Elements | Platformer #games 

Instructions: ❗double click flag\nWASD or arrows to move\nr to reset level, q to skip\nsome elements have special powers, s or down arrow to use\nafter beating the game with one element, you can try again as another\ncongrats @pokemonjimmy for having the current world record!

@Stage\n\nwhen flag clicked\nrepeat until <not <(speedrun) = [0]>>\n    switch backdrop to (blank v)\nend\nswitch backdrop to (vcn v)\nwait until <(Level) = [7]>\nswitch backdrop to (jgl v)\nwait until <(Level) = [13]>\nswitch backdrop to (bch v)\n\nwhen flag clicked\nforever\n    play sound [Bumping-FesliyanStudios v] until done\n    play sound [Tobu - Caelum.mp3 v] until done\nend\n\nwhen flag clicked\nwait until <(backdrop [number v]) = [1]>\nforever\n    if <key (q v) pressed?> then\n        if <(speedrun) = [n]> then\n            if <(Level) < [16]> then\n                broadcast (set player v)\n                change [level v] by (1)\n                wait until <not <key (q v) pressed?>>\n            end\n        end\n    end\nend\n\n@Player fire\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n    change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n    change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n    change y by (1)\n    change [slope v] by (1)\n    Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\n    if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n        set [in platforrm v] to [2]\n        Walk (direction) (speed) max step (step)\n        if <(speed x) = [0]> then\n            set [in platforrm v] to [1]\n        end\n    else\n        if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n            set [speed x v] to ((-1.2) * (speed))\n            set [speed y v] to [11]\n            set [falling? v] to [6]\n            set [wall jump v] to [15]\n        else\n            set [speed x v] to [0]\n        end\n    end\nend\n\ndefine Controls - Jump, Crouch\nif <<touching (bubbles v)?> or <touching (bubbles2 v)?>> then\n    set [speed y v] to [2]\n    change [speed y v] by (3)\nend\nif <touching (lava v)?> then\n    change [speed y v] by (3)\nend\nif <touching (bouncy v)?> then\n    set [speed y v] to [25]\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n    if <<(jump key) = [0]> and <(falling?) < [3]>> then\n        set [speed y v] to [14]\n        set [falling? v] to [6]\n    end\nelse\n    set [jump key v] to [0]\nend\nif <key (r v) pressed?> then\n    Reset Level\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n    change [speed y v] by (-1)\nelse\n    change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n    set [in platforrm v] to [1]\nelse\n    if <<up?> and <(touch) = [1]>> then\n        set [in platforrm v] to [2]\n    end\nend\nrepeat until <(touch) < (in platforrm)>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    Get Touching <not <up?>>\n    set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n    set [touch v] to [9]\nelse\n    if <<check platform?> and <touching (platforms v)?>> then\n        set [touch v] to [1]\n    else\n        set [touch v] to [0]\n    end\nend\n\ndefine Reset Level\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-146) y: (60)\nset [flame v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [wall jump v] to [0]\n\nwhen flag clicked\nset [_element v] to [1]\nset [level v] to [1]\nhide\nwait until <not <(speedrun) = [0]>>\nwait until <(_element) = [2]>\nshow\nReset Level\nforever\n    if <<touching (boat v)?> and <touching color (#482a00)?>> then\n        glide (3) secs to x: (300) y: (0)\n    end\n    switch costume to (stand_1 v)\n    set [frame v] to [1]\n    Controls - Jump, Crouch\n    Gravity\n    Check Hit Ceiling / Floor <(speed y) > [0]>\n    if <<touching (spikes v)?> or <touching (water v)?>> then\n        if <not <(flame) = [0]>> then\n            Reset Level\n        end\n    end\n    if <(y position) < [-175]> then\n        Reset Level\n    end\n    if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n        set [frame v] to [2]\n        set [flame v] to [0]\n    end\n    if <(x position) > [240]> then\n        Reset Level\n        change [level v] by (1)\n    end\n    if <(wall jump) > [0]> then\n        change [wall jump v] by (-1)\n    else\n        Controls - Left and Right\n    end\n    if <(speed x) < [-0.5]> then\n        Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n    else\n        if <(speed x) > [0.5]> then\n            Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n        else\n        end\n    end\n    switch costume to (frame)\n    broadcast (tick v) and wait\nend\n\nwhen I receive [set player v]\nReset Level\n\nwhen flag clicked\nforever\n    if <(flame) = [0]> then\n        wait (0.7) seconds\n        set [flame v] to [1]\n    end\nend\n\n@Ground\n\nwhen flag clicked\nhide\nwait until <not <(speedrun) = [0]>>\nshow\nforever\n    switch costume to (Level)\nend\n\n@choose element\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [clone v] to [1]\nhide\nswitch costume to (costume1 v)\nrepeat (3)\n    next costume\n    change [clone v] by (1)\n    wait (0) seconds\n    create clone of (_myself_ v)\nend\nswitch costume to (costume1 v)\nshow\nwait until <mouse down?>\ngo to x: (999) y: (999)\nhide\n\nwhen I start as a clone\nwait until <mouse down?>\nstart sound [select.mp3 v]\nwait (0) seconds\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (clone)\ngo to [front v] layer\nforever\n    if <<mouse down?> and <touching (mouse-pointer v)?>> then\n        set [_element v] to (costume [number v])\n    end\nend\n\n@text\n\nwhen flag clicked\ngo [backward v] (3) layers\nhide\nwait until <not <(speedrun) = [0]>>\nshow\nforever\n    switch costume to (Level)\nend\n\n@Player nature\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n    change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n    change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n    change y by (1)\n    change [slope v] by (1)\n    Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\n    if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n        set [in platforrm v] to [2]\n        Walk (direction) (speed) max step (step)\n        if <(speed x) = [0]> then\n            set [in platforrm v] to [1]\n        end\n    else\n        if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n            set [speed x v] to ((-1.2) * (speed))\n            set [speed y v] to [11]\n            set [falling? v] to [6]\n            set [wall jump v] to [15]\n        else\n            set [speed x v] to [0]\n        end\n    end\nend\n\ndefine Controls - Jump, Crouch\nif <touching (bouncy v)?> then\n    set [speed y v] to [25]\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n    if <<(jump key) = [0]> and <<touching (vines v)?> or <(falling?) < [3]>>> then\n        set [speed y v] to [14]\n        set [falling? v] to [6]\n    end\nelse\n    set [jump key v] to [0]\nend\nif <key (s v) pressed?> then\n    set [in platforrm v] to [2]\nend\nif <<touching (bubbles v)?> or <touching (bubbles2 v)?>> then\n    set [speed y v] to [2]\n    change [speed y v] by (3)\nend\nif <key (r v) pressed?> then\n    Reset Level\nend\n\nset [jump key v] to [1]\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n    if <not <touching (vines v)?>> then\n        change [speed y v] by (-1)\n    end\nelse\n    change [speed y v] by (-2)\nend\nif <touching (water v)?> then\n    change [speed y v] by (3)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n    set [in platforrm v] to [1]\nelse\n    if <<up?> and <(touch) = [1]>> then\n        set [in platforrm v] to [2]\n    end\nend\nrepeat until <(touch) < (in platforrm)>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    Get Touching <not <up?>>\n    set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n    set [touch v] to [9]\nelse\n    if <<check platform?> and <touching (platforms v)?>> then\n        set [touch v] to [1]\n    else\n        set [touch v] to [0]\n    end\nend\n\ndefine Reset Level\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-146) y: (60)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [wall jump v] to [0]\n\nwhen flag clicked\nset [_element v] to [1]\nset [level v] to [1]\nhide\nwait until <not <(speedrun) = [0]>>\nwait until <(_element) = [3]>\nshow\nReset Level\nforever\n    if <<touching (boat v)?> and <touching color (#482a00)?>> then\n        glide (3) secs to x: (300) y: (0)\n    end\n    switch costume to (stand_1 v)\n    Controls - Jump, Crouch\n    Gravity\n    Check Hit Ceiling / Floor <(speed y) > [0]>\n    if <<(y position) < [-175]> or <<touching (heat v)?> or <touching (spikes v)?>>> then\n        Reset Level\n    end\n    if <(x position) > [240]> then\n        Reset Level\n        change [level v] by (1)\n    end\n    if <(wall jump) > [0]> then\n        change [wall jump v] by (-1)\n    else\n        Controls - Left and Right\n    end\n    if <(speed x) < [-0.5]> then\n        Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n    else\n        if <(speed x) > [0.5]> then\n            Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n        end\n    end\n    broadcast (tick v) and wait\nend\n\nwhen I receive [set player v]\nReset Level\n\n@Player water\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n    change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n    change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n    change y by (1)\n    change [slope v] by (1)\n    Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\n    if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n        set [in platforrm v] to [2]\n        Walk (direction) (speed) max step (step)\n        if <(speed x) = [0]> then\n            set [in platforrm v] to [1]\n        end\n    else\n        if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<touching (water v)?> or <([abs v] of (speed) ) > [3.5]>>> and <(touch) > [1]>> then\n            set [speed x v] to ((-1.2) * (speed))\n            set [falling? v] to [6]\n            set [wall jump v] to [15]\n            if <touching (water v)?> then\n                set [speed y v] to [4]\n            else\n                set [speed y v] to [11]\n            end\n        else\n            set [speed x v] to [0]\n        end\n    end\nend\n\ndefine Controls - Jump, Crouch\nif <touching (bouncy v)?> then\n    set [speed y v] to [25]\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n    if <<(jump key) = [0]> and <(falling?) < [3]>> then\n        set [speed y v] to [14]\n        set [falling? v] to [6]\n    end\nelse\n    set [jump key v] to [0]\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n    if <(costume [number v]) = [1]> then\n        change y by (8)\n        switch costume to (stand_2 v)\n    else\n        switch costume to (stand_1 v)\n    end\nend\n\nset [jump key v] to [1]\n\ndefine Gravity\nif <<touching (bubbles v)?> or <touching (bubbles2 v)?>> then\n    set [speed y v] to [2]\n    change [speed y v] by (3)\nend\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n    change [speed y v] by (-1)\nelse\n    if <touching (water v)?> then\n        set [speed y v] to [-0.5]\n        change [speed y v] by (-1)\n    else\n        change [speed y v] by (-2)\n    end\nend\nif <(costume [number v]) = [2]> then\n    if <touching (water v)?> then\n        change [speed y v] by (0.3)\n    else\n        change [speed y v] by (0.8)\n    end\nend\nif <touching (water v)?> then\n    change [speed y v] by (2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n    set [in platforrm v] to [1]\nelse\n    if <<up?> and <(touch) = [1]>> then\n        set [in platforrm v] to [2]\n    end\nend\nrepeat until <(touch) < (in platforrm)>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    if <key (r v) pressed?> then\n        Reset Level\n    end\n    Get Touching <not <up?>>\n    set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n    set [touch v] to [9]\nelse\n    if <<check platform?> and <touching (platforms v)?>> then\n        set [touch v] to [1]\n    else\n        set [touch v] to [0]\n    end\nend\n\ndefine Reset Level\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-146) y: (60)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [wall jump v] to [0]\n\nwhen flag clicked\nset [_element v] to [1]\nset [level v] to [1]\nhide\nwait until <not <(speedrun) = [0]>>\nwait until <(_element) = [4]>\nshow\nReset Level\nforever\n    if <<touching (boat v)?> and <touching color (#482a00)?>> then\n        glide (3) secs to x: (300) y: (0)\n    end\n    switch costume to (stand_1 v)\n    Controls - Jump, Crouch\n    Gravity\n    Check Hit Ceiling / Floor <(speed y) > [0]>\n    if <<<(y position) < [-175]> or <touching (lava v)?>> or <touching (spikes v)?>> then\n        Reset Level\n    end\n    if <(x position) > [240]> then\n        Reset Level\n        change [level v] by (1)\n    end\n    if <(wall jump) > [0]> then\n        change [wall jump v] by (-1)\n    else\n        Controls - Left and Right\n    end\n    if <(speed x) < [-0.5]> then\n        Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n    else\n        if <(speed x) > [0.5]> then\n            Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n        end\n    end\n    broadcast (tick v) and wait\nend\n\nwhen I receive [set player v]\nReset Level\n\nwhen flag clicked\nforever\n    if <(y position) > [189]> then\n        repeat until <not <touching (ground v)?>>\n            change y by (-100)\n        end\n    end\nend\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nforever\n    switch costume to (Level)\n    if <(Level) = [7]> then\n        stop [other scripts in sprite v]\n        stop [this script v]\n    end\nend\n\n@heat\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\n    if <(Level) = [7]> then\n        stop [other scripts in sprite v]\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    glide (0.7) secs to x: (0) y: (15)\n    glide (0.7) secs to x: (0) y: (-15)\nend\n\n@vines\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n    switch costume to (Level)\n    if <(Level) = [13]> then\n        hide\n        stop [this script v]\n    end\nend\n\n@portals\n\nwhen flag clicked\nset [whirl v] effect to (100)\nforever\n    turn right (3) degrees\n    if <<touching (player nature v)?> or <<touching (player fire v)?> or <touching (player water v)?>>> then\n        change [level v] by (1)\n        broadcast (set player v)\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    repeat (10)\n        change [brightness v] effect by (1)\n    end\n    repeat (10)\n        change [brightness v] effect by (-1)\n    end\nend\n\nwhen flag clicked\nwait until <(Level) = [6]>\nswitch costume to (costume1 v)\nshow\nwait until <(Level) = [7]>\nhide\nwait until <(Level) = [12]>\nswitch costume to (costume2 v)\nshow\nwait until <(Level) = [13]>\nhide\nwait until <(Level) = [16]>\nswitch costume to (costume3 v)\nshow\nwait until <(Level) = [17]>\nhide\n\n@spikes\n\nwhen flag clicked\nwait (0) seconds\ngo to [back v] layer\nforever\n    switch costume to (Level)\nend\n\n@bouncy\n\nwhen flag clicked\nhide\nwait until <(Level) = [9]>\nswitch costume to (shroom v)\ngo to [front v] layer\nshow\nwait until <(Level) = [10]>\nhide\nwait until <(Level) = [11]>\nswitch costume to (shroom2 v)\nshow\nwait until <(Level) = [12]>\nhide\n\n@water\n\nwhen flag clicked\nhide\ngo to [back v] layer\nwait until <(Level) = [11]>\nswitch costume to (costume1 v)\nshow\nwait until <(Level) = [13]>\nswitch costume to (costume3 v)\nwait until <(Level) = [14]>\nswitch costume to (costume2 v)\nwait until <(Level) = [15]>\nhide\nwait until <(Level) = [16]>\nshow\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n    if <touching (player fire v)?> then\n        set [steaming v] to [1]\n    else\n        set [steaming v] to [0]\n    end\nend\n\n@speedrun?\n\nwhen flag clicked\nset [speedrun v] to [0]\nhide variable [time v]\nhide variable [☁ wr time v]\nset [time v] to [0]\ngo to [front v] layer\nset [clone v] to [1]\nhide\nwait until <(_element) > [1]>\nwait until <not <mouse down?>>\nswitch costume to (costume1 v)\nrepeat (2)\n    next costume\n    change [clone v] by (1)\n    wait (0) seconds\n    create clone of (_myself_ v)\nend\nswitch costume to (costume1 v)\nshow\nwait until <mouse down?>\nhide\nreset timer\nif <(speedrun) = [n]> then\n    hide variable [time v]\nend\n\nwhen I start as a clone\nwait until <mouse down?>\nstart sound [select.mp3 v]\nwait (0) seconds\ndelete this clone\n\nwhen I start as a clone\nwait (0.2) seconds\nshow\nswitch costume to (clone)\ngo to [front v] layer\nforever\n    if <<mouse down?> and <touching (mouse-pointer v)?>> then\n        set [speedrun v] to (costume [name v])\n    end\nend\n\nwhen flag clicked\nforever\n    if <(speedrun) = [y]> then\n        show variable [☁ wr time v]\n        show variable [time v]\n        set [time v] to (timer)\n        if <(Level) = [17]> then\n            if <(time) < (☁ WR Time)> then\n                set [☁ wr time v] to (time)\n            end\n            wait (0.2) seconds\n            stop [this script v]\n        end\n    end\nend\n\n@bubbles\n\nwhen flag clicked\nhide\nwait until <(Level) = [13]>\nforever\n    if <(Level) = [13]> then\n        go to x: (pick random (180) to (200)) y: (-175)\n        wait (0.1) seconds\n        create clone of (_myself_ v)\n    end\n    if <(Level) = [14]> then\n        go to x: (pick random (-180) to (-150)) y: (-130)\n        wait (0.1) seconds\n        create clone of (_myself_ v)\n    end\n    if <(Level) = [15]> then\n        stop [this script v]\n    end\nend\n\nwhen I start as a clone\nshow\nrepeat (pick random (50) to (60))\n    change y by (2)\n    if <(Level) = [15]> then\n        delete this clone\n    end\nend\ndelete this clone\n\n@bubbles2\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nforever\n    if <(Level) = [14]> then\n        go to x: (pick random (70) to (90)) y: (-140)\n        wait (0.1) seconds\n        create clone of (_myself_ v)\n    end\n    if <(Level) = [15]> then\n        stop [this script v]\n    end\nend\n\nwhen I start as a clone\nshow\nrepeat (pick random (55) to (66))\n    change y by (2)\n    if <(Level) = [15]> then\n        delete this clone\n    end\nend\ndelete this clone\n\n@boat\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\nwait until <(Level) = [16]>\nshow\nglide (3) secs to x: (400) y: (28)\nhide\n\n@winscreen\n\nwhen flag clicked\nhide\nwait until <(Level) = [17]>\nshow\nif <(speedrun) = [n]> then\n    switch costume to (costume1 v)\nelse\n    switch costume to (costume2 v)\nend\nforever\n    go to [front v] layer\nend\n\n@tb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\nend\n\n