Phenomenal Paints >> #All #Games #Art #Platformer #Mobile Friendly

Instructions: NEW PROJECT OUT! : https://scratch.mit.edu/projects/627996256\nSTORY-\nHere, The Dull, boring world is so boring.. But YOU "the player" Can you Paint the Dull world into a bright colourful and fun world?\n\nHow to play?\n- Use the arrow keys or WASD To move\n- Avoid dangerous stuff\n- Paint the dull world! :)\n- ENJOYED IT? Make sure to ❤️ and ⭐️and Follow\n@amazingQ for more games like this! :)\n- LET'S GET MY YT CHANNEL TO 200 SUBS! :) :- \nhttps://www.youtube.com/channel/UC-ENNFJaC0rIXa6-QIQkDiQ\n\nCREDITS!-\n- Inspired by @Kokasgui\n- Thank you @-PandaMC- for the death animation\n- Amazing intro by @-AntiScratch-\n- Coding and art by me!\n- @xamuil2 for the original platformer tutorial\n- Fireworks by @77Tigers\n- some sounds from youtube! :)\n- Music : Jim Yosef - Firefly [NCS Release]\n- Rain from google\n- dream from youtube is by @-bruhcodes which is my minecraft account\n- dreams speedrun music from youtube.\n\ntags-\n#All\n#Games\n#Platformer\n#Enjoythisproject\n#colourful\n#amazingQ\n#Mobilefriendly \n#SubscribeToMrebicOnYoutube\n#2022

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    change [x vel v] by (speed)\n    switch costume to (costume1 v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n    change [x vel v] by ((speed) * (-1))\n    switch costume to (costume2 v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <touching (level v)?> then\n    repeat until <<not <touching (level v)?>> or <(slope) = [-8]>>\n        change [slope v] by (-1)\n        change y by (1)\n    end\nend\nif <touching (level v)?> then\n    change y by (slope)\n    repeat until <not <touching (level v)?>>\n        change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n    end\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n        if <(X vel) > [0]> then\n            set [x vel v] to [-12]\n        else\n            set [x vel v] to [12]\n        end\n        set [y vel v] to [12]\n    else\n        set [x vel v] to [0]\n    end\nend\nchange y by (Y vel)\nif <touching (level v)?> then\n    repeat until <not <touching (level v)?>>\n        change y by ((([abs v] of (Y vel) ) / (Y vel)) * (-1))\n    end\n    set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <touching (level v)?>> then\n    set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen flag clicked\n\nwhen I receive [end v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [intro v]\nset size to (100) %\nset [color v] effect to (0)\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [deaths v] to [0]\nshow variable [deaths v]\nshow variable [level v]\nset [timer v] to [0]\nshow variable [timer v]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-198) y: (-10)\npoint in direction (90)\nforever\n    Platformer Physics [1] [0.9] [14]\n    if <<<<touching (danger v)?> or <touching (saw v)?>> or <touching (monster's v)?>> or <touching (imposter v)?>> then\n        spin off screen\n    end\n    if <touching (trampoline v)?> then\n        set [y vel v] to [21]\n    end\n    if <touching (blue paint v)?> then\n        switch backdrop to (backdrop2 v)\n    end\n    if <touching (yellow paint v)?> then\n        switch backdrop to (backdrop5 v)\n    end\n    if <touching (tree paint v)?> then\n        switch backdrop to (backdrop4 v)\n    end\n    if <touching (portal v)?> then\n        go to x: (106) y: (128)\n    end\n    if <(level) = [28]> then\n        set size to (180) %\n    end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [hurt v]\nreset\n\nwhen I receive [intro v]\nforever\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (-5)\nend\ndelete this clone\n\nwhen I receive [intro v]\nforever\n    if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> then\n        switch costume to (center v)\n    end\nend\n\ndefine spin off screen\nchange [deaths v] by (1)\nset [y vel v] to [10]\nrepeat until <(y position) < [-179]>\n    switch costume to (dead v)\n    go to [front v] layer\n    turn right (10) degrees\n    change y by (Y vel)\n    change [y vel v] by (-1)\nend\nhide\ngo to x: (-198) y: (-10)\nreset\n\ndefine reset\nswitch costume to (center v)\nclear graphic effects\nshow\ngo to x: (-198) y: (10)\npoint in direction (90)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen I receive [intro v]\nforever\n    if <<key (any v) pressed?> or <mouse down?>> then\n        repeat until <(level) = [60]>\n            change [timer v] by (1)\n            wait (1) seconds\n        end\n    end\nend\n\nwhen flag clicked\nwait (9) seconds\nbroadcast (Menu v)\n\nwhen flag clicked\nset [timer v] to [0]\nset [deaths v] to [0]\nhide variable [timer v]\nhide variable [deaths v]\nhide variable [level v]\n\nwhen I receive [intro v]\nrepeat until <(level) = [60]>\n    play sound [Jim Yosef - Firefly \[NCS Release\] v] until done\nend\n\nwhen I receive [end v]\n\n@danger\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\nnext costume\n\nwhen I receive [intro v]\nshow\n\n@level\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nswitch costume to (1 v)\nshow\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Particles]> then\n    Color: [160] Brightness [100] Ghost [0]\n    go to x: (0) y: (0)\n    show\n    change [spd v] by (pick random (-1) to (1))\n    if <(SPD) = [1]> then\n        go to [front v] layer\n    end\n    set size to (pick random (50) to (70)) %\n    switch costume to (pick random (2) to (3))\n    set [costume v] to (costume [number v])\n    set [move v] to ((size) / (6))\n    set [spd v] to (pick random ((size) / (35)) to ((size) / (-35)))\n    point in direction (pick random (360) to (0))\n    set [siz v] to [0]\n    show\n    repeat until <<<(round (x position)) > [399]> or <(round (x position)) < [-399]>> or <<(round (y position)) > [299]> or <(round (y position)) < [-299]>>>\n        switch costume to (movehak v)\n        turn right (.5) degrees\n        move (Move) steps\n        change y by (Siz)\n        change [siz v] by (SPD)\n        switch costume to (Costume)\n        change size by (((size) * (SPD)) / (65))\n        switch costume to (Costume)\n        if <(size) > [100]> then\n            go to [front v] layer\n        end\n    end\n    delete this clone\nend\n\ndefine Frame X: (x) Y: (y) Size (size) Direction (direction) Speed (speed)\nchange x by (((round (x)) - (x position)) / (speed))\nchange y by (((round (y)) - (y position)) / (speed))\nchange size by (((round (size)) - (size)) / (speed))\nturn right (((round (direction)) - (direction)) / (speed)) degrees\n\ndefine Color: (color) Brightness (b) Ghost (qhost)\nset [color v] to (color)\nset [brightness v] to (b)\nset [ghost v] to (qhost)\nset [color v] effect to (Color)\nset [brightness v] effect to (Brightness)\nset [ghost v] effect to (Ghost)\n\nwhen I start as a clone\nforever\n    set [color v] effect to (Color)\n    set [brightness v] effect to (Brightness)\n    set [ghost v] effect to (Ghost)\nend\n\ndefine Explosion (amount)\nset [clone id v] to [Particles]\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\ndefine ShockWave  X (x) Y (y)\ngo to x: (x) y: (y)\nset [clone id v] to [Shook]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [Shook]> then\n    Color: (Color) Brightness (Brightness) Ghost [0]\n    set size to (1) %\n    point in direction (90)\n    set [move v] to [15]\n    set [costume v] to [89]\n    switch costume to (shockwave1 v)\n    show\n    repeat until <(Costume) > [111]>\n        change [costume v] by (((round (112)) - (round (Costume))) / (5))\n        switch costume to (size hack #1 v)\n        Size [800] SPD [8]\n        switch costume to (Costume)\n    end\n    repeat (4)\n        change [costume v] by (((round (112)) - (round (Costume))) / (5))\n        change [ghost v] by (25)\n        switch costume to (size hack #1 v)\n        Size [800] SPD [8]\n        switch costume to (Costume)\n    end\n    delete this clone\nend\n\ndefine Gradient Shockwave\nset [clone id v] to [Gradient]\ncreate clone of (_myself_ v)\n\ndefine Intro\nset [wait v] to [0]\nhide\nreset timer\nReset\nset volume to (100) %\nstart sound [NIVIRO - Memes \[NCS Release\] v]\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nClone Diff [1] [1]\n\ndefine Reqular Shockwave (x) (y)\ngo to x: (x) y: (y)\nset [clone id v] to [Shocking]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [Shocking]> then\n    Color: [0] Brightness [0] Ghost [0]\n    switch costume to (another shockwave v)\n    set size to (1) %\n    show\n    repeat (30)\n        Frame X: [0] Y: [0] Size [300] Direction [90] Speed [9]\n        change [ghost v] by (((100) - (Ghost)) / (8))\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Gradient]> then\n    Color: (Color) Brightness [0] Ghost [0]\n    switch costume to (gradientshockwave v)\n    set size to (1) %\n    show\n    repeat (25)\n        switch costume to (size hack #1 v)\n        Frame X: [0] Y: [0] Size [500] Direction [90] Speed [7]\n        change [ghost v] by (4)\n        switch costume to (gradientshockwave v)\n    end\n    delete this clone\nend\n\ndefine 1/4 ShockWave\nset [clone id v] to [1/4]\npoint in direction (90)\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nturn right (180) degrees\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nturn right (90) degrees\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nturn right (180) degrees\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [1/4]> then\n    Color: [0] Brightness [100] Ghost [0]\n    Frame X: [0] Y: [0] Size [0] Direction (direction) Speed [1]\n    switch costume to (checker shockwave 1 v)\n    set [costume v] to [25]\n    show\n    repeat until <(Costume) > [45]>\n        change [costume v] by (((round (46)) - (round (Costume))) / (6))\n        switch costume to (Costume)\n        Size [500] SPD [6]\n    end\n    repeat (10)\n        change [ghost v] by (10)\n    end\n    delete this clone\nend\n\ndefine Size (x) SPD (spd)\nchange size by (((round (x)) - (size)) / (spd))\n\ndefine Smooth Turn (dir) SPD (spd)\nturn right (((round (dir)) - (direction)) / (spd)) degrees\n\ndefine Circle Explosion at (x) (y) Amount (amount)\nset [clone id v] to [Circle Explosion]\npoint in direction (0)\ngo to x: (x) y: (y)\nrepeat (amount)\n    create clone of (_myself_ v)\n    turn right ((360) / (amount)) degrees\nend\nset [clone id v] to [0]\n\nwhen I start as a clone\nif <(Clone ID) = [Circle Explosion]> then\n    Color: (Color) Brightness [0] Ghost [0]\n    switch costume to (size hack #1 v)\n    set size to (200) %\n    switch costume to (circle v)\n    go to x: (0) y: (0)\n    set [move v] to [25]\n    show\n    repeat until <(size) < [20]>\n        turn right (3) degrees\n        change [move v] by (((round (0)) - (round (Move))) / (8))\n        move (Move) steps\n        change size by ((size) / (-15))\n    end\n    repeat (10)\n        change [ghost v] by (25)\n    end\n    delete this clone\nend\n\ndefine Line Explosion At (x) (y) Amount/Spread (amount) (spread) (dir)\nset [clone id v] to [Line Explosion]\npoint in direction (dir)\ngo to x: (x) y: (y)\nrepeat (amount)\n    set [clone id v] to [Line Explosion]\n    create clone of (_myself_ v)\n    wait (0) seconds\n    set [clone id v] to [Line Explosion1]\n    create clone of (_myself_ v)\n    turn right ((spread) / (amount)) degrees\nend\nset [clone id v] to [0]\npoint in direction (90)\n\nwhen I start as a clone\nif <(Clone ID) = [Line Explosion]> then\n    Color: (Color) Brightness (Brightness) Ghost [0]\n    switch costume to (line explosionv1 v)\n    go to x: (0) y: (0)\n    set [costume v] to [55]\n    set [move v] to [13.5]\n    set size to (1) %\n    show\n    repeat until <(Costume) > [73]>\n        Size [200] SPD [10]\n        change [costume v] by (((74) - (round (Costume))) / (8))\n        change [move v] by (((round (0)) - (round (Move))) / (10))\n        switch costume to (Costume)\n        move (Move) steps\n    end\n    repeat (4)\n        Size [200] SPD [10]\n        change [ghost v] by (25)\n        change [costume v] by (((74) - (round (Costume))) / (8))\n        change [move v] by (((round (0)) - (round (Move))) / (10))\n        switch costume to (Costume)\n        move (Move) steps\n    end\n    delete this clone\nend\n\ndefine Clone Same Sprite (clone id) (amount)\nset [clone id v] to (clone id)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\ndefine Clone Diff (clone id) (amount)\nset [clone id v] to (clone id)\nrepeat (amount)\n    create clone of (_myself_ v)\n    change [clone id v] by (1)\nend\n\nwhen I receive [key frame v]\nif <(Clone ID) = [0]> then\n    forever\n        if <(timer) > (item ({Intro} KeyFrame) of [key frames v])> then\n            change [{intro} keyframe v] by (1)\n            broadcast (\[Intro\] Key Frame Signal v)\n            if <({Intro} KeyFrame) > (length of [key frames v])> then\n                stop [this script v]\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [ESPN]> then\n    switch costume to (swipe line1 v)\n    set [costume v] to [113]\n    set size to (Siz) %\n    show\n    repeat until <(Costume) > [143]>\n        change [costume v] by (((144) - (Costume)) / (SPD))\n        switch costume to (Costume)\n    end\n    repeat (4)\n        change [ghost v] by (25)\n    end\n    delete this clone\nend\n\ndefine Create ESPN effect (x) (y) (spd) (dir) (siz)\nset [spd v] to (spd)\nset [siz v] to (siz)\npoint in direction (dir)\ngo to x: (x) y: (y)\nset [clone id v] to [ESPN]\ncreate clone of (_myself_ v)\n\ndefine ESPN LINE EXPLOSION (x) (y) (amount)\nset [clone id v] to [ESPN]\ngo to x: (x) y: (y)\nset [spd v] to [7]\nset [siz v] to [70]\npoint in direction (90)\nrepeat (amount)\n    create clone of (_myself_ v)\n    turn right ((360) / (amount)) degrees\nend\n\ndefine Scatter ShockWave (x) (y) (amount) (size)\nset [clone id v] to [Scatter]\ngo to x: (y) y: (x)\nset [siz v] to (size)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Scatter]> then\n    Color: [0] Brightness [0] Ghost [0]\n    switch costume to (checker shockwave 1 v)\n    set [costume v] to [25]\n    point in direction (pick random (360) to (0))\n    set [siz v] to (pick random (Siz) to ((Siz) + (450)))\n    set size to (1) %\n    show\n    repeat until <(Costume) > [45]>\n        change [costume v] by (((46) - (Costume)) / (8))\n        switch costume to (size hack #1 v)\n        Size (Siz) SPD [6]\n        switch costume to (Costume)\n    end\n    repeat (4)\n        switch costume to (size hack #1 v)\n        Size (Siz) SPD [6]\n        switch costume to (Costume)\n        change [ghost v] by (25)\n    end\n    delete this clone\nend\n\ndefine LightRays (amount)\nset [clone id v] to [LightRays]\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat ((amount) * (2))\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [LightRays]> then\n    Color: (Color) Brightness (Brightness) Ghost [0]\n    switch costume to (lightray1 v)\n    set size to (1) %\n    set [costume v] to [145]\n    point in direction (pick random (360) to (0))\n    set [siz v] to (pick random (50) to (150))\n    set [spd v] to (pick random (.75) to (.9))\n    set [move v] to (pick random (1) to (4))\n    set [turn bounce v] to (pick random (-1) to (1))\n    set size to (1) %\n    show\n    repeat until <(Costume) > [156]>\n        turn right (Turn Bounce) degrees\n        change [costume v] by (((157) - (Costume)) / (7))\n        change [move v] by (((0) - (Move)) / (SPD))\n        Size (Siz) SPD ((SPD) * (3))\n        switch costume to (Costume)\n        move (Move) steps\n    end\n    repeat (10)\n        change [ghost v] by (10)\n        turn right (Turn Bounce) degrees\n        change [costume v] by (((157) - (Costume)) / (7))\n        change [move v] by (((0) - (Move)) / (SPD))\n        Size (Siz) SPD (SPD)\n        switch costume to (Costume)\n        move (Move) steps\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Spline]> then\n    Color: (Color) Brightness (Brightness) Ghost [0]\n    switch costume to (splinear v)\n    go to x: (500) y: (-100)\n    set size to (60) %\n    set [zdestination v] to [0]\n    set [z v] to [0]\n    point in direction (45)\n    show\n    set [move v] to [0]\n    repeat (20)\n        turn right (2) degrees\n        move (Move) steps\n        change [move v] by (((-13) - (Move)) / (7))\n    end\n    repeat (10)\n        switch costume to (movehak v)\n        turn right (2) degrees\n        move (Move) steps\n        change [move v] by (((-13) - (Move)) / (7))\n        switch costume to (splinear v)\n    end\n    repeat (30)\n        switch costume to (movehak v)\n        turn right (-2) degrees\n        move (Move) steps\n        change [move v] by (((-13) - (Move)) / (7))\n        switch costume to (splinear v)\n    end\n    delete this clone\nend\n\ndefine Create Spline Type: (type)\nif <(type) = [1]> then\n    set [clone id v] to [Spline]\n    create clone of (_myself_ v)\nelse\n    if <(type) = [2]> then\n        set [clone id v] to [Spline2]\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Spline2]> then\n    Color: (Color) Brightness (Brightness) Ghost [0]\n    switch costume to (splinear v)\n    go to x: (-500) y: (100)\n    set size to (60) %\n    point in direction (45)\n    show\n    set [move v] to [0]\n    repeat (20)\n        turn right (2) degrees\n        move (Move) steps\n        change [move v] by (((13) - (Move)) / (7))\n    end\n    repeat (10)\n        switch costume to (movehak v)\n        turn right (2) degrees\n        move (Move) steps\n        change [move v] by (((13) - (Move)) / (7))\n        switch costume to (splinear v)\n    end\n    repeat (20)\n        switch costume to (movehak v)\n        turn right (-2) degrees\n        move (Move) steps\n        change [move v] by (((13) - (Move)) / (7))\n        switch costume to (splinear v)\n    end\n    delete this clone\nend\n\ndefine Create Spline 2 Type: (type)\nif <(type) = [1]> then\n    set [clone id v] to [Splin]\n    create clone of (_myself_ v)\nelse\n    if <(type) = [2]> then\n        set [clone id v] to [Splin2]\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Splin]> then\n    Color: (Color) Brightness (Brightness) Ghost [0]\n    switch costume to (splinear v)\n    go to x: (500) y: (0)\n    set size to (60) %\n    point in direction (45)\n    show\n    set [move v] to [0]\n    repeat (15)\n        turn right (2) degrees\n        move (Move) steps\n        change [move v] by (((-8) - (Move)) / (7))\n    end\n    repeat (10)\n        switch costume to (movehak v)\n        turn right (2) degrees\n        move (Move) steps\n        change [move v] by (((-8) - (Move)) / (7))\n        switch costume to (splinear v)\n    end\n    repeat (12)\n        switch costume to (movehak v)\n        turn right (2) degrees\n        move (Move) steps\n        change [move v] by (((-13) - (Move)) / (7))\n        switch costume to (splinear v)\n    end\n    repeat (20)\n        switch costume to (movehak v)\n        turn right (-2) degrees\n        move (Move) steps\n        change [move v] by (((-13) - (Move)) / (7))\n        switch costume to (splinear v)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Splin2]> then\n    Color: (Color) Brightness (Brightness) Ghost [0]\n    switch costume to (splinear v)\n    go to x: (-500) y: (0)\n    set size to (60) %\n    point in direction (45)\n    show\n    set [move v] to [0]\n    repeat (15)\n        turn right (2) degrees\n        move (Move) steps\n        change [move v] by (((8) - (Move)) / (7))\n    end\n    repeat (10)\n        switch costume to (movehak v)\n        turn right (2) degrees\n        move (Move) steps\n        change [move v] by (((8) - (Move)) / (7))\n        switch costume to (splinear v)\n    end\n    repeat (12)\n        switch costume to (movehak v)\n        turn right (2) degrees\n        move (Move) steps\n        change [move v] by (((13) - (Move)) / (7))\n        switch costume to (splinear v)\n    end\n    repeat (20)\n        switch costume to (movehak v)\n        turn right (-2) degrees\n        move (Move) steps\n        change [move v] by (((13) - (Move)) / (7))\n        switch costume to (splinear v)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n    Color: (Color) Brightness [0] Ghost [0]\n    switch costume to (size hack #1 v)\n    set size to (1) %\n    switch costume to (diamond v)\n    go to x: (0) y: (0)\n    point in direction (90)\n    set [zdestination v] to [500]\n    set [z v] to [1]\n    show\n    forever\n        switch costume to (size hack #1 v)\n        Size (Z) SPD [2]\n        change [z v] by (((Zdestination) - (Z)) / (5))\n        switch costume to (diamond v)\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Line Explosion1]> then\n    Color: (Color) Brightness [-100] Ghost [80]\n    switch costume to (line explosionv1 v)\n    go to x: (-5) y: (5)\n    set [costume v] to [55]\n    set [move v] to [13.5]\n    go to [front v] layer\n    go [backward v] (1) layers\n    set size to (1) %\n    show\n    repeat until <(Costume) > [73]>\n        Size [200] SPD [10]\n        change [costume v] by (((74) - (round (Costume))) / (8))\n        change [move v] by (((round (0)) - (round (Move))) / (10))\n        switch costume to (Costume)\n        move (Move) steps\n    end\n    repeat (4)\n        Size [200] SPD [10]\n        change [ghost v] by (25)\n        change [costume v] by (((74) - (round (Costume))) / (8))\n        change [move v] by (((round (0)) - (round (Move))) / (10))\n        switch costume to (Costume)\n        move (Move) steps\n    end\n    delete this clone\nend\n\ndefine Size (siz)\nset [costume v] to (costume [number v])\nif <(siz) > [100]> then\n    switch costume to (size hack #1 v)\nend\nset size to (siz) %\nswitch costume to (Costume)\n\nwhen I receive [stop intro v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [play intro v]\nset [clone id v] to [0]\nset [{intro} keyframe v] to [0]\nbroadcast (Key Frame v)\nIntro\n\nwhen flag clicked\nbroadcast (Play Intro v)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n    switch costume to (name v)\n    go to [front v] layer\n    go [backward v] (2) layers\n    show\n    forever\n        go to x: (([sin v] of ((timer) * (600)) ) * (3)) y: (([cos v] of ((timer) * (600)) ) * (3))\n        Size [100] SPD [5]\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n    wait until <({Intro} KeyFrame) > [1]>\n    set size to (150) %\n    wait until <({Intro} KeyFrame) > [2]>\n    set size to (150) %\n    wait until <({Intro} KeyFrame) > [3]>\n    set size to (150) %\n    wait until <({Intro} KeyFrame) > [4]>\n    set size to (150) %\n    wait until <({Intro} KeyFrame) > [5]>\n    set size to (150) %\n    wait until <({Intro} KeyFrame) > [6]>\n    set size to (150) %\n    wait until <({Intro} KeyFrame) > [7]>\n    set size to (150) %\n    wait until <({Intro} KeyFrame) > [8]>\n    set size to (150) %\n    wait until <({Intro} KeyFrame) > [9]>\n    set size to (150) %\n    wait until <({Intro} KeyFrame) > [10]>\n    set size to (150) %\n    wait until <({Intro} KeyFrame) > [11]>\n    set size to (150) %\n    wait until <({Intro} KeyFrame) > [12]>\n    set size to (150) %\nend\n\nwhen I receive [\[intro\] key frame signal v]\nif <(Clone ID) = [Cheveron]> then\n    set [zdestination v] to ((Z) + (Z))\nend\n\nwhen flag clicked\ndelete this clone\n\ndefine Reset\n\nwhen I receive [key frame v]\nClone Same Sprite [b1] [1]\nClone Same Sprite [b2] [1]\nClone Same Sprite [Back] [1]\nwait until <({Intro} KeyFrame) > [1]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [2]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [3]>\nClone Same Sprite [Cheveron] [1]\nCreate ESPN effect [-150] [0] [6] [0] [50]\nCreate ESPN effect [150] [0] [6] [0] [50]\ngo to x: (0) y: (0)\npoint in direction (90)\nwait until <({Intro} KeyFrame) > [4]>\nClone Same Sprite [Cheveron] [1]\nGradient Shockwave\nrepeat (10)\n    Create Spline 2 Type: [1]\n    Create Spline 2 Type: [2]\nend\nwait until <({Intro} KeyFrame) > [5]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [6]>\nClone Same Sprite [Cheveron] [1]\n1/4 ShockWave\npoint in direction (90)\nwait until <({Intro} KeyFrame) > [7]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [8]>\nLine Explosion At [0] [0] Amount/Spread [4] [360] [360]\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [9]>\nClone Same Sprite [Cheveron] [1]\nReqular Shockwave [0] [0]\nwait until <({Intro} KeyFrame) > [10]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [11]>\nCircle Explosion at [0] [0] Amount [10]\npoint in direction (90)\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [12]>\nClone Same Sprite [Cheveron] [1]\nwait until <({Intro} KeyFrame) > [14]>\nwait (1.8) seconds\nbroadcast (Intro ended v)\n\nwhen I start as a clone\nif <(Clone ID) = [b1]> then\n    switch costume to (bar1 v)\n    go to x: (0) y: (0)\n    go to [front v] layer\n    show\n    wait until <({Intro} KeyFrame) > [1]>\n    repeat (26)\n        go to [front v] layer\n        change y by (((125) - (y position)) / (5))\n    end\n    wait until <({Intro} KeyFrame) > [12]>\n    repeat (26)\n        go to [front v] layer\n        change y by (((0) - (y position)) / (5))\n    end\n    wait until <({Intro} KeyFrame) > [14]>\n    repeat (30)\n        switch costume to (movehak v)\n        change y by (((200) - (y position)) / (5))\n        switch costume to (bar1 v)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [b2]> then\n    switch costume to (bar2 v)\n    go to x: (0) y: (0)\n    go to [front v] layer\n    show\n    wait until <({Intro} KeyFrame) > [1]>\n    repeat (26)\n        go to [front v] layer\n        change y by (((-125) - (y position)) / (5))\n    end\n    wait until <({Intro} KeyFrame) > [12]>\n    repeat (26)\n        go to [front v] layer\n        change y by (((0) - (y position)) / (5))\n    end\n    wait until <({Intro} KeyFrame) > [14]>\n    repeat (30)\n        switch costume to (movehak v)\n        change y by (((-200) - (y position)) / (5))\n        switch costume to (bar2 v)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Back]> then\n    Color: (Color) Brightness [20] Ghost [0]\n    switch costume to (arrow 1 v)\n    go to x: (0) y: (0)\n    go to [back v] layer\n    show\nend\n\nwhen I start as a clone\nif <not <<(Clone ID) = [b1]> or <(Clone ID) = [b2]>>> then\n    wait until <({Intro} KeyFrame) > [14]>\n    delete this clone\nend\n\nwhen I receive [intro ended v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [play intro v]\nColor: (pick random (0) to (200)) Brightness [0] Ghost [0]\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\ngo to x: (240) y: (-7)\nshow\nforever\n    if <touching (player v)?> then\n        broadcast (end v)\n        change [level v] by (1)\n    end\nend\n\nwhen I receive [intro v]\ngo to x: (240) y: (-7)\nshow\nforever\n    if <(level) = [60]> then\n        hide\n    end\nend\n\n@It\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\ngo to x: (4) y: (53)\nglide (1) secs to x: (4) y: (3)\n\nwhen I receive [intro v]\nshow\ngo to x: (4) y: (53)\nglide (1) secs to x: (4) y: (3)\n\n@Blue Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [4]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n        forever\n            if <touching (player v)?> then\n                switch backdrop to (backdrop2 v)\n            end\n        end\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [5]> then\n        hide\n    end\nend\n\n@Green Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [6]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [7]> then\n        hide\n    end\nend\n\n@Brown Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [8]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [9]> then\n        hide\n    end\nend\n\n@Brown Paint2\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [10]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [11]> then\n        hide\n    end\nend\n\n@sus Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [12]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [13]> then\n        hide\n        switch backdrop to (backdrop3 v)\n    end\nend\n\n@Villagers 1\n\nwhen flag clicked\ngo to x: (-30) y: (-101)\ngo to [front v] layer\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [13]> then\n        show\n        glide (3) secs to x: (pick random (199) to (-199)) y: (-101)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [14]> then\n        hide\n    end\nend\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n    if <(level) = [13]> then\n        show\n        wait (pick random (2) to (5)) seconds\n        repeat until <(costume [number v]) = [6]>\n            wait (0.01) seconds\n            next costume\n        end\n        repeat until <(costume [number v]) = [1]>\n            wait (0.01) seconds\n            switch costume to ((costume [number v]) - (1))\n        end\n    end\nend\n\n@Villagers 2\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n    if <(level) = [13]> then\n        show\n        wait (pick random (2) to (5)) seconds\n        repeat until <(costume [number v]) = [6]>\n            wait (0.01) seconds\n            next costume\n        end\n        repeat until <(costume [number v]) = [1]>\n            wait (0.01) seconds\n            switch costume to ((costume [number v]) - (1))\n        end\n    end\nend\n\nwhen flag clicked\ngo to x: (-30) y: (-101)\ngo to [front v] layer\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [13]> then\n        show\n        glide (3) secs to x: (pick random (199) to (-199)) y: (-101)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [14]> then\n        hide\n    end\nend\n\n@Villagers 3\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n    if <(level) = [13]> then\n        show\n        wait (pick random (2) to (5)) seconds\n        repeat until <(costume [number v]) = [6]>\n            wait (0.01) seconds\n            next costume\n        end\n        repeat until <(costume [number v]) = [1]>\n            wait (0.01) seconds\n            switch costume to ((costume [number v]) - (1))\n        end\n    end\nend\n\nwhen flag clicked\ngo to x: (-30) y: (-101)\ngo to [front v] layer\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [13]> then\n        show\n        glide (3) secs to x: (pick random (199) to (-199)) y: (-101)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [14]> then\n        hide\n    end\nend\n\n@Villagers 4\n\nwhen flag clicked\ngo to x: (-30) y: (-101)\ngo to [front v] layer\nhide\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n    if <(level) = [13]> then\n        show\n        glide (3) secs to x: (pick random (199) to (-199)) y: (-101)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [14]> then\n        hide\n    end\nend\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n    if <(level) = [13]> then\n        show\n        wait (pick random (2) to (5)) seconds\n        repeat until <(costume [number v]) = [6]>\n            wait (0.01) seconds\n            next costume\n        end\n        repeat until <(costume [number v]) = [1]>\n            wait (0.01) seconds\n            switch costume to ((costume [number v]) - (1))\n        end\n    end\nend\n\n@tree Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [14]> then\n        switch backdrop to (backdrop2 v)\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [15]> then\n        switch backdrop to (backdrop4 v)\n        hide\n    end\nend\n\n@yellow Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [16]> then\n        switch backdrop to (backdrop4 v)\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [17]> then\n        hide\n    end\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n@purple Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [18]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [19]> then\n        hide\n    end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n    if <(level) = [19]> then\n        go to x: (-60) y: (-114)\n        show\n    end\n    if <(level) = [20]> then\n        hide\n    end\n    if <(level) = [58]> then\n        go to x: (-60) y: (-114)\n        show\n    end\n    if <(level) = [59]> then\n        hide\n    end\nend\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n    if <touching (player v)?> then\n        repeat (4)\n            wait (0.01) seconds\n            next costume\n        end\n        start sound [Mario Jump - Gaming Sound Effect \(HD\) v]\n        switch costume to (costume4 v)\n        wait (0.01) seconds\n        switch costume to (costume3 v)\n        wait (0.01) seconds\n        switch costume to (costume2 v)\n        wait (0.01) seconds\n        switch costume to (costume1 v)\n    end\nend\n\n@orange Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [22]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [23]> then\n        hide\n    end\nend\n\n@Portal\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [23]> then\n        show\n        go to x: (-195) y: (112)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [24]> then\n        hide\n    end\nend\n\n@grey Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [24]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [25]> then\n        hide\n    end\nend\n\n@Sprite1\n\n@Saw\n\nwhen flag clicked\nhide\ngo to x: (11) y: (-135)\npoint in direction (90)\ngo to [back v] layer\nforever\n    if <<<<(level) = [25]> or <(level) = [26]>> or <(level) = [44]>> or <(level) = [52]>> then\n        show\n        glide (1) secs to x: (175) y: (-135)\n        wait (0.60) seconds\n        glide (1) secs to x: (-90) y: (-135)\n        wait (0.60) seconds\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nhide\ngo to x: (11) y: (-135)\npoint in direction (90)\ngo to [back v] layer\nforever\n    if <<<<(level) = [25]> or <(level) = [26]>> or <(level) = [44]>> or <(level) = [52]>> then\n        turn right (10) degrees\n        show\n    else\n        hide\n    end\nend\n\n@Menu\n\nwhen I receive [menu v]\nbroadcast (intro v)\n\n@black Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [27]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [28]> then\n        hide\n        broadcast (set blink animation to big v)\n    end\nend\n\n@Night Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [30]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [31]> then\n        switch backdrop to (backdrop6 v)\n        hide\n    end\nend\n\n@hat Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [36]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [37]> then\n        switch backdrop to (backdrop6 v)\n        hide\n    end\nend\n\n@hat\n\nwhen flag clicked\nset size to (150) %\nswitch costume to (costume1 v)\nhide\nforever\n    if <<(level) = [37]> or <[37] < (level)>> then\n        go to [front v] layer\n        show\n        go to (player v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(level) = [46]> or <(level) > [46]>> then\n        go to [front v] layer\n        wait (0.5) seconds\n        next costume\n        wait (0.7) seconds\n        next costume\n        wait (0.12) seconds\n        forever\n            switch costume to (costume4 v)\n            show\n            go to (player v)\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (150) %\nswitch costume to (costume1 v)\nhide\nforever\n    if <(level) = [1]> then\n        hide\n    end\nend\n\n@blink animation\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [intro v]\nforever\n    go to (player v)\nend\n\nwhen I receive [intro v]\nforever\n    go to [front v] layer\n    show\n    wait (pick random (1) to (3)) seconds\n    repeat until <(costume [number v]) = [5]>\n        wait (0.01) seconds\n        next costume\n    end\n    wait (0.01) seconds\n    repeat until <(costume [number v]) = [1]>\n        wait (0.01) seconds\n        switch costume to ((costume [number v]) - (1))\n    end\nend\n\nwhen I receive [set blink animation to big v]\nset size to (150) %\n\n@firework Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [39]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [40]> then\n        switch backdrop to (backdrop7 v)\n        broadcast (FIREWORKS! v)\n        hide\n    end\nend\n\n@Fireworks\n\ndefine Edit\nif <not <<[type v] contains [1]?> or <[10] < (length of [pyv v])>>> then\n    if <mouse down?> then\n        add (pick random (3) to (4)) to [particles v]\n        add (mouse x) to [px v]\n        add [-190] to [py v]\n        add (pick random (-2) to (2)) to [pxv v]\n        add [7] to [pyv v]\n        add [1] to [type v]\n        Random colour\n    else\n        add (pick random (3) to (4)) to [particles v]\n        add (pick random (-200) to (200)) to [px v]\n        add [-190] to [py v]\n        add (pick random (-2) to (2)) to [pxv v]\n        add [11] to [pyv v]\n        add [1] to [type v]\n        Random colour\n    end\nend\nset [iterate v] to [0]\nrepeat (length of [particles v])\n    change [iterate v] by (1)\n    replace item (iterate) of [px v] with ((item (iterate) of [px v]) + (item (iterate) of [pxv v]))\n    replace item (iterate) of [py v] with ((item (iterate) of [py v]) + (item (iterate) of [pyv v]))\n    replace item (iterate) of [pxv v] with ((0) + ((item (iterate) of [pxv v]) * (0.99)))\n    replace item (iterate) of [pyv v] with ((-0.05) + ((item (iterate) of [pyv v]) * (0.99)))\n    replace item (iterate) of [particles v] with ((item (iterate) of [particles v]) + (0.2))\n    if <[10] < (item (iterate) of [particles v])> then\n        delete (iterate) of [particles v]\n        delete (iterate) of [px v]\n        delete (iterate) of [py v]\n        delete (iterate) of [pxv v]\n        delete (iterate) of [pyv v]\n        delete (iterate) of [type v]\n        delete (iterate) of [colour v]\n    else\n        if <[7] < (item (iterate) of [particles v])> then\n            if <[1] = (item (iterate) of [type v])> then\n                broadcast (Shake v)\n                set [pitch v] effect to (pick random (-20) to (20))\n                start sound [Minecraft Fireworks Sound Effects HD v]\n                replace item (iterate) of [type v] with [0]\n                repeat (50)\n                    add (pick random (2) to (-2)) to [particles v]\n                    add (item (iterate) of [px v]) to [px v]\n                    add (item (iterate) of [py v]) to [py v]\n                    add (([sin v] of (pick random (1) to (360)) ) * (pick random (-5) to (5))) to [pxv v]\n                    add ((3) + (([cos v] of (pick random (1) to (360)) ) * (pick random (-5) to (5)))) to [pyv v]\n                    add [0] to [type v]\n                    add (item (iterate) of [colour v]) to [colour v]\n                end\n            end\n        end\n    end\n    if <(item (iterate) of [py v]) < [-200]> then\n        delete (iterate) of [particles v]\n        delete (iterate) of [px v]\n        delete (iterate) of [py v]\n        delete (iterate) of [pxv v]\n        delete (iterate) of [pyv v]\n        delete (iterate) of [type v]\n        delete (iterate) of [colour v]\n    end\nend\n\ndefine Render\ngo to x: (0) y: (0)\nset [ghost v] effect to (80)\nstamp\nset [iterate v] to [0]\nrepeat (length of [particles v])\n    change [iterate v] by (1)\n    set pen color to (join [0x] (item (iterate) of [colour v]))\n    if <(item (iterate) of [particles v]) < [9]> then\n        if <[5] < (item (iterate) of [particles v])> then\n            if <(item (iterate) of [type v]) = [1]> then\n                set pen color to (join [0x] (item (iterate) of [colour v]))\n            else\n                set pen color to (join (join [0x] (join (round ((14) - ((item (iterate) of [particles v]) * (1.6)))) [1])) (item (iterate) of [colour v]))\n            end\n        end\n        set pen size to (1)\n        go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n        pen down\n        if <(item (iterate) of [type v]) = [1]> then\n            set pen size to (((12) + (item (iterate) of [particles v])) / (4))\n        else\n            set pen size to (item (iterate) of [particles v])\n        end\n        go to x: ((item (iterate) of [pxv v]) + (item (iterate) of [px v])) y: ((item (iterate) of [pyv v]) + (item (iterate) of [py v]))\n        pen up\n    end\n    go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n    if <<[7] < (item (iterate) of [particles v])> or <<(item (iterate) of [particles v]) < [3]> or <[1] = (item (iterate) of [type v])>>> then\n        repeat (pick random (1) to (pick random (1) to (2)))\n            set pen size to (pick random (pick random (1) to (20)) to (pick random (120) to (90)))\n            set pen color to (join [0x] (join [03] (item (iterate) of [colour v])))\n            if <(item (iterate) of [particles v]) < [3]> then\n                set pen color to (join [0x] (join [02] (item (iterate) of [colour v])))\n            end\n            pen down\n            pen up\n        end\n        if <[1] = (item (iterate) of [type v])> then\n            repeat (3)\n                set pen size to (pick random (item (iterate) of [particles v]) to (((item (iterate) of [particles v]) - (3)) * (30)))\n                set pen color to (join (join [0x0] (letter (round ((5) + (item (iterate) of [particles v]))) of [0123456789ABCDEF])) (item (iterate) of [colour v]))\n                pen down\n                pen up\n            end\n        end\n    end\nend\n\ndefine Random colour\nif <(pick random (1) to (3)) = [1]> then\n    add (join [FF] (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\nelse\n    if <(pick random (1) to (2)) = [1]> then\n        add (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join [FF] (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\n    else\n        add (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) [FF])) to [colour v]\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <<(level) = [40]> or <[40] < (level)>> then\n        clear sound effects\n        set rotation style [don't rotate v]\n        hide\n        delete (all) of [particles v]\n        delete (all) of [px v]\n        delete (all) of [py v]\n        delete (all) of [pxv v]\n        delete (all) of [pyv v]\n        delete (all) of [type v]\n        delete (all) of [colour v]\n        erase all\n        forever\n            go to [front v] layer\n            Render\n            Edit\n            Random colour\n        end\n    end\nend\n\nwhen flag clicked\nhide\nerase all\n\n@rain Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [45]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [46]> then\n        switch backdrop to (backdrop6 v)\n        hide\n    end\nend\n\n@Raining\n\nwhen flag clicked\ngo to x: (1) y: (26)\nhide\nswitch costume to (raining v)\ngo to [front v] layer\nset size to (160) %\nforever\n    if <<(level) = [46]> or <(level) > [46]>> then\n        show\n        wait (0.01) seconds\n        next costume\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(level) = [46]> or <(level) > [46]>> then\n        play sound [Rain Sound Effect Short \(2 minutes\) ♪ v] until done\n    end\nend\n\n@flower Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [56]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [57]> then\n        switch backdrop to (backdrop6 v)\n        hide\n    end\nend\n\n@flowers\n\nwhen flag clicked\nhide\nforever\n    if <<(level) = [57]> or <[57] < (level)>> then\n        go to [back v] layer\n        show\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [end v]\nnext costume\n\n@dream Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n    if <(level) = [59]> then\n        show\n        go to x: (123) y: (-43)\n        glide (4) secs to x: (123) y: (-60)\n        glide (4) secs to x: (123) y: (-43)\n    end\nend\n\nwhen I receive [intro v]\nforever\n    if <(level) = [60]> then\n        switch backdrop to (backdrop6 v)\n        hide\n    end\nend\n\n@dream\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset size to (90) %\nforever\n    if <(level) = [60]> then\n        stop all sounds\n        go to x: (191) y: (-35)\n        start sound [Dream Speedrun Music v]\n        show\n        glide (1.23) secs to x: (-1) y: (-35)\n        repeat (100)\n            start sound [Low Whoosh v]\n            go to (random position v)\n        end\n        go to x: (191) y: (-35)\n        broadcast (note v)\n        forever\n    end\nend\n\n@Note\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [note v]\nforever\n    go to [front v] layer\n    go [forward v] (100) layers\n    show\nend\n\n