BATTERY:The Platformer

Instructions: swdadqwqefeffeffeefffREAD The Instructions:\nFULL SCREEN PLEASE or you might fall through forever!\nW,A,S,D / Arrow keys to move. \nGo to the portal. \nR to restart!\nE/or skip button to skip\nBe sure to hit ❤️, ⭐ and maybe follow please :)\nTHUMBNAIL MADE BY @yohan3239\nPLEASE READ: If anything happens, it's meant to! Like if you get stuck in walls!

@Stage\n\nwhen flag clicked\nset [sound on v] to [1]\nset [level 10 v] to [0]\nset [level 9 v] to [0]\nset [number of deaths v] to [0]\nset [level 5 v] to [0]\nset [level 2 v] to [0]\nforever\n    if <(backdrop [number v]) = [1]> then\n        switch backdrop to (mccloud v)\n    end\n    if <key (r v) pressed?> then\n        broadcast (die v)\n        wait until <not <key (r v) pressed?>>\n    end\nend\n\nwhen flag clicked\n\nwhen I receive [level 2 v]\nbroadcast (charge v)\n\nwhen I receive [level 3 v]\nbroadcast (charge v)\n\nwhen I receive [level 4 v]\nbroadcast (charge v)\n\nwhen I receive [level 5 v]\nbroadcast (charge v)\n\nwhen I receive [level 6 v]\nbroadcast (charge v)\n\nwhen I receive [level 7 v]\nbroadcast (charge v)\n\nwhen I receive [level 8 v]\nbroadcast (charge v)\n\nwhen [timer v] > (0.4)\nhide variable [circle battery status v]\nhide variable [stage: square battery status v]\nhide variable [circle battery status v]\nhide variable [stage: square battery status v]\nhide variable [weird battery status v]\n\nwhen I receive [level 9 v]\nbroadcast (charge v)\n\nwhen I receive [level 10 v]\nbroadcast (charge v)\n\nwhen I receive [level 11 v]\nbroadcast (charge v)\n\nwhen I receive [level 12 v]\nbroadcast (charge v)\n\nwhen I receive [level 13 v]\nbroadcast (charge v)\n\nwhen I receive [level 15 v]\nstop all sounds\nplay sound [Undertale  Megalovania v] until done\n\n@BATTERY square\n\nwhen I receive [die v]\nif <[5] < ([costume # v] of [levels v])> then\n    stop [this script v]\nend\ngo to x: (-218) y: (-81)\nchange [number of deaths v] by (1)\nif <([costume name v] of [levels v]) = [end]> then\n    forever\n        stop [this script v]\n    end\nelse\n    if <(sound) = [1]> then\n        play sound [oof v] until done\n        stop [this script v]\n    end\nend\nstop [this script v]\n\nwhen I receive [level 2 v]\nbroadcast (die v)\n\nwhen I receive [level 3 v]\nbroadcast (die v)\n\nwhen I receive [level 4 v]\nbroadcast (die v)\n\nwhen I receive [level 5 v]\ngo to x: (-218) y: (-86)\n\nwhen I receive [level 5 die v]\ngo to x: (-241) y: (55)\nplay sound [oof v] until done\nchange [number of deaths v] by (1)\n\nwhen I receive [level 7 v]\nbroadcast (die v)\n\nwhen I receive [level 6 v]\nbroadcast (die v)\n\nwhen I receive [level 11 v]\nif <(number of deaths) = [9]> then\n    say [Good Job! You only died once!] for (2) seconds\nend\n\nwhen I receive [sound off v]\nset volume to (0) %\n\nstop all sounds\n\nwhen I receive [level 8 v]\nbroadcast (die v)\n\nwhen I receive [charge v]\nswitch costume to (100% v)\n\nwhen I receive [die v]\nbroadcast (charge v)\n\nwhen I receive [level 3 v]\nforever\n    if <touching (level 3 trap v)?> then\n        broadcast (level 1 trap touch v)\n    end\nend\n\nwhen flag clicked\nbroadcast (BATTERY SQUARE PHYSICS SCRIPT v)\nbroadcast (RESET TIMER SCR v)\nbroadcast (BATTERY CHANGING v)\nbroadcast (BATTERY CHANGING DIE v)\n\nwhen flag clicked\nrepeat (10)\n    show\nend\n\nwhen I receive [level 6 v]\nhide variable [square battery status v]\nhide\nforever\n    stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nrepeat (10)\n    show\nend\n\nwhen I receive [battery square physics script v]\nbroadcast (charge v)\nset [grad. charge v] to [0]\nset [grad.decharge v] to [0]\nset [square battery status v] to [100]\nshow variable [square battery status v]\nhide variable [circle battery status v]\ngo to x: (-211) y: (-103)\nswitch costume to (100% v)\nset rotation style [left-right v]\nset size to (50) %\nshow\nset [x vel v] to [0]\nset [y vel square v] to [0]\nforever\n    if <(pause) = [1]> then\n        stop [this script v]\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        point in direction (90)\n        change x by (6)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change x by (-6)\n        end\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        point in direction (-90)\n        change x by (-6)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change x by (6)\n        end\n    end\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        change y by (1)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change y by (1)\n            if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                change y by (1)\n                if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                    change y by (1)\n                    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                        change y by (1)\n                        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(sound) = [1]> then\n                                    start sound [Boing v]\n                                end\n                                set [y vel square v] to [10]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y vel square v] by (-1)\n    change y by (y vel square)\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        change y by ((y vel square) * (-1))\n        set [y vel square v] to [0]\n    end\n    change y by (-1)\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <(sound) = [1]> then\n                start sound [Boing v]\n            end\n            set [y vel square v] to [12.5]\n        end\n    end\n    change y by (1)\n    if <(y position) < [-175]> then\n        broadcast (die v)\n    end\nend\n\nwhen I receive [battery changing v]\nforever\n    if <([costume name v] of [levels v]) = [level 6]> then\n        hide\n        stop [other scripts in sprite v]\n        stop [this script v]\n    end\nend\n\nwhen I receive [battery changing die v]\nforever\n    if <(costume [name v]) = [0%]> then\n        wait (0.5) seconds\n        broadcast (charge v)\n        broadcast (die v)\n    end\nend\n\nwhen I receive [reset timer scr v]\nforever\n    reset timer\nend\n\nwhen flag clicked\nbroadcast (charge v)\n\nwhen I receive [pausestop physics script v]\nset rotation style [left-right v]\nset size to (50) %\nshow\nset [x vel v] to [0]\nset [y vel square v] to [0]\nforever\n    if <<(pause) = [1]> or <[5] < ([costume # v] of [levels v])>> then\n        stop [this script v]\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        point in direction (90)\n        change x by (6)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change x by (-6)\n        end\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        point in direction (-90)\n        change x by (-6)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change x by (6)\n        end\n    end\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        change y by (1)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change y by (1)\n            if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                change y by (1)\n                if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                    change y by (1)\n                    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                        change y by (1)\n                        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(sound) = [1]> then\n                                    start sound [Boing v]\n                                end\n                                set [y vel square v] to [10]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y vel square v] by (-1)\n    change y by (y vel square)\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        change y by ((y vel square) * (-1))\n        set [y vel square v] to [0]\n    end\n    change y by (-1)\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <(sound) = [1]> then\n                start sound [Boing v]\n            end\n            set [y vel square v] to [12.5]\n        end\n    end\n    change y by (1)\n    if <(y position) < [-175]> then\n        broadcast (die v)\n    end\nend\n\nwhen I receive [pausestop v]\nrepeat until <(costume [name v]) = [0%]>\n    change [square battery status v] by (-0.41)\n    if <(grad.decharge) = [1]> then\n        stop [this script v]\n    end\n    if <(grad. charge) = [1]> then\n        stop [this script v]\n    end\n    if <(pause) = [1]> then\n        stop [this script v]\n    else\n        if <(SQUARE BATTERY STATUS) < [0]> then\n            switch costume to (0% v)\n        end\n    end\nend\n\nwhen I receive [charge v]\nset [square battery status v] to [100]\n\nwhen I receive [charge v]\nswitch costume to (100% v)\nrepeat until <(costume [name v]) = [0%]>\n    change [square battery status v] by (-0.41)\n    if <(grad.decharge) = [1]> then\n        stop [this script v]\n    end\n    if <(grad. charge) = [1]> then\n        stop [this script v]\n    end\n    if <(pause) = [1]> then\n        stop [this script v]\n    else\n        if <<(SQUARE BATTERY STATUS) < [0]> or <(SQUARE BATTERY STATUS) = [0]>> then\n            set [square battery status v] to [0]\n            switch costume to (0% v)\n        end\n    end\nend\n\nwhen [timer v] > (0.4)\nhide variable [circle battery status v]\nhide variable [square battery status v]\nhide variable [circle battery status v]\nhide variable [square battery status v]\n\nwhen flag clicked\nhide variable [circle battery status v]\nhide variable [square battery status v]\nhide variable [circle battery status v]\nhide variable [square battery status v]\n\nwhen I receive [charge v]\nswitch costume to (100% v)\nrepeat until <(costume [name v]) = [0%]>\n    if <(SQUARE BATTERY STATUS) = [100]> then\n        switch costume to (100% v)\n    else\n        if <(SQUARE BATTERY STATUS) > [75]> then\n            switch costume to (100% v)\n        else\n            if <(SQUARE BATTERY STATUS) > [50]> then\n                switch costume to (75% v)\n            else\n                if <(SQUARE BATTERY STATUS) > [25]> then\n                    switch costume to (50% v)\n                else\n                    if <(SQUARE BATTERY STATUS) > [0]> then\n                        switch costume to (25% v)\n                    else\n                        if <(SQUARE BATTERY STATUS) < [0]> then\n                            switch costume to (0% v)\n                        else\n                            wait (0.5) seconds\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [pausestop v]\nrepeat until <(costume [name v]) = [0%]>\n    if <(SQUARE BATTERY STATUS) = [100]> then\n        switch costume to (100% v)\n    else\n        if <(SQUARE BATTERY STATUS) > [75]> then\n            switch costume to (100% v)\n        else\n            if <(SQUARE BATTERY STATUS) > [50]> then\n                switch costume to (75% v)\n            else\n                if <(SQUARE BATTERY STATUS) > [25]> then\n                    switch costume to (50% v)\n                else\n                    if <(SQUARE BATTERY STATUS) > [0]> then\n                        switch costume to (25% v)\n                    else\n                        if <(SQUARE BATTERY STATUS) < [0]> then\n                            switch costume to (0% v)\n                        else\n                            wait (0.5) seconds\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@BATTERY circle\n\nwhen I receive [die v]\nif <(grad. charge) = [1]> then\n    stop [this script v]\nend\nif <([costume # v] of [levels v]) < [6]> then\n    stop [this script v]\nend\nif <[10] < ([costume # v] of [levels v])> then\n    hide\n    stop [this script v]\nend\nif <([costume name v] of [levels v]) = [level 7]> then\n    go to x: (-218) y: (140)\n    change [number of deaths v] by (1)\nelse\n    go to x: (-218) y: (-96)\n    change [number of deaths v] by (1)\nend\nforever\n    if <([costume name v] of [levels v]) = [end]> then\n        forever\n            stop [this script v]\n        end\n    else\n        if <(sound) = [1]> then\n            play sound [oof v] until done\n            stop [this script v]\n        end\n    end\nend\n\nwhen I receive [level 5 die v]\ngo to x: (-241) y: (55)\nplay sound [oof v] until done\nchange [number of deaths v] by (1)\n\nwhen I receive [level 7 v]\nbroadcast (die v)\n\nwhen I receive [level 6 v]\nbroadcast (die v)\n\nwhen flag clicked\nforever\n    reset timer\nend\n\nwhen I receive [level 11 v]\nif <(number of deaths) = [9]> then\n    say [Good Job! You only died once!] for (2) seconds\nend\n\nwhen I receive [sound off v]\nset volume to (0) %\n\nstop all sounds\n\nwhen I receive [level 8 v]\nbroadcast (die v)\n\nwhen I receive [die v]\nbroadcast (charge v)\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 6 v]\nbroadcast (charge v)\nforever\n    if <([costume name v] of [levels v]) = [level 11]> then\n        hide\n        stop [other scripts in sprite v]\n        stop [this script v]\n    end\nend\n\nwhen I receive [level 6 v]\nforever\n    if <(costume [name v]) = [0%]> then\n        change [die v] by (0.41)\n        wait (0.5) seconds\n        broadcast (charge v)\n        broadcast (die v)\n    end\nend\n\nwhen I receive [level 6 v]\nbroadcast (CIRCLE MAIN SCPT v)\nbroadcast (GRAD CHARGE/DECHARGE v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7 v]\nbroadcast (die v)\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [decharge v]\nswitch costume to (0% v)\n\nwhen I receive [level 9 v]\nbroadcast (die v)\n\nwhen I receive [level 10 v]\nbroadcast (die v)\n\nwhen I receive [pausestop physics script v]\nset rotation style [all around v]\nset size to (40) %\nshow\nif <<([costume # v] of [levels v]) < [6]> or <([costume # v] of [levels v]) > [10]>> then\n    hide\n    stop [this script v]\nend\nset [x vel v] to [0]\nset [y vel circle v] to [0]\nforever\n    if <(pause) = [1]> then\n        stop [this script v]\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        turn right (15) degrees\n        change x by (8)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change x by (-8)\n        end\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        turn left (15) degrees\n        change x by (-8)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change x by (8)\n        end\n    end\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        change y by (1)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change y by (1)\n            if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                change y by (1)\n                if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                    change y by (1)\n                    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                        change y by (1)\n                        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(sound) = [1]> then\n                                    start sound [Boing v]\n                                end\n                                set [y vel circle v] to [10]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y vel circle v] by (-1)\n    change y by (y vel circle)\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        change y by ((y vel circle) * (-1))\n        set [y vel circle v] to [0]\n    end\n    change y by (-1)\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <(sound) = [1]> then\n                start sound [Boing v]\n            end\n            set [y vel circle v] to [12.5]\n        end\n    end\n    change y by (1)\n    if <(y position) < [-175]> then\n        broadcast (die v)\n    end\nend\n\nwhen I receive [grad. charge v]\nset [grad. charge v] to [1]\nset [grad.decharge v] to [0]\nrepeat until <<not <touching color (#ff0000)?>> or <(CIRCLE BATTERY STATUS) > [100]>>\n    change [circle battery status v] by (0.82)\n    broadcast (chargestop v)\nend\n\nwhen I receive [grad. decharge v]\nset [grad. charge v] to [0]\nset [grad.decharge v] to [1]\nrepeat until <<not <touching color (#edff00)?>> or <(CIRCLE BATTERY STATUS) > [100]>>\n    change [circle battery status v] by (-3)\n    broadcast (chargestop v)\nend\n\nwhen flag clicked\nset [circle battery status v] to [100]\n\nwhen I receive [charge v]\nset [circle battery status v] to [100]\n\nwhen I receive [level 6 v]\nrepeat until <(costume [name v]) = [0%]>\n    change [circle battery status v] by (-0.41)\n    if <(grad.decharge) = [1]> then\n        stop [this script v]\n    end\n    if <(grad. charge) = [1]> then\n        stop [this script v]\n    end\n    if <(pause) = [1]> then\n        stop [this script v]\n    else\n        if <(CIRCLE BATTERY STATUS) < [0]> then\n            switch costume to (0% v)\n        end\n    end\nend\n\nwhen I receive [chargestop v]\nset [grad.decharge v] to [0]\nrepeat until <(costume [name v]) = [0%]>\n    change [circle battery status v] by (-0.41)\n    if <(grad.decharge) = [1]> then\n        stop [this script v]\n    end\n    if <(pause) = [1]> then\n        stop [this script v]\n    else\n        if <(CIRCLE BATTERY STATUS) < [0]> then\n            switch costume to (0% v)\n        end\n    end\nend\n\nwhen I receive [level 10 v]\nbroadcast (die v)\n\nwhen I receive [circle main scpt v]\nshow variable [circle battery status v]\nset [circle battery status v] to [100]\nhide variable [square battery status v]\nhide variable [circle battery status v]\ngo to x: (-211) y: (-96)\nswitch costume to (100% v)\nset rotation style [all around v]\nset size to (40) %\nshow\nset [x vel v] to [0]\nset [y vel circle v] to [0]\nforever\n    if <(pause) = [1]> then\n        stop [this script v]\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        turn right (10) degrees\n        change x by (6)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change x by (-6)\n        end\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        turn left (10) degrees\n        change x by (-6)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change x by (6)\n        end\n    end\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        change y by (1)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change y by (1)\n            if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                change y by (1)\n                if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                    change y by (1)\n                    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                        change y by (1)\n                        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(sound) = [1]> then\n                                    start sound [Boing v]\n                                end\n                                set [y vel circle v] to [10]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y vel circle v] by (-1)\n    change y by (y vel circle)\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        change y by ((y vel circle) * (-1))\n        set [y vel circle v] to [0]\n    end\n    change y by (-1)\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <(sound) = [1]> then\n                start sound [Boing v]\n            end\n            set [y vel circle v] to [12.5]\n        end\n    end\n    change y by (1)\n    if <(y position) < [-175]> then\n        broadcast (die v)\n    end\nend\n\nwhen I receive [grad charge/decharge v]\nshow\nforever\n    if <touching color (#ff0000)?> then\n        broadcast (grad. charge v)\n    else\n        if <touching color (#edff00)?> then\n            broadcast (grad. decharge v)\n        end\n    end\n    if <not <touching color (#ff0000)?>> then\n        set [grad. charge v] to [0]\n    else\n        if <not <touching color (#edff00)?>> then\n            set [grad.decharge v] to [0]\n        end\n    end\n    if <<([costume # v] of [levels v]) < [6]> or <([costume # v] of [levels v]) > [10]>> then\n        hide\n        stop [other scripts in sprite v]\n        stop [this script v]\n    end\nend\n\nwhen I receive [pausestop v]\nrepeat until <(costume [name v]) = [0%]>\n    change [circle battery status v] by (-0.41)\n    if <(grad.decharge) = [1]> then\n        stop [this script v]\n    end\n    if <(grad. charge) = [1]> then\n        stop [this script v]\n    end\n    if <(pause) = [1]> then\n        stop [this script v]\n    else\n        if <(CIRCLE BATTERY STATUS) < [0]> then\n            switch costume to (0% v)\n        end\n    end\nend\n\nwhen I receive [charge v]\nswitch costume to (100% v)\nrepeat until <(costume [name v]) = [0%]>\n    change [circle battery status v] by (-0.41)\n    if <(grad.decharge) = [1]> then\n        stop [this script v]\n    end\n    if <(grad. charge) = [1]> then\n        stop [this script v]\n    end\n    if <(pause) = [1]> then\n        stop [this script v]\n    else\n        if <(CIRCLE BATTERY STATUS) < [0]> then\n            switch costume to (0% v)\n        end\n    end\nend\n\n@WEIRD Battery\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [battery square physics script v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [die v]\nif <(grad. charge) = [1]> then\n    stop [this script v]\nend\nif <([costume # v] of [levels v]) < [11]> then\n    stop [this script v]\nend\nif <[15] < ([costume # v] of [levels v])> then\n    hide\n    stop [this script v]\nend\nif <([costume name v] of [levels v]) = [level 7]> then\n    go to x: (-218) y: (140)\n    change [number of deaths v] by (1)\nelse\n    go to x: (-218) y: (-96)\n    change [number of deaths v] by (1)\nend\n\nwhen I receive [level 12 v]\nbroadcast (die v)\n\nwhen flag clicked\nforever\n    reset timer\nend\n\nwhen I receive [sound off v]\nset volume to (0) %\n\nwhen I receive [die v]\nbroadcast (charge v)\n\nwhen I receive [level 11 v]\nbroadcast (charge v)\nforever\n    if <([costume name v] of [levels v]) = [level 16]> then\n        hide\n        stop [other scripts in sprite v]\n        stop [this script v]\n    end\nend\n\nwhen I receive [level 11 v]\nforever\n    if <(costume [name v]) = [100%]> then\n        change [die v] by (0.41)\n        wait (0.5) seconds\n        broadcast (charge v)\n        broadcast (die v)\n    end\nend\n\nwhen I receive [reverse physcrpt v]\nshow variable [weird battery status v]\nset [weird battery status v] to [0]\nhide variable [square battery status v]\nhide variable [circle battery status v]\ngo to x: (-211) y: (-96)\nswitch costume to (0% v)\nset rotation style [left-right v]\nset size to (35) %\nshow\nset [x vel v] to [0]\nset [y vel reverse v] to [0]\nforever\n    if <(pause) = [1]> then\n        stop [this script v]\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        point in direction (90)\n        change x by (6)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change x by (-6)\n        end\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        point in direction (-90)\n        change x by (-6)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change x by (6)\n        end\n    end\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        change y by (1)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change y by (1)\n            if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                change y by (1)\n                if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                    change y by (1)\n                    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                        change y by (1)\n                        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(sound) = [1]> then\n                                    start sound [Boing v]\n                                end\n                                set [y vel reverse v] to [10]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y vel reverse v] by (-1)\n    change y by (y vel reverse)\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        change y by ((y vel reverse) * (-1))\n        set [y vel reverse v] to [0]\n    end\n    change y by (-1)\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <(sound) = [1]> then\n                start sound [Boing v]\n            end\n            set [y vel reverse v] to [12.5]\n        end\n    end\n    change y by (1)\n    if <(y position) < [-175]> then\n        broadcast (die v)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 11 v]\nforever\n    if <touching color (#ff0000)?> then\n        broadcast (grad. charge v)\n    else\n        if <touching color (#edff00)?> then\n            broadcast (grad. decharge v)\n        end\n    end\n    if <not <touching color (#ff0000)?>> then\n        set [grad. charge v] to [0]\n    else\n        if <not <touching color (#edff00)?>> then\n            set [grad.decharge v] to [0]\n        end\n    end\nend\n\nwhen I receive [decharge v]\nswitch costume to (100% v)\n\nwhen I receive [pausestop physics script v]\nset rotation style [left-right v]\nset size to (35) %\nshow\nif <<([costume # v] of [levels v]) < [11]> or <([costume # v] of [levels v]) > [16]>> then\n    hide\n    stop [this script v]\nend\nset [x vel v] to [0]\nset [y vel circle v] to [0]\nforever\n    if <(pause) = [1]> then\n        stop [this script v]\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        point in direction (90)\n        change x by (6)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            point in direction (-90)\n            change x by (-6)\n        end\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change x by (-6)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change x by (6)\n        end\n    end\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        change y by (1)\n        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n            change y by (1)\n            if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                change y by (1)\n                if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                    change y by (1)\n                    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                        change y by (1)\n                        if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(sound) = [1]> then\n                                    start sound [Boing v]\n                                end\n                                set [y vel reverse v] to [10]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y vel reverse v] by (-1)\n    change y by (y vel reverse)\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        change y by ((y vel reverse) * (-1))\n        set [y vel reverse v] to [0]\n    end\n    change y by (-1)\n    if <<touching color (#000000)?> or <touching (level 5 trap  v)?>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <(sound) = [1]> then\n                start sound [Boing v]\n            end\n            set [y vel reverse v] to [12.5]\n        end\n    end\n    change y by (1)\n    if <(y position) < [-175]> then\n        broadcast (die v)\n    end\nend\n\nwhen I receive [grad. charge v]\nset [grad. charge v] to [1]\nset [grad.decharge v] to [0]\nrepeat until <<not <touching color (#ff0000)?>> or <(Weird Battery Status) < [0]>>\n    change [y vel reverse v] by (-0.82)\n    broadcast (chargestop v)\nend\n\nwhen I receive [grad. decharge v]\nset [grad. charge v] to [0]\nset [grad.decharge v] to [1]\nrepeat until <<not <touching color (#edff00)?>> or <(Weird Battery Status) < [0]>>\n    change [y vel reverse v] by (3)\n    broadcast (chargestop v)\nend\n\nwhen I receive [charge v]\nset [weird battery status v] to [0]\n\nwhen flag clicked\nset [weird battery status v] to [0]\n\nwhen I receive [chargestop v]\nset [grad.decharge v] to [0]\nrepeat until <(costume [name v]) = [0%]>\n    change [weird battery status v] by (-0.41)\n    if <(grad.decharge) = [1]> then\n        stop [this script v]\n    end\n    if <(pause) = [1]> then\n        stop [this script v]\n    else\n        if <(Weird Battery Status) < [0]> then\n            switch costume to (100% v)\n        end\n    end\nend\n\nwhen I receive [charge v]\nswitch costume to (0% v)\nrepeat until <(costume [name v]) = [0%]>\n    change [weird battery status v] by (-0.41)\n    if <(grad.decharge) = [1]> then\n        stop [this script v]\n    end\n    if <(grad. charge) = [1]> then\n        stop [this script v]\n    end\n    if <(pause) = [1]> then\n        stop [this script v]\n    else\n        if <(Weird Battery Status) < [0]> then\n            switch costume to (100% v)\n        end\n    end\nend\n\nwhen I receive [reverse timeout v]\nswitch costume to (0% v)\nrepeat until <(costume [name v]) = [100%]>\n    if <(pause) = [1]> then\n        stop [this script v]\n    end\n    change [weird battery status v] by (0.41)\n    if <<(Weird Battery Status) > [0]> and <[25] > (Weird Battery Status)>> then\n        switch costume to (0% v)\n    else\n        if <<(Weird Battery Status) > [25]> and <[50] > (Weird Battery Status)>> then\n            switch costume to (25% v)\n        else\n            if <<(Weird Battery Status) > [50]> and <[75] > (Weird Battery Status)>> then\n                switch costume to (50% v)\n            else\n                if <<(Weird Battery Status) > [75]> and <[100] > (Weird Battery Status)>> then\n                    switch costume to (75% v)\n                else\n                    if <(Weird Battery Status) > [100]> then\n                        switch costume to (100% v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nhide variable [weird battery status v]\n\nwhen I receive [level 11 v]\nbroadcast (REVERSE PHYSCRPT v)\nbroadcast (REVERSE TIMEOUT v)\n\nwhen I receive [die v]\nswitch costume to (0% v)\nrepeat until <(costume [name v]) = [100%]>\n    if <(pause) = [1]> then\n        stop [this script v]\n    end\n    change [weird battery status v] by (0.41)\n    if <<(Weird Battery Status) > [0]> and <[25] > (Weird Battery Status)>> then\n        switch costume to (0% v)\n    else\n        if <<(Weird Battery Status) > [25]> and <[50] > (Weird Battery Status)>> then\n            switch costume to (25% v)\n        else\n            if <<(Weird Battery Status) > [50]> and <[75] > (Weird Battery Status)>> then\n                switch costume to (50% v)\n            else\n                if <<(Weird Battery Status) > [75]> and <[100] > (Weird Battery Status)>> then\n                    switch costume to (75% v)\n                else\n                    if <(Weird Battery Status) > [100]> then\n                        switch costume to (100% v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [pausestop v]\nswitch costume to (0% v)\nrepeat until <(costume [name v]) = [100%]>\n    if <(pause) = [1]> then\n        stop [this script v]\n    end\n    change [weird battery status v] by (0.41)\n    if <<(Weird Battery Status) > [0]> and <[25] > (Weird Battery Status)>> then\n        switch costume to (0% v)\n    else\n        if <<(Weird Battery Status) > [25]> and <[50] > (Weird Battery Status)>> then\n            switch costume to (25% v)\n        else\n            if <<(Weird Battery Status) > [50]> and <[75] > (Weird Battery Status)>> then\n                switch costume to (50% v)\n            else\n                if <<(Weird Battery Status) > [75]> and <[100] > (Weird Battery Status)>> then\n                    switch costume to (75% v)\n                else\n                    if <(Weird Battery Status) > [100]> then\n                        switch costume to (100% v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [die v]\nforever\n    if <([costume name v] of [levels v]) = [end]> then\n        forever\n            stop [this script v]\n        end\n    else\n        if <(sound) = [1]> then\n            play sound [oof v] until done\n            stop [this script v]\n        end\n    end\nend\n\nwhen I receive [level 13 v]\nbroadcast (die v)\n\n@levels\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nrepeat (10)\n    switch costume to (level 1 v)\nend\nforever\n    if <(costume [name v]) = [end]> then\n        broadcast (end v)\n    end\nend\n\nwhen I receive [level 2 v]\nswitch costume to (level 2 v)\n\nwhen I receive [level 3 v]\nswitch costume to (level 3 v)\n\nwhen I receive [level 4 v]\nswitch costume to (level 4 v)\n\nwhen I receive [level 5 v]\nswitch costume to (level 5 v)\n\nwhen I receive [level 6 v]\nswitch costume to (level 6 v)\n\nwhen I receive [level 7 v]\nswitch costume to (level 7 v)\n\nwhen I receive [level 8 v]\nswitch costume to (level 8 v)\n\nwhen I receive [level 9 v]\nswitch costume to (level 9 v)\n\nwhen flag clicked\nbroadcast (BATTERY SQUARE PHYSICS SCRIPT v)\n\nwhen I receive [level 10 v]\nswitch costume to (level 10 v)\ngo to [back v] layer\n\nwhen I receive [level 11 v]\nswitch costume to (level 11 v)\n\nwhen I receive [level 12 v]\nswitch costume to (level 12 v)\n\nwhen I receive [level 13 v]\nswitch costume to (level 13 v)\n\nwhen I receive [level 14 v]\nswitch costume to (level 14 v)\n\nwhen I receive [level 15 v]\nswitch costume to (end v)\n\nwhen [timer v] > (0.4)\nhide\n\n@Portal\n\nwhen flag clicked\nshow\nstop [other scripts in sprite v]\ngo to x: (206) y: (-65)\nforever\n    if <touching (battery square v)?> then\n        broadcast (level 2 v)\n        broadcast (die v)\n    end\nend\n\nwhen I receive [level 2 v]\nstop [other scripts in sprite v]\ngo to x: (206) y: (-65)\nwait (0.5) seconds\nforever\n    if <touching (battery square v)?> then\n        broadcast (level 3 v)\n        broadcast (die v)\n    end\nend\n\nwhen I receive [level 3 v]\nstop [other scripts in sprite v]\ngo to x: (-21) y: (87)\nwait (0.5) seconds\nforever\n    if <touching (battery square v)?> then\n        broadcast (level 4 v)\n    end\nend\n\nwhen I receive [level 4 v]\nstop [other scripts in sprite v]\ngo to x: (204) y: (29)\nwait (0.5) seconds\nforever\n    if <touching (battery square v)?> then\n        broadcast (level 5 v)\n    end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [level 5 v]\nstop [other scripts in sprite v]\ngo to x: (139) y: (-83)\nwait (0.5) seconds\nforever\n    if <touching (battery square v)?> then\n        broadcast (level 6 v)\n    end\nend\n\nwhen I receive [level 6 v]\nstop [other scripts in sprite v]\ngo to x: (202) y: (-61)\nwait (0.5) seconds\nforever\n    if <touching (battery circle v)?> then\n        broadcast (level 7 v)\n    end\nend\n\nwhen I receive [level 7 v]\nstop [other scripts in sprite v]\ngo to x: (221) y: (-106)\nwait (0.5) seconds\nforever\n    if <touching (battery circle v)?> then\n        broadcast (level 8 v)\n    end\nend\n\nwhen I receive [level 8 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n    if <touching (battery circle v)?> then\n        broadcast (level 9 v)\n    end\nend\n\nwhen I receive [level 9 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n    if <touching (battery circle v)?> then\n        broadcast (level 10 v)\n    end\nend\n\nwhen I receive [level 10 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n    if <touching (battery circle v)?> then\n        broadcast (level 11 v)\n    end\nend\n\nwhen I receive [level 11 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n    if <touching (weird battery v)?> then\n        broadcast (level 12 v)\n    end\nend\n\nwhen I receive [level 12 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n    if <touching (weird battery v)?> then\n        broadcast (level 13 v)\n    end\nend\n\nwhen I receive [level 13 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n    if <touching (weird battery v)?> then\n        broadcast (level 14 v)\n    end\nend\n\nwhen I receive [level 14 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n    if <touching (weird battery v)?> then\n        broadcast (level 15 v)\n    end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n    reset timer\nend\n\nwhen [timer v] > (0.4)\nshow\n\n@level 3 trap\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [level 3 v]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [level 1 trap touch v]\nset [ghost v] effect to (0)\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [die v]\nrepeat (10)\n    set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 4 trap\n\nwhen flag clicked\ngo to x: (21) y: (55)\nhide\n\nwhen I receive [level 4 v]\nshow\nset [ghost v] effect to (100)\nforever\n    if <touching (battery square v)?> then\n        broadcast (level 4 touch v)\n    end\nend\n\nwhen I receive [level 4 touch v]\nset [ghost v] effect to (0)\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [die v]\nrepeat (10)\n    set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 4 trap 2\n\nwhen flag clicked\ngo to x: (-13) y: (-233)\nhide\n\nwhen I receive [level 4 v]\nshow\nset [ghost v] effect to (100)\nforever\n    if <touching (battery square v)?> then\n        broadcast (level 4 touch 2 v)\n    end\nend\n\nwhen I receive [level 4 touch 2 v]\nset [ghost v] effect to (0)\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [die v]\nrepeat (10)\n    set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 4 trap 3\n\nwhen flag clicked\ngo to x: (54) y: (-159)\nhide\n\nwhen I receive [level 4 v]\nshow\nset [ghost v] effect to (100)\nforever\n    if <touching (battery square v)?> then\n        broadcast (level 4 touch 2 v)\n    end\nend\n\nwhen I receive [level 4 touch 2 v]\nset [ghost v] effect to (0)\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [die v]\nrepeat (10)\n    set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 5 trap \n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level 5 v]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [level 6 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@Sound\n\nwhen flag clicked\nset volume to (100) %\nforever\n    if <not <([costume name v] of [levels v]) = [end]>> then\n        play sound [Undertale_Bossfight_Medley \(1\) v] until done\n    end\nend\n\nwhen flag clicked\nforever\n    if <(sound) = [1]> then\n        set volume to (100) %\n    end\nend\n\nwhen flag clicked\nforever\n    if <(sound) = [0]> then\n        set volume to (0) %\n    end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 2 v]\ngo to x: (109) y: (98)\n\nwhen I receive [level 5 v]\ngo to x: (-198) y: (143)\n\nwhen I receive [level 3 v]\ngo to x: (204) y: (143)\n\nwhen I receive [level 7 v]\ngo to x: (201) y: (150)\n\nwhen I receive [level 4 v]\ngo to x: (-204) y: (143)\n\nwhen flag clicked\nforever\n    if <(volume) = [0]> then\n        set [sound v] to [0]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(volume) = [100]> then\n        set [sound v] to [1]\n    end\nend\n\nwhen I receive [battery square physics script v]\ngo to x: (-204) y: (143)\nset [sound v] to [1]\nswitch costume to (sound on v)\nshow\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(sound) = [1]> then\n            repeat (2)\n                change size by (5)\n            end\n            switch costume to (sound off v)\n            repeat (2)\n                change size by (-5)\n            end\n            set [sound v] to [0]\n            wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n        end\n    end\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(sound) = [0]> then\n            repeat (2)\n                change size by (5)\n            end\n            switch costume to (sound on v)\n            repeat (2)\n                change size by (-5)\n            end\n            set [sound v] to [1]\n            wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n        end\n    end\nend\n\nwhen I receive [level 14 v]\ngo to x: (-198) y: (143)\n\n@Skip control\n\nwhen flag clicked\nforever\n    if <key (e v) pressed?> then\n        if <([costume name v] of [levels v]) = [level 1]> then\n            broadcast (level 2 v)\n            wait until <not <key (e v) pressed?>>\n        else\n            if <([costume name v] of [levels v]) = [level 2]> then\n                broadcast (level 3 v)\n                wait until <not <key (e v) pressed?>>\n            else\n                if <([costume name v] of [levels v]) = [level 3]> then\n                    broadcast (level 4 v)\n                    wait until <not <key (e v) pressed?>>\n                else\n                    if <([costume name v] of [levels v]) = [level 4]> then\n                        broadcast (level 5 v)\n                        wait until <not <key (e v) pressed?>>\n                    else\n                        if <([costume name v] of [levels v]) = [level 5]> then\n                            broadcast (level 6 v)\n                            wait until <not <key (e v) pressed?>>\n                        else\n                            if <([costume name v] of [levels v]) = [level 6]> then\n                                broadcast (level 7 v)\n                                wait until <not <key (e v) pressed?>>\n                            else\n                                if <([costume name v] of [levels v]) = [level 7]> then\n                                    broadcast (level 8 v)\n                                    wait until <not <key (e v) pressed?>>\n                                else\n                                    if <([costume name v] of [levels v]) = [level 8]> then\n                                        broadcast (level 9 v)\n                                        wait until <not <key (e v) pressed?>>\n                                    else\n                                        if <([costume name v] of [levels v]) = [level 9]> then\n                                            broadcast (level 10 v)\n                                            wait until <not <key (e v) pressed?>>\n                                        else\n                                            if <([costume name v] of [levels v]) = [level 10]> then\n                                                broadcast (level 11 v)\n                                                wait until <not <key (e v) pressed?>>\n                                            else\n                                                if <([costume name v] of [levels v]) = [level 11]> then\n                                                    broadcast (level 12 v)\n                                                    wait until <not <key (e v) pressed?>>\n                                                else\n                                                    if <([costume name v] of [levels v]) = [level 12]> then\n                                                        broadcast (level 13 v)\n                                                        wait until <not <key (e v) pressed?>>\n                                                    else\n                                                        if <([costume name v] of [levels v]) = [level 13]> then\n                                                            broadcast (level 14 v)\n                                                            wait until <not <key (e v) pressed?>>\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@level 8 charging station\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (-92) y: (-3)\nhide\n\nwhen I receive [level 8 v]\nshow\n\nwhen I receive [level 9 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@level 8 decharging station2\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (80) y: (-2)\nhide\n\nwhen I receive [level 8 v]\nshow\n\nwhen I receive [level 9 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@Pause\n\nwhen flag clicked\ngo to x: (-204) y: (80)\nset [pause v] to [0]\nswitch costume to (pause on v)\nshow\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(pause) = [1]> then\n            repeat (2)\n                change size by (5)\n            end\n            switch costume to (pause on v)\n            repeat (2)\n                change size by (-5)\n            end\n            set [pause v] to [0]\n            wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n        end\n    end\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(pause) = [0]> then\n            repeat (2)\n                change size by (5)\n            end\n            switch costume to (pause off v)\n            repeat (2)\n                change size by (-5)\n            end\n            set [pause v] to [1]\n            wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n        end\n    end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n    if <(pause) = [1]> then\n        set [sound v] to [0]\n    end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 2 v]\ngo to x: (109) y: (35)\n\nwhen I receive [level 5 v]\ngo to x: (-198) y: (80)\n\nwhen I receive [level 3 v]\ngo to x: (204) y: (80)\n\nwhen I receive [level 7 v]\ngo to x: (-201) y: (50)\n\nwhen flag clicked\nforever\n    if <(pause) = [0]> then\n        wait until <(pause) = [1]>\n        wait until <(pause) = [0]>\n        broadcast (pausestop physics script v)\n        broadcast (pausestop v)\n        set [sound v] to [1]\n    end\nend\n\nwhen I receive [level 4 v]\ngo to x: (-204) y: (80)\n\nwhen I receive [level 9 v]\ngo to x: (-201) y: (143)\n\nwhen I receive [level 13 v]\ngo to x: (201) y: (85)\n\nwhen I receive [level 14 v]\ngo to x: (-201) y: (80)\n\n@water\n\nwhen flag clicked\nhide\n\nwhen I receive [level 12 v]\nshow\n\nwhen I receive [level 12 v]\nforever\n    if <touching (weird battery v)?> then\n        broadcast (die v)\n    end\nend\n\nwhen I receive [level 14 v]\nhide\n\n