Minecraft A Platformer (Mobile Friendly) Part 2  #Games #All #Minecraft

Instructions: https://scratch.mit.edu/projects/658836147/\nMove With WASD Or Arrow Keys Or Mobile Controls.\nFull Title: Minecraft A Platformer (Mobile Friendly) Part 2  #Games #All #Minecraft\n\n(Yes It's Mobile Friendly)\n#Games    Scroll down more to see how to use end perals\n#All\n#Minecraft\n\nHow to Use End Perals\n\n1- Go to the end peral!\n2- Click the end peral!\n3- drag the targetwhere ever you want \n4- at last let go of your mouse\n\nTags:\n#all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all #games #all\n#stories #stories #stories #stories #stories #stories #stories #stories #stories #stories #stories #stories\nse view my friend's game 

@Stage\n\nwhen flag clicked\nforever\n    if <<(LEVEL) > [10]> and <(LEVEL) < [15]>> then\n        switch backdrop to (backdrop4 v)\n    else\n        switch backdrop to (backdrop1 v)\n    end\nend\n\nwhen flag clicked\nforever\n    play sound [Goodbye v] until done\nend\n\nset [y v] to [-8]\n\n@level\n\nwhen flag clicked\ngo to [back v] layer\nwait (0.01) seconds\nrepeat (10)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n    go to x: (0) y: (0)\n    switch costume to (LEVEL)\nend\n\n@Steve\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n    go to [front v] layer\n    go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n    if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n        wait (time) seconds\n        next costume\n        if <(costume [number v]) = [3]> then\n            switch costume to (costume3 v)\n        end\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n            switch costume to (jump v)\n        end\n    end\n    if <<not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>>>> and <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n        switch costume to (costume1 v)\n    end\nend\n\n\n\nwhen flag clicked\nforever\n    if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n        point in direction (90)\n    end\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n        point in direction (-90)\n    end\nend\n\nwhen [right arrow v] key pressed\nswitch costume to (costume3 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (costume3 v)\n\nwhen [d v] key pressed\nswitch costume to (costume3 v)\n\nwhen [a v] key pressed\nswitch costume to (costume3 v)\n\nwhen I receive [died v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [all around v]\nrepeat (25)\n    change y by (10)\n    change [ghost v] effect by (4)\n    turn right (15) degrees\nend\ndelete this clone\n\nbroadcast (not touching v)\nbroadcast (touching v)\n\nwhen I receive [died v]\nrepeat (6)\n    set [brightness v] effect to (100)\n    wait (0.09) seconds\n    set [brightness v] effect to (0)\n    wait (0.09) seconds\nend\n\n@Health\n\nwhen flag clicked\nshow\nforever\n    switch costume to (health)\n    go to [front v] layer\nend\n\nwhen I receive [died v]\nrepeat (10)\n    go to x: ((pick random (-5) to (5)) - (148)) y: ((pick random (-5) to (5)) + (-157))\nend\ngo to x: (-148) y: (-157)\n\n@Counts\n\ndefine text: (text) at x: (x) y: (y)\nset [text index v] to [0]\ngo to x: (x) y: (y)\nrepeat (length of (text))\n    change x by (15)\n    change [text index v] by (1)\n    switch costume to (letter (text index) of (text))\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n    text: (LEVEL) at x: [-185] y: [167]\nend\n\nwhen I start as a clone\nshow\nwait (0) seconds\ndelete this clone\n\n@danger\n\nwhen flag clicked\nforever\n    switch costume to (LEVEL)\n    set y to (() - ((([sin v] of ((timer) * (100)) ) * (5)) + (5)))\n    go to [back v] layer\nend\n\n@Mobs\n\nwhen flag clicked\nhide\n\nwhen I receive [level up v]\nif <(LEVEL) = [2]> then\n    go to x: (120) y: (-70)\n    show\n    repeat until <not <(LEVEL) = [2]>>\n        switch costume to (zombie1 v)\n        repeat (6)\n            point in direction (90)\n            next costume\n            change x by (10)\n            if <not <(LEVEL) = [2]>> then\n                hide\n                stop [this script v]\n            end\n            wait (0.1) seconds\n        end\n        repeat (6)\n            point in direction (-90)\n            change x by (-10)\n            switch costume to ((costume [number v]) - (1))\n            if <not <(LEVEL) = [2]>> then\n                hide\n                stop [this script v]\n            end\n            wait (0.1) seconds\n        end\n    end\nend\n\nwhen I receive [level up v]\nif <<<(LEVEL) = [3]> or <(LEVEL) = [8]>> or <(LEVEL) = [11]>> then\n    hide\nend\n\nwhen I receive [level up v]\nif <(LEVEL) = [7]> then\n    go to x: (-130) y: (-66)\n    show\n    repeat until <not <(LEVEL) = [7]>>\n        switch costume to (zombie1 v)\n        repeat (8)\n            point in direction (90)\n            next costume\n            change x by (10)\n            if <not <(LEVEL) = [7]>> then\n                hide\n                stop [this script v]\n            end\n            wait (0.1) seconds\n        end\n        repeat (8)\n            point in direction (-90)\n            change x by (-10)\n            switch costume to ((costume [number v]) - (1))\n            if <not <(LEVEL) = [7]>> then\n                hide\n                stop [this script v]\n            end\n            wait (0.1) seconds\n        end\n    end\nend\n\nwhen I receive [level up v]\nif <(LEVEL) = [10]> then\n    go to x: (-229) y: (35)\n    show\n    repeat until <not <(LEVEL) = [10]>>\n        switch costume to (zombie1 v)\n        repeat (16)\n            point in direction (90)\n            next costume\n            change x by (5)\n            if <not <(LEVEL) = [10]>> then\n                hide\n                stop [this script v]\n            end\n            wait (0.1) seconds\n        end\n        repeat (16)\n            point in direction (-90)\n            change x by (-5)\n            switch costume to ((costume [number v]) - (1))\n            if <not <(LEVEL) = [10]>> then\n                hide\n                stop [this script v]\n            end\n            wait (0.1) seconds\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@water\n\nwhen flag clicked\nforever\n    switch costume to (LEVEL)\n    go to [back v] layer\nend\n\n@O2\n\nwhen flag clicked\nforever\n    go to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (70))\n    switch costume to (air)\n    go to [front v] layer\nend\n\nwhen I receive [touching v]\nshow\n\nwhen I receive [not touching v]\nhide\n\n@Background objects\n\nwhen flag clicked\nwait (0) seconds\ngo to [back v] layer\nforever\n    switch costume to (LEVEL)\n    set y to (() - ([abs v] of (([sin v] of ((timer) * (300)) ) * (5)) ))\nend\n\n@Snow\n\nwhen I start as a clone\ngo to x: (pick random (-200) to (200)) y: (200)\ngo to [back v] layer\nset size to (pick random (100) to (400)) %\nset [yvel v] to (pick random (5) to (20))\nset [xvel v] to (pick random (-5) to (5))\nif <<(LEVEL) = [2]> or <<(LEVEL) = [6]> or <(LEVEL) = [10]>>> then\n    show\nelse\n    hide\n    delete this clone\nend\nrepeat until <(y position) < [-179]>\n    if <<(LEVEL) = [2]> or <<(LEVEL) = [6]> or <(LEVEL) = [10]>>> then\n        show\n    else\n        hide\n        delete this clone\n    end\n    change y by ((0) - (yvel))\n    change x by ((xvel) + (x))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n    create clone of (_myself_ v)\nend\n\n@end peral\n\nwhen flag clicked\ngo to [front v] layer\nforever\n    if <[when to spawn portals v] contains (LEVEL)?> then\n        show\n        go to x: (item (LEVEL) of [where to spaw portals x v]) y: (item (LEVEL) of [where to spawn portals y v])\n    else\n        hide\n    end\nend\n\nwhen flag clicked\ndelete all of [where to spawn portals y v]\ndelete all of [where to spaw portals x v]\ndelete all of [when to spawn portals v]\nset [how much levels v] to [10]\nrepeat (how much levels)\n    add [] to [when to spawn portals v]\n    add [] to [where to spaw portals x v]\n    add [] to [where to spawn portals y v]\nend\ninsert [1] at (1) of [when to spawn portals v] \ninsert [-98] at (1) of [where to spaw portals x v] \ninsert [58] at (1) of [where to spawn portals y v] \ninsert [4] at (4) of [when to spawn portals v] \ninsert [-111] at (4) of [where to spaw portals x v] \ninsert [-8] at (4) of [where to spawn portals y v] \ninsert [10] at (10) of [when to spawn portals v] \ninsert [-169] at (10) of [where to spaw portals x v] \ninsert [29] at (10) of [where to spawn portals y v] \n\nset [level v] to [8]\n\n@AIM\n\nwhen I receive [show v]\nshow\nset [teleport v] to [1]\nrepeat until <not <mouse down?>>\n    go to [front v] layer\n    go to (mouse-pointer v)\n    if <<<(Level) = [4]> and <(round (x position)) > [22]>> or <<touching (level v)?> or <<(Level) = [10]> and <(round (x position)) > [57]>>>> then\n        switch costume to (bad v)\n    else\n        switch costume to (good v)\n    end\nend\nset [teleport v] to [0]\nhide\n\nwhen flag clicked\nset [teleport v] to [0]\nhide\n\n@BRRRRRRRRRRRRRRRRRRUH\n\nwhen I receive [yes v]\ngo to (end peral v)\nshow\n\nwhen I receive [no v]\nhide\n\n@Water Mark\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    set [ghost v] effect to (50)\nend\n\n@Bee\n\nwhen flag clicked\nforever\n\n\n    set x to (([sin v] of ((timer) * (270)) ) * (50))\nend\n\ndefine Nice\n\nwhen flag clicked\ndelete all of [when to spawn bee v]\ndelete all of [where to spawn bees x v]\ndelete all of [where to spawn bee x limit v]\ndelete all of [where to spawn bees y v]\nadd [3] to [when to spawn bee v]\nadd [-110] to [where to spawn bees x v]\nadd [100] to [where to spawn bee x limit v]\nadd [-44] to [where to spawn bees y v]\nadd [9] to [when to spawn bee v]\nadd [-110] to [where to spawn bees x v]\nadd [3] to [where to spawn bee x limit v]\nadd [-75] to [where to spawn bees y v]\n\nwhen flag clicked\nforever\n    if <[when to spawn bee v] contains (round (LEVEL))?> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    wait until <[when to spawn bee v] contains (round (LEVEL))?>\n    go to x: (item (item # of (round (LEVEL)) in [when to spawn bee v]) of [where to spawn bees x v]) y: (item (item # of (round (Level)) in [when to spawn bee v]) of [where to spawn bees y v])\n    repeat until <(round (LEVEL)) > ((item (item # of (LEVEL) in [when to spawn bee v]) of [when to spawn bee v]) + (1))>\n        set rotation style [left-right v]\n        point in direction (-90)\n        set y to (item (item # of (round (LEVEL)) in [when to spawn bee v]) of [where to spawn bees y v])\n        repeat until <(x position) > (item (item # of (round (LEVEL)) in [when to spawn bee v]) of [where to spawn bee x limit v])>\n            change x by (5)\n        end\n        point in direction (90)\n        set y to (item (item # of (round (LEVEL)) in [when to spawn bee v]) of [where to spawn bees y v])\n        repeat until <(x position) < (item (item # of (round (LEVEL)) in [when to spawn bee v]) of [where to spawn bees x v])>\n            change x by (-5)\n        end\n    end\nend\n\n@BG\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (-10)\nset [brightness v] effect to (10)\nforever\n    go to x: (() - (([x position v] of [steve v]) / (20))) y: (8)\nend\n\n@HITBOX\n\ndefine Jump\nforever\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n        set [yvel v] to [15]\n        repeat until <touching (level v)?>\n            set [old y v] to (y position)\n            change [yvel v] by (() - (Gravity))\n            change y by (Yvel)\n            if <touching (level v)?> then\n                set [cool checkkkker v] to (Yvel)\n                set y to (Old Y)\n                set [yvel v] to [0]\n                if <(cool checkkkker) > [0]> then\n                    repeat until <touching (level v)?>\n                        set [old y v] to (y position)\n                        change [yvel v] by (() - (Gravity))\n                        change y by (Yvel)\n                        if <touching (level v)?> then\n                            set y to (Old Y)\n                            set [yvel v] to [0]\n                        end\n                        set [cool checkkkker v] to [0]\n                        if <(Yvel) = [0]> then\n                            if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n                                Jump\n                            end\n                        end\n                    end\n                end\n                if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n                    Jump\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nJump\n\ndefine Move x (joystickx)\nif <(teleport) = [0]> then\n    change [speed x v] by ((joystickx) * (resistance))\n    set [speed x v] to ((Speed X) * (resistance))\n    change x by (Speed X)\nend\n\nwhen flag clicked\nforever\n    Move x (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>>)\nend\n\ndefine Collisions\nforever\n    if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n        forever\n            if <touching (level v)?> then\n                repeat until <not <touching (level v)?>>\n                    change x by ((0) - (Speed X))\n                    set [speed x v] to [0]\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nCollisions\n\nwhen flag clicked\ngo to x: (-242) y: (-105)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nRespawn\nforever\n    if <(x position) > [230]> then\n        change [level v] by (1)\n        Respawn\n        broadcast (level up v)\n    end\nend\n\ndefine Respawn\npoint in direction (90)\nif <(LEVEL) = [8]> then\n    go to x: (-242) y: (68)\nend\nif <<(LEVEL) = [9]> or <<(LEVEL) = [12]> or <(LEVEL) = [13]>>> then\n    go to x: (-242) y: (-131)\nend\nif <not <<(LEVEL) = [8]> or <<(LEVEL) = [9]> or <<(LEVEL) = [12]> or <(LEVEL) = [13]>>>>> then\n    go to x: (-242) y: (-90)\nend\n\ndefine GROUND\nif <touching (level v)?> then\n    repeat until <not <touching (level v)?>>\n        change y by (1)\n    end\nend\n\nwhen flag clicked\nforever\n    set [touching v] to <touching (level v)?>\nend\n\nwhen flag clicked\nforever\n    if <<<(LEVEL) = [7]> or <(LEVEL) = [12]>> and <<touching (nether portal v)?> or <touching (end portal v)?>>> then\n        change [level v] by (1)\n        Respawn\n        if <touching (nether portal v)?> then\n            broadcast (NETHER v)\n        end\n    end\nend\n\nwhen I receive [die v]\nrepeat (5)\n    set [brightness v] effect to (100)\n    wait (0.05) seconds\n    set [brightness v] effect to (0)\n    wait (0.05) seconds\nend\n\nrepeat (4)\n    go to (nether portal v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n    if <not <<key (any v) pressed?> or <mouse down?>>> then\n        switch costume to (a1 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <(Y) > [0]>> then\n        repeat until <(Yvel) = [0]>\n            if <touching (level v)?> then\n                set [y vel2 v] to [0]\n                repeat until <touching (level v)?>\n                    set [old y 2 v] to (y position)\n                    change y by (y vel2)\n                    change [y vel2 v] by (-1)\n                    if <touching (level v)?> then\n                        set [yvel v] to [0]\n                        set y to (old y 2)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n    if <<touching (water v)?> and <not <(air) = [1]>>> then\n        wait (0.5) seconds\n        change [air v] by (-1)\n    else\n        if <not <(air) = [1]>> then\n            set [air v] to [22]\n        end\n    end\nend\n\nwhen I receive [wait v]\nset [seconds v] to [0]\nrepeat until <(Seconds) = [0.5]>\n    set [previous health v] to (health)\n    wait (0.01) seconds\n    change [seconds v] by (0.1)\nend\n\nwhen flag clicked\nset [gravity v] to [0.5]\nforever\n    if <touching (water v)?> then\n        set [resistance v] to [0.6]\n        set [time v] to [0.25]\n        set [gravity v] to [0.5]\n        broadcast (touching v)\n    else\n        set [gravity v] to [1]\n        set [resistance v] to [0.9]\n        set [time v] to [0.05]\n        change y by (0)\n        broadcast (not touching v)\n    end\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [health v] to [21]\nforever\n    if <touching (water v)?> then\n        wait until <not <touching (water v)?>>\n        set [air v] to [22]\n    end\nend\n\nwhen flag clicked\nRespawn\nset [air v] to [22]\nforever\n    if <(air) = [1]> then\n        repeat until <<(health) = [1]> or <not <touching (water v)?>>>\n            set [previous health v] to (health)\n            broadcast (wait v) and wait\n            change [health v] by (-1)\n            set [previous health v] to (health)\n        end\n        set [health v] to (Previous health)\n    end\nend\n\nwhen flag clicked\nforever\n    if <<touching (end peral v)?> and <mouse down?>> then\n        broadcast (show v) and wait\n        if <<not <mouse down?>> and <not <([costume # v] of [aim v]) = [2]>>> then\n            go to (aim v)\n            start sound [Pop_new.mp3 download v]\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (end peral v)?> then\n        broadcast (yes v) and wait\n    else\n        broadcast (no v) and wait\n    end\nend\n\nwhen flag clicked\nset [health v] to [21]\nforever\n    if <<touching (mobs v)?> or <<touching (danger v)?> or <touching (bee v)?>>> then\n        change [health v] by (-1)\n        broadcast (died v)\n        start sound [hurt v]\n        Respawn\n    end\nend\n\nif <<<touching (mob v)?> or <<touching (danger v)?> or <<touching (ender man v)?> or <touching (bomb v)?>>>> or <<touching (fireball v)?> and <<(LEVEL) = [8]> or <(LEVEL) = [10]>>>> then\n    change [hp v] by (-1)\n    Respawn\n    broadcast (die v)\nend\n\nGROUND\n\n@Thingamirinkydinkydink\n\ndefine Jump\nforever\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n        set [yvel v] to [15]\n        repeat until <touching (level v)?>\n            set [old y v] to (y position)\n            change [yvel v] by (() - (Gravity))\n            change y by (Yvel)\n            if <touching (level v)?> then\n                set [cool checkkkker v] to (Yvel)\n                set y to (Old Y)\n                set [yvel v] to [0]\n                if <(cool checkkkker) > [0]> then\n                    repeat until <touching (level v)?>\n                        set [old y v] to (y position)\n                        change [yvel v] by (() - (Gravity))\n                        change y by (Yvel)\n                        if <touching (level v)?> then\n                            set y to (Old Y)\n                            set [yvel v] to [0]\n                        end\n                        set [cool checkkkker v] to [0]\n                        if <(Yvel) = [0]> then\n                            if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n                                Jump\n                            end\n                        end\n                    end\n                end\n                if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n                    Jump\n                end\n            end\n        end\n    end\nend\n\n@you died\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [health v] to [22]\nhide\nforever\n    go to [front v] layer\n    if <(health) = [1]> then\n        show\n        switch costume to (dcw9acc-4dc94824-5e0d-4922-835e-6807f8f720f8 v)\n        create clone of (_myself_ v)\n        stop [all v]\n    end\nend\n\n@Thumbnail\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (100)\nend\n\n@Death Screen\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (174) y: (200)\nhide\nforever\n    wait (pick random (5) to (10)) seconds\n    start sound [pop v]\n    show\n    repeat (10)\n        change y by (-4)\n    end\n    repeat (3)\n        change y by (3)\n    end\n    repeat (2)\n        change y by (-4.5)\n    end\n    wait (1) seconds\n    repeat until <(y position) > [190]>\n        change y by (4)\n    end\n    hide\nend\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    if <(HP) = [0]> then\n        show\n        switch costume to (dcw9acc-4dc94824-5e0d-4922-835e-6807f8f720f8 v)\n        create clone of (_myself_ v)\n        stop [all v]\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    if <(HP) = [0]> then\n        show\n        switch costume to (dcw9acc-4dc94824-5e0d-4922-835e-6807f8f720f8 v)\n        create clone of (_myself_ v)\n        stop [all v]\n    end\nend\n\n