Seasons // A Platformer // Mobile Friendly 

Instructions: GUYS IMMA GONNA DIE 400+ loves !!!\nOOMMGG!!!!!!!!!! 300+ loves and faves !!!!!!!!!!!!!!!!!!!!!!!          \n\n\n  Yay 250+ Loves and 250+ Faves\n\n                       YAY!!! 2k+ views!!\n\nHello Guys , HeroOfWar here . After the hard work of of totally 1 Month . I present you Seasons A Platformer. I really did very much hard work so pls like fave and follow me to appreciate my hardwork :) Pls tell what is your time and how many times you died in the comments :)\n\n           --------------------  Storyline   --------------------\nSome people are trying to capture your kingdom and they have locked you in a huge place . You have to face all the seasons and if you win YOU SAVED THE WORLD !!!

@Stage\n\nwhen flag clicked\nset [deaths v] to [0]\nset [time v] to [0]\nswitch backdrop to (summer v)\n\nwhen flag clicked\nforever\n    if <(Level) = [6]> then\n        switch backdrop to (winter v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [11]> then\n        switch backdrop to (spring v)\n    end\nend\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [time v]\n\nwhen I receive [project v]\nforever\n    wait (1) seconds\n    change [time v] by (1)\n    if <(Level) = [22]> then\n        stop [this script v]\n    end\nend\n\nwhen I receive [donr v]\nif <(Level) = [22]> then\n    show variable [time v]\n    show variable [deaths v]\nend\n\nset [level v] to [22]\n\n@Player\n\nwhen I receive [project v]\nset [deaths v] to [0]\nbroadcast (Restart v)\nset [level v] to [1]\ngo to [back v] layer\nshow\nswitch costume to (costume2 v)\nset [x vel v] to [0]\nforever\n    if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n        switch costume to (costume1 v)\n        change [x vel v] by (-1)\n    end\n    if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n        switch costume to (costume2 v)\n        change [x vel v] by (1)\n    end\n    set [x vel v] to ((x vel) * (0.9))\n    change x by (x vel)\n    if <<touching (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> then\n        change y by (1)\n    end\n    if <<touching (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> then\n        change y by (1)\n    end\n    if <<touching (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> then\n        change y by (1)\n    end\n    if <<touching (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> then\n        change y by (1)\n    end\n    if <<touching (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> then\n        change y by (-4)\n        change x by ((x vel) * (-1))\n        if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n            if <(x vel) > [0]> then\n                set [x vel v] to [-10]\n            else\n                set [x vel v] to [10]\n            end\n            set [y vel v] to [15]\n        else\n            set [x vel v] to [0]\n        end\n    end\n    change [y vel v] by (-1)\n    change y by (y vel)\n    if <<touching (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> then\n        change y by ((y vel) - ((y vel) * (2)))\n        set [y vel v] to [0]\n    end\n    change y by (-1)\n    if <<<touching (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n        set [y vel v] to [15]\n    end\n    change y by (1)\n    if <(x position) > [239]> then\n        change [level v] by (1)\n        broadcast (Next Level v)\n    end\n    if <<touching (spikes v)?> or <touching (spikes 2 v)?>> then\n        change [deaths v] by (1)\n        broadcast (Restart v)\n    end\n    if <touching (bounce v)?> then\n        set [y vel v] to [19]\n    end\n    if <<touching (lava and water v)?> or <touching (enemy moving v)?>> then\n        change [deaths v] by (1)\n        broadcast (Restart v)\n    end\nend\n\nwhen I receive [restart v]\ngo to x: (-219) y: (62)\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [project v]\nset volume to (100) %\nforever\n    play sound [The Score - Unstoppable v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [donr v]\nshow\nrepeat (111)\n    go to [front v] layer\nend\n\nwhen I receive [donr v]\nshow\ngo to x: (-219) y: (62)\n\nwhen I receive [next level v]\nhide\n\n@Levels\n\nwhen flag clicked\ngo to [back v] layer\nforever\n    switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo [backward v] (100) layers\nforever\n    switch costume to (Level)\nend\n\n@Lava and Water\n\nwhen flag clicked\nforever\n    set [tide v] to [0]\n    repeat (10)\n        change [tide v] by (1)\n    end\n    repeat (20)\n        change [tide v] by (-1)\n    end\n    repeat (10)\n        change [tide v] by (1)\n    end\nend\n\nwhen flag clicked\nforever\n    set y to (Tide)\n    go to [back v] layer\n    switch costume to (Level)\nend\n\n@Bounce\n\nwhen I start as a clone\nforever\n    show\n    if <touching (player v)?> then\n        switch costume to (crouch v)\n    else\n        switch costume to (idle v)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nif <(Level) = [4]> then\n    Clone at [-113] [-22]\nend\nif <(Level) = [6]> then\n    Clone at [-130] [-19]\nend\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\n@Trees and Snowman\n\nwhen flag clicked\nforever\n    go [backward v] (99999999999999999999999) layers\n    switch costume to (Level)\nend\n\n@Moving Platformers\n\nwhen flag clicked\ngo to x: (-31) y: (-4)\nhide\nforever\n    go to [back v] layer\n    if <(Level) = [10]> then\n        switch costume to (costume1 v)\n        show\n        repeat (65)\n            change x by (5)\n        end\n        repeat (65)\n            change x by (-5)\n        end\n    end\nend\n\nwhen I receive [next level v]\nif <<(Level) = [10]> or <<(Level) = [12]> or <(Level) = [16]>>> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\ngo to x: (-31) y: (-4)\nhide\nforever\n    go to [back v] layer\n    if <(Level) = [12]> then\n        switch costume to (costume2 v)\n        show\n        repeat (58)\n            change x by (5)\n        end\n        repeat (58)\n            change x by (-5)\n        end\n    end\nend\n\nwhen flag clicked\ngo to x: (-23) y: (-4)\nhide\nforever\n    go to [back v] layer\n    if <(Level) = [16]> then\n        switch costume to (costume3 v)\n        show\n        repeat (54)\n            change y by (2.5)\n            change x by (5)\n        end\n        repeat (54)\n            change y by (-2.5)\n            change x by (-5)\n        end\n    end\nend\n\n@Enemy\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (180) y: (90)\n\ndefine Phisyics\nif <(x position) < ([x position v] of [player v])> then\n    switch costume to (costume2 v)\n    change [x v] by (2)\nend\nif <([x position v] of [player v]) < (x position)> then\n    switch costume to (costume1 v)\n    change [x v] by (-2)\nend\nchange x by (x)\nif <touching (levels v)?> then\n    change x by ((x) * (-1))\n    if <((y position) - (25)) < ([x position v] of [player v])> then\n        if <(x) > [0]> then\n            set [x v] to [-10]\n            set [y v] to [10]\n        else\n            set [x v] to [10]\n            set [y v] to [10]\n        end\n    else\n        set [x v] to [0]\n    end\nelse\n    set [x v] to ((x) * (0.8))\nend\nchange y by (y)\nif <touching (levels v)?> then\n    change y by ((y) * (-1))\n    set [y v] to [0]\n    if <key (up arrow v) pressed?> then\n        if <(Jumping?) = [y]> then\n            set [y v] to [12]\n            set [jumping? v] to [n]\n        end\n    end\nelse\n    change [y v] by (-1)\n    set [jumping? v] to [y]\nend\n\nwhen I receive [restart danger! v]\nRestart\n\nwhen flag clicked\nhide\nforever\n    if <<(Level) = [11]> or <(Level) = [18]>> then\n        Phisyics\n        show\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nshow\nset size to (50) %\ngo to (danger! v)\nrepeat (20)\n    go to [back v] layer\n    change size by (-5)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Restart v)\n    end\nend\n\nwhen I receive [restart v]\ngo to x: (180) y: (90)\n\n@Spikes 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    if <(Level) = [15]> then\n        show\n        wait (0.5) seconds\n        hide\n        wait (0.5) seconds\n        show\n        wait (0.5) seconds\n        hide\n        wait (0.5) seconds\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(Level) = [16]> or <<<(Level) = [18]> or <(Level) = [19]>> or <(Level) = [17]>>> then\n        hide\n    end\nend\n\n@Enemy moving\n\nwhen flag clicked\nhide\ngo to x: (237) y: (-3)\nforever\n    if <(Level) = [20]> then\n        show\n        switch costume to (costume1 v)\n        repeat (35)\n            change x by (-10)\n        end\n        switch costume to (costume2 v)\n        repeat (35)\n            change x by (10)\n        end\n    end\nend\n\nwhen I receive [next level v]\nif <(Level) = [20]> then\n    show\nelse\n    hide\nend\n\n@Boss\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (165) y: (39)\n\ndefine Phisyics\nif <(x position) < ([x position v] of [player v])> then\n    change [x v] by (2)\nend\nif <([x position v] of [player v]) < (x position)> then\n    change [x v] by (-2)\nend\nchange x by (x)\nif <touching (levels v)?> then\n    change x by ((x) * (-1))\n    if <((y position) - (25)) < ([y position v] of [player v])> then\n        if <(x) > [0]> then\n            set [x v] to [-10]\n            set [y v] to [10]\n        else\n            set [x v] to [10]\n            set [y v] to [10]\n        end\n    else\n        set [x v] to [0]\n    end\nelse\n    set [x v] to ((x) * (0.8))\nend\nchange y by (y)\nif <touching (levels v)?> then\n    change y by ((y) * (-1))\n    set [y v] to [0]\n    if <key (up arrow v) pressed?> then\n        if <(Jumping?) = [y]> then\n            set [y v] to [12]\n            set [jumping? v] to [n]\n        end\n    end\nelse\n    change [y v] by (-1)\n    set [jumping? v] to [y]\nend\n\nwhen flag clicked\ngo to x: (215) y: (40)\nRestart\nset [level v] to [1]\nforever\n    if <(Boss Health) = [0]> then\n        stop [other scripts in sprite v]\n    end\nend\n\nwhen I receive [restart danger! v]\nRestart\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    if <(Level) = [21]> then\n        Phisyics\n        show\n        show\n        if <touching color (#989898)?> then\n            change [boss health v] by (-10)\n        end\n    end\nend\n\nwhen flag clicked\nset [boss health v] to [100]\nforever\n    if <touching (player v)?> then\n        broadcast (Restart v)\n    end\n    if <(Boss Health) = [0]> then\n        hide\n    end\nend\n\nwhen I receive [restart v]\ngo to x: (165) y: (39)\n\nwhen flag clicked\nset [boss health v] to [100]\nforever\n    if <(Boss Health) = [0]> then\n        hide\n    end\nend\n\nwhen flag clicked\nset [boss health v] to [100]\nforever\n    if <(Boss Health) = [0]> then\n        hide\n    end\nend\n\nwhen I receive [donr v]\nif <(Level) = [21]> then\n    show\nelse\n    hide\nend\n\nwhen I receive [next level v]\nhide\n\nbroadcast (Next Level v)\n\nwhen flag clicked\nforever\n    if <(Level) = [21]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite2\n\nwhen I receive [restart v]\ngo to x: (215) y: (0)\n\nwhen flag clicked\nhide\nset [boss health v] to [100]\nforever\n    if <(Boss Health) = [100]> then\n        switch costume to (costume1 v)\n    end\n    if <(Boss Health) = [90]> then\n        switch costume to (costume2 v)\n    end\n    if <(Boss Health) = [70]> then\n        switch costume to (costume3 v)\n    end\n    if <(Boss Health) = [60]> then\n        switch costume to (costume4 v)\n    end\n    if <(Boss Health) = [50]> then\n        switch costume to (costume5 v)\n    end\n    if <(Boss Health) = [30]> then\n        switch costume to (costume6 v)\n    end\n    if <(Boss Health) = [20]> then\n        switch costume to (costume7 v)\n    end\n    if <(Boss Health) = [10]> then\n        switch costume to (costume7 v)\n    end\n    if <(Boss Health) = [5]> then\n        switch costume to (costume8 v)\n    end\n    if <(Boss Health) = [0]> then\n        switch costume to (costume9 v)\n    end\nend\n\nwhen flag clicked\nforever\n    go to x: (([x position v] of [boss v]) + (5)) y: (([y position v] of [boss v]) + (60))\nend\n\nwhen flag clicked\nforever\n    if <(Boss Health) = [0]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Boss Health) = [0]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Boss Health) = [0]> then\n        hide\n    end\nend\n\nwhen I receive [donr v]\nif <(Level) = [21]> then\n    show\nelse\n    hide\nend\n\n@Sword\n\nwhen I receive [sword v]\n\nwhen flag clicked\ngo to x: (-168) y: (-6)\nwait until <touching (player v)?>\nforever\n    go [forward v] (9999999999) layers\n    go to [front v] layer\n    if <(Level) = [21]> then\n        if <key (space v) pressed?> then\n            switch costume to (1 v)\n            wait (0.001) seconds\n            switch costume to (2 v)\n            wait (0.001) seconds\n            switch costume to (3 v)\n            wait (0.001) seconds\n            switch costume to (4 v)\n            wait (0.001) seconds\n            switch costume to (5 v)\n            wait (0.001) seconds\n            switch costume to (6 v)\n            wait (0.001) seconds\n            switch costume to (7 v)\n            wait (0.001) seconds\n            switch costume to (8 v)\n            wait (0.05) seconds\n            switch costume to (1 v)\n        end\n    end\nend\n\nwhen I receive [donr v]\nif <(Level) = [21]> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\ngo to x: (-168) y: (-6)\nhide\n\nwhen I receive [sword v]\nswitch costume to (1 v)\nwait (0.001) seconds\nswitch costume to (2 v)\nwait (0.001) seconds\nswitch costume to (3 v)\nwait (0.001) seconds\nswitch costume to (4 v)\nwait (0.001) seconds\nswitch costume to (5 v)\nwait (0.001) seconds\nswitch costume to (6 v)\nwait (0.001) seconds\nswitch costume to (7 v)\nwait (0.001) seconds\nswitch costume to (8 v)\nwait (0.05) seconds\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n    go to (player v)\n    if <key (right arrow v) pressed?> then\n        change x by (1)\n        point in direction (90)\n    end\n    if <key (left arrow v) pressed?> then\n        change x by (-1)\n        set rotation style [left-right v]\n        point in direction (-90)\n    end\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [project v]\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [project v]\nforever\n    go to [front v] layer\n    set [brightness v] effect to (0)\n    if <touching (player v)?> then\n        go to [back v] layer\n        set [brightness v] effect to (50)\n    end\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [donr v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nforever\n    if <(Level) = [21]> then\n        show\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    if <(Boss Health) = [0]> then\n        hide\n    end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nhide\nforever\n    if <(Level) = [22]> then\n        show\n    end\n    if <touching (player v)?> then\n        hide\n    end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nhide\nforever\n    if <(Level) = [22]> then\n        show\n    end\n    if <touching (player v)?> then\n        hide\n    end\nend\n\n@Notification\n\nwhen flag clicked\nhide\n\nwhen I receive [project v]\ngo to x: (-160) y: (50)\nforever\n    go to [front v] layer\n    wait (pick random (5) to (15)) seconds\n    show\n    repeat (6)\n        change y by (-10)\n    end\n    wait (1) seconds\n    repeat (6)\n        change y by (10)\n    end\n    hide\nend\n\n@Notification2\n\nwhen flag clicked\nhide\n\nwhen I receive [project v]\ngo to x: (160) y: (50)\nforever\n    go to [front v] layer\n    wait (pick random (6) to (18)) seconds\n    show\n    repeat (6)\n        change y by (-10)\n    end\n    wait (1) seconds\n    repeat (6)\n        change y by (10)\n    end\n    hide\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\ngo [forward v] (999999999999999999) layers\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nbroadcast (donr v)\nhide\n\nglide (1) secs to x: (0) y: (0)\n\n@Intro for @HeroOfWar\n\nwhen I start as a clone\nif <(Clone) = [Checker]> then\n    Clean Up\n    go to [front v] layer\n    point in direction (Checker Dir)\n    go to x: (0) y: (0)\n    switch costume to (checker shockwave 1 v)\n    repeat (11)\n        next costume\n        change size by (((600) - (size)) / (3))\n        next costume\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Shockwave]> then\n    Clean Up\n    set size to (0) %\n    switch costume to (shockwave1 v)\n    repeat (7)\n        next costume\n        change size by (((250) - (size)) / (2))\n        next costume\n    end\n    hide\n    delete this clone\nend\n\ndefine Clean Up\nshow\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen flag clicked\nstart sound [Domastic - Weird Dream \[NCS Release\] v]\nswitch costume to ( v)\nClean Up\nset [clone v] to [Dot2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [clone v] to [Dot]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [clone v] to [Dot2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [clone v] to [Dot End]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\n\nwhen I start as a clone\nif <(Clone) = [Dot]> then\n    Clean Up\n    go to [front v] layer\n    set size to (0) %\n    set [brightness v] effect to (-20)\n    switch costume to (dot v)\n    go to x: (0) y: (-200)\n    repeat (20)\n        switch costume to ( v)\n        change y by (((0) - (y position)) / (3))\n        change size by ((size) / (5))\n        switch costume to (dot v)\n    end\n    wait (0.3) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Dot2]> then\n    Clean Up\n    go to [front v] layer\n    set size to (0) %\n    set [brightness v] effect to (-50)\n    switch costume to (dot v)\n    go to x: (0) y: (-200)\n    repeat (20)\n        switch costume to ( v)\n        change y by (((0) - (y position)) / (3))\n        change size by ((size) / (5))\n        switch costume to (dot v)\n    end\n    wait (0.2) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Dot End]> then\n    Clean Up\n    go to [front v] layer\n    set size to (0) %\n    set [brightness v] effect to (-20)\n    switch costume to (dot v)\n    go to x: (0) y: (-200)\n    repeat (20)\n        switch costume to ( v)\n        change y by (((0) - (y position)) / (3))\n        change size by ((size) / (5))\n        switch costume to (dot v)\n    end\n    go to [back v] layer\n    set [clone v] to [Name]\n    create clone of (_myself_ v)\n    broadcast (Grid v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Diamond]> then\n    Clean Up\n    set size to (0) %\n    set [brightness v] effect to (100)\n    go [backward v] (1) layers\n    switch costume to (diamond v)\n    repeat (25)\n        switch costume to ( v)\n        change size by (((300) - (size)) / (5))\n        switch costume to (diamond v)\n    end\n    delete this clone\nend\n\nwhen I receive [grid v]\nif <(costume [name v]) = []> then\n    set [clone v] to [Grid]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Grid]> then\n    switch costume to (grid v)\n    Clean Up\n    set [brightness v] effect to (-20)\n    switch costume to (grid v)\n    broadcast (Flash v)\n    wait (0.4) seconds\n    repeat (2)\n        set [clone v] to [Diamond]\n        create clone of (_myself_ v)\n        wait (0.5) seconds\n    end\n    repeat (5)\n        set [clone v] to [Diamond]\n        create clone of (_myself_ v)\n        wait (0.4) seconds\n    end\n    broadcast (Close v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Grid]> then\n    forever\n        go to [front v] layer\n    end\nend\n\nwhen I receive [flash v]\nrepeat (2)\n    change [brightness v] effect by (50)\nend\nrepeat (5)\n    change [brightness v] effect by (-20)\nend\n\nwhen I receive [close v]\nif <(costume [name v]) = [Dot]> then\n    repeat (10)\n        switch costume to ( v)\n        change size by (((1) - (size)) / (3))\n        switch costume to (dot v)\n    end\n    broadcast (Project v)\n    set [m v] to [0]\n    repeat (15)\n        change y by (M)\n        change [m v] by (-1)\n        change size by (((0) - (size)) / (10))\n        change [ghost v] effect by ((100) / (15))\n    end\n    delete this clone\nelse\n    if <not <(costume [name v]) = [Diamond]>> then\n        switch costume to (name v)\n        repeat (20)\n            change size by (((0) - (size)) / (5))\n            change [ghost v] effect by (5)\n        end\n    end\nend\n\nwhen I receive [close v]\nif <(costume [name v]) = [Diamond]> then\n    delete this clone\nend\n\nwhen I receive [project v]\nforever\n    play sound [The Score - Unstoppable v] until done\nend\n\n@Sprite6\n\nwhen flag clicked\nshow\n\nwhen I receive [project v]\nhide\n\n@Skip Button\n\nwhen flag clicked\nhide\n\nwhen I receive [project v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [donr v]\nshow\n\nwhen this sprite clicked\nbroadcast (Next Level v)\nchange [level v] by (1)\nhide\n\nwhen flag clicked\nforever\n    if <(Level) = [22]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [14]> then\n        set size to (50) %\n        go to x: (194) y: (-114)\n    else\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [15]> then\n        set size to (50) %\n        go to x: (3) y: (-157)\n    else\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [17]> then\n        go to x: (-155) y: (-131)\n    else\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(Level) = [7]> or <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [5]> or <(Level) = [6]>>>>>>> then\n        set size to (100) %\n        go to x: (-170) y: (-102)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [9]> then\n        set size to (50) %\n        go to x: (-209) y: (-119)\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(Level) = [10]> or <(Level) = [11]>> then\n        set size to (100) %\n        go to x: (-170) y: (-102)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [12]> then\n        set size to (100) %\n    end\nend\n\ngo to x: (-170) y: (-102)\ngo to x: (-170) y: (-102)\n\nwhen flag clicked\nforever\n    if <(Level) = [8]> then\n        set size to (100) %\n        go to x: (191) y: (-132)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [18]> then\n        set size to (50) %\n        go to x: (-43) y: (-161)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [21]> then\n        hide\n    end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    show\n    go to [front v] layer\n    go [forward v] (999999999999999999999999) layers\n    set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0.01)\nshow\ngo to x: (0) y: (100000)\nrepeat until <(round (y position)) = [0]>\n    go to [front v] layer\n    change y by (((0) - (y position)) / (5))\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n    go to [front v] layer\n    reset timer\n    go to [front v] layer\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    go [forward v] (999999999999999999999999999999999999) layers\n    if <(Level) = [22]> then\n        wait (4) seconds\n        go to [front v] layer\n        go to [front v] layer\n        go to [front v] layer\n        show\n    end\nend\n\nwhen I receive [donr v]\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n    if <(Level) = [21]> then\n        go to [front v] layer\n        show\n    end\nend\n\nwhen this sprite clicked\nbroadcast (Sword v)\n\n