v] effect to (0)\n\nwhen I receive [show blocks v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\n@Square 2\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\n\nwhen I receive [disappear v]\n\nset [ghost v] effect to (0)\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show blocks v]\n\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\n@Square 3\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\n\nwhen I receive [disappear v]\nset [ghost v] effect to (0)\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show blocks v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\n@Square 4\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\n\n@Square 5\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\n\nwhen I receive [disappear v]\nset [ghost v] effect to (0)\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [show blocks v]\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\n@Screen\n\nwhen I receive [ask v]\nswitch costume to (2 v)\nstart sound [Asked v]\nwait (1) seconds\nstart sound [Sound v]\nwait (2.5) seconds\nstart sound [Dissappear v]\nbroadcast (Disappear v)\nwait (2) seconds\nstart sound [Sound v]\nbroadcast (Show Blocks v)\nwait (2) seconds\nif <(Lost) = [0]> then\n    broadcast (Win v)\nend\n\nswitch costume to (1 v)\n\nbroadcast (Show v)\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\nswitch costume to (1 v)\n\n@Numbers\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Level) = [10]>\nshow\n\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [count v]\nshow\nswitch costume to (10 v)\nwait (2) seconds\nrepeat (4)\n    next costume\n    wait (1) seconds\nend\nset volume to (50) %\nstart sound [5 v]\nswitch costume to (5 v)\nwait (1) seconds\nstart sound [4 v]\nswitch costume to (4 v)\nwait (1) seconds\nstart sound [3 v]\nswitch costume to (3 v)\nwait (1) seconds\nstart sound [2 v]\nswitch costume to (2 v)\nwait (1) seconds\nstart sound [1 v]\nswitch costume to (1 v)\nwait (1) seconds\nstart sound [0 v]\nswitch costume to (0 v)\nwait (1) seconds\nhide\nwait (2) seconds\nbroadcast (Ask v)\n\nswitch costume to (10 v)\n\ngo [backward v] (1) layers\n\n@Slime\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nshow\n\n@Win\n\nwhen I receive [next level v]\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\ngo to x: (465) y: (0)\nwait (4) seconds\nset [can move? v] to [0]\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nrepeat until <(x position) < [.1]>\n    change x by (((x position) / (3)) * (-1))\nend\n\nwhen I receive [game over v]\ngo to x: (465) y: (0)\nwait (3) seconds\nset [can move? v] to [0]\nswitch costume to (2 v)\ngo to [front v] layer\nshow\nrepeat until <(x position) < [.1]>\n    change x by (((x position) / (3)) * (-1))\nend\n\n@Game Over\n\nwhen I receive [game over v]\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 [win v]\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 (2 v)\nend\n\n