Rainbow Runner 2 || Platformer || #games


@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <(Music#) = [1]> then\n    set volume to (50) %\n    set [canmoveplayer v] to [1]\n    repeat until <(TotalExploration) > [59]>\n        play sound [Gleaming Gardens v] until done\n    end\n    stop [this script v]\nelse\n    if <(Music#) = [2]> then\n        set volume to (50) %\n        set [canmoveplayer v] to [1]\n        \n            play sound [Rainy Dreams v] until done\n        end\n        stop [this script v]\n    end\nend\n\nwhen I receive [particles v]\n\nwhen I receive [show intro v]\nwait until <(TotalExploration) > [59]>\nstop all sounds\nset volume to (0) %\nstop [this script v]\n\nrepeat (10)\n    change [pitch v] effect by (-1)\nend\nwait (0.5) seconds\nrepeat (10)\n    change [pitch v] effect by (1)\nend\nclear sound effects\n\nwhen I receive [win 2 v]\nset volume to (0) %\n\nwhen I receive [intro done v]\nswitch backdrop to (1 v)\n\nstop all sounds\n\nstart sound [Rainy Dreams v]\n\n@Blank\n\n@Intro\n\ndefine Particle (amount)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) Size: (size) Dir: (dir) & Speed: (speed) || Costume: (costume)\nrepeat until <<<(x position) = (x)> and <(y position) = (y)>> and <<(size) = (size)> and <(round (direction)) = (dir)>>>\n    switch costume to (pos hack v)\n    change x by (((x) - (x position)) / (speed))\n    change y by (((y) - (y position)) / (speed))\n    turn right (((dir) - (direction)) / (speed)) degrees\n    switch costume to (costume)\n    change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n    go to x: (0) y: (200)\n    Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 1]\nelse\n    if <(id) = [2]> then\n        go to x: (0) y: (200)\n        Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 2]\n    else\n        if <(id) = [3]> then\n            go to x: (0) y: (0)\n            switch costume to (logo v)\n            go to [front v] layer\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 (((92) - (direction)) / (5)) degrees\n            end\n            repeat (23)\n                change size by (((100) - (size)) / (5))\n                change y by (((0) - (y position)) / (5))\n            end\n            wait (0.5) seconds\n            Smooth Glide To X: [0] Y: [40] Size: [100] Dir: [90] & Speed: [6] || Costume: [Logo]\n        else\n            if <(id) = [5]> then\n                go to [front v] layer\n                go to x: (0) y: (0)\n                Smooth Glide To X: [0] Y: [100] Size: [90] Dir: [90] & Speed: [5] || Costume: [Text]\n            else\n                if <(id) = [6]> then\n                    go to [front v] layer\n                    go to x: (0) y: (200)\n                    Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 3]\n                else\n                    if <(id) = [7]> then\n                        go to [front v] layer\n                        go to x: (0) y: (200)\n                        Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 4]\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n    show\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (100)\n    set [1 v] to (pick random (-15) to (15))\n    set [2 v] to (pick random (-15) to (15))\n    set [3 v] to (pick random (-50) to (50))\n    set size to (pick random (50) to (300)) %\n    go to x: (0) y: (0)\n    repeat (25)\n        go to [front v] layer\n        switch costume to (thing 1 v)\n        change [ghost v] effect by (-7.5)\n        set size to ((size) * (.9)) %\n        change x by (1)\n        change y by (2)\n        turn right (3) degrees\n        set [1 v] to ((1) * (0.9))\n        set [2 v] to ((2) * (0.9))\n        switch costume to (pick random (6) to (7))\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n    forever\n        change [yv v] by (-0.1)\n        change y by (YV)\n    end\nend\n\nwhen I receive [play scene v]\nif <(id) = [1]> then\n    delete this clone\nelse\n    if <(id) = [2]> then\n        delete this clone\n    else\n        if <(id) = [3]> then\n            delete this clone\n        else\n            if <(id) = [5]> then\n                delete this clone\n            else\n                if <(id) = [6]> then\n                    repeat (50)\n                        change [ghost v] effect by (10)\n                    end\n                    wait (0.5) seconds\n                    delete this clone\n                else\n                    if <(id) = [7]> then\n                        repeat (50)\n                            change [ghost v] effect by (10)\n                        end\n                        wait (0.5) seconds\n                        delete this clone\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [intro v]\nstart sound (pick random (1) to (2))\nset volume to (50) %\nwait (0.3) seconds\nset [id v] to [1]\nset [sequence # v] to [1]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [2]\nset [sequence # v] to [2]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [id v] to [3]\nset [sequence # v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [id v] to [4]\nset [sequence # v] to [4]\nParticle [20]\nwait (1) seconds\nset [id v] to [5]\nset [sequence # v] to [5]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [id v] to [6]\nset [sequence # v] to [6]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [7]\nset [sequence # v] to [7]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nwait (5) seconds\nrepeat (100)\n    change volume by (-1)\nend\n\nstop all sounds\n\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Play Scene v)\n\nstop all sounds\nset volume to (50) %\nstart sound [Test v]\n\nstop all sounds\nset volume to (50) %\nstart sound [Test2 v]\n\nwhen I receive [play scene v]\nrepeat (25)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Player\n\nwhen I receive [animation v]\n\nset size to (80) %\nrepeat (100)\n    change size by (((100) - (size)) / (10))\nend\n\nwhen I receive [move player v]\nif <not <touching (danger v)?>> then\n    change x by (10)\n    change y by (10)\nend\n\nwhen flag clicked\nset [level v] to [0]\nset volume to (100) %\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <(CanMovePlayer) = [1]> then\n    Ground Touch <(Y Velocity) > [0]>\n    switch costume to (idle v)\n    if <not <touching (water v)?>> then\n        if <not <<touching (grabbars v)?> or <touching (vines v)?>>> then\n            change [y velocity v] by (-1)\n        end\n    end\n    if <touching (vines v)?> then\n        Ladders\n    end\n    if <(STICK X) > [0.3]> then\n        change [x velocity v] by (speed)\n    end\n    if <(STICK X) < [-0.3]> 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 (coinlock v)?>> or > then\n        repeat until <<not <<<touching (level v)?> or <touching (coinlock v)?>> or >> 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 color (#ffffff)?> and <<(CanMovePlayer) = [1]> or <<(Lost) = [0]> or <(Win) = [0]>>>>> or <<touching color (#ffb587)?> or <touching color (#ffd2c0)?>>> then\n        change y by (Slope)\n        repeat until <not <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> or <<(Lost) = [0]> or <(Win) = [0]>>>>> or <<touching color (#ffb587)?> or <touching color (#ffd2c0)?>>>>\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 color (#ffffff)?> and <<(CanMovePlayer) = [1]> or <<(Lost) = [0]> or <(Win) = [0]>>>>> or <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching color (#ffb587)?> or <touching color (#ffd2c0)?>>>> then\n        repeat until <not <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> or <<(Lost) = [0]> or <(Win) = [0]>>>>> or <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching color (#ffb587)?> or <touching color (#ffd2c0)?>>>>>\n            change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n        end\n        set [falling? v] to [-1]\n        set [y velocity v] to [0]\n    end\n    change y by (-1)\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> and <<<touching (level v)?> or <<touching (blocks v)?> or <touching (blocks2 v)?>>> or <<touching (jump through v)?> and <(On JT?) = [1]>>>> then\n        if <<(Jump) = [0]> and <(Jump) < [3]>> then\n            if <(Jumps) < (TotalJumps)> then\n                change [jumps v] by (1)\n                set [falling? v] to [6]\n                set [jump v] to [1]\n                if <not <touching (water v)?>> then\n                    set [y velocity v] to ((jump height) + (0.1))\n                end\n                if <(Falling?) < [7]> then\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            else\n                broadcast (Shake v)\n            end\n        end\n    else\n        if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n            set [jump v] to [0]\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 <(STICK BUTTON) > [0]>> 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)?> or <touching (vines 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\nset [playery v] to (round (y position))\nBars\n\ndefine Detection\nif <<(x position) > [230]> and <not <<(Level) = [8]> or <<(Level) = [14]> or <(Level) = [15]>>>>> then\n    if  then\n        broadcast (Text v)\n    end\n    broadcast (ResetLava v)\n    broadcast (Swich to black v)\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    Spawn Position\n    JumpCount\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    JumpCount\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 <(CanMovePlayer) = [1]> then\n    if <(STICK X) < [-0.3]> then\n        point in direction (-90)\n    end\n    if <(STICK X) > [0.3]> then\n        point in direction (90)\n    end\n    set rotation style [left-right v]\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\nif <touching (left v)?> then\n    change [x velocity v] by (-1.1)\nend\nif <touching (right v)?> then\n    change [x velocity v] by (1.1)\nend\nif  then\n    broadcast (Stop Sounds v)\n    set [lost v] to [1]\n    start sound [Splash v]\n    start sound [Eliminated v]\n    change y by (150)\n    set [canmoveplayer v] to [0]\n    broadcast (Level Fail v)\nend\nif  then\n    broadcast (Stop Sounds v)\n    set [lostgame v] to [1]\n    start sound [Splash v]\n    start sound [Eliminated v]\n    change y by (150)\n    set [canmoveplayer v] to [0]\n    broadcast (LevelFail2 v)\nend\n\nbroadcast (Swich to black v)\n\nwhen I receive [intro done v]\nset [speed? v] to [0]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-54)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nrepeat (20)\n    go [backward v] (1) layers\nend\nforever\n    Check if on JT\n    if <touching color (#a1ff27)?> then\n        Platformer Physics [1.9] [0.7] [12.8]\n        Detection\n    else\n        Platformer Physics [1.9] [0.8] [12.8]\n        Detection\n    end\n    Ground Touch <(Y Velocity) > [0]>\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]\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\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\nwait (0) seconds\nbroadcast (Animation v)\nset [jumps v] to [0]\nset [speed? v] to [0]\nif <<(Level) = [1]> or <<(Level) = [2]> or <(Level) = [6]>>> then\n    go to x: (-215) y: (-40)\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 > then\n    go to x: (-215) y: (0)\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) = [5]> or > then\n    go to x: (-215) y: (140)\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 > then\n    go to x: (-215) y: (50)\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) = [8]> or > then\n    go to x: (-215) y: (0)\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\nRespawn Position 2\n\ndefine Ladders\nif <touching (vines v)?> then\n    if <touching (vines v)?> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <not <touching (level v)?>> then\n                change [viney v] by (1.6)\n            end\n        end\n    end\n    if <touching (vines v)?> then\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            if <not <touching (level v)?>> then\n                change [viney v] by (-1.6)\n            end\n        end\n    end\nend\nset [viney v] to ((VineY) * (0.8))\nchange y by (VineY)\nset [y velocity v] to [0]\n\ngo to x: (-215) y: (-55)\n\nwhen flag clicked\nforever\n    wait until <touching (vines v)?>\n    set [viney v] to [3]\n    wait until <not <touching (vines v)?>>\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n        set [y velocity v] to [8]\n    end\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\nwhen I receive [win v]\nhide\n\nwhen I receive [animation v]\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\nstop all sounds\nplay sound [Drum Roll v] until done\nstart sound [Clash v]\nwait (0.65) seconds\nstart sound [Qualified v]\n\nwait (1) seconds\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 I receive [win v]\nstart sound [Qualified 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\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\n    if <(Level) > [15]> then\n        set [totaljumps v] to [999]\n    end\nend\n\nif <touching (left v)?> then\n    change x by (-4.8)\nend\nif <touching (right v)?> then\n    change x by (4.8)\nend\n\nwhen I receive [be still v]\nswitch costume to (idle v)\n\nwhen I receive [speed up v]\n\nif <(Speed?) = [1]> then\n    Platformer Physics [2] [0.8] [14]\n    Detection\nend\n\ndefine Spawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [speed? v] to [0]\nif <<(Level) = [2]> or > then\n    go to x: (-215) y: (-54)\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 > then\n    go to x: (-215) y: (-40)\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) = [5]> or > then\n    go to x: (-215) y: (122)\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 > then\n    go to x: (-215) y: (100)\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) = [8]> or > then\n    go to x: (-215) y: (100)\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\nSpawn2\n\ndefine Ground Touch <up?>\nchange [falling? v] by (1)\nif <touching (jump through v)?> then\n    if <<touching (jump through v)?> and <not <up?>>> then\n        set [slope v] to [0]\n        repeat until <<(Slope) > (([abs v] of (Y Velocity) ) + (2))> or <not <touching (jump through v)?>>>\n            change y by (1)\n            change [slope v] by (1)\n        end\n        if <not <touching (jump through v)?>> then\n            change y by ((0) - (round (Slope)))\n            repeat until <not <touching (jump through v)?>>\n                change y by (1)\n                switch costume to (idle v)\n                set [falling? v] to [0]\n                set [y velocity v] to [0]\n            end\n        else\n            if <(Slope) > (([abs v] of (Y Velocity) ) + (2))> then\n                change y by ((0) - (round (Slope)))\n            end\n        end\n    end\nend\n\nif <touching (jump through v)?> then\n    repeat until <not <touching (jump through v)?>>\n        change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n    end\n    set [y velocity v] to [0]\nend\n\ndefine Jump\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>> then\n    set [falling? v] to [6]\n    set [jump v] to [1]\n    if <not <touching (water v)?>> then\n        set [y velocity v] to [12.8]\n    end\n    if <(Falling?) < [7]> then\n        start sound (pick random (27) to (33))\n        wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>>>\n    end\nend\nchange y by (1)\n\nforever\n    Jump\nend\n\nbroadcast (Animation v)\n\ngo to x: (-215) y: (-51)\n\nwhen flag clicked\nwait (1) seconds\nwait until <(TotalExploration) > [59]>\nhide variable [exploration count v]\ngo [backward v] (3) layers\nswitch costume to (idle v)\nwait (0) seconds\nset [canmoveplayer v] to [0]\nstart sound [Qualified v]\nbroadcast (Win 1 v)\nrepeat (10)\n    set [ghost v] effect to (100)\n    switch costume to (idle v)\nend\n\nwhen I receive [round 2 v]\nset [canmoveplayer v] to [0]\ngo to x: (-215) y: (-23)\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\ndefine Respawn\nif <key (r v) pressed?> 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    Respawn Position\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    wait until <not <key (r v) pressed?>>\nend\n\nwhen flag clicked\nforever\n    Respawn\nend\n\ndefine JumpCount\nif <(Level) = [8]> then\n    set [jumps v] to [0]\n    set [totaljumps v] to [999]\nend\nif <(Level) = [10]> then\n    set [jumps v] to [0]\n    set [totaljumps v] to [999]\nend\n\nset [totalexploration v] to [25]\n\nwhen flag clicked\n\nwhen I receive [showp v]\nswitch costume to (idle v)\ngo to x: (-215) y: (-44)\nclear graphic effects\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [totaljumps v] to [9999]\nbroadcast (Rise v)\n\nbroadcast (Next v)\n\nset [canmoveplayer v] to [1]\n\nbroadcast (Swich to black v)\nbroadcast (Create Clone v)\nbroadcast (Next v)\nbroadcast (Animation v)\nbroadcast (Start Keys v)\nbroadcast (Lock v)\nbroadcast (Reset orb v)\nbroadcast (Next Level v)\nstart sound [Checkpoint v]\nset size to (100) %\nset [level v] to ((Level) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nSpawn Position\nJumpCount\n\nwhen flag clicked\nrepeat until <(Level) = [8]>\n    set [totaljumps v] to [999]\nend\n\nset [touchingslime v] to [1]\nbroadcast (Particles v)\nbroadcast (Lock v)\nbroadcast (Start Keys v)\nbroadcast (Animation v)\nbroadcast (Reset orb v)\nbroadcast (Next v)\nswitch costume to (idle v)\nif <<(Level) = []> or > then\n    broadcast (Reset v)\nend\nJumpCount\nSpawn Position\nRespawn Position\nset [touchingslime v] to [0]\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nset [lost v] to [0]\n\nset [lost v] to [1]\nstart sound [Splash v]\nstart sound (pick random (11) to (16))\nstart sound [Eliminated v]\nchange y by (150)\nset [canmoveplayer v] to [0]\nbroadcast (Level Fail v)\n\nwhen flag clicked\nforever\n    set volume to (100) %\nend\n\nwhen I receive [win3 v]\nset volume to (100) %\nstart sound [Qualified v]\n\nplay sound [3 v] until done\n\nwhen I receive [countdown4 v]\ngo to x: (-215) y: (-37)\npoint in direction (90)\nswitch costume to (idle v)\nclear graphic effects\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [totaljumps v] to [9999]\nbroadcast (Rise v)\n\ndefine Respawn Position 2\nif  then\n    go to x: (-215) y: (-20)\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) = [10]> or > then\n    go to x: (-215) y: (40)\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) = [12]> or > then\n    go to x: (-215) y: (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) = [13]> or > then\n    go to x: (-215) y: (50)\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) = [14]> or > then\n    go to x: (-215) y: (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\ngo to x: (-215) y: (-40)\n\ndefine Spawn2\nif  then\n    go to x: (-215) y: (-1)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [totaljumps v] to [6]\nend\nif  then\n    go to x: (-215) y: (22)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [totaljumps v] to [6]\nend\nif  then\n    go to x: (-215) y: (-34)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [totaljumps v] to [6]\nend\nif  then\n    go to x: (-215) y: (21)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [totaljumps v] to [6]\nend\nif  then\n    go to x: (-215) y: (21)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [totaljumps v] to [6]\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n    if <<touching (coins v)?> and <(Level) = [14]>> then\n        set [cheat v] to [1]\n        set [win v] to [1]\n        go to x: (-215) y: (-30)\n        set [ghost v] effect to (100)\n        switch costume to (idle v)\n        switch costume to (idle v)\n        set [canmoveplayer v] to [0]\n        broadcast (Win 2 v)\n        wait (0) seconds\n        set volume to (100) %\n        start sound [Qualified v]\n    end\nend\n\ngo to x: (-215) y: (-30)\n\nwhen I receive [play music v]\nset volume to (5) %\nset [canmoveplayer v] to [1]\n\nwhen I receive [animation v]\nswitch costume to (idle v)\nset size to (20) %\nrepeat (20)\n    change size by (((100) - (size)) / (10))\nend\nrepeat (80)\n    change size by (((100) - (size)) / (10))\nend\n\nswitch costume to (idle v)\nset [canmoveplayer v] to [0]\nset size to (20) %\nrepeat (20)\n    change size by (((100) - (size)) / (10))\nend\nset [canmoveplayer v] to [1]\nrepeat (80)\n    change size by (((100) - (size)) / (10))\nend\n\ndefine Bars\n\nif <touching (grabbars v)?> then\n    set [y velocity v] to [0]\nend\n\nstart sound (pick random (27) to (33))\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (grabbars v)?>> then\n    set [y velocity v] to [12]\nend\n\nset [totalexploration v] to [60]\n\nwait (1) seconds\nwait until <<touching (coins v)?> and <(Level) = [13]>>\n\nwhen I receive [countdown2 v]\ngo to x: (-215) y: (-53)\n\nwhen I receive [countdown2 v]\nforever\n    if <<touching (toxicwater v)?> 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 [Splash v]\n        switch costume to (idle v)\n        if <<(Level) = []> or > then\n            broadcast (Reset v)\n        end\n        JumpCount\n        Respawn Position\n        set size to (100) %\n        set [x velocity v] to [0]\n        set [y velocity v] to [0]\n    end\nend\n\nset [totalexploration v] to [60]\n\nif <touching (vines v)?> then\n    if <touching (vines 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 [5]\n            end\n        end\n    end\n    if <touching (vines 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 [-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\ndefine Check if on JT\nchange y by (-30)\nif <touching (jump through v)?> then\n    set [on jt? v] to [1]\nelse\n    set [on jt? v] to [0]\nend\nchange y by (30)\n\nchange y by (-30)\n\nforever\n    wait until <touching (vines v)?>\nend\n\nwait until <not <touching (vines v)?>>\n\nhide variable [exploration count v]\ngo [backward v] (3) layers\nswitch costume to (idle v)\nwait (0) seconds\nset [canmoveplayer v] to [0]\nstart sound [Qualified v]\nbroadcast (Win 1 v)\nrepeat (10)\n    set [ghost v] effect to (100)\n    switch costume to (idle v)\nend\n\nwhen flag clicked\nforever\n    set [totaljumps v] to [999]\nend\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [forward v] (5) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [animation start v]\nhide\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\n\ngo [forward v] (5) layers\n\nwhen flag clicked\n\n\ngo to [back v] layer\n\nClone At X: [-116] [-120] At Size: [100] [0]\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [intro done v]\n\nwait until <(Level) = [9]>\n\ngo [forward v] (5) layers\n\nwhen I receive [animation start v]\nhide\n\n@Jump Through\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [showing? v] to [0]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    if <key (space v) pressed?> then\n        if <(username) = [250119code2]> then\n            if <(Showing?) = [0]> then\n                set [ghost v] effect to (0)\n                set [showing? v] to [1]\n            else\n                set [ghost v] effect to (100)\n                set [showing? v] to [0]\n            end\n        end\n        wait until <not <key (space v) pressed?>>\n    end\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen [space v] key pressed\n\n@Vines\n\nwhen flag clicked\nhide\n\ngo [backward v] (5) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    if <(Level) = [12]> then\n    else\n        set [ghost v] effect to (100)\n    end\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [damage1 v]\nshow\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nif <(Level) = [12]> then\n    show\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    clear graphic effects\nelse\nend\n\n@Lava\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 (0)\n    switch costume to (Level)\nend\n\ngo [backward v] (10) layers\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 [backward v] (5) layers\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)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nif <(Level) = [4]> then\n    Clone At X: [196] [-44] At Size [60]\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to [back v] layer\nset [move x v] to [0]\nset [move y v] to [0]\nshow\nif <(Level) = [12]> then\n    go [forward v] (50) layers\nend\nforever\n    turn right (5) degrees\nend\n\nset [move x v] to ((Move X) * (0.9))\nset [move y v] to ((Move Y) * (0.9))\nchange x by (Move X)\nchange y by (Move Y)\nturn right ((Move X) * (2)) degrees\nturn right ((Move Y) * (2)) degrees\n\nClone At X: [0] [0] At Size [100]\n\nwhen I receive [intro done v]\nif  then\n    delete this clone\nend\n\nforever\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\nend\n\nbroadcast (Next Level v)\n\nwhen flag clicked\nwait until <(Level) = [14]>\n\nwhen I receive [hide saw v]\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    if <<(LostGame) = [0]> or <(Win) = [1]>> then\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\ngo [forward v] (5) layers\n\nset [ghost v] effect to (0)\n\nset [ghost v] effect to (100)\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\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\nend\n\nset [ghost v] effect to (0)\nset [showing? v] to [1]\n\nset [ghost v] effect to (100)\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n    if <(Showing?) = [0]> then\n        set [ghost v] effect to (0)\n        set [showing? v] to [1]\n    else\n        set [ghost v] effect to (100)\n        set [showing? v] to [0]\n    end\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [showing? v] to [0]\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)\nset [ghost v] effect to (100)\nforever\n    switch costume to (Level)\nend\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n    if <(Showing?) = [0]> then\n        set [ghost v] effect to (0)\n        set [showing? v] to [1]\n    else\n        set [ghost v] effect to (100)\n        set [showing? v] to [0]\n    end\nend\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@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    switch costume to (Level)\n    set [ghost v] effect to (45)\nend\n\nwhen I receive [intro done v]\nshow\n\nrepeat (29)\n\ngo [backward v] (1) layers\n\nwhen I receive [intro done v]\nwait until <(Level) = [4]>\n\ngo [backward v] (5) layers\n\ngo [backward v] (1) layers\n\nwhen flag clicked\n\nwait until <(Level) = [11]>\ngo [forward v] (5) layers\n\ngo [backward v] (1) 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@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@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nstart sound [Selected v]\nwait (0.8) seconds\nbroadcast (Show Intro v)\nset [screen v] to [0]\n\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 (((120) - (size)) / (5))\n        set [brightness v] effect to (5)\n        switch costume to (costume2 v)\n    else\n        change size by (((110) - (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 (((100) - (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 (((90) - (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 (((100) - (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 (((90) - (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@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@CoinLock\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (2 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [2]>\ngo to [back v] layer\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\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nwhen [e v] key pressed\n\nif <(username) = [250119code2]> then\n    hide\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@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]\n\nif  then\n    delete this clone\nend\ngo to (player v)\nParticle [40]\n\n@Hidden\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    Hidden\nend\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n    change [ghost v] effect by (16)\nelse\n    change [ghost v] effect by (-20)\nend\n\nrepeat (10)\nend\n\ngo [forward v] (3) layers\n\n@Hidden2\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    Hidden\nend\n\ngo [forward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n    change [ghost v] effect by (16)\nelse\n    change [ghost v] effect by (-20)\nend\n\n@Hidden3\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    Hidden\nend\n\ngo [forward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n    change [ghost v] effect by (16)\nelse\n    change [ghost v] effect by (-20)\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@Coins\n\ndefine Spin\n\nwhen flag clicked\nset [coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\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 [coins: frame v] to [0]\nset [coinscollected v] to [0]\nif  then\n    delete this clone\nend\nif <(Level) = [2]> then\n    Clone At X: [-41] [-80] At Size: [100] [0]\n    Clone At X: [116] [130] At Size: [100] [0]\nend\nif <(Level) = [3]> then\n    Clone At X: [-144] [-5] At Size: [100] [0]\n    Clone At X: [-9] [55] At Size: [100] [0]\n    Clone At X: [140] [131] At Size: [100] [0]\nend\nif <(Level) = [5]> then\n    Clone At X: [129] [15] At Size: [100] [0]\n    Clone At X: [129] [150] At Size: [100] [0]\n    Clone At X: [-180] [-5] At Size: [100] [0]\nend\nif <(Level) = [6]> then\n    Clone At X: [-85] [140] At Size: [100] [0.2]\n    Clone At X: [5] [110] At Size: [100] [0]\n    Clone At X: [100] [110] At Size: [100] [0.3]\nend\nif <(Level) = [9]> then\n    Clone At X: [124] [150] At Size: [100] [0.2]\n    Clone At X: [-128] [141] At Size: [100] [0.2]\nend\nif <(Level) = [11]> then\nif <(Level) = [12]> then\n    Clone At X: [-207] [90] At Size: [100] [0.2]\nend\nif <(Level) = [14]> then\n    Clone At X: [85] [130] At Size: [200] [0]\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (10) layers\nwait until <touching (player v)?>\nchange [coinscollected v] by (1)\nstart sound [Coin v]\nset rotation style [all around v]\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\nhide\ndelete this clone\n\nSpin\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\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\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nbroadcast (Next v)\n\nClone At X: [69] [-118] At Size: [100] [0]\n\nbroadcast (Next v)\n\nwhen I receive [countdown2 v]\nif  then\n    delete this clone\nend\nClone At X: [124] [150] At Size: [100] [0.2]\nClone At X: [-128] [141] At Size: [100] [0.2]\n\nwhen I receive [coins1 v]\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [117] [-95] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-1] [143] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [3 v]\nClone At X: [156] [62] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [4 v]\nClone At X: [-221] [10] At Size: [100] [0]\n\nwhen [e v] key pressed\ndelete this clone\n\nbroadcast (Next v)\n\nwhen I receive [coins2 v]\nif  then\n    delete this clone\nend\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [154] [40] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [154] [-30] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [3 v]\nClone At X: [-220] [142] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [4 v]\nClone At X: [-222] [-60] At Size: [100] [0.2]\n\nbroadcast (Coins2 v)\n\nwhen I receive [coins3 v]\nif  then\n    delete this clone\nend\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [-223] [-50] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-68] [-50] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [3 v]\nClone At X: [-204] [90] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [4 v]\nClone At X: [-80] [90] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [5 v]\nClone At X: [-146] [25] At Size: [100] [0]\n\nClone At X: [-222] [-60] At Size: [100] [0.2]\n\nwhen I receive [coins4 v]\nif  then\n    delete this clone\nend\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [-212] [30] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-80] [30] At Size: [100] [0]\n\n@ExplorationCoins5\n\ndefine Spin\n\nwhen flag clicked\nhide variable [exploration count v]\nset [coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [intro done v]\nset [coins: frame v] to [0]\nif  then\n    delete this clone\nend\nshow variable [exploration count v]\nwait until <(Level) = [1]>\nClone At X: [69] [-118] At Size: [100] [0]\nwait until <(Level) = [3]>\nClone At X: [82] [-68] At Size: [100] [0]\nwait until <(Level) = [5]>\nClone At X: [-223] [-5] At Size: [100] [0]\nwait until <(Level) = [6]>\nClone At X: [218] [-60] At Size: [100] [0]\nwait until <(Level) = [7]>\nClone At X: [201] [-140] At Size: [100] [0]\nwait until <(Level) = [8]>\nClone At X: [-198] [-140] At Size: [100] [0]\nClone At X: [214] [-10] At Size: [100] [0]\n\nwhen I start as a clone\nshow\ngo [forward v] (10) layers\nswitch costume to (1 v)\nwait until <touching (player v)?>\nchange [totalexploration v] by (5)\nstart sound [Collect v]\nrepeat (4)\n    change [ghost v] effect by (25)\n    change size by (((10) - (size)) / (4))\nend\nset size to (110) %\nswitch costume to (2 v)\nrepeat (4)\n    change [ghost v] effect by (-25)\n    change size by (((90) - (size)) / (6))\nend\nwait (0.3) seconds\nset [collected? v] to [1]\nrepeat (20)\n    change y by (0.5)\n    change [ghost v] effect by (5)\nend\n\nset rotation style [all around v]\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\nSpin\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nset [collected? v] to [0]\nforever\n    if <(collected?) = [0]> then\n        change y by ((0.5) * ([sin v] of (Coins: frame) ))\n        change [coins: frame v] by (5)\n    end\nend\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [countdown 1 v]\nshow variable [exploration count v]\n\nwhen [e v] key pressed\n\ndelete this clone\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\n\nwhen I receive [round 2 v]\ndelete this clone\n\n@ExplorationCoins10\n\ndefine Spin\n\nwhen flag clicked\nhide variable [exploration count v]\nset [coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [intro done v]\nset [coins: frame v] to [0]\nif  then\n    delete this clone\nend\nshow variable [exploration count v]\nwait until <(Level) = [2]>\nClone At X: [-41] [-119] At Size: [100] [0]\nwait until <(Level) = [3]>\nClone At X: [25] [-154] At Size: [100] [0]\nwait until <(Level) = [4]>\nClone At X: [-116] [-120] At Size: [100] [0]\nClone At X: [219] [48] At Size: [100] [0]\nwait until <(Level) = [7]>\nClone At X: [-131] [-120] At Size: [100] [0]\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\ngo [forward v] (15) layers\nwait until <touching (player v)?>\nchange [totalexploration v] by (10)\nstart sound [Collect v]\nrepeat (4)\n    change [ghost v] effect by (25)\n    change size by (((10) - (size)) / (4))\nend\nset size to (110) %\nswitch costume to (2 v)\nrepeat (4)\n    change [ghost v] effect by (-25)\n    change size by (((90) - (size)) / (6))\nend\nwait (0.3) seconds\nset [collected? v] to [1]\nrepeat (20)\n    change y by (0.5)\n    change [ghost v] effect by (5)\nend\n\nset rotation style [all around v]\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\nSpin\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nset [collected? v] to [0]\nforever\n    if <(collected?) = [0]> then\n        change y by ((0.5) * ([sin v] of (Coins: frame) ))\n        change [coins: frame v] by (5)\n    end\nend\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen flag clicked\nset [totalexploration v] to [0]\nforever\n    set [exploration count v] to (join (TotalExploration) (join [ / ] [60]))\nend\n\nwhen I receive [countdown 1 v]\nshow variable [exploration count v]\n\nwhen [e v] key pressed\n\ndelete this clone\n\nwait until <(Level) = [7]>\nClone At X: [-131] [-120] At Size: [100] [0]\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\n\nwhen I receive [round 2 v]\ndelete this clone\n\n@Flash\n\nwhen I receive [swich to black v]\nset [brightness v] effect to (88)\nshow\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (16)\n    next costume\n    go to [front v] layer\nend\nbroadcast (nextblackswitch v)\n\nwhen I receive [nextblackswitch v]\nwait (0.5) seconds\npoint in direction (-90)\nrepeat (16)\n    switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\n\nwhen I receive [start game v]\nshow\nset [brightness v] effect to (87)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (new piskel - 2021-04-26t12280533 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (16)\n    switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\nhide\n\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Death Particles\n\nwhen I receive [particles v]\nset [last death x v] to (PLAYER X)\nset [last death y v] to (PLAYER Y)\nif  then\n    delete this clone\nend\nParticle [20]\n\nwhen flag clicked\nhide\nset [death v] to [0]\nset [last death x v] to [0]\nset [last death y v] to [0]\nforever\n    set [player x v] to ([x position v] of [player v])\n    set [player y v] to ([y position v] of [player v])\nend\n\ndefine Particle (amount)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset [a v] to (pick random (-15) to (15))\nset [b v] to (pick random (-15) to (15))\nset [c v] to (pick random (-50) to (50))\nset size to (pick random (50) to (300)) %\ngo to x: (LAST DEATH X) y: (LAST DEATH Y)\nrepeat (25)\n    go to [front v] layer\n    switch costume to (sh v)\n    change [ghost v] effect by (-7.5)\n    set size to ((size) * (.9)) %\n    change x by (a)\n    change y by (b)\n    turn right (c) degrees\n    set [a v] to ((a) * (0.9))\n    set [b v] to ((b) * (0.9))\n    switch costume to (pick random (1) to (2))\n    go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [particles v]\n\n@Slippery\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\ngo [backward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [intro done v]\nforever\n    wait until <touching (player v)?>\n    broadcast (Speed Up v)\n    wait until <not <touching (player v)?>>\nend\n\nbroadcast (Speed Up v)\n\n@Message\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [intro done v]\n\nwait until <(Level) = [7]>\nset [can move? v] to [0]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n    change [ghost v] effect by (16)\nend\n\nwhen I receive [win 1 v]\ngo to [front v] layer\nswitch costume to (level 1 win v)\nset [can move? v] to [0]\nhide variable [counter collect v]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (5) seconds\nrepeat (10)\n    change [ghost v] effect by (16)\nend\nwait (0.5) seconds\nbroadcast (Round 2 v)\nbroadcast (Next Level v)\n\nswitch costume to (untitled drawing \(3\) v)\n\nwhen I receive [win 2 v]\nswitch costume to (level 2 win v)\ngo to [front v] layer\nset [can move? v] to [0]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (5) seconds\nset [win v] to [1]\nset [brightness v] effect to (100)\nswitch costume to (game complete v)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\ngo to [front v] layer\n\nset [brightness v] effect to (100)\nnext costume\nrepeat (10)\n    go to [front v] layer\n    change [brightness v] effect by (-10)\nend\n\nbroadcast (Win3 v)\n\nwait (2) seconds\n\nrepeat (10)\n    change [ghost v] effect by (16)\nend\n\nwhen I receive [win4 v]\nset [canmoveplayer v] to [0]\nswitch costume to (level 4 win v)\ngo to [front v] layer\nset [can move? v] to [0]\nhide variable [counter collect v]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (5) seconds\nset [brightness v] effect to (100)\nswitch costume to (game complete v)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\ngo to [front v] layer\n\nstop [all v]\n\nstop [all v]\n\n@How To Play\n\nwhen flag clicked\nhide\nset [win v] to [0]\n\nwhen I receive [show intro v]\nswitch costume to (1 v)\nshow\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nhide\n\nwhen I receive [round 2 v]\ngo [forward v] (5) layers\nswitch costume to (2 v)\nshow\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nswitch backdrop to (2 v)\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nbroadcast (Countdown2 v)\nhide\nwait (1) seconds\n\nbroadcast (Round 4 v)\n\nwhen I receive [round 3 v]\nswitch costume to (4 v)\nshow\ngo to [front v] layer\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n    go to [front v] layer\n    change [brightness v] effect by (10)\nend\nbroadcast (Countdown3 v)\ngo to [front v] layer\nbroadcast (ShowP v)\nhide\nwait (1) seconds\n\nwhen I receive [round 4 v]\nswitch costume to (5 v)\nshow\ngo to [front v] layer\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n    go to [front v] layer\n    change [brightness v] effect by (10)\nend\nbroadcast (Countdown4 v)\ngo to [front v] layer\nhide\nwait (1) seconds\n\nbroadcast (Countdown4 v)\n\n@Timer (Level Changing)\n\nwhen I start as a clone\ngo [forward v] (5) layers\nshow\ngo to [front v] layer\nforever\n    show\n    set size to (120) %\n    go to x: (((Timer: Clone #) * (20)) - (-195)) y: (142)\n    if <(length of (round (TIME))) < (Timer: Clone #)> then\n        hide\n    else\n        show\n        switch costume to (letter (Timer: Clone #) of (TIME))\n    end\nend\n\nwhen I receive [show intro v]\nset [timer: clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [show intro v]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n    wait (1) seconds\n    change [time v] by (-1)\nend\n\nwhen I receive [countdown 1 v]\ndelete this clone\n\nwhen I receive [round 2 v]\nset [level v] to [9]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n    wait (1) seconds\n    change [time v] by (-1)\nend\n\nwhen I receive [round 2 v]\nset [timer: clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [round 3 v]\nset [level v] to [14]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n    wait (1) seconds\n    change [time v] by (-1)\nend\n\nwhen I receive [round 3 v]\nset [timer: clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [countdown2 v]\ndelete this clone\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [round 4 v]\nset [level v] to [15]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n    wait (1) seconds\n    change [time v] by (-1)\nend\n\nwhen I receive [round 4 v]\nset [timer: clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [countdown4 v]\ndelete this clone\n\n@Stick\n\nwhen flag clicked\nhide\n\ndefine Keyboard controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <key (space v) pressed?> then\n    change [stick button v] by (1)\nelse\n    set [stick button v] to [0]\nend\n\ndefine Stick Activated\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n    Detect Stick Movement\n    Detect Stick Button\nend\nbroadcast (Deactivate stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n    set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n    set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n    if <(STICK BUTTON) > []> then\n        change [stick button v] by (1)\n    end\nelse\n    set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n    go [forward v] (1) layers\n    set [ghost v] effect to (0)\n    forever\n        go to (stick v)\n        change x by ((STICK X) * (range))\n        change y by ((STICK Y) * (range))\n    end\nend\ngo to x: (170) y: (-110)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n    if <mouse down?> then\n        set [ghost v] effect to (25)\n    else\n        set [ghost v] effect to (75)\n    end\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nhide\nwait until <mouse down?>\ngo to [front v] layer\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n    switch costume to (base v)\n    go to x: (-170) y: (-110)\n    repeat until <not <mouse down?>>\n        Keyboard controls\n    end\n    repeat until <mouse down?>\n        Keyboard controls\n    end\n    if <(distance to [mouse-pointer v]) < (size)> then\n        Stick Activated\n    end\nend\n\n\n\nwhen flag clicked\nforever\n    Keyboard controls\nend\n\nwhen flag clicked\nforever\n    hide\nend\n\n@Countdown\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nset [music# v] to ((Music#) + (1))\nbroadcast (Play Music v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nwhen flag clicked\nset [music# v] to [0]\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nset [music# v] to ((Music#) + (1))\nbroadcast (Play Music v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown2 v]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nset [music# v] to ((Music#) + (1))\nbroadcast (Play Music v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown3 v]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nset [music# v] to ((Music#) + (1))\nbroadcast (Play Music v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nbroadcast (Shots1 v)\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown2 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\nbroadcast (RiseWater v)\n\nwhen I receive [countdown3 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nbroadcast (Shots1 v)\n\nwhen I receive [countdown4 v]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nset [music# v] to ((Music#) + (1))\nbroadcast (Play Music v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown4 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\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]\nforever\n    go to x: (-20) y: (5)\n    if <(Level) = [2]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\ngo [forward v] (3) layers\n\n@Slime\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait until <(Level) = [14]>\nshow\nrepeat (2)\n    set size to (20) %\n    change y by (-20)\n    set size to (100) %\nend\n\nwhen I receive [rise slime v]\nshow\nset [ghost v] effect to (0)\nset [yv v] to [0.4]\nrepeat until <(y position) > [163]>\n    change [yv v] by (0.005)\n    set size to (20) %\n    change y by (yv)\n    set size to (100) %\nend\n\ndefine Go off Screen\nrepeat until <(y position) < [-15]>\n    set size to (20) %\n    change y by (-20)\n    set size to (100) %\nend\n\nwhen I receive [next v]\nif <(Level) > [13]> then\n    show\n    Go off Screen\nend\n\nwait (0.1) seconds\nbroadcast (Rise Slime v)\n\nwhen flag clicked\nhide\n\nGo off Screen\n\nbroadcast (Rise Slime v)\n\ndefine Fall\nset [yv v] to [-0.65]\nrepeat until <(y position) < [-20]>\n    change [yv v] by (-0.1)\n    set size to (20) %\n    change y by (yv)\n    set size to (100) %\nend\n\nwhen I receive [fall v]\nFall\n\nFall\n\n@Fail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [level fail v]\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (-10)\nend\nwait (3) seconds\ngo to [front v] layer\n\nstop [all v]\n\nwhen I receive [levelfail2 v]\nshow\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (-10)\nend\nwait (3) seconds\ngo to [front v] layer\n\nstop [all v]\n\nset [canmoveplayer v] to [1]\nhide\n\nwhen I receive [stop sounds v]\nset volume to (0) %\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) = [19]> then\n    Clone At X: [58] [25] At Size: [90]\nend\nif <(Level) = [20]> then\n    Clone At X: [-6] [-25] At Size: [90]\n    Clone At X: [189] [65] At Size: [90]\nend\n\nwhen I start as a clone\nshow\ngo [backward 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\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    go to x: (0) y: (0)\n    if <(Level) = [5]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\n@Shine\n\nwhen I receive [play scene v]\nshow\ngo to [back v] layer\nforever\n    go to x: (145) y: (50)\n    turn right (2) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [show intro v]\nhide\n\n@CoinLock2\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [3]>\ngo to [back v] layer\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nclear graphic effects\nswitch costume to (1 v)\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    hide\nend\n\n@CoinLock3\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [5]>\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nclear graphic effects\nswitch costume to (1 v)\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    hide\nend\n\ngo [forward v] (5) layers\n\n@CoinLock4\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [6]>\ngo to [back v] layer\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwait (0.1) seconds\nwait until <(Level) = [6]>\ngo to [back v] layer\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nwhen [e v] key pressed\n\nif <(username) = [250119code2]> then\n    hide\nend\n\nwhen I receive [next v]\nwait until <(Level) = [9]>\nhide\n\n@Rain\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (pick random (55) to (75))\nshow\nchange size by (pick random (1) to (20))\ngo to x: (pick random (-240) to (240)) y: (200)\nrepeat until <(y position) < [-185]>\n    change y by (-7)\nend\ndelete this clone\n\ndefine Snow\nSnow\n\nwhen I receive [countdown2 v]\n\n    if <(Raining) = [1]> then\n        if <(Amount) = [1]> then\n            create clone of (_myself_ v)\n        else\n            if <(Amount) = [2]> then\n                create clone of (_myself_ v)\n                create clone of (_myself_ v)\n            else\n                if <(Amount) = [3]> then\n                    create clone of (_myself_ v)\n                    create clone of (_myself_ v)\n                    create clone of (_myself_ v)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [animation v]\n\nwhen [space v] key pressed\n\ndelete this clone\n\n@ToxicWater\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait until <(Level) = [9]>\nshow\nrepeat (2)\n    set size to (20) %\n    change y by (-20)\n    set size to (100) %\nend\n\nwhen I receive [risewater v]\nshow\nset [ghost v] effect to (40)\nset [raining v] to [1]\nrepeat until <(y position) > (RainY)>\n    set [yv v] to (Speed)\n    set size to (20) %\n    change y by (yv)\n    set size to (100) %\nend\nset [raining v] to [0]\n\ndefine Go off Screen\nrepeat until <(y position) < [-35]>\n    set size to (20) %\n    change y by (-5)\n    set size to (100) %\nend\n\nwhen I receive [next v]\nif <<(Level) > [8]> and <(Level) < [18]>> then\n    Y\n    Go off Screen\n    broadcast (RiseWater v)\nend\n\nwhen flag clicked\nhide\n\ndefine Fall\nstop [other scripts in sprite v]\nset [yv v] to [-0.65]\nrepeat until <(y position) < (FallY)>\n    change [yv v] by (-0.1)\n    set size to (20) %\n    change y by (yv)\n    set size to (100) %\nend\n\nwhen I receive [fall v]\nFall\n\nshow\n\ndefine Y\nif <(Level) = [9]> then\n    set [rainy v] to [140]\n    set [speed v] to [0.5]\n    set [amount v] to [2]\n    set [fally v] to [-30]\nend\nif <(Level) = [10]> then\n    set [rainy v] to [210]\n    set [speed v] to [0.5]\n    set [amount v] to [2]\nend\nif <(Level) = [11]> then\n    set [rainy v] to [400]\n    set [speed v] to [0.3]\n    set [amount v] to [1]\n    set [fally v] to [-30]\nend\nif <(Level) = [12]> then\n    set [rainy v] to [135]\n    set [speed v] to [0.6]\n    set [amount v] to [3]\n    set [fally v] to [-30]\nend\nif <(Level) = [13]> then\n    set [rainy v] to [121]\n    set [speed v] to [0.8]\n    set [amount v] to [3]\n    set [fally v] to [-30]\nend\nif <(Level) = [14]> then\n    set [rainy v] to [400]\n    set [speed v] to [0.8]\n    set [amount v] to [3]\n    set [fally v] to [-30]\nend\n\nset [rainy v] to [190]\n\nset [rainy v] to [210]\n\nbroadcast (RiseWater v)\n\nGo off Screen\n\nFall\n\ngo [forward v] (5) layers\n\nset [speed v] to [0.2]\n\nwhen I receive [damage1 v]\nset [raining v] to [1]\nrepeat (220)\n    set [raining v] to [1]\n    set [yv v] to [0.2]\n    set size to (20) %\n    change y by (yv)\n    set size to (100) %\nend\n\nif <(Level) = [12]> then\n    set [rainy v] to [135]\n    set [speed v] to [0.6]\n    set [amount v] to [3]\nend\n\n@CoinLock5\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nset [coinscollected v] to [0]\nwait (0.1) seconds\nwait until <(Level) = [9]>\ngo to [back v] layer\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\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nclear graphic effects\nswitch costume to (1 v)\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    hide\nend\n\nwhen flag clicked\nwait until <(Level) = [9]>\nclear graphic effects\nshow\n\n@CoinLock6\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [10]>\ngo to [back v] layer\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [4]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nwhen [e v] key pressed\n\nif <(username) = [250119code2]> then\n    hide\nend\n\n@CoinLock7\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nset [coinscollected v] to [0]\nwait (0.1) seconds\nwait until <(Level) = [11]>\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [4]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    hide\nend\n\ngo [forward v] (5) layers\n\n@CoinLock8\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [12]>\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 [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nwhen [e v] key pressed\n\nif <(username) = [250119code2]> then\n    hide\nend\n\ngo [forward v] (5) layers\n\n@CoinLock9\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [12]>\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [6]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nwhen [e v] key pressed\n\nif <(username) = [250119code2]> then\n    hide\nend\n\ngo [forward v] (5) layers\n\n@Blocks\n\ndefine Spin\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\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 [coins: frame v] to [0]\nset [coinscollected v] to [0]\nif  then\n    delete this clone\nend\nif <(Level) = [10]> then\n    Clone At X: [-198] [164] At Size: [100] [0]\nend\nif <(Level) = [11]> then\n    Clone At X: [-102] [164] At Size: [100] [0]\nend\nif <(Level) = [12]> then\n    Clone At X: [148] [108] At Size: [100] [0]\nend\nif <(Level) = [13]> then\n    Clone At X: [102] [120] At Size: [100] [0]\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\n\nwait until <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>>\nstart sound [Open v]\nif <(Level) = [10]> then\n    broadcast (Fall v)\n    broadcast (Coins1 v)\n    set [raining v] to [0]\nelse\n    if <(Level) = [11]> then\n        broadcast (Fall v)\n        broadcast (Coins2 v)\n        set [raining v] to [0]\n        set [coinspawn v] to [1]\n    else\n        if <(Level) = []> then\n    end\nend\nrepeat (10)\n    change size by (3)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nSpin\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nClone At X: [-68] [106] At Size: [100] [0]\n\nbroadcast (Countdown2 v)\n\nstart sound [Collect v]\nset rotation style [all around v]\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 [e v] key pressed\nif <(username) = [250119code2]> then\n    delete this clone\nend\n\nClone At X: [-198] [164] At Size: [100] [0]\n\nchange y by (-3)\n\nwhen I receive [countdown2 v]\nif  then\n    delete this clone\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n    change y by (-1)\n    if <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>> then\n        broadcast (Open v)\n    end\n    change y by (1)\nend\n\nwhen flag clicked\nset [coinspawn v] to [0]\n\nwhen I receive [open v]\nstart sound [Open v]\nif <(Level) = [10]> then\n    broadcast (Fall v)\n    broadcast (Coins1 v)\n    set [raining v] to [0]\nelse\n    if <(Level) = [11]> then\n        broadcast (Fall v)\n        broadcast (Coins2 v)\n        set [raining v] to [0]\n    else\n        if <(Level) = [12]> then\n            broadcast (Fall v)\n            broadcast (Coins3 v)\n            set [raining v] to [0]\n        else\n            if <(Level) = [13]> then\n                broadcast (Coins4 v)\n            end\n        end\n    end\nend\nrepeat (10)\n    change size by (2)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nbroadcast (Fall v)\n\nwhen I receive [open2 v]\nrepeat (10)\n    change size by (2)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Blocks2\n\ndefine Spin\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\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 [coins: frame v] to [0]\nset [coinscollected v] to [0]\nif  then\n    delete this clone\nend\nif <(Level) = [12]> then\n    Clone At X: [85] [108] At Size: [100] [0]\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\n\nwait until <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>>\nstart sound [Open v]\nif <(Level) = [10]> then\n    broadcast (Fall v)\n    broadcast (Coins1 v)\n    set [raining v] to [0]\nelse\n    if <(Level) = [11]> then\n        broadcast (Fall v)\n        broadcast (Coins2 v)\n        set [raining v] to [0]\n        set [coinspawn v] to [1]\n    else\n        if <(Level) = []> then\n    end\nend\nrepeat (10)\n    change size by (3)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nSpin\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nClone At X: [-68] [106] At Size: [100] [0]\n\nbroadcast (Countdown2 v)\n\nstart sound [Collect v]\nset rotation style [all around v]\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 [e v] key pressed\nif <(username) = [250119code2]> then\n    delete this clone\nend\n\nClone At X: [-198] [164] At Size: [100] [0]\n\nchange y by (-3)\n\nwhen I receive [countdown2 v]\nif  then\n    delete this clone\nend\n\nwhen I start as a clone\nforever\n    change y by (-1)\n    if <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>> then\n        broadcast (Open2 v)\n    end\n    change y by (1)\nend\n\nwhen flag clicked\nset [coinspawn v] to [0]\n\nwhen I receive [open2 v]\nstart sound [Open v]\nif <(Level) = [12]> then\n    set [raining v] to [0]\n    broadcast (Damage1 v)\nelse\nend\nrepeat (10)\n    change size by (2)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [open v]\nrepeat (10)\n    change size by (2)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\n@CoinLock10\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nset [coinscollected v] to [0]\nwait (0.1) seconds\nwait until <(Level) = [13]>\ngo to [back v] layer\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\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nclear graphic effects\nswitch costume to (1 v)\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    hide\nend\n\n