~ ᑕOᖇOᑎᗩ ~ ᴀ ᴘʟᴀᴛғᴏʀᴍᴇʀ

Instructions: please stop googling corona virus and clicking on this\n\nAlso I guess I forgot to mention, but if you get stuck, press R to restart.\n\nCurated!\nThanks @imeatingchocolate =D\n\n:: C R E D I T S ::\n\n\nPRODUCTION:\n\nDesign-\nCANSLP\n\nExecution-\nCANSLP\n\nMarketing-\nCANSLP\n\n\nTECHNOLOGY:\n\nProgramming-\nCANSLP\n\nPlayer-\n"Scratch" by MIT\n\nEngine-\n"Squiggle" by CANSLP\n\n\nAESTHETICS:\n\nArt-\nCANSLP\n\nSound Effects-\nMJVville\nCANSLP\n(several others)\n\nMusic-\nC418\nValve\nCANSLP\nToby Fox\n\n(MUSIC):\n\nTitle-\n"But I Love You" by C418\n\nSurface-\n"What" by C418\n\nMantle-\n"I Am Different" by Valve\n\nCore-\n"Monkey Park" by C418\n\nPort-\n"Overgrowth" by Valve\n\nFlashback-\n"312 Years" by CANSLP\n\nHaven-\n"Social Lego" by C418\n\nCredits-\n"Undertale" by Toby Fox\n\n\nGAME:\n\nMechanics-\nCANSLP\n\nLevel Design-\nCANSLP\n\nStory-\nCANSLP\n\n\n\n- CITATION -\n\nCANSLP:\nscratch.mit.edu/users/CANSLP\nCANSLP.bandcamp.com\n\nMIT:\nweb.mit.edu\nscratch.mit.edu\n\nMJVville:\nscratch.mit.edu/users/MJVmjv\nMJVville.bandcamp.com\n\nC418:\nC418.org\nC418.bandcamp.com\n\nValve:\nvalvesoftware.com\n\nToby Fox:\ntobyfox.bandcamp.com\n\n(Squiggle Engine: https://scratch.mit.edu/projects/114684889/ )

@Stage\n\nwhen flag clicked\nset volume to (100) %\nset [brightness v] effect to (-100)\nswitch backdrop to (squiggle thumbnail v)\nerase all\nbroadcast (Test v)\n\nwhen I receive [platformer v]\nset [system mode v] to [Platformer]\nrepeat until <not <(System Mode) = [Platformer]>>\n    switch backdrop to (join [Level ] (Level))\n    if <(testmode) = [1]> then\n        erase all\n        switch backdrop to (\[\] v)\n    end\n    if <(Level) > [28]> then\n        change volume by (-0.5)\n        set [brightness v] effect to ((([sin v] of ((timer) * (1000)) ) * (((Level) - (27)) * (4))) + (((Level) - (27)) * (4)))\n    else\n        set volume to (100) %\n    end\nend\n\nwhen I receive [logoover v]\nwait (1) seconds\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nwait (1) seconds\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nbroadcast (Intro v)\nrepeat until \n    if <([v1 v] of [title screen/intro v]) < [500]> then\n        set [brightness v] effect to ((-100) + (([v1 v] of [title screen/intro v]) * (0.2)))\n    end\nend\n\nwhen I receive [m2 v]\nrepeat (20)\n    change volume by (-5)\nend\nstop all sounds\nset volume to (100) %\nrepeat until <(Level) > [10]>\n    stop all sounds\nend\n\nset [testmode v] to [1]\n\nbroadcast (Platformer v)\n\nerase all\nswitch backdrop to (\[\] v)\n\nset [testmode v] to [0]\n\nrepeat until <[] > [10]>\n    stop all sounds\nend\nwait until <(Level) = [21]>\n\nwhen I receive [next level v]\nif <(Level) = [20]> then\n    repeat (20)\n        change volume by (-5)\n    end\n    stop all sounds\n    set volume to (100) %\nend\n\nwhen I receive [title v]\nif <not <key (s v) pressed?>> then\n    broadcast (Logo v)\nend\n\nwhen I receive [credits v]\nset [system mode v] to [Credits]\nstop all sounds\nset volume to (100) %\nrepeat until <not <(System Mode) = [Credits]>>\n    play sound [Undertale - Toby Fox - Undertale v] until done\nend\n\nwhen I receive [endend v]\nset [!! v] to [1]\nrepeat (30)\n    change [brightness v] effect by (-1)\nend\nwait (10) seconds\nswitch backdrop to (home enough v)\nrepeat (200)\n    change [brightness v] effect by (0.5)\nend\nreset timer\nrepeat until <not <(System Mode) = [Credits]>>\n    set [brightness v] effect to (([sin v] of ((timer) * (50)) ) * (10))\nend\n\nwhen I receive [credits v]\nwait (3) seconds\nset [!! v] to [0]\nrepeat until <<not <(System Mode) = [Credits]>> or <(!!) = [1]>>\n    set [brightness v] effect to ((([sin v] of ((timer) * (50)) ) * (10)) - (80))\nend\n\nwhen I receive [platformer v]\nset volume to (100) %\nrepeat until <not <(System Mode) = [Platformer]>>\n    if <(Level) < [11]> then\n        play sound [What - C418 - Bushes and Marshmallows v] until done\n    else\n        if <(Level) < [16]> then\n            play sound [I Am Different - Portal 2 v] until done\n        else\n            if <(Level) < [22]> then\n                if <(Level) = [21]> then\n                    play sound [Overgrowth - Portal 2 v] until done\n                else\n                    play sound [Monkey Park - C418 - Bushes and Marshmallows v] until done\n                end\n            else\n                if <(Level) > [22]> then\n                    if <(Level) < [29]> then\n                        play sound [Social Lego - C418 - One v] until done\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [f v]\nrepeat until <(Level) = [21]>\n    change volume by (-20)\nend\nset volume to (100) %\n\n@Logo - Dark\n\ndefine this part needs to go fast owo\nset [clonetype v] to [WaveG1]\ncreate clone of (_myself_ v)\nset [clonetype v] to [WaveG2]\ncreate clone of (_myself_ v)\nset [clonetype v] to [WaveB1]\ncreate clone of (_myself_ v)\nset [clonetype v] to [WaveB2]\ncreate clone of (_myself_ v)\nrepeat (15)\n    set [clonetype v] to [Spark]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clonetype) = [CANSLP]> then\n    go to x: (0) y: (0)\n    point in direction (0)\n    set size to (20) %\n    set [ghost v] effect to (100)\n    show\n    switch costume to (canslp v)\n    repeat (10)\n        change size by (8)\n        turn left (-9) degrees\n        change [ghost v] effect by (-10)\n    end\n    wait until <(Logo Timer) > [3.7]>\n    repeat (10)\n        change size by (-8)\n        turn left (9) degrees\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nelse\n    if <(Clonetype) = [Spark]> then\n        set [c v] to (pick random (0) to (1))\n        switch costume to (sparkg v)\n        if <(c) = [1]> then\n            next costume\n        end\n        set [n v] to (pick random (4) to (8))\n        go to x: (0) y: (0)\n        set size to (20) %\n        point in direction (pick random (1) to (360))\n        clear graphic effects\n        show\n        set [v v] to [40]\n        repeat (10)\n            switch costume to (back v)\n            change size by ((n) / (2))\n            change [ghost v] effect by (-10)\n            move ((v) * ((n) / (6))) steps\n            switch costume to (sparkg v)\n            if <(c) = [1]> then\n                next costume\n            end\n            change [v v] by (-4)\n        end\n        change [v v] by (-1)\n        repeat (10)\n            switch costume to (back v)\n            move ((v) * ((n) / (6))) steps\n            switch costume to (sparkg v)\n            if <(c) = [1]> then\n                next costume\n            end\n        end\n        turn right (150) degrees\n        set [v v] to [0]\n        wait until <(Logo Timer) > [3.7]>\n        repeat (14)\n            change [v v] by (2)\n            move ((v) * ((n) / (6))) steps\n            turn right (3) degrees\n            change size by (-5)\n            change [ghost v] effect by (7)\n        end\n        delete this clone\n    else\n        if <(Clonetype) = [WaveG1]> then\n            switch costume to (waveg v)\n            go to x: (0) y: (0)\n            set size to (0) %\n            point in direction (90)\n            clear graphic effects\n            show\n            repeat (10)\n                change size by (20)\n                change [ghost v] effect by (10)\n            end\n            delete this clone\n        else\n            if <(Clonetype) = [WaveG2]> then\n                switch costume to (waveg v)\n                go to x: (0) y: (0)\n                set size to (0) %\n                point in direction (-90)\n                clear graphic effects\n                show\n                repeat (10)\n                    change size by (20)\n                    change [ghost v] effect by (10)\n                end\n                delete this clone\n            else\n                if <(Clonetype) = [WaveB1]> then\n                    switch costume to (sparkb v)\n                    go to x: (0) y: (0)\n                    set size to (0) %\n                    point in direction (90)\n                    clear graphic effects\n                    show\n                    repeat (10)\n                        change size by (20)\n                        change [ghost v] effect by (10)\n                    end\n                    delete this clone\n                else\n                    if <(Clonetype) = [WaveB2]> then\n                        switch costume to (sparkb v)\n                        go to x: (0) y: (0)\n                        set size to (0) %\n                        point in direction (-90)\n                        clear graphic effects\n                        show\n                        repeat (10)\n                            change size by (20)\n                            change [ghost v] effect by (10)\n                        end\n                        delete this clone\n                    else\n                        if <(Clonetype) = [Back]> then\n                            clear graphic effects\n                            switch costume to (back v)\n                            show\n                            go to x: (0) y: (0)\n                            set size to (100) %\n                            set [brightness v] effect to (-50)\n                            wait until <(Logo Timer) > [1.7]>\n                            repeat (10)\n                                change [brightness v] effect by (-5)\n                            end\n                            wait until <(Logo Timer) > [2.5]>\n                            repeat (5)\n                                change [brightness v] effect by (30)\n                            end\n                            repeat (20)\n                                change [brightness v] effect by (-2.5)\n                            end\n                            wait until <(Logo Timer) > [3.7]>\n                            repeat (10)\n                                change [brightness v] effect by (-10)\n                            end\n                            wait until <(Logo Timer) > [5]>\n                            repeat (10)\n                                change [ghost v] effect by (10)\n                            end\n                            broadcast (Logoover v)\n                            delete this clone\n                        else\n                            if <(Clonetype) = [0]> then\n                                clear graphic effects\n                                go to x: (0) y: (0)\n                                switch costume to (0 v)\n                                set size to (100) %\n                                show\n                                set [v v] to [-20]\n                                start sound [bomblow v]\n                                start sound [bomb v]\n                                repeat (5)\n                                    change size by (v)\n                                    change [v v] by (3)\n                                    change [brightness v] effect by (10)\n                                end\n                                set [v v] to [-4]\n                                repeat (10)\n                                    change size by (v)\n                                    change [v v] by (0.4)\n                                    change [brightness v] effect by (4)\n                                    go to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\n                                end\n                                repeat (20)\n                                    go to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\n                                    change size by (-1)\n                                end\n                                switch costume to (shiny v)\n                                wait until <(Logo Timer) > [2.5]>\n                                set [v v] to [30]\n                                start sound [DistantExplosion v]\n                                start sound [phaser v]\n                                start sound [photon_torpedo v]\n                                start sound [bullethit2 v]\n                                repeat (10)\n                                    go to [front v] layer\n                                    change size by (15)\n                                    change [v v] by (-3)\n                                end\n                                repeat (5)\n                                    go to [front v] layer\n                                    change [brightness v] effect by (-10)\n                                    change size by (v)\n                                    change [v v] by (-3)\n                                end\n                                repeat (5)\n                                    go to [front v] layer\n                                    change [brightness v] effect by (-10)\n                                end\n                                repeat until <(Logo Timer) > [3.5]>\n                                    go to [front v] layer\n                                end\n                                start sound [DistantExplosionr v]\n                                start sound [phaserr v]\n                                start sound [photon_torpedor v]\n                                start sound [bullethitr v]\n                                set [v v] to [10]\n                                repeat (20)\n                                    change [v v] by (-2)\n                                    change size by (v)\n                                    change [brightness v] effect by ((v) * (-0.5))\n                                    turn right (v) degrees\n                                end\n                                hide\n                                wait (0.5) seconds\n                                play sound [steelsword v] until done\n                                delete this clone\n                            else\n                                if <(Clonetype) = [1]> then\n                                    clear graphic effects\n                                    switch costume to (back v)\n                                    show\n                                    go to x: (0) y: (200)\n                                    switch costume to (1 v)\n                                    set size to (200) %\n                                    set [ghost v] effect to (100)\n                                    wait until <(Logo Timer) > [.5]>\n                                    set [i v] to [0]\n                                end\n                                if <(Clonetype) = [2]> then\n                                    clear graphic effects\n                                    switch costume to (back v)\n                                    show\n                                    go to x: (0) y: (-200)\n                                    switch costume to (2 v)\n                                    set size to (200) %\n                                    set [ghost v] effect to (100)\n                                    wait until <(Logo Timer) > [.7]>\n                                    set [i v] to [0]\n                                end\n                                if <(Clonetype) = [3]> then\n                                    clear graphic effects\n                                    switch costume to (back v)\n                                    show\n                                    go to x: (-200) y: (0)\n                                    switch costume to (3 v)\n                                    set size to (200) %\n                                    set [ghost v] effect to (100)\n                                    wait until <(Logo Timer) > [.8]>\n                                    set [i v] to [0]\n                                end\n                                if <(Clonetype) = [4]> then\n                                    clear graphic effects\n                                    switch costume to (back v)\n                                    show\n                                    go to x: (200) y: (0)\n                                    switch costume to (4 v)\n                                    set size to (200) %\n                                    set [ghost v] effect to (100)\n                                    wait until <(Logo Timer) > [.9]>\n                                    set [i v] to [0]\n                                end\n                                if <(Clonetype) = [5]> then\n                                    clear graphic effects\n                                    switch costume to (back v)\n                                    show\n                                    go to x: (75) y: (150)\n                                    switch costume to (5 v)\n                                    set size to (200) %\n                                    set [ghost v] effect to (100)\n                                    wait until <(Logo Timer) > [1]>\n                                    set [i v] to [0]\n                                end\n                                if <(Clonetype) = [6]> then\n                                    clear graphic effects\n                                    switch costume to (back v)\n                                    show\n                                    go to x: (-75) y: (-150)\n                                    switch costume to (6 v)\n                                    set size to (200) %\n                                    set [ghost v] effect to (100)\n                                    wait until <(Logo Timer) > [1.03]>\n                                    set [i v] to [0]\n                                end\n                                if <(Clonetype) = [7]> then\n                                    clear graphic effects\n                                    switch costume to (back v)\n                                    show\n                                    go to x: (-150) y: (-75)\n                                    switch costume to (7 v)\n                                    set size to (200) %\n                                    set [ghost v] effect to (100)\n                                    wait until <(Logo Timer) > [1.06]>\n                                    set [i v] to [0]\n                                end\n                                if <(Clonetype) = [8]> then\n                                    clear graphic effects\n                                    switch costume to (back v)\n                                    show\n                                    go to x: (150) y: (75)\n                                    switch costume to (8 v)\n                                    set size to (200) %\n                                    set [ghost v] effect to (100)\n                                    wait until <(Logo Timer) > [1.1]>\n                                    set [i v] to [0]\n                                end\n                                start sound (c)\n                                set [i v] to [0]\n                                repeat until <(distance to [logo - dark v]) < [40]>\n                                    point towards (logo - dark v)\n                                    move (40.1) steps\n                                    point in direction (90)\n                                    if <(i) < [4]> then\n                                        change [i v] by (1)\n                                        set size to ((200) - ((i) * (25))) %\n                                        set [ghost v] effect to ((100) - ((i) * (25)))\n                                    end\n                                end\n                                set [v v] to [40]\n                                repeat until <(v) < [0]>\n                                    point towards (logo - dark v)\n                                    turn right (180) degrees\n                                    move (v) steps\n                                    point in direction (90)\n                                    change [v v] by (-15)\n                                end\n                                repeat until <(distance to [logo - dark v]) < [40]>\n                                    point towards (logo - dark v)\n                                    turn right (180) degrees\n                                    move (v) steps\n                                    point in direction (90)\n                                    change [v v] by (-15)\n                                end\n                                go to (logo - dark v)\n                                wait until <(Logo Timer) > [1.5]>\n                                delete this clone\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [logo v]\nset [~ v] to [0]\ngo to x: (0) y: (0)\nset [logo timer v] to [0]\nhide\nset [clonetype v] to [Back]\ncreate clone of (_myself_ v)\nset [clonetype v] to [0]\nset [c v] to [0]\nrepeat (8)\n    if <(c) > [2]> then\n        set [c v] to [1]\n    else\n        change [c v] by (1)\n    end\n    change [clonetype v] by (1)\n    create clone of (_myself_ v)\nend\nrepeat until <(Logo Timer) > [5]>\n    wait (0) seconds\n    change [logo timer v] by (0.0333333)\n    if <(Logo Timer) > [1.5]> then\n        if <(~) = [0]> then\n            set [~ v] to [1]\n            set [clonetype v] to [0]\n            create clone of (_myself_ v)\n        end\n    end\n    if <(Logo Timer) > [2.6]> then\n        if <(~) = [1]> then\n            set [~ v] to [2]\n            this part needs to go fast owo\n        end\n    end\n    if <(Logo Timer) > [2.8]> then\n        if <(~) = [2]> then\n            set [~ v] to [3]\n            this part needs to go fast owo\n            set [clonetype v] to [CANSLP]\n            create clone of (_myself_ v)\n        end\n    end\nend\n\n@Title Screen/Intro\n\nwhen flag clicked\nset volume to (100) %\nset [level v] to [0]\nhide\n\nwhen I receive [title screen v]\nset [system mode v] to [Title]\n\ndefine draw spaceview1\nswitch backdrop to (space 1 v)\nchange [v1 v] by (1)\nerase all\nswitch costume to (title v)\nif <(v1) < [500]> then\n    set [brightness v] effect to ((-100) + ((v1) * (0.2)))\n    switch costume to (\[\] v)\n    go to x: ((-350) + ((v1) * (0.7))) y: (0)\n    switch costume to (space back v)\n    stamp\n    switch costume to (\[\] v)\n    go to x: ((-500) + ((v1) * (1))) y: (0)\n    switch costume to (space middle v)\n    stamp\n    switch costume to (\[\] v)\n    go to x: ((-1000) + ((v1) * (2))) y: (0)\n    switch costume to (space front v)\n    stamp\n    switch costume to (\[\] v)\n    go to x: ((-10000) + ((v1) * (20))) y: (0)\n    switch costume to (flame 1 v)\n    set size to ((([sin v] of ((v1) * (10)) ) * (10)) + (40)) %\n    stamp\n    next costume\n    set size to ((([cos v] of ((v1) * (10)) ) * (10)) + (40)) %\n    stamp\n    create clone of (_myself_ v)\n    set size to (50) %\n    switch costume to (ship v)\n    stamp\nelse\n    switch costume to (\[\] v)\n    go to x: ((3500) + ((v1) * (-7))) y: (0)\n    switch costume to (space back v)\n    stamp\n    switch costume to (\[\] v)\n    go to x: ((5000) + ((v1) * (-10))) y: (0)\n    switch costume to (space middle v)\n    stamp\n    switch costume to (\[\] v)\n    go to x: ((10000) + ((v1) * (-20))) y: (0)\n    switch costume to (space front v)\n    stamp\n    switch costume to (\[\] v)\n    go to x: ((-1000) + ((v1) * (2))) y: (0)\n    switch costume to (flame 1 v)\n    set size to ((([sin v] of ((v1) * (10)) ) * (10)) + (40)) %\n    stamp\n    next costume\n    set size to ((([cos v] of ((v1) * (10)) ) * (10)) + (40)) %\n    stamp\n    create clone of (_myself_ v)\n    set size to (50) %\n    switch costume to (ship v)\n    stamp\nend\nset size to (100) %\n\ndefine draw shipview 1\nswitch backdrop to (space 1 v)\nchange [v1 v] by (1)\nerase all\nswitch costume to (ship v)\nset size to (150) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((v1) * (0.7)) - (700))\nswitch costume to (moon  v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (0) y: (((v1) * (1)) - (1000))\nswitch costume to (corona v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (0) y: (0)\nswitch costume to (ship v)\nset size to (100) %\nswitch costume to (window v)\nstamp\n\ndefine draw shipview 2\nchange [v1 v] by (1)\nerase all\ngo to x: (0) y: (0)\nswitch costume to (ship v)\nset size to (100) %\nswitch costume to (back v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (0) y: (((v1) * (0.5)) - (550))\nswitch costume to (face v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (0) y: (((v1) * (1)) - (1100))\nset [ghost v] effect to (60)\nset [brightness v] effect to (-100)\nswitch costume to (corona window v)\nstamp\nclear graphic effects\n\ndefine Corona\nclear graphic effects\nchange [v1 v] by (1)\nerase all\nif <(v1) > [1200]> then\n    set [ghost v] effect to (((v1) * (0.5)) + (-600))\nend\nswitch costume to (\[\] v)\ngo to x: (0) y: (((v1) * (-0.7)) - (-840))\nswitch costume to (moon  v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (0) y: (((v1) * (-1)) - (-1200))\nswitch costume to (corona v)\nstamp\nif <(v1) > [1200]> then\n    go to x: (0) y: (0)\n    switch costume to (corona words v)\n    set [ghost v] effect to (((v1) * (-0.5)) - (-700))\n    stamp\nend\n\ndefine draw spaceview 2\nswitch backdrop to (space 2 v)\nchange [v1 v] by (1)\nerase all\nswitch costume to (\[\] v)\npoint in direction (45)\ngo to x: ((-1460) + ((v1) * (2))) y: ((-1460) + ((v1) * (2)))\nswitch costume to (flame 1 v)\nset size to ((([sin v] of ((v1) * (10)) ) * (10)) + (8)) %\nstamp\nnext costume\nset size to ((([cos v] of ((v1) * (10)) ) * (10)) + (8)) %\nstamp\ncreate clone of (_myself_ v)\nswitch costume to (ship v)\nset size to (10) %\nstamp\npoint in direction (90)\n\nwhen I receive [intro v]\nset [system mode v] to [Intro]\npoint in direction (90)\nset [v1 v] to [0]\nrepeat until <(v1) > [630]>\n    draw spaceview1\nend\nrepeat until <(v1) > [800]>\n    draw spaceview 2\nend\nrepeat until <(v1) > [1000]>\n    draw shipview 1\nend\nrepeat until <(v1) > [1100]>\n    draw shipview 2\nend\nrepeat until <(v1) > [1400]>\n    Corona\nend\nswitch costume to (title v)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n    change [ghost v] effect by (-1)\nend\nbroadcast (title screen v)\nerase all\n\nwhen I receive [intro v]\nplay sound [C418 - Bushes and Marshmallows - 14 But I love you.mp3 v] until done\nrepeat until <not <<(System Mode) = [Intro]> or <(System Mode) = [Title]>>>\n    play sound [C418 - Bushes and Marshmallows - 14 But I love you.mp3 v] until done\nend\nhide\n\nwhen I receive [intro v]\nrepeat until <not <(System Mode) = [Intro]>>\n    if <key (s v) pressed?> then\n        set [v1 v] to [1400]\n    end\nend\n\nwhen I receive [part 2 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (fade v)\nset [ghost v] effect to (100)\nshow\nbroadcast (m2 v)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nbroadcast (nl v)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [platformer v]\nclear graphic effects\nhide\n\nwhen I receive [part 3 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (fade v)\nset [ghost v] effect to (100)\nshow\nbroadcast (m2 v)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nbroadcast (nl v)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [coredead v]\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (flash v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nrepeat (100)\n    change [brightness v] effect by (-1)\nend\nstamp\nhide\nclear graphic effects\nwait (8) seconds\nbroadcast (cutscene v)\n\nwhen I receive [done v]\nrepeat (5)\n    go to x: (0) y: (0)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [flash v]\ngo to [front v] layer\nset [levelon v] to [0]\nset [mepause v] to [1]\nif <(Level) < [22]> then\n    switch costume to (flash v)\nelse\n    switch costume to (fade v)\nend\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n    go to x: (0) y: (0)\n    change [ghost v] effect by (-20)\nend\nset [mepause v] to [0]\n\nwhen I receive [bf v]\ngo to [front v] layer\nset [levelon v] to [0]\nset [mepause v] to [1]\nswitch costume to (fade v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n    go to x: (0) y: (0)\n    change [ghost v] effect by (-10)\nend\nset [mepause v] to [0]\nbroadcast (next level v)\nbroadcast (nl v)\ngo to [front v] layer\n\nbroadcast (intro v)\nreset timer\n\nwhen I receive [endfade v]\ngo to x: (0) y: (0)\nswitch costume to (fade v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n    go to [front v] layer\n    change [ghost v] effect by (-2)\nend\nset [system mode v] to [Credits]\nbroadcast (credits v)\nerase all\nwait (5) seconds\nswitch backdrop to (space 1 v)\nrepeat (100)\n    change [ghost v] effect by (1)\nend\nhide\nclear graphic effects\n\nwhen I receive [credits v]\nchange [☁ finishers v] by (1)\nset [clo v] to [0]\nwait (19) seconds\nbroadcast (c0 v)\nwait (4) seconds\nbroadcast (c1 v)\nwait (5) seconds\ncreate clone of (_myself_ v)\nbroadcast (c2 v)\nwait (2) seconds\nbroadcast (c3 v)\nwait (7) seconds\ncreate clone of (_myself_ v)\nbroadcast (c4 v)\nwait (2) seconds\nbroadcast (c5 v)\nwait (7) seconds\ncreate clone of (_myself_ v)\nbroadcast (c6 v)\nwait (2) seconds\nbroadcast (c7 v)\nwait (7) seconds\ncreate clone of (_myself_ v)\nbroadcast (c8 v)\nwait (2) seconds\nbroadcast (c9 v)\nwait (11.5) seconds\ncreate clone of (_myself_ v)\nbroadcast (c10 v)\nwait (2) seconds\nbroadcast (c11 v)\nwait (7) seconds\ncreate clone of (_myself_ v)\nbroadcast (c12 v)\nwait (4) seconds\nbroadcast (c13 v)\nbroadcast (endend v)\nwait (5) seconds\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (fin v)\n\nwhen I start as a clone\nset [clo v] to [1]\nif <(System Mode) = [Intro]> then\n    if <(v1) < [630]> then\n        show\n        switch costume to (title v)\n        point in direction (-90)\n        turn left (pick random (-10) to (10)) degrees\n        change y by (pick random (-10) to (10))\n        change x by (-30)\n        set [v1 v] to (pick random (0.5) to (3))\n        switch costume to (bubble v)\n        set size to ((100) * (v1)) %\n        repeat (10)\n            switch costume to (\[\] v)\n            move ((10) * (v1)) steps\n            change [ghost v] effect by (10)\n            switch costume to (bubble v)\n            change size by (-20)\n        end\n        delete this clone\n    else\n        show\n        switch costume to (\[\] v)\n        point in direction (-135)\n        turn left (pick random (-10) to (10)) degrees\n        change y by (pick random (-6) to (-6))\n        change x by (-6)\n        set [v1 v] to (pick random (0.5) to (3))\n        switch costume to (bubble v)\n        set size to ((20) * (v1)) %\n        repeat (10)\n            switch costume to (\[\] v)\n            move ((2) * (v1)) steps\n            change [ghost v] effect by (10)\n            switch costume to (bubble v)\n            change size by (-4)\n        end\n        delete this clone\n    end\nelse\n    if <(System Mode) = [Credits]> then\n        switch costume to (fade v)\n        set [ghost v] effect to (100)\n        show\n        repeat (2)\n            go to [front v] layer\n            change [ghost v] effect by (-50)\n        end\n        erase all\n        repeat (5)\n            go to [front v] layer\n            change [ghost v] effect by (20)\n        end\n        delete this clone\n    else\n        set [v1 v] to [100]\n        go to x: (0) y: (0)\n        set [ghost v] effect to (100)\n        show\n        switch costume to (press space v)\n        reset timer\n        repeat until <key (space v) pressed?>\n            go to [front v] layer\n            if <(v1) > [0]> then\n                change [ghost v] effect by (-5)\n                change [v1 v] by (-5)\n            end\n        end\n        repeat (50)\n            change [ghost v] effect by (2)\n        end\n    end\nend\n\nwhen I receive [c2 v]\nif <(clo) = [0]> then\n    switch costume to (c2 v)\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    clear graphic effects\n    hide\n    stamp\nend\n\nwhen I receive [c1 v]\nif <(clo) = [0]> then\n    switch costume to (c1 v)\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    hide\n    stamp\nend\n\nwhen I receive [c7 v]\nif <(clo) = [0]> then\n    switch costume to (c7 v)\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    clear graphic effects\n    hide\n    stamp\nend\n\nwhen I receive [c4 v]\nif <(clo) = [0]> then\n    switch costume to (c4 v)\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    clear graphic effects\n    stamp\nend\n\nwhen I receive [c5 v]\nif <(clo) = [0]> then\n    switch costume to (c5 v)\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    clear graphic effects\n    stamp\nend\n\nwhen I receive [c0 v]\nif <(clo) = [0]> then\n    go to x: (0) y: (0)\n    point in direction (90)\n    switch costume to (corona words v)\n    clear graphic effects\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    hide\n    stamp\nend\n\nwhen I receive [c6 v]\nif <(clo) = [0]> then\n    switch costume to (c6 v)\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    clear graphic effects\n    hide\n    stamp\nend\n\nwhen I receive [c8 v]\nif <(clo) = [0]> then\n    switch costume to (c8 v)\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    clear graphic effects\n    hide\n    stamp\nend\n\nwhen I receive [c9 v]\nif <(clo) = [0]> then\n    switch costume to (c9 v)\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    clear graphic effects\n    hide\n    stamp\nend\n\nwhen I receive [c10 v]\nif <(clo) = [0]> then\n    switch costume to (c10 v)\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    hide\n    stamp\nend\n\nwhen I receive [c11 v]\nif <(clo) = [0]> then\n    switch costume to (c11 v)\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    hide\n    stamp\nend\n\nwhen I receive [c3 v]\nif <(clo) = [0]> then\n    switch costume to (c3 v)\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    clear graphic effects\n    hide\n    stamp\nend\n\nwhen I receive [c12 v]\nif <(clo) = [0]> then\n    switch costume to (c12 v)\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    clear graphic effects\n    hide\n    stamp\nend\n\nwhen I receive [c13 v]\nif <(clo) = [0]> then\n    switch costume to (c13 v)\n    set [ghost v] effect to (100)\n    show\n    repeat (5)\n        go to [front v] layer\n        change [ghost v] effect by (-20)\n    end\n    clear graphic effects\n    hide\n    stamp\nend\n\nwhen I receive [fin v]\nif <(clo) = [0]> then\n    switch costume to (fin v)\n    set [ghost v] effect to (100)\n    show\n    repeat (50)\n        go to [front v] layer\n        change [ghost v] effect by (-2)\n    end\n    clear graphic effects\nend\n\nwhen I receive [part 4 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (fade v)\nset [ghost v] effect to (100)\nshow\nbroadcast (m2 v)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nbroadcast (nl v)\nwait (2) seconds\nset volume to (0) %\nrepeat (20)\n    change [ghost v] effect by (5)\n    change volume by (5)\nend\nhide\n\nbroadcast (cutover v)\n\nwhen I receive [cheat v]\nhide\n\nwhen I receive [title screen v]\nset volume to (100) %\ncreate clone of (_myself_ v)\nswitch costume to (title v)\ngo to x: (0) y: (0)\nshow\nreset timer\nrepeat until <key (space v) pressed?>\n    set [brightness v] effect to (([sin v] of ((timer) * (100)) ) * (5))\n    set [fisheye v] effect to (([sin v] of ((timer) * (100)) ) * (2))\n    go [backward v] (1) layers\nend\nrepeat (50)\n    change volume by (-2)\n    change [brightness v] effect by (-2)\nend\nset [system mode v] to [Platformer]\nstop all sounds\nset volume to (100) %\nbroadcast (platformer v)\n\n@Squiggle - Player\n\nwhen flag clicked\nhide\n\ndefine Init\nset [goal v] to [0]\nset [pgoodmove v] to [0]\nset [movegood v] to [1]\nset [mepause v] to [0]\nset [ghost v] effect to (100)\nshow\nswitch costume to (player hitbox v)\nset [gravity v] to [.7]\nset [haspulsepack v] to [0]\nset [level v] to [1]\nset [hintid v] to [0]\nset [hintstatus v] to [0]\nset [hinton v] to [0]\ndelete (all) of [hints v]\nrepeat (5)\n    add [1] to [hints v]\nend\nset [door v] to [0]\nStart\nRespawn\n\ndefine None\nif <(PGOODMOVE) = [1]> then\n    repeat ([abs v] of (x) )\n        if <(x) > [0]> then\n            change [player x v] by (1)\n        else\n            change [player x v] by (-1)\n        end\n        go to x: (Player X) y: (Player Y)\n        change y by (-1)\n        if <touching (squiggle - level v)?> then\n            if <(x) = [0]> then\n                set [player yv v] to [0]\n            end\n            repeat (8)\n                change y by (1)\n                if <not <touching (squiggle - level v)?>> then\n                    change y by (Gravity)\n                    set [player y v] to (y position)\n                    set [on ground v] to [1]\n                    stop [this script v]\n                end\n            end\n            set [player xv v] to [0]\n            set [player yv v] to [0]\n            go to x: (Player X) y: (Player Y)\n            repeat ([abs v] of (x) )\n                change x by (((x) / ([abs v] of (x) )) * (-1))\n                if <not <touching (squiggle - level v)?>> then\n                    set [player x v] to (x position)\n                    stop [this script v]\n                end\n            end\n            repeat ([abs v] of (y) )\n                change y by (((y) / ([abs v] of (y) )) * (-1))\n                if <not <touching (squiggle - level v)?>> then\n                    set [player y v] to (y position)\n                    stop [this script v]\n                end\n            end\n            change y by (-0.15)\n            set [player x v] to (x position)\n            set [player y v] to (y position)\n        end\n    end\n    repeat ([abs v] of (y) )\n        if <(y) > [0]> then\n            change [player y v] by (1)\n        else\n            change [player y v] by (-1)\n        end\n        go to x: (Player X) y: (Player Y)\n        change y by (-1)\n        if <touching (squiggle - level v)?> then\n            if <(x) = [0]> then\n                set [player yv v] to [0]\n            end\n            repeat (8)\n                change y by (1)\n                if <not <touching (squiggle - level v)?>> then\n                    change y by (Gravity)\n                    set [player y v] to (y position)\n                    set [on ground v] to [1]\n                    stop [this script v]\n                end\n            end\n            set [player xv v] to [0]\n            set [player yv v] to [0]\n            go to x: (Player X) y: (Player Y)\n            repeat ([abs v] of (x) )\n                change x by (((x) / ([abs v] of (x) )) * (-1))\n                if <not <touching (squiggle - level v)?>> then\n                    set [player x v] to (x position)\n                    stop [this script v]\n                end\n            end\n            repeat ([abs v] of (y) )\n                change y by (((y) / ([abs v] of (y) )) * (-1))\n                if <not <touching (squiggle - level v)?>> then\n                    set [player y v] to (y position)\n                    stop [this script v]\n                end\n            end\n            change y by (-0.15)\n            set [player x v] to (x position)\n            set [player y v] to (y position)\n        end\n    end\nelse\n    change [player x v] by (x)\n    change [player y v] by (y)\n    go to x: (Player X) y: (Player Y)\n    change y by (-1)\n    if <touching (squiggle - level v)?> then\n        if <(x) = [0]> then\n            set [player yv v] to [0]\n        end\n        repeat (8)\n            change y by (1)\n            if <not <touching (squiggle - level v)?>> then\n                change y by (Gravity)\n                set [player y v] to (y position)\n                set [on ground v] to [1]\n                stop [this script v]\n            end\n        end\n        set [player xv v] to [0]\n        set [player yv v] to [0]\n        go to x: (Player X) y: (Player Y)\n        repeat ([abs v] of (x) )\n            change x by (((x) / ([abs v] of (x) )) * (-1))\n            if <not <touching (squiggle - level v)?>> then\n                set [player x v] to (x position)\n                stop [this script v]\n            end\n        end\n        repeat ([abs v] of (y) )\n            change y by (((y) / ([abs v] of (y) )) * (-1))\n            if <not <touching (squiggle - level v)?>> then\n                set [player y v] to (y position)\n                stop [this script v]\n            end\n        end\n        change y by (-0.15)\n        set [player x v] to (x position)\n        set [player y v] to (y position)\n    end\nend\n\ndefine Start\ndelete (all) of [startx v]\ndelete (all) of [starty v]\nStart Level (1) = (-210) (-115)\nStart Level (2) = (225) (75)\nStart Level (3) = (215) (-30)\nStart Level (4) = (-210) (-115)\nStart Level (5) = (90) (140)\nStart Level (6) = (-75) (120)\nStart Level (7) = (90) (125)\nStart Level (8) = (-185) (145)\nStart Level (9) = (210) (-125)\nStart Level (10) = (-180) (145)\nStart Level (11) = (-165) (145)\nStart Level (12) = (-180) (0)\nStart Level (13) = (175) (125)\nStart Level (14) = (-195) (-130)\nStart Level (15) = (-100) (160)\nStart Level (16) = (-180) (160)\nStart Level (17) = (-70) (160)\nStart Level (18) = (-6) (172)\nStart Level (19) = (70) (100)\nStart Level (20) = (10) (165)\nStart Level (21) = (-220) (130)\nStart Level (22) = (-87) (-74)\nStart Level (23) = (-130) (-110)\nStart Level (24) = (-150) (-130)\nStart Level (25) = (-130) (-85)\nStart Level (26) = (-215) (-20)\nStart Level (27) = (-215) (-85)\nStart Level (28) = (-230) (-38)\nStart Level (29) = (-196) (-46)\nStart Level (30) = (-215) (-111)\n\nwhen [p v] key pressed\n\ndefine Respawn\nset [player life stat v] to [1]\nset [player x v] to (item (Level) of [startx v])\nset [player y v] to (item (Level) of [starty v])\ngo to x: (Player X) y: (Player Y)\nset [player xv v] to [0]\nset [player yv v] to [0]\nset [on ground v] to [0]\nset [playerdmg v] to [0]\nset [playerknb v] to [0]\nset [hp v] to [10]\nset [hpdisplay v] to [0]\n\ndefine None\nif <(length of [starty v]) < (level)> then\n    add (x) to [startx v]\n    add (y) to [starty v]\nelse\n    replace item (level) of [startx v] with (x)\n    replace item (level) of [starty v] with (y)\nend\n\nwhen I receive [platformer v]\nInit\nrepeat until <not <(System Mode) = [Platformer]>>\n    if <(Level) > [28]> then\n        change volume by (-0.5)\n    else\n        set volume to (100) %\n    end\n    if <(testmode) = [1]> then\n        clear graphic effects\n    end\n    if <(mepause) = [0]> then\n        if <(LevelOn) = [1]> then\n            if <(Hp) < [1]> then\n                if <(Player Life Stat) > [0]> then\n                    set [player life stat v] to [0]\n                    if <(Level) = [21]> then\n                        start sound [bullethit1-echo v]\n                    else\n                        start sound [bullethit1 v]\n                    end\n                end\n            else\n                if <(HPDisplay) > [0]> then\n                    change [hpdisplay v] by (-5)\n                end\n                if <not <(Playerknb) = [0]>> then\n                    change [player xv v] by (Playerknb)\n                    set [playerknb v] to [0]\n                end\n                if <not <(playerdmg) = [0]>> then\n                    change [hp v] by ((playerdmg) * (-1))\n                    if <(Hp) < [0]> then\n                        set [hp v] to [0]\n                        set [playerdmg v] to [0]\n                    end\n                    if <(Hp) > [10]> then\n                        set [hp v] to [10]\n                        set [playerdmg v] to [0]\n                    end\n                    if <not <(playerdmg) = [0]>> then\n                        set [hpdisplay v] to [200]\n                    end\n                    set [playerdmg v] to [0]\n                end\n                if <touching (squiggle - water v)?> then\n                    if <key (right arrow v) pressed?> then\n                        change [player xv v] by (0.6)\n                    end\n                    if <key (left arrow v) pressed?> then\n                        change [player xv v] by (-0.6)\n                    end\n                    set [player yv v] to ((Player Yv) * (0.7))\n                    if <key (up arrow v) pressed?> then\n                        change [player yv v] by (1.5)\n                    end\n                    if <key (down arrow v) pressed?> then\n                        change [player yv v] by (-1.5)\n                    end\n                else\n                    if <<(Level) < [30]> or <(Player X) < [160]>> then\n                        set [cuttick v] to [0]\n                        if <key (right arrow v) pressed?> then\n                            change [player xv v] by (1)\n                        end\n                        if <key (left arrow v) pressed?> then\n                            change [player xv v] by (-1)\n                        end\n                    else\n                        if <(Player X) < [180]> then\n                            change [player xv v] by (0.5)\n                        else\n                            change [cuttick v] by (1)\n                            if <(cuttick) > [210]> then\n                                if <(cuttick) < [212]> then\n                                    broadcast (endfade v)\n                                end\n                                change [player xv v] by (0.1)\n                            end\n                        end\n                    end\n                    if <(Pulse) > [0]> then\n                        change [pulse v] by (-2)\n                    end\n                    if <(door) = [0]> then\n                        if <<(On Ground) = [1]> or <(og) = [1]>> then\n                            set [pulsefuel v] to [1]\n                            set [up v] to [1]\n                            if <key (up arrow v) pressed?> then\n                                if <<(Level) < [30]> or <(Player X) < [160]>> then\n                                    set [player yv v] to [8]\n                                    set [up v] to [0]\n                                end\n                            end\n                        else\n                            if <(hasPulsePack) = [1]> then\n                                if <(PulseFuel) = [1]> then\n                                    if <key (up arrow v) pressed?> then\n                                        if <<(Level) < [30]> or <(Player X) < [160]>> then\n                                            if <(up) = [1]> then\n                                                set [pulsefuel v] to [0]\n                                                set [pulse v] to [10]\n                                                if <(Player Yv) < [0]> then\n                                                    set [player yv v] to [0]\n                                                end\n                                                change [player yv v] by (8)\n                                                if <(Level) = [21]> then\n                                                    start sound [Pulse-echo v]\n                                                else\n                                                    start sound [Pulse v]\n                                                end\n                                            end\n                                        end\n                                    else\n                                        set [up v] to [1]\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n                if <(On Ground) = [1]> then\n                    set [og v] to [1]\n                else\n                    set [og v] to [0]\n                end\n                set [on ground v] to [0]\n                Move (Player Xv) (0)\n                change [player yv v] by ((Gravity) * ((-1) + ((<touching (squiggle - water v)?> * (1)) * (0.3))))\n                Move (0) (Player Yv)\n                set [player xv v] to ((Player Xv) * (0.7))\n                if <touching (squiggle - hazard v)?> then\n                    set [hp v] to [0]\n                end\n            end\n            if <(Player Life Stat) < [1]> then\n                change [player life stat v] by (-1)\n            end\n            if <(Player Life Stat) < [-30]> then\n                Respawn\n            end\n            if <(hasPulseGun) = [1]> then\n                go to x: (((Player X) - ([camx v] of [squiggle - display v])) * (3)) y: (((Player Y) - ([camy v] of [squiggle - display v])) * (3))\n                point towards (mouse-pointer v)\n                set [gunangle v] to (direction)\n                point in direction (90)\n                go to x: (Player X) y: (Player Y)\n                if <mouse down?> then\n                    if <<(Level) < [30]> or <(Player X) < [160]>> then\n                        if <(Player Life Stat) = [1]> then\n                            change [guncharge v] by (1)\n                            if <(GunCharge) > [10]> then\n                                broadcast (pulsegun.shoot v)\n                                if <(Level) = [21]> then\n                                    start sound [shootbeam-echo v]\n                                    start sound [Pulse Gun Echo v]\n                                else\n                                    start sound [shootbeam v]\n                                    start sound [Pulse Gun v]\n                                end\n                            end\n                        end\n                    end\n                else\n                    change [guncharge v] by (-1)\n                end\n                if <(GunCharge) < [0]> then\n                    set [guncharge v] to [0]\n                end\n            end\n        end\n    end\n    Hints\nend\nhide\n\nwhen I receive [part 2 v]\nset [mepause v] to [1]\n\nbroadcast (Platformer v)\n\nclear graphic effects\n\nset [ghost v] effect to (100)\n\nGo to level (12)\n\nwhen I receive [reset v]\nGo to level (Level)\n\nwhen [space v] key pressed\n\ngo to x: (50) y: (0)\n\ndefine None\nset [goal v] to [0]\nset [mepause v] to [0]\nRespawn\nset [level v] to (level)\nif <(level) > [6]> then\n    set [haspulsepack v] to [1]\nelse\n    set [haspulsepack v] to [0]\nend\nif <(level) > [12]> then\n    set [haspulsegun v] to [1]\nelse\n    set [haspulsegun v] to [0]\nend\n\nwhen I receive [nl v]\nGo to level ((Level) + (1))\nbroadcast (nextobjs v)\n\nstop all sounds\n\nbroadcast (Next Level v)\n\nbroadcast (flash v)\n\nset [testmode v] to [0]\n\nset [testmode v] to [1]\n\ndefine Hints\nif <(Level) = [22]> then\n    replace item (1) of [hints v] with [0]\n    replace item (2) of [hints v] with [0]\n    replace item (3) of [hints v] with [0]\n    replace item (4) of [hints v] with [0]\n    set [hintid v] to [5]\nend\nif <(item (1) of [hints v]) = [1]> then\n    if <(Level) = [1]> then\n        set [hintid v] to [1]\n        set [hinton v] to [1]\n    end\nend\nif <(item (2) of [hints v]) = [1]> then\n    if <touching (squiggle - water v)?> then\n        set [hintid v] to [2]\n        set [hinton v] to [1]\n    end\nend\nif <(item (3) of [hints v]) = [1]> then\n    if <(hasPulsePack) = [1]> then\n        set [hintid v] to [3]\n        set [hinton v] to [1]\n    end\nend\nif <(item (4) of [hints v]) = [1]> then\n    if <(hasPulseGun) = [1]> then\n        set [hintid v] to [4]\n        set [hinton v] to [1]\n    end\nend\nif <(item (5) of [hints v]) = [1]> then\n    if <(door) = [1]> then\n        set [hintid v] to [5]\n        set [hinton v] to [1]\n    end\nend\nif <(HintOn) = [1]> then\n    if <(HintStatus) < [1]> then\n        change [hintstatus v] by (0.02)\n    end\n    if <(HintID) = [1]> then\n        if <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n            set [hinton v] to [0]\n            replace item (1) of [hints v] with [0]\n        end\n    end\n    if <(HintID) = [2]> then\n        if <not <touching (squiggle - water v)?>> then\n            set [hinton v] to [0]\n        else\n            if <key (down arrow v) pressed?> then\n                set [hinton v] to [0]\n                replace item (2) of [hints v] with [0]\n            end\n        end\n    end\n    if <(HintID) = [3]> then\n        if <(PulseFuel) = [0]> then\n            set [hinton v] to [0]\n            replace item (3) of [hints v] with [0]\n        end\n    end\n    if <(HintID) = [4]> then\n        if <[object type v] contains [Bullet]?> then\n            set [hinton v] to [0]\n            replace item (4) of [hints v] with [0]\n        end\n    end\n    if <(HintID) = [5]> then\n        if <<(door) = [0]> or <[object v1 v] contains [Open]?>> then\n            set [hinton v] to [0]\n            if <(Level) > [22]> then\n                set [hinton v] to [0]\n                replace item (5) of [hints v] with [0]\n            end\n        end\n        if <(Level) > [23]> then\n            set [hinton v] to [0]\n            replace item (5) of [hints v] with [0]\n        end\n    end\nelse\n    if <(HintStatus) > [0]> then\n        change [hintstatus v] by (-0.02)\n    end\nend\n\nset [testmode v] to [0]\n\nset [testmode v] to [1]\n\nset [hp v] to [9999999]\n\nbroadcast (Next Level v)\nbroadcast (nl v)\n\nwhen I receive [cutover v]\nwait (3) seconds\nset [system mode v] to [Platformer]\nbroadcast (Platformer v)\nwait (1) seconds\nGo to level (22)\nstop all sounds\nbroadcast (R v)\n\ndelete (all) of [console v]\n\nbroadcast (Cutscene v)\n\nset [player x v] to (mouse x)\nset [player y v] to (mouse y)\n\nwait (10) seconds\n\nbroadcast (Platformer v)\nwait (1) seconds\nGo to level (30)\nstop all sounds\nbroadcast (R v)\n\nbroadcast (Coredead v)\n\nset [system mode v] to [Platformer]\nbroadcast (Platformer v)\nwait (1) seconds\nGo to level (22)\nstop all sounds\nbroadcast (R v)\n\nset [haspulsegun v] to [1]\n\nset [system mode v] to [Platformer]\nbroadcast (Platformer v)\n\nGo to level (26)\n\nbroadcast (platformer v)\n\n@Squiggle - Objects\n\ndefine None\nif <(Clone?) = [0]> then\n    if <(length of [open slots v]) = [0]> then\n        set [clone id v] to ((length of [object type v]) + (1))\n        add (x) to [object x v]\n        add (y) to [object y v]\n        add (type) to [object type v]\n        add (Level) to [object level v]\n        add [0] to [object xv v]\n        add [0] to [object yv v]\n        add (d) to [object v1 v]\n    else\n        set [clone id v] to (item (1) of [open slots v])\n        replace item (Clone ID) of [object type v] with (type)\n        replace item (Clone ID) of [object x v] with (x)\n        replace item (Clone ID) of [object y v] with (y)\n        replace item (Clone ID) of [object level v] with (Level)\n        replace item (Clone ID) of [object xv v] with [0]\n        replace item (Clone ID) of [object yv v] with [0]\n        replace item (Clone ID) of [object v1 v] with (d)\n        delete (1) of [open slots v]\n    end\n    if <(type) = [Blast]> then\n        replace item (Clone ID) of [object yv v] with (pick random (1) to (360))\n    end\n    change [cid v] by (1)\n    create clone of (_myself_ v)\nend\n\ndefine Init\nset [level v] to [1]\nset [haspulsepack v] to [0]\nset [haspulsegun v] to [0]\nset [clone? v] to [0]\nSet Objects\n\ndefine Set Objects\ndelete (all) of [trackerid v]\nhide\ngo [backward v] (100) layers\nset [clone id v] to [0]\ndelete (all) of [open slots v]\ndelete (all) of [object x v]\ndelete (all) of [object y v]\ndelete (all) of [object type v]\ndelete (all) of [object level v]\ndelete (all) of [object xv v]\ndelete (all) of [object yv v]\ndelete (all) of [object v1 v]\ndelete (all) of [kill v]\ndelete (all) of [killid v]\ndelete (all) of [blastx v]\ndelete (all) of [blasty v]\ndelete (all) of [blasttype v]\nset [levelon v] to [0]\nwait until <(LevelOn) = [1]>\nPart 1 Objects\nPart 2 Objects\nPart 3 Objects\nPart 4 Objects\nset [door v] to [0]\n\ndefine None\nif <(MOVEGOOD) = [1]> then\n    repeat ([abs v] of (x) )\n        if <(x) > [0]> then\n            replace item (Clone ID) of [object x v] with ((item (Clone ID) of [object x v]) + (1))\n        else\n            replace item (Clone ID) of [object x v] with ((item (Clone ID) of [object x v]) + (-1))\n        end\n        go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n        if <touching (squiggle - level v)?> then\n            if <(x) = [0]> then\n                replace item (Clone ID) of [object yv v] with [0]\n            end\n            repeat (6)\n                change y by (1)\n                if <not <touching (squiggle - level v)?>> then\n                    replace item (Clone ID) of [object y v] with (y position)\n                    set [on ground v] to [1]\n                    stop [this script v]\n                end\n            end\n            go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n            repeat ([abs v] of (x) )\n                change x by (((x) / ([abs v] of (x) )) * (-1))\n                if <not <touching (squiggle - level v)?>> then\n                    replace item (Clone ID) of [object x v] with (x position)\n                    stop [this script v]\n                end\n            end\n            repeat ([abs v] of (y) )\n                change y by (((y) / ([abs v] of (y) )) * (-1))\n                if <not <touching (squiggle - level v)?>> then\n                    replace item (Clone ID) of [object y v] with (y position)\n                    stop [this script v]\n                end\n            end\n            change y by ((Gravity) * (-0.215))\n            replace item (Clone ID) of [object x v] with (x position)\n            replace item (Clone ID) of [object y v] with (y position)\n        end\n    end\n    repeat ([abs v] of (y) )\n        if <(y) > [0]> then\n            replace item (Clone ID) of [object y v] with ((item (Clone ID) of [object y v]) + (1))\n        else\n            replace item (Clone ID) of [object y v] with ((item (Clone ID) of [object y v]) + (-1))\n        end\n        go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n        if <touching (squiggle - level v)?> then\n            if <(x) = [0]> then\n                replace item (Clone ID) of [object yv v] with [0]\n            end\n            repeat (6)\n                change y by (1)\n                if <not <touching (squiggle - level v)?>> then\n                    replace item (Clone ID) of [object y v] with (y position)\n                    set [on ground v] to [1]\n                    stop [this script v]\n                end\n            end\n            go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n            repeat ([abs v] of (x) )\n                change x by (((x) / ([abs v] of (x) )) * (-1))\n                if <not <touching (squiggle - level v)?>> then\n                    replace item (Clone ID) of [object x v] with (x position)\n                    stop [this script v]\n                end\n            end\n            repeat ([abs v] of (y) )\n                change y by (((y) / ([abs v] of (y) )) * (-1))\n                if <not <touching (squiggle - level v)?>> then\n                    replace item (Clone ID) of [object y v] with (y position)\n                    stop [this script v]\n                end\n            end\n            change y by ((Gravity) * (-0.215))\n            replace item (Clone ID) of [object x v] with (x position)\n            replace item (Clone ID) of [object y v] with (y position)\n        end\n    end\nelse\n    replace item (Clone ID) of [object x v] with ((item (Clone ID) of [object x v]) + (x))\n    replace item (Clone ID) of [object y v] with ((item (Clone ID) of [object y v]) + (y))\n    go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n    if <touching (squiggle - level v)?> then\n        if <(x) = [0]> then\n            replace item (Clone ID) of [object yv v] with [0]\n        end\n        repeat (6)\n            change y by (1)\n            if <not <touching (squiggle - level v)?>> then\n                replace item (Clone ID) of [object y v] with (y position)\n                set [on ground v] to [1]\n                stop [this script v]\n            end\n        end\n        go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n        repeat ([abs v] of (x) )\n            change x by (((x) / ([abs v] of (x) )) * (-1))\n            if <not <touching (squiggle - level v)?>> then\n                replace item (Clone ID) of [object x v] with (x position)\n                stop [this script v]\n            end\n        end\n        repeat ([abs v] of (y) )\n            change y by (((y) / ([abs v] of (y) )) * (-1))\n            if <not <touching (squiggle - level v)?>> then\n                replace item (Clone ID) of [object y v] with (y position)\n                stop [this script v]\n            end\n        end\n        change y by ((Gravity) * (-0.215))\n        replace item (Clone ID) of [object x v] with (x position)\n        replace item (Clone ID) of [object y v] with (y position)\n    end\nend\n\ndefine Objects\nif <(item (Clone ID) of [object type v]) = [Coin]> then\n    if <touching (squiggle - player v)?> then\n        change [playerdmg v] by (-0.25)\n        start sound [Pulse v]\n        Kill this clone\n    end\nend\nif <(item (Clone ID) of [object type v]) = [Pulse Pack]> then\n    if <touching (squiggle - player v)?> then\n        set [haspulsepack v] to [1]\n        start sound [Pulse v]\n        Kill this clone\n    end\nend\nif <(item (Clone ID) of [object type v]) = [Pulse Gun]> then\n    if <touching (squiggle - player v)?> then\n        set [haspulsegun v] to [1]\n        start sound [Pulse v]\n        Kill this clone\n    end\nend\nif <(item (Clone ID) of [object type v]) = [Goal]> then\n    if <touching (squiggle - player v)?> then\n        if <(Level) = [20]> then\n            broadcast (F v)\n        end\n        set [goal v] to [1]\n        set [levelon v] to [0]\n        set [mepause v] to [1]\n        hide\n        start sound [heal v]\n        if <(Level) = [10]> then\n            broadcast (Part 2 v)\n        else\n            if <(Level) = [15]> then\n                broadcast (Part 3 v)\n            else\n                broadcast (Next Level v)\n                broadcast (nl v)\n            end\n        end\n        delete this clone\n    end\nend\nif <<(item (Clone ID) of [object type v]) = [Entry]> or <(item (Clone ID) of [object type v]) = [Door]>> then\n    set [door v] to [0]\n    if <touching (squiggle - player v)?> then\n        set [door v] to [1]\n        if <(item (Clone ID) of [object v1 v]) = [Closed]> then\n            if <key (up arrow v) pressed?> then\n                set [levelon v] to [0]\n                set [mepause v] to [1]\n                replace item (Clone ID) of [object v1 v] with [Open]\n                if <(item (Clone ID) of [object type v]) = [Entry]> then\n                    start sound [Entry v]\n                    broadcast (Part 4 v)\n                else\n                    start sound [Door v]\n                    broadcast (bf v)\n                end\n            end\n        end\n    end\nend\nif <(item (Clone ID) of [object type v]) = [NPC]> then\n    if <([x position v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n        replace item (Clone ID) of [object xv v] with [Right]\n    else\n        replace item (Clone ID) of [object xv v] with [Left]\n    end\nend\n\ndefine Entities-2\nif <(item (Clone ID) of [object type v]) = [Oodle]> then\n    if <touching (squiggle - player v)?> then\n        if <(Player Life Stat) = [1]> then\n            start sound (join [Rasp Hit ] (pick random (1) to (2)))\n            change [playerknb v] by ((item (Clone ID) of [object xv v]) * (20))\n            change [playerdmg v] by (3)\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (-1))\n        end\n    end\n    if <touching (squiggle - water v)?> then\n        if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.25))\n        end\n        if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.25))\n        end\n        replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (0.7))\n        replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (1))\n    else\n        if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.3))\n        end\n        if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.3))\n        end\n        if <(On Ground) = [1]> then\n            if <([player y v] of [squiggle - player v]) > (item (Clone ID) of [object y v])> then\n                replace item (Clone ID) of [object yv v] with [2]\n            end\n        end\n    end\n    set [on ground v] to [0]\n    Move (item (Clone ID) of [object xv v]) (0)\n    replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + ((Gravity) * (-1)))\n    Move (0) (item (Clone ID) of [object yv v])\n    replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (0.7))\nend\nif <(item (Clone ID) of [object type v]) = [Gust]> then\n    if <touching (squiggle - player v)?> then\n        if <(Player Life Stat) = [1]> then\n            start sound (join [Rasp Hit ] (pick random (1) to (2)))\n            change [playerknb v] by ((item (Clone ID) of [object xv v]) * (1))\n            change [playerdmg v] by (2)\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (-5))\n        end\n    end\n    replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (0.85))\n    replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (0.85))\n    if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n        replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.2))\n    end\n    if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n        replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.2))\n    end\n    if <([player y v] of [squiggle - player v]) > (item (Clone ID) of [object y v])> then\n        replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (0.2))\n    end\n    if <([player y v] of [squiggle - player v]) < (item (Clone ID) of [object y v])> then\n        replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (-0.2))\n    end\n    Move (item (Clone ID) of [object xv v]) (0)\n    Move (0) (item (Clone ID) of [object yv v])\n    point towards (squiggle - player v)\n    replace item (Clone ID) of [object v1 v] with ((direction) + (90))\n    point in direction (90)\nend\nif <(item (Clone ID) of [object type v]) = [Bullet]> then\n    go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n    point in direction (item (Clone ID) of [object v1 v])\n    move (5) steps\n    replace item (Clone ID) of [object x v] with (x position)\n    replace item (Clone ID) of [object y v] with (y position)\n    if <<touching (squiggle - level v)?> or <touching (_edge_ v)?>> then\n        blast (Clone ID)\n        add (Clone ID) to [kill v]\n        if <(Level) = [21]> then\n            start sound [hit-echo v]\n        else\n            start sound [hit v]\n        end\n    end\nend\nif <(item (Clone ID) of [object type v]) = [Guard]> then\n    if <(Player Life Stat) = [1]> then\n        if <touching (squiggle - player v)?> then\n            start sound [Soul Explode v]\n            change [playerdmg v] by (10)\n        end\n        Find Distance from Point ([player x v] of [squiggle - player v]) ([player y v] of [squiggle - player v]) to Segment (item (Clone ID) of [object x v]) (item (Clone ID) of [object y v]) (item (Clone ID) of [object xv v]) (item (Clone ID) of [object yv v]) seg? (1)\n        if <(Return 1) < [10]> then\n            start sound [Soul Explode v]\n            change [playerdmg v] by (10)\n        end\n    end\nend\nif <(item (Clone ID) of [object type v]) = [Port]> then\n    Find Distance from Point ([player x v] of [squiggle - player v]) ([player y v] of [squiggle - player v]) to Segment (item (Clone ID) of [object x v]) (item (Clone ID) of [object y v]) (0) (0) seg? (1)\n    if <(Return 1) < [10]> then\n        change [playerdmg v] by (10)\n    end\n    set [i v] to [0]\n    repeat (length of [object type v])\n        change [i v] by (1)\n        if <(item (i) of [object type v]) = [Bullet]> then\n            Find Distance from Point (item (i) of [object x v]) (item (i) of [object y v]) to Segment (item (Clone ID) of [object x v]) (item (Clone ID) of [object y v]) (0) (0) seg? (1)\n            if <(Return 1) < [3]> then\n                blast (i)\n                add (i) to [kill v]\n                start sound [Core deflect v]\n            end\n        end\n    end\nend\nif <(item (Clone ID) of [object type v]) = [Core]> then\n    set size to (200) %\n    if <(Player Life Stat) = [1]> then\n        if <touching (squiggle - player v)?> then\n            change [playerdmg v] by (10)\n        end\n    end\n    set [i v] to [0]\n    repeat (length of [object type v])\n        change [i v] by (1)\n        if <(item (i) of [object type v]) = [Bullet]> then\n            if <([sqrt v] of ((((item (i) of [object x v]) - (item (Clone ID) of [object x v])) * ((item (i) of [object x v]) - (item (Clone ID) of [object x v]))) + (((item (i) of [object y v]) - (item (Clone ID) of [object y v])) * ((item (i) of [object y v]) - (item (Clone ID) of [object y v])))) ) < [32]> then\n                Point at (item (i) of [object x v]) (item (i) of [object y v]) from (item (Clone ID) of [object x v]) (item (Clone ID) of [object y v])\n                replace item (i) of [object v1 v] with (return 1)\n                start sound [Core deflect v]\n            end\n        end\n    end\n    if <not <[object type v] contains [Port]?>> then\n        replace item (Clone ID) of [object type v] with [Coreoff]\n        start sound [Boss shut down long v]\n        start sound [Boss shut down short v]\n    end\nend\nif <(item (Clone ID) of [object type v]) = [Coreoff]> then\n    set size to (200) %\n    if <(Player Life Stat) = [1]> then\n        if <touching (squiggle - player v)?> then\n            change [playerdmg v] by (10)\n        end\n    end\nend\nif <(item (Clone ID) of [object type v]) = [Blast]> then\n    if <(item (Clone ID) of [object xv v]) < [10]> then\n        replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (-30))\n        replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (1))\n    else\n        add (Clone ID) to [kill v]\n    end\nend\n\ndefine Part 2 Objects\nif <(Level) = [11]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (210) (112) [1]\n    hide\nend\nif <(Level) = [12]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (209) (-54) [1]\n    Create Object [Gust] at (100) (125) [1]\n    Create Object [Oodle] at (57) (-93) [1]\n    Create Object [Pulse Gun] at (-194) (106) [1]\n    hide\nend\nif <(Level) = [13]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (-160) (-72) [1]\n    Create Object [Gust] at (85) (140) [1]\n    Create Object [Gust] at (-150) (50) [1]\n    Create Object [Gust] at (150) (-63) [1]\n    Create Object [Gust] at (-45) (-85) [1]\n    hide\nend\nif <(Level) = [14]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (208) (70) [1]\n    Create Object [Oodle] at (-125) (105) [1]\n    Create Object [Gust] at (-120) (25) [1]\n    Create Object [Gust] at (200) (90) [1]\n    hide\nend\nif <(Level) = [15]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (-20) (-175) [1]\n    Create Object [Oodle] at (205) (30) [1]\n    Create Object [Gust] at (-135) (-85) [1]\n    Create Object [Gust] at (135) (-45) [1]\n    Create Object [Guard] at (75) (170) [-157]\n    Create Object [Guard] at (-195) (155) [150]\n    Create Object [Guard] at (-80) (10) [91]\n    Create Object [Guard] at (-70) (-135) [91]\n    Create Object [Guard] at (20) (-70) [-91]\n    Create Object [Guard] at (25) (80) [-91]\n    Create Object [Guard] at (217) (159) [-176]\n    hide\nend\n\nwhen I receive [pulsegun.shoot v]\nif <(Clone?) = [0]> then\n    if <(GunCharge) > [10]> then\n        set [guncharge v] to [0]\n        if <(testmode) = [0]> then\n            Create Object [Bullet] at (([player x v] of [squiggle - player v]) + (([sin v] of (GunAngle) ) * (10))) (([player y v] of [squiggle - player v]) + (([cos v] of (GunAngle) ) * (10))) (GunAngle)\n        else\n            Create Object [Bullet] at (([x position v] of [squiggle - player v]) + (([sin v] of (GunAngle) ) * (10))) (([y position v] of [squiggle - player v]) + (([cos v] of (GunAngle) ) * (10))) (GunAngle)\n        end\n    end\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\nshow\nset [ghost v] effect to (100)\nswitch costume to (item (Clone ID) of [object type v])\nclone init\nrepeat until <not <(System Mode) = [Platformer]>>\n    clone code\n    if <(testmode) = [1]> then\n        clear graphic effects\n        go to [front v] layer\n    end\n    if <(Level) > [28]> then\n        change volume by (-0.5)\n    else\n        set volume to (100) %\n    end\nend\ndelete this clone\n\ndefine clone code\nif <not <[killid v] contains (cid)?>> then\n    point in direction (90)\n    if <not <(Level) = (item (Clone ID) of [object level v])>> then\n        delete this clone\n    end\n    if <[kill v] contains (Clone ID)?> then\n        set [i v] to [0]\n        repeat until <(item (i) of [kill v]) = (Clone ID)>\n            change [i v] by (1)\n        end\n        delete (i) of [kill v]\n        Kill this clone\n    else\n        if <not <(item (Clone ID) of [object type v]) = [None]>> then\n            if <(mepause) = [0]> then\n                switch costume to (item (Clone ID) of [object type v])\n                go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n                if <(item (Clone ID) of [object type v]) = [Guard]> then\n                    point in direction (item (Clone ID) of [object v1 v])\n                end\n                Objects\n                Entities\n            end\n        end\n    end\nend\n\ndefine Reset\nset [i v] to [0]\nrepeat (length of [object type v])\n    change [i v] by (1)\n    add (i) to [kill v]\nend\n\nwhen [r v] key pressed\nbroadcast (r v)\n\ndelete this clone\n\nwhen I receive [nextobjs v]\nif <(Clone?) = [0]> then\n    Set Objects\nend\n\nforever\n    show\n    switch costume to (gust v)\n    go to (mouse-pointer v)\n    change y by (-50)\nend\n\nif <(type) = [Bullet]> then\n    add (GunAngle) to [object v1 v]\nelse\nend\n\nif <(type) = [Bullet]> then\n    replace item (Clone ID) of [object v1 v] with (GunAngle)\nelse\nend\n\nwait (1) seconds\nReset\n\nbroadcast (Reset v)\n\nwhen I receive [r v]\nif <(Clone?) = [0]> then\n    Reset\n    broadcast (Reset v)\n    Set Objects\nend\n\ndefine None\nif <((x1) - (x2)) = [0]> then\n    set [linem v] to [9999999]\nelse\n    set [linem v] to (((y1) - (y2)) / ((x1) - (x2)))\nend\nset [lineb v] to ((y1) - ((LineM) * (x1)))\nif <(LineM) = [0]> then\n    set [clm v] to [9999999]\nelse\n    set [clm v] to ((-1) / (LineM))\nend\nset [clb v] to ((y) - ((CLM) * (x)))\nIntersect (CLM) (CLB) (LineM) (LineB)\nset [return 1 v] to ([sqrt v] of ((((ry) - (y)) * ((ry) - (y))) + (((rx) - (x)) * ((rx) - (x)))) )\nset [seg v] to [0]\nif <(seg) = [1]> then\n    set [display v] to (((x1) - (x2)) / (2))\n    if <([abs v] of ((rx) - (((x1) + (x2)) / (2))) ) > ([abs v] of (((x1) - (x2)) / (2)) )> then\n        set [alt v] to ([sqrt v] of ((((y1) - (y)) * ((y1) - (y))) + (((x1) - (x)) * ((x1) - (x)))) )\n        set [seg v] to [1]\n        set [return 1 v] to (alt)\n        set [alt v] to ([sqrt v] of ((((y2) - (y)) * ((y2) - (y))) + (((x2) - (x)) * ((x2) - (x)))) )\n        set [rx v] to (x1)\n        set [ry v] to (y1)\n        if <(alt) < (Return 1)> then\n            set [seg v] to [2]\n            set [return 1 v] to (alt)\n            set [rx v] to (x2)\n            set [ry v] to (y2)\n        end\n    end\nend\n\ndefine None\nif <((m1) + ((m2) * (-1))) = [0]> then\n    set [rx v] to [999999999999999999999999]\nelse\n    set [rx v] to (((b2) + ((b1) * (-1))) / ((m1) + ((m2) * (-1))))\nend\nset [ry v] to (((rx) * (m1)) + (b1))\n\nwhen I receive [next level v]\nif <(Clone?) = [0]> then\n    broadcast (flash v)\n    wait (0.5) seconds\n    repeat (3)\n        Reset\n        broadcast (Reset v)\n        wait (0.5) seconds\n    end\n    Set Objects\n    broadcast (Done v)\nend\n\nset [levelon v] to [1]\n\ndefine Part 3 Objects\nif <(Level) = [16]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (-55) (-175) [1]\n    Create Object [Guard] at (30) (140) [-170]\n    hide\nend\nif <(Level) = [17]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (15) (-140) [1]\n    Create Object [Guard] at (30) (-15) [-93]\n    Create Object [Guard] at (90) (85) [-110]\n    Create Object [Imp] at (0) (-135) [0]\n    hide\nend\nif <(Level) = [18]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (-15) (-150) [1]\n    Create Object [Guard] at (113) (158) [-138]\n    Create Object [Guard] at (-168) (-97) [58]\n    Create Object [Guard] at (126) (-117) [-77]\n    hide\nend\nif <(Level) = [19]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (235) (130) [1]\n    Create Object [Guard] at (220) (-52) [-0.5]\n    Create Object [Rasp] at (-100) (50) [0]\n    Create Object [Gust] at (130) (30) [0]\n    hide\nend\nif <(Level) = [20]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (10) (-80) [1]\n    Create Object [Guard] at (210) (65) [270]\n    Create Object [Tangle] at (70) (-95) [270]\n    Create Object [Tangle] at (-80) (-80) [270]\n    Create Object [Tangle] at (-90) (50) [270]\n    hide\nend\nif <(Level) = [21]> then\n    show\n    Create Object [Port] at (43) (133) [16]\n    Create Object [Port] at (167) (116) [65]\n    Create Object [Port] at (46) (-153) [162]\n    Create Object [Port] at (-164) (-101) [-124]\n    Create Object [Port] at (-207) (12) [-77]\n    Create Object [Port] at (-147) (172) [50]\n    Create Object [Core] at (0) (0) [0]\n    hide\nend\nif <(Level) = [22]> then\n    show\n    Create Object [Entry] at (-40) (-81) [Closed]\n    hide\nend\n\nwhen I receive [r v]\nReset\nbroadcast (Reset v)\nSet Objects\n\nCreate Object [Rasp] at (-100) (50) [0]\nCreate Object [Gust] at (130) (30) [0]\n\ndefine clone init\nset size to (100) %\nif <(item (Clone ID) of [object type v]) = [Guard]> then\n    switch costume to (coin v)\n    go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n    point in direction (item (Clone ID) of [object v1 v])\n    repeat until <<touching (_edge_ v)?> or <touching (squiggle - level v)?>>\n        move (5) steps\n        replace item (Clone ID) of [object xv v] with (x position)\n        replace item (Clone ID) of [object yv v] with (y position)\n    end\n    switch costume to (guard v)\nend\n\nforever\n    show\n    switch costume to (port v)\n    if <key (a v) pressed?> then\n        go to (mouse-pointer v)\n    end\n    if <key (b v) pressed?> then\n        point towards (mouse-pointer v)\n    end\nend\n\ndefine None\nif <((m1) + ((m2) * (-1))) = [0]> then\n    set [rx v] to [999999999999999999999999]\nelse\n    set [rx v] to (((b2) + ((b1) * (-1))) / ((m1) + ((m2) * (-1))))\nend\nset [ry v] to (((rx) * (m1)) + (b1))\n\ndefine None\nset [m v] to (((y) - (yo)) / ((x) - (xo)))\nset [a v] to ([atan v] of (m) )\nif <(a) < [0]> then\n    change [a v] by (180)\nend\nif <(y) < (yo)> then\n    change [a v] by (180)\nend\nset [return 1 v] to ((90) - (a))\n\nswitch costume to (guard v)\nforever\n    point towards (mouse-pointer v)\nend\n\nwhen flag clicked\nset [cid v] to [0]\ndelete (all) of [killid v]\nhide\n\ndelete this clone\n\nCreate Object [Blast] at (0) (0) [Guard]\n\nstop [all v]\n\nreplace item (Clone ID) of [object type v] with [None]\nreplace item (Clone ID) of [object x v] with [None]\nreplace item (Clone ID) of [object y v] with [None]\nreplace item (Clone ID) of [object v1 v] with [None]\nadd (Clone ID) to [open slots v]\n\ndefine None\nadd (item (id) of [object x v]) to [blastx v]\nadd (item (id) of [object y v]) to [blasty v]\nadd (item (id) of [object type v]) to [blasttype v]\n\ndefine blasts\nrepeat until <(length of [blasttype v]) = [0]>\n    Create Object [Blast] at (item (1) of [blastx v]) (item (1) of [blasty v]) (item (1) of [blasttype v])\n    delete (1) of [blastx v]\n    delete (1) of [blasty v]\n    delete (1) of [blasttype v]\nend\n\ndefine Entities\nEntities-1\nEntities-2\nif <not <(item (Clone ID) of [object type v]) = [Bullet]>> then\n    set [i v] to [0]\n    repeat (length of [object type v])\n        change [i v] by (1)\n        if <(item (i) of [object type v]) = [Bullet]> then\n            if <([sqrt v] of ((((item (Clone ID) of [object x v]) - (item (i) of [object x v])) * ((item (Clone ID) of [object x v]) - (item (i) of [object x v]))) + (((item (Clone ID) of [object y v]) - (item (i) of [object y v])) * ((item (Clone ID) of [object y v]) - (item (i) of [object y v])))) ) < [10]> then\n                if <not <<(item (Clone ID) of [object type v]) = [Blast]> or <<(item (Clone ID) of [object type v]) = [Coin]> or <(item (Clone ID) of [object type v]) = [NPC]>>>> then\n                    if <(item (Clone ID) of [object type v]) = [Guard]> then\n                        blast (Clone ID)\n                        add (Clone ID) to [kill v]\n                        start sound [Guard-Burst v]\n                    else\n                        if <(item (Clone ID) of [object type v]) = [Port]> then\n                            blast (Clone ID)\n                            add (Clone ID) to [kill v]\n                            start sound [Port death v]\n                        else\n                            if <(item (Clone ID) of [object type v]) = [Coreoff]> then\n                                broadcast (Coredead v)\n                                blast (Clone ID)\n                                add (Clone ID) to [kill v]\n                                set [system mode v] to [Wait]\n                                stop all sounds\n                                start sound [Core death v]\n                                start sound [bullethit1 v]\n                            else\n                                Point at (item (Clone ID) of [object x v]) (item (Clone ID) of [object y v]) from (item (i) of [object x v]) (item (i) of [object y v])\n                                replace item (Clone ID) of [object xv v] with (([sin v] of (return 1) ) * (20))\n                                replace item (Clone ID) of [object yv v] with (([cos v] of (return 1) ) * (20))\n                            end\n                        end\n                    end\n                    blast (i)\n                    add (i) to [kill v]\n                    if <(Level) = [21]> then\n                        start sound [hit-echo v]\n                    else\n                        start sound [hit v]\n                    end\n                end\n            end\n        end\n    end\nend\n\nforever\n    if <key (space v) pressed?> then\n        point in direction (90)\n        go to (mouse-pointer v)\n        change y by (30)\n    end\nend\n\ndefine Part 4 Objects\nif <(Level) = [23]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (-60) to (200)) y: (pick random (130) to (180))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-60) to (200)) y: (pick random (130) to (180))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Door] at (215) (-110) [Closed]\n    hide\nend\nif <(Level) = [24]> then\n    show\n    repeat (7)\n        switch costume to (coin v)\n        go to x: (pick random (170) to (230)) y: (pick random (-140) to (-50))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (170) to (230)) y: (pick random (-140) to (-50))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    repeat (3)\n        switch costume to (coin v)\n        go to x: (pick random (15) to (35)) y: (pick random (-30) to (-20))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (15) to (35)) y: (pick random (-30) to (-20))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Door] at (215) (-129) [Closed]\n    Create Object [NPC] at (90) (-155) (pick random (0) to (5))\n    Create Object [NPC] at (-60) (155) (pick random (0) to (5))\n    hide\nend\nif <(Level) = [25]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (-150) to (-40)) y: (pick random (20) to (170))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-150) to (-40)) y: (pick random (20) to (170))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Door] at (190) (33) [Closed]\n    Create Object [Imp] at (100) (-150) []\n    Create Object [Imp] at (-120) (50) []\n    Create Object [NPC] at (-80) (-84) (pick random (0) to (5))\n    Create Object [NPC] at (130) (30) (pick random (0) to (5))\n    hide\nend\nif <(Level) = [26]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (135) to (235)) y: (pick random (135) to (175))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (135) to (235)) y: (pick random (135) to (175))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Door] at (-27) (133) [Closed]\n    Create Object [NPC] at (20) (-83) (pick random (0) to (5))\n    Create Object [NPC] at (43) (82) (pick random (0) to (5))\n    Create Object [NPC] at (160) (142) (pick random (0) to (5))\n    hide\nend\nif <(Level) = [27]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (85) to (175)) y: (pick random (0) to (55))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (85) to (175)) y: (pick random (0) to (55))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Door] at (212) (-74) [Closed]\n    Create Object [NPC] at (135) (-62) (pick random (0) to (5))\n    Create Object [NPC] at (0) (-74) (pick random (0) to (5))\n    Create Object [NPC] at (-144) (-78) (pick random (0) to (5))\n    Create Object [Imp] at (90) (-50) []\n    Create Object [Imp] at (160) (30) []\n    hide\nend\nif <(Level) = [28]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (180) to (230)) y: (pick random (15) to (70))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (180) to (30)) y: (pick random (15) to (70))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Door] at (214) (25) [Closed]\n    hide\nend\nif <(Level) = [29]> then\n    show\n    repeat (10)\n        switch costume to (coin v)\n        go to x: (pick random (-130) to (130)) y: (pick random (-90) to (-70))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-130) to (130)) y: (pick random (-90) to (-70))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Door] at (210) (-54) [Closed]\n    hide\nend\n\nforever\n    switch costume to (door v)\n    show\n    go to (mouse-pointer v)\nend\n\nwhen I receive [platformer v]\nset [clonecount v] to [0]\ndelete (all) of [trackerid v]\nif <(Clone?) = [0]> then\n    Init\n    repeat until <not <(System Mode) = [Platformer]>>\n        blasts\n    end\nend\n\ndefine Kill this clone\nreplace item (Clone ID) of [object x v] with [None]\nreplace item (Clone ID) of [object y v] with [None]\nreplace item (Clone ID) of [object type v] with [None]\nreplace item (Clone ID) of [object xv v] with [None]\nreplace item (Clone ID) of [object yv v] with [None]\nreplace item (Clone ID) of [object v1 v] with [None]\nadd (Clone ID) to [open slots v]\nadd (cid) to [killid v]\nset [clone id v] to [0]\nhide\n\nif <[trackerid v] contains (Clone ID)?> then\n    delete this clone\nelse\n    add (Clone ID) to [trackerid v]\nend\n\nset [a v] to (item (i) of [object v1 v])\nif <(item (Clone ID) of [object y v]) > (item (i) of [object y v])> then\n    set [a v] to ((a) + (180))\nend\nset [a v] to ((a) mod (360))\n\nif <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n    replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.2))\nend\nif <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n    replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.2))\nend\nif <([player y v] of [squiggle - player v]) > (item (Clone ID) of [object y v])> then\n    replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (0.2))\nend\nif <([player y v] of [squiggle - player v]) < (item (Clone ID) of [object y v])> then\n    replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (-0.2))\nend\n\nforever\n    show\n    say []\nend\n\ndefine Part 1 Objects\nif <(Level) = [1]> then\n    show\n    repeat (20)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (229) (86) [1]\n    hide\nend\nif <(Level) = [2]> then\n    show\n    repeat (20)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Rasp] at (40) (-50) [1]\n    Create Object [Imp] at (-210) (-165) [1]\n    Create Object [Goal] at (225) (-43) [1]\n    hide\nend\nif <(Level) = [3]> then\n    show\n    repeat (20)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Rasp] at (-70) (125) [1]\n    Create Object [Rasp] at (-10) (-160) [1]\n    Create Object [Imp] at (-210) (-118) [1]\n    Create Object [Goal] at (-210) (-118) [1]\n    hide\nend\nif <(Level) = [4]> then\n    show\n    repeat (20)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Imp] at (80) (40) [1]\n    Create Object [Tangle] at (20) (-110) [1]\n    Create Object [Tangle] at (-150) (10) [1]\n    Create Object [Goal] at (80) (134) [1]\n    hide\nend\nif <(Level) = [5]> then\n    show\n    repeat (20)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (-80) (122) [1]\n    Create Object [Tangle] at (-28) (-53) [1]\n    Create Object [Tangle] at (170) (-145) [1]\n    Create Object [Rasp] at (50) (-15) [1]\n    hide\nend\nif <(Level) = [6]> then\n    show\n    repeat (20)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (120) (130) [1]\n    Create Object [Tangle] at (75) (-95) [1]\n    Create Object [Pulse Pack] at (201) (-64) [1]\n    Create Object [Gnaw] at (150) (130) [1]\n    hide\nend\nif <(Level) = [7]> then\n    show\n    repeat (20)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (-190) (117) [1]\n    Create Object [Gnaw] at (-75) (15) [1]\n    hide\nend\nif <(Level) = [8]> then\n    show\n    repeat (20)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Imp] at (-180) (-145) [1]\n    Create Object [Goal] at (200) (-160) [1]\n    hide\nend\nif <(Level) = [9]> then\n    show\n    repeat (20)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Tangle] at (-190) (124) [1]\n    Create Object [Goal] at (-193) (113) [1]\n    hide\nend\nif <(Level) = [10]> then\n    show\n    repeat (20)\n        switch costume to (coin v)\n        go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n        repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n            if <touching (squiggle - level v)?> then\n                go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n            end\n        end\n        Create Object [Coin] at (x position) (y position) [1]\n    end\n    Create Object [Goal] at (30) (-170) [1]\n    hide\nend\n\nset [levelon v] to [0]\n\nset [system mode v] to [Platformer]\nbroadcast (Platformer v)\n\nset [levelon v] to [0]\n\nCreate Object [Blast] at (50) (-20) [Guard]\n\ndefine Entities-1\nif <(item (Clone ID) of [object type v]) = [Imp]> then\n    if <touching (squiggle - water v)?> then\n        if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.25))\n        end\n        if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.25))\n        end\n        replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (0.7))\n        replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (1))\n    else\n        if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.5))\n        end\n        if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.5))\n        end\n        if <(On Ground) = [1]> then\n            if <([player y v] of [squiggle - player v]) > (item (Clone ID) of [object y v])> then\n                replace item (Clone ID) of [object yv v] with [5]\n            end\n        end\n    end\n    set [on ground v] to [0]\n    if <touching (squiggle - player v)?> then\n        if <(Player Life Stat) = [1]> then\n            start sound (join [Imp Heal ] (pick random (1) to (2)))\n            Point at ([player x v] of [squiggle - player v]) ([player y v] of [squiggle - player v]) from (x position) (y position)\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + ((([sin v] of (return 1) ) * (-5)) + (([ceiling v] of ([sin v] of (return 1) ) ) * (-5))))\n            replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (([cos v] of (return 1) ) * (-2)))\n            change [playerdmg v] by (-0.5)\n        end\n    end\n    Move (item (Clone ID) of [object xv v]) (0)\n    replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + ((Gravity) * ((-1) * <not <touching (squiggle - water v)?>>)))\n    Move (0) (item (Clone ID) of [object yv v])\n    replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (0.7))\nend\nif <(item (Clone ID) of [object type v]) = [Rasp]> then\n    if <touching (squiggle - player v)?> then\n        if <(Player Life Stat) = [1]> then\n            start sound (join [Rasp Hit ] (pick random (1) to (2)))\n            change [playerknb v] by ((item (Clone ID) of [object xv v]) * (15))\n            change [playerdmg v] by (4)\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (-1))\n            replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (-1))\n        end\n    end\n    if <touching (squiggle - water v)?> then\n        if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.1))\n        end\n        if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.1))\n        end\n        replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (0.7))\n        replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (1))\n    else\n        if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.2))\n        end\n        if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.2))\n        end\n        if <(On Ground) = [1]> then\n            if <([player y v] of [squiggle - player v]) > (item (Clone ID) of [object y v])> then\n                replace item (Clone ID) of [object yv v] with [4]\n            end\n        end\n    end\n    set [on ground v] to [0]\n    Move (item (Clone ID) of [object xv v]) (0)\n    replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + ((Gravity) * ((-1) * <not <touching (squiggle - water v)?>>)))\n    Move (0) (item (Clone ID) of [object yv v])\n    replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (0.7))\nend\nif <(item (Clone ID) of [object type v]) = [Gnaw]> then\n    if <touching (squiggle - player v)?> then\n        if <(Player Life Stat) = [1]> then\n            start sound (join [Rasp Hit ] (pick random (1) to (2)))\n            change [playerknb v] by ((item (Clone ID) of [object xv v]) * (3))\n            change [playerdmg v] by (2)\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (-1))\n        end\n    end\n    if <touching (squiggle - water v)?> then\n        if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.1))\n        end\n        if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.1))\n        end\n        replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (0.7))\n        replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (1))\n    else\n        if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.2))\n        end\n        if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.2))\n        end\n        if <(On Ground) = [1]> then\n            if <([player y v] of [squiggle - player v]) > (item (Clone ID) of [object y v])> then\n                replace item (Clone ID) of [object yv v] with [4]\n            end\n        end\n    end\n    set [on ground v] to [0]\n    Move (item (Clone ID) of [object xv v]) (0)\n    replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + ((Gravity) * (-1)))\n    Move (0) (item (Clone ID) of [object yv v])\nend\nif <(item (Clone ID) of [object type v]) = [Tangle]> then\n    if <touching (squiggle - player v)?> then\n        if <(Player Life Stat) = [1]> then\n            start sound (join [Rasp Hit ] (pick random (1) to (2)))\n            change [playerknb v] by ((item (Clone ID) of [object xv v]) * (1))\n            change [playerdmg v] by (2)\n            Point at ([player x v] of [squiggle - player v]) ([player y v] of [squiggle - player v]) from (x position) (y position)\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (([sin v] of (return 1) ) * (-5)))\n            replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (([cos v] of (return 1) ) * (-5)))\n        end\n    end\n    replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (0.85))\n    replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (0.85))\n    point towards (squiggle - player v)\n    turn right (([sin v] of ((timer) * (300)) ) * (15)) degrees\n    if <touching (squiggle - water v)?> then\n        replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (([sin v] of (direction) ) * (0.2)))\n        replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (([cos v] of (direction) ) * (0.2)))\n    else\n        if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.1))\n        end\n        if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n            replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.1))\n        end\n    end\n    set [on ground v] to [0]\n    point in direction (90)\n    Move (item (Clone ID) of [object xv v]) (0)\n    replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (((Gravity) * (-1)) * <not <touching (squiggle - water v)?>>))\n    Move (0) (item (Clone ID) of [object yv v])\n    point towards (squiggle - player v)\n    turn right (([sin v] of ((timer) * (300)) ) * (15)) degrees\n    replace item (Clone ID) of [object v1 v] with ((direction) + (90))\n    point in direction (90)\nend\n\n@Squiggle - Level\n\nwhen flag clicked\nhide\n\ndefine Init\nset [levelon v] to [0]\nset [level v] to [1]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [platformer v]\nInit\nrepeat until <not <(System Mode) = [Platformer]>>\n    Ground Code\n    if <(testmode) = [1]> then\n        clear graphic effects\n    end\nend\nhide\n\ndefine Ground Code\ngo to x: (0) y: (0)\nswitch costume to (join [Level ] (join (Level) [ Hitbox]))\nset [levelon v] to [1]\n\nwhen I receive [cutover v]\nswitch costume to (level 22 hitbox v)\n\n@Squiggle - Water\n\nwhen flag clicked\nhide\n\ndefine Init\nset [level v] to [1]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [platformer v]\nInit\nrepeat until <not <(System Mode) = [Platformer]>>\n    Water Code\n    if <(testmode) = [1]> then\n        clear graphic effects\n    end\nend\nhide\n\ndefine Water Code\ngo to x: (0) y: (0)\nswitch costume to (join [Level ] (join (Level) [ Hitbox]))\n\n@Squiggle - Hazard\n\nwhen flag clicked\nhide\n\ndefine Init\nset [level v] to [1]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [platformer v]\nInit\nrepeat until <not <(System Mode) = [Platformer]>>\n    Hazard Code\n    if <(testmode) = [1]> then\n        clear graphic effects\n    end\nend\nhide\n\ndefine Hazard Code\ngo to x: (0) y: (0)\nswitch costume to (join [Level ] (join (Level) [ Hazard]))\n\nset [level v] to [20]\n\n@Squiggle - Display\n\nwhen flag clicked\nhide\n\nwhen I receive [platformer v]\nrepeat until <not <(System Mode) = [Platformer]>>\n    if <(testmode) = [0]> then\n        Render\n    end\nend\nerase all\n\nwhen I receive [platformer v]\nset [brightness v] effect to (-100)\nrepeat (20)\n    change [brightness v] effect by (5)\nend\n\ndefine None\nif <(a) < [0]> then\n    set pen rgb: (r) (g) (b) ghost: (0)\nelse\n    if <(a) > [99.5]> then\n        set pen rgb: (r) (g) (b) ghost: (99.5)\n    else\n        if <(r) > [255]> then\n            set pen rgb: (255) (g) (b) ghost: (a)\n        else\n            if <(g) > [255]> then\n                set pen rgb: (r) (255) (b) ghost: (a)\n            else\n                if <(b) > [255]> then\n                    set pen rgb: (r) (g) (255) ghost: (a)\n                else\n                    set pen color to ((((((([floor v] of ((255) - ((a) * (2.55))) ) * (256)) + (([floor v] of (r) ) * <(r) > [0]>)) * (256)) + (([floor v] of (g) ) * <(g) > [0]>)) * (256)) + (([floor v] of (b) ) * <(b) > [0]>))\n                end\n            end\n        end\n    end\nend\n\ndefine Render\nset rotation style [all around v]\npoint in direction (90)\nclear graphic effects\nset [camy v] to ([player y v] of [squiggle - player v])\nif <([player x v] of [squiggle - player v]) > [160]> then\n    if <(Level) < [30]> then\n        set [camx v] to [160]\n    else\n        if <(CamX) < [240]> then\n            change [camx v] by (1)\n        end\n    end\nelse\n    set [camx v] to ([player x v] of [squiggle - player v])\nend\nif <([player x v] of [squiggle - player v]) < [-160]> then\n    set [camx v] to [-160]\nend\nif <([player y v] of [squiggle - player v]) > [120]> then\n    set [camy v] to [120]\nend\nif <([player y v] of [squiggle - player v]) < [-120]> then\n    set [camy v] to [-120]\nend\nerase all\nif <(Level) = [30]> then\n    switch costume to (. v)\n    set size to (100) %\n    switch costume to (join [shield ] (([floor v] of ((timer) / ((3) / (40))) ) mod (4)))\n    go to x: (((CamX) * (-0.5)) + ((340) * (1))) y: (0)\n    set [brightness v] effect to ((([sin v] of ((timer) * (500)) ) * (20)) + (20))\n    stamp\nend\nswitch costume to (. v)\nset size to (250) %\nswitch costume to (join [Level ] (join (Level) [ Background]))\ngo to x: ((CamX) * (-2)) y: ((CamY) * (-2))\nif <(Level) = [29]> then\n    set [brightness v] effect to (pick random (1) to (-1))\nend\nif <(Level) = [30]> then\n    set [brightness v] effect to ((([sin v] of ((timer) * (500)) ) * (5)) + (5))\nend\nstamp\nif <(Level) = [30]> then\n    if <([cuttick v] of [squiggle - player v]) < ((30) * (4))> then\n        switch costume to (\[\] v)\n        go to x: (((CamX) - (220)) * (-3)) y: (((CamY) + (20)) * (-3))\n        switch costume to (daughter.old v)\n        set size to (350) %\n        stamp\n    end\nend\nswitch costume to (. v)\nset size to (300) %\nswitch costume to (join [Level ] (join (Level) [ Foreground]))\ngo to x: ((CamX) * (-3)) y: ((CamY) * (-3))\nif <(Level) = [29]> then\n    set [brightness v] effect to (pick random (2) to (-2))\nend\nif <(Level) = [30]> then\n    set [brightness v] effect to ((([sin v] of ((timer) * (500)) ) * (3)) + (3))\nend\nstamp\nif <(Level) = [29]> then\n    switch costume to (. v)\n    set size to (300) %\n    switch costume to (\[\] v)\n    go to x: ((CamX) * (-3)) y: ((CamY) * (-3))\n    change x by (-30)\n    change y by (-90)\n    set [brightness v] effect to (pick random (0) to (20))\n    set [ghost v] effect to (pick random (0) to (60))\n    switch costume to (join [flame ] (([floor v] of ((timer) * (30)) ) mod (5)))\n    stamp\nend\nclear graphic effects\nswitch costume to (\[\] v)\nif <(Level) > [21]> then\n    set [i v] to [0]\n    repeat (length of [object type v])\n        change [i v] by (1)\n        if <(item (i) of [object type v]) = [Entry]> then\n            go to x: (((CamX) - (item (i) of [object x v])) * (-3)) y: (((CamY) - (item (i) of [object y v])) * (-3))\n            switch costume to (join [Entry.] (item (i) of [object v1 v]))\n            clear graphic effects\n            if <(door) = [0]> then\n                set [brightness v] effect to (-20)\n            end\n            stamp\n        end\n        if <(item (i) of [object type v]) = [Door]> then\n            go to x: (((CamX) - (item (i) of [object x v])) * (-3)) y: (((CamY) - (item (i) of [object y v])) * (-3))\n            switch costume to (join [Door.] (item (i) of [object v1 v]))\n            clear graphic effects\n            if <(door) = [0]> then\n                set [brightness v] effect to (-20)\n            end\n            stamp\n        end\n    end\nend\nclear graphic effects\ngo to x: ((([player x v] of [squiggle - player v]) - (CamX)) * (3)) y: ((([player y v] of [squiggle - player v]) - (CamY)) * (3))\nif <<(Player Life Stat) = [1]> and <(goal) = [0]>> then\n    if <([hpdisplay v] of [squiggle - player v]) > [0]> then\n        set pen size to (3)\n        change y by (30)\n        change x by (15)\n        if <([hpdisplay v] of [squiggle - player v]) < [100]> then\n            set pen rgb: (0) (50) (0) ghost: ((100) - ([hpdisplay v] of [squiggle - player v]))\n        else\n            set pen rgb: (0) (50) (0) ghost: (0)\n        end\n        pen down\n        change x by (-30)\n        if <([hpdisplay v] of [squiggle - player v]) < [100]> then\n            set pen rgb: (0) (255) (0) ghost: ((100) - ([hpdisplay v] of [squiggle - player v]))\n        else\n            set pen rgb: (0) (255) (0) ghost: (0)\n        end\n        change x by (([hp v] of [squiggle - player v]) * (3))\n        pen up\n        go to x: ((([player x v] of [squiggle - player v]) - (CamX)) * (3)) y: ((([player y v] of [squiggle - player v]) - (CamY)) * (3))\n    end\n    switch costume to (player.right v)\n    if <([player xv v] of [squiggle - player v]) < [0]> then\n        switch costume to (player.left v)\n    end\n    turn right (([player xv v] of [squiggle - player v]) * (5)) degrees\n    stamp\n    if <(hasPulseGun) = [1]> then\n        switch costume to (pulse gun_gun v)\n        point in direction (GunAngle)\n        stamp\n        if <(GunCharge) > [0]> then\n            move (30) steps\n            switch costume to (pulse gun_charge v)\n            set size to ((30) * ((10) - (GunCharge))) %\n            set [ghost v] effect to ((10) * ((10) - (GunCharge)))\n            set [r v] to (pick random (1) to (360))\n            turn right (r) degrees\n            stamp\n            turn left (r) degrees\n            move (-30) steps\n        end\n        set size to (300) %\n    end\n    point in direction (90)\n    if <(hasPulsePack) = [1]> then\n        change x by ((20) * ((<([player xv v] of [squiggle - player v]) < [0]> * (2)) - (1)))\n        if <(Pulse) > [0]> then\n            set size to ((80) + ((Pulse) * (5))) %\n            change y by ((([sin v] of ((timer) * (100)) ) * (5)) + ((-15) + ((Pulse) * (3))))\n            switch costume to (pulse pack.on v)\n            set [ghost v] effect to ((100) - ((Pulse) * (10)))\n            stamp\n            clear graphic effects\n        end\n        set size to (130) %\n        set y to ((([player y v] of [squiggle - player v]) - (CamY)) * (3))\n        change y by ((([sin v] of ((timer) * (100)) ) * (5)) + (15))\n        switch costume to (pulse pack.off v)\n        stamp\n        set size to (300) %\n    end\nelse\n    switch costume to (player blast v)\n    point in direction ((Player Life Stat) * (30))\n    set size to (((Player Life Stat) * (-50)) + (50)) %\n    set [ghost v] effect to ((Player Life Stat) * (-15))\n    stamp\nend\nset size to (300) %\nclear graphic effects\npoint in direction (90)\nset [i v] to [0]\nrepeat (length of [object type v])\n    change [i v] by (1)\n    if <not <<(item (i) of [object type v]) = [None]> or <<(item (i) of [object type v]) = [Entry]> or <(item (i) of [object type v]) = [Door]>>>> then\n        if <(item (i) of [object type v]) = [Guard]> then\n            switch costume to (\[\] v)\n            go to x: (((item (i) of [object xv v]) - (CamX)) * (3)) y: (((item (i) of [object yv v]) - (CamY)) * (3))\n            set pen color to (#ff00bf)\n            set pen shade to (pick random (75) to (100))\n            set pen size to (pick random (10) to (20))\n            pen down\n            go to x: (((item (i) of [object x v]) - (CamX)) * (3)) y: (((item (i) of [object y v]) - (CamY)) * (3))\n            pen up\n        end\n        if <(item (i) of [object type v]) = [Port]> then\n            switch costume to (\[\] v)\n            set pen color to (#dddede)\n            set pen size to (3)\n            go to x: (((item (i) of [object x v]) - (CamX)) * (3)) y: (((item (i) of [object y v]) - (CamY)) * (3))\n            pen down\n            go to x: (((0) - (CamX)) * (3)) y: (((0) - (CamY)) * (3))\n            pen up\n            go to x: (((item (i) of [object x v]) - (CamX)) * (3)) y: (((item (i) of [object y v]) - (CamY)) * (3))\n            switch costume to (port v)\n        end\n        if <<([abs v] of ((CamX) - (item (i) of [object x v])) ) < [340]> and <([abs v] of ((CamY) - (item (i) of [object y v])) ) < [280]>> then\n            switch costume to (\[\] v)\n            go to x: (((item (i) of [object x v]) - (CamX)) * (3)) y: (((item (i) of [object y v]) - (CamY)) * (3))\n            switch costume to (item (i) of [object type v])\n            if <(item (i) of [object type v]) = [Imp]> then\n                turn right ((item (i) of [object xv v]) * (10)) degrees\n                switch costume to (imp.right v)\n                if <(item (i) of [object xv v]) < [0]> then\n                    switch costume to (imp.left v)\n                end\n            end\n            if <(item (i) of [object type v]) = [Rasp]> then\n                switch costume to (rasp.right v)\n                if <(item (i) of [object xv v]) < [0]> then\n                    switch costume to (rasp.left v)\n                end\n            end\n            if <(item (i) of [object type v]) = [Tangle]> then\n                switch costume to (join [Tangle.] ((([floor v] of ((timer) * (20)) ) mod (5)) + (1)))\n                point in direction (item (i) of [object v1 v])\n            end\n            if <(item (i) of [object type v]) = [Gnaw]> then\n                point in direction ((item (i) of [object x v]) * (10))\n            end\n            if <(item (i) of [object type v]) = [Oodle]> then\n                point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (5)))\n                change y by (([sin v] of ((timer) * (150)) ) * (5))\n                switch costume to (oodle.right v)\n                if <([player x v] of [squiggle - player v]) > (item (i) of [object x v])> then\n                    switch costume to (oodle.left v)\n                end\n            end\n            if <(item (i) of [object type v]) = [Gust]> then\n                point in direction ((timer) * (300))\n                stamp\n                point in direction ((item (i) of [object v1 v]) - (90))\n                switch costume to (gust_front v)\n            end\n            if <<<(item (i) of [object type v]) = [Bullet]> or <(item (i) of [object type v]) = [Guard]>> or <(item (i) of [object type v]) = [Port]>> then\n                point in direction (item (i) of [object v1 v])\n            end\n            if <(item (i) of [object type v]) = [Goal]> then\n                set [brightness v] effect to (pick random (0) to (70))\n            end\n            if <(item (i) of [object type v]) = [Core]> then\n                point in direction ((([sin v] of ((timer) * (10)) ) * (15)) + (110))\n                switch costume to (core.1 v)\n                if <(pick random (0) to (10)) = [0]> then\n                    switch costume to (join [Core.] (pick random (1) to (3)))\n                end\n                set size to (600) %\n            end\n            if <(item (i) of [object type v]) = [Coreoff]> then\n                point in direction ((([sin v] of ((timer) * (10)) ) * (15)) + (110))\n                set size to (600) %\n            end\n            if <(item (i) of [object type v]) = [Blast]> then\n                switch costume to (join [Blast.] (item (i) of [object v1 v]))\n                point in direction (item (i) of [object yv v])\n                set size to ((item (i) of [object xv v]) * (200)) %\n                set [ghost v] effect to ((item (i) of [object xv v]) * (10))\n            end\n            if <(item (i) of [object type v]) = [NPC]> then\n                switch costume to (join [NPC.] (join (item (i) of [object xv v]) (join [.] (item (i) of [object v1 v]))))\n            end\n            if <<(item (i) of [object type v]) = [Pulse Pack]> or <(item (i) of [object type v]) = [Pulse Gun]>> then\n                set [brightness v] effect to ((([cos v] of ((timer) * (300)) ) * (15)) + (15))\n            end\n            stamp\n            point in direction (90)\n            clear graphic effects\n            set size to (300) %\n        end\n    end\nend\npoint in direction (90)\nswitch costume to (. v)\nset size to (300) %\nswitch costume to (\[\] v)\ngo to x: ((CamX) * (-3)) y: ((CamY) * (-3))\nswitch costume to (join [Level ] (join (Level) [ Water]))\nset [ghost v] effect to (50)\nif <<(Level) = [25]> or <(Level) = [26]>> then\n    set [brightness v] effect to ((([cos v] of ((timer) * (300)) ) * (10)) + (10))\nend\nstamp\nswitch costume to (. v)\nset size to (300) %\nswitch costume to (\[\] v)\ngo to x: ((CamX) * (-3)) y: ((CamY) * (-3))\nswitch costume to (join [Level ] (join (Level) [ Hazard]))\nclear graphic effects\nset [brightness v] effect to (pick random (0) to (10))\nstamp\nif <(HintStatus) > [0]> then\n    switch costume to (\[\] v)\n    if <(HintID) = [4]> then\n        go to (mouse-pointer v)\n    else\n        go to x: ((([player x v] of [squiggle - player v]) - (CamX)) * (3)) y: ((([player y v] of [squiggle - player v]) - (CamY)) * (3))\n    end\n    switch costume to (join [Hint] (join (HintID) (join [.] ([floor v] of (((timer) mod (2)) + (1)) ))))\n    set [ghost v] effect to (((1) - (HintStatus)) * (100))\n    stamp\nend\nif <(Level) = [30]> then\n    if <not <([cuttick v] of [squiggle - player v]) < ((30) * (4))>> then\n        set rotation style [left-right v]\n        point in direction (-90)\n        clear graphic effects\n        switch costume to (\[\] v)\n        go to x: (((CamX) - (225)) * (-3)) y: (((CamY) + (27)) * (-3))\n        switch costume to (daughter.old2 v)\n        set size to (350) %\n        if <([cuttick v] of [squiggle - player v]) > ((30) * (6))> then\n            set rotation style [all around v]\n            point in direction (90)\n            if <([cuttick v] of [squiggle - player v]) > ((30) * (7))> then\n                change x by ((([cuttick v] of [squiggle - player v]) - (210)) * (-0.2))\n                turn left (2) degrees\n            end\n        end\n        stamp\n    end\nend\n\nset [level v] to [11]\n\nwhen [space v] key pressed\n\nswitch costume to (join [Blast.] [Bullet])\n\nset [i v] to [16]\n\nreplace item (16) of [object xv v] with [3]\n\nset [haspulsepack v] to [1]\n\n@Stage 3D Test\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [test v]\nerase all\nset [stage3d v] to [On]\nrepeat until <(Stage3D) = [Off]>\n    set [stage3d v] to [Off]\n    go to x: (0) y: (0)\n    switch costume to (test v)\n    stamp\n    switch costume to (subject v)\n    set [brightness v] effect to (-100)\n    stamp\n    clear graphic effects\n    go to x: (0) y: (0)\n    switch costume to (test v)\n    if <touching color (#ffffff)?> then\n        set [stage3d v] to [On]\n    end\n    if <key (x v) pressed?> then\n        set [stage3d v] to [Off]\n    end\nend\nset [system mode v] to [Title]\nbroadcast (Title v)\nerase all\n\n@Cutscene\n\ndefine None\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset [brightness v] effect to (((y) * (0.2)) + (0))\nstamp\nswitch costume to (\[\] v)\nset y to ((y) * (0.2))\nswitch costume to (sun v)\nset [brightness v] effect to (((y) * (0.05)) + (-50))\nstamp\nswitch costume to (\[\] v)\nset y to ((y) * (0.5))\nswitch costume to (landscape2 v)\nset [brightness v] effect to (((y) * (0.2)) + (-20))\nstamp\nswitch costume to (\[\] v)\nset y to ((y) * (0.7))\nswitch costume to (landscape1 v)\nset [brightness v] effect to (((y) * (0.2)) + (-10))\nstamp\nswitch costume to (\[\] v)\nset y to ((y) * (1.3))\nswitch costume to (landscape3 v)\nset [brightness v] effect to (((y) * (0.2)) + (0))\nstamp\ngo to x: (0) y: (0)\nswitch costume to (black v)\nset [ghost v] effect to ((100) - (([cos v] of ((y) + (180)) ) * (-100)))\nstamp\nclear graphic effects\n\nwhen flag clicked\nhide\nerase all\n\ndefine run\nchange [timer v] by (1)\nif <(Timer) < [250]> then\n    Render Board1 at (Timer)\nend\nif <<(Timer) > [250]> and <(Timer) < [420]>> then\n    Render City1 at ((((Timer) - (250)) * (2)) - (360))\nend\nif <<(Timer) > [420]> and <(Timer) < [730]>> then\n    Render City2 at (((Timer) - (420)) * (-8))\nend\nif <<(Timer) > [730]> and <(Timer) < [930]>> then\n    Render Window1 at ((Timer) - (830))\nend\nif <<(Timer) > [930]> and <(Timer) < [1030]>> then\n    Render Lab1 at (((Timer) * (2)) - (1960))\nend\nif <<(Timer) > [1030]> and <(Timer) < [1130]>> then\n    Render Bay1 at (((Timer) * (2)) - (2160))\nend\nif <<(Timer) > [1130]> and <(Timer) < [1180]>> then\n    Render Window2 at (((Timer) - (1155)) * (4))\nend\nif <<(Timer) > [1180]> and <(Timer) < [1230]>> then\n    Render Bay2 at (((Timer) - (1200)) * (4))\nend\nif <<(Timer) > [1230]> and <(Timer) < [1280]>> then\n    Render Hub1 at ((0) - (((Timer) - (1255)) * (4)))\nend\nif <<(Timer) > [1330]> and <(Timer) < [1380]>> then\n    Render Lab2 at ((0) - (((Timer) - (1355)) * (4)))\nend\nif <<(Timer) > [1380]> and <(Timer) < [1480]>> then\n    Render Crowd1 at (((Timer) - (1380)) * (5))\nend\nif <<(Timer) > [1480]> and <(Timer) < [1555]>> then\n    Render board2 at (((Timer) - (1505)) * (4))\nend\nif <<(Timer) > [1555]> and <(Timer) < [1800]>> then\n    Render City3 at (((Timer) - (1555)) * (4))\nend\nif <<(Timer) > [1800]> and <(Timer) < [1848]>> then\n    Render Crowd2 at (((Timer) - (1824)) * (4))\nend\nif <<(Timer) > [1848]> and <(Timer) < [1896]>> then\n    Render Window3 at (((Timer) - (1872)) * (4))\nend\nif <<(Timer) > [1896]> and <(Timer) < [1950]>> then\n    Redner Hub2 at (((Timer) - (1896)) * ((-100) / (54)))\nend\nif <<(Timer) > [1950]> and <(Timer) < [1975]>> then\n    Render Lab3 at (((Timer) - (1962.5)) * (8))\nend\nif <<(Timer) > [1975]> and <(Timer) < [2075]>> then\n    Render Hub3 at ((1975) - (Timer))\nend\nif <<(Timer) > [2075]> and <(Timer) < [2175]>> then\n    Render Space1 at (((Timer) - (2125)) * (2))\nend\nif <<(Timer) > [2175]> and <(Timer) < [2375]>> then\n    Render Crowd3 at ((Timer) - (2275))\nend\nif <<(Timer) > [2375]> and <(Timer) < [2475]>> then\n    Render City4 at (((Timer) - (2425)) * (4))\nend\nif <<(Timer) > [2475]> and <(Timer) < [2525]>> then\n    Render Hub4 at (((Timer) - (2500)) * (8))\nend\nif <<(Timer) > [2525]> and <(Timer) < [2650]>> then\n    Render Sun1 at (((Timer) - (2600)) * (2))\nend\nif <<(Timer) > [2650]> and <(Timer) < [2700]>> then\n    Render Citytop at (((Timer) - (2675)) * (4))\nend\nif <<(Timer) > [2700]> and <(Timer) < [2800]>> then\n    Render City5 at (((Timer) - (2750)) * (2))\nend\nif <<(Timer) > [2800]> and <(Timer) < [2850]>> then\n    Render Lab5 at (((Timer) - (2825)) * (4))\nend\nif <<(Timer) > [2850]> and <(Timer) < [2900]>> then\n    Render Crowd4 at (((Timer) - (2875)) * (4))\nend\nif <<(Timer) > [2900]> and <(Timer) < [2950]>> then\n    Render Lab6 at (((Timer) - (2925)) * (4))\nend\nif <<(Timer) > [2950]> and <(Timer) < [3000]>> then\n    Render Hub5 at ((((Timer) - (2975)) * (-4)) - (100))\nend\nif <<(Timer) > [3000]> and <(Timer) < [3050]>> then\n    Render Space2 at (((Timer) - (3025)) * (4))\nend\nif <<(Timer) > [3050]> and <(Timer) < [3150]>> then\n    Render City6 at (((Timer) - (3100)) * (2))\nend\nif <<(Timer) > [3150]> and <(Timer) < [3200]>> then\n    Render Tower1 at (((Timer) - (3175)) * (4))\nend\nif <<(Timer) > [3200]> and <(Timer) < [3300]>> then\n    Render Corona1 at (((Timer) - (3250)) * (2))\nend\nif <<(Timer) > [3300]> and <(Timer) < [3400]>> then\n    Render City7 at (((Timer) - (3350)) * (2))\nend\nif <<(Timer) > [3400]> and <(Timer) < [3450]>> then\n    Render Corona2 at (((Timer) - (3425)) * (4))\nend\nif <<(Timer) > [3450]> and <(Timer) < [3550]>> then\n    Render Hubwindow2 at (((Timer) - (3500)) * (2))\nend\nif <<(Timer) > [3550]> and <(Timer) < [3750]>> then\n    Render Lasertime at (((Timer) - (3650)) * (1))\nend\nif <<(Timer) > [3750]> and <(Timer) < [3800]>> then\n    Render Devestation at (((Timer) - (3775)) * (4))\nend\nif <<(Timer) > [3800]> and <(Timer) < [3850]>> then\n    Render Spacewindow1 at (((Timer) - (3825)) * (4))\nend\nif <<(Timer) > [3850]> and <(Timer) < [3900]>> then\n    Render Hubscreen at (((Timer) - (3875)) * (-4))\nend\nif <<(Timer) > [3900]> and <(Timer) < [3950]>> then\n    Render Space3 at (((Timer) - (3925)) * (4))\nend\nif <<(Timer) > [3950]> and <(Timer) < [4000]>> then\n    Render Hubwindow3 at (((Timer) - (3975)) * (4))\nend\nif <(Timer) > [4000]> then\n    Render Blastoff at (((Timer) - (4050)) * (2))\nend\n\nRender City1 at (10)\n\nRender City2 at ((Timer) * (-2.5))\n\nRender City2 at (((mouse x) - (240)) * (5))\n\ndefine None\nset rotation style [all around v]\nset [\[\] v] to (time)\nif <(time) < [200]> then\n    point in direction (90)\n    switch costume to (. v)\n    set size to ((200) - (time)) %\n    switch costume to (\[\] v)\n    if <(time) < [100]> then\n        go to x: (0) y: ((((100) + (time)) * (1.5)) - (300))\n        set [brightness v] effect to ((time) - (100))\n    else\n        go to x: (0) y: (0)\n        clear graphic effects\n    end\n    switch costume to (board1 v)\n    stamp\n    switch costume to (. v)\n    set size to ((200) - (time)) %\n    switch costume to (\[\] v)\n    if <(time) < [100]> then\n        go to x: (0) y: ((((100) + (time)) * (1.5)) - (300))\n        if <(time) < [50]> then\n            set [brightness v] effect to (((time) * (2)) - (100))\n        else\n            set [brightness v] effect to (0)\n        end\n    else\n        go to x: (0) y: (0)\n        clear graphic effects\n    end\n    switch costume to (buttons1 v)\n    stamp\n    switch costume to (. v)\n    set size to ((200) - (time)) %\n    switch costume to (\[\] v)\n    if <(time) < [100]> then\n        go to x: (0) y: ((((100) + (time)) * (1.5)) - (300))\n        switch costume to (timelever1 v)\n    else\n        go to x: (0) y: (110)\n        switch costume to (timelever2 v)\n        if <(time) < [150]> then\n            point in direction ((((time) / (100)) - (1.5)) * (-180))\n        else\n            point in direction (0)\n            set pen size to (5)\n            set pen color to (#6d6e71)\n            pen down\n            if <(time) < [160]> then\n                go to x: ((x position) + (((time) - (150)) * (-4))) y: ((y position) + (((time) - (150)) * (1)))\n            else\n                go to x: ((x position) + (-40)) y: ((y position) + (10))\n            end\n            pen up\n        end\n    end\n    clear graphic effects\n    stamp\nend\nif <(time) > [150]> then\n    point in direction (90)\n    switch costume to (black v)\n    go to x: (0) y: (0)\n    set [ghost v] effect to (((200) - (time)) * (2))\n    stamp\nend\n\ndefine None\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset [brightness v] effect to (((x) * (-0.05)) + (-100))\nstamp\nswitch costume to (\[\] v)\nset x to ((x) * (0.05))\nswitch costume to (sun v)\nset [brightness v] effect to (((x) * (-0.1)) + (-100))\nstamp\nswitch costume to (\[\] v)\nset x to ((x) * (0.2))\nswitch costume to (back3 v)\nset [brightness v] effect to (((x) * (-0.05)) + (-100))\nstamp\nswitch costume to (\[\] v)\nset x to (((x) * (0.26)) + (480))\nswitch costume to (shiphub1 v)\nset [brightness v] effect to (((x) * (-0.05)) + (-80))\nstamp\nswitch costume to (\[\] v)\nset x to ((x) * (0.32))\nswitch costume to (back2 v)\nset [brightness v] effect to (((x) * (-0.05)) + (-70))\nstamp\nswitch costume to (\[\] v)\nset x to ((x) * (0.4))\nswitch costume to (back1 v)\nset [brightness v] effect to (((x) * (-0.05)) + (-60))\nstamp\nswitch costume to (\[\] v)\nset x to ((x) * (0.6))\nswitch costume to (crowd1 v)\nset [brightness v] effect to (((x) * (-0.05)) + (-70))\nstamp\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (black v)\nset [ghost v] effect to ((100) - (([cos v] of ((((x) + (240)) * (0.14)) - (56.4)) ) * (100)))\nstamp\nclear graphic effects\nset [\[\] v] to (x)\n\nRender City1 at ((10) - (360))\n\nRender Board1 at (((mouse x) / (1)) + (2.4))\n\ndefine None\nset [\[\] v] to (time)\npoint in direction (90)\nclear graphic effects\ngo to x: ((time) * (-1.2)) y: (0)\nswitch costume to (labback1 v)\nset [brightness v] effect to (((time) / (1)) - (100))\nstamp\ngo to x: ((time) * (-1.5)) y: (0)\nswitch costume to (labstuff2 v)\nset [brightness v] effect to (((time) / (1)) - (75))\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-1.7)) + (50)) y: (-120)\nswitch costume to (scientist1 v)\nset size to (500) %\nset [brightness v] effect to (((time) / (1)) - (75))\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-1.7)) + (250)) y: (-120)\nswitch costume to (scientist2 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-1.7)) + (-200)) y: (-120)\nswitch costume to (scientist3 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (2)) + (300)) y: (-120)\nswitch costume to (scientist1 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-2)) + (-100)) y: (-120)\nswitch costume to (scientist2 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-2)) + (0)) y: (-120)\nswitch costume to (scientist3 v)\nstamp\ngo to x: (((time) * (-2.3)) + (200)) y: (-120)\nswitch costume to (\[\] v)\nswitch costume to (scientist1 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-2.3)) + (150)) y: (-120)\nswitch costume to (scientist2 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-2.3)) + (0)) y: (-120)\nswitch costume to (scientist3 v)\nstamp\nset size to (100) %\ngo to x: ((time) * (-2.4)) y: (0)\nswitch costume to (labstuff1 v)\nstamp\nif <(time) > [50]> then\n    switch costume to (. v)\n    set size to (100) %\n    go to x: (0) y: (0)\n    switch costume to (black v)\n    clear graphic effects\n    set [ghost v] effect to ((100) - (((time) - (50)) * (2)))\n    stamp\nend\nclear graphic effects\n\nRender Window1 at (((mouse x) / (2.4)) + (2.4))\n\ndefine None\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nstamp\nset size to (50) %\ngo to x: (0) y: (((time) * (-0.1)) + (50))\nswitch costume to (sun v)\nstamp\nset size to (100) %\ngo to x: (0) y: ((time) * (-0.2))\nswitch costume to (back4 v)\nstamp\ngo to x: (0) y: (((time) * (-0.3)) - (0))\nswitch costume to (back5 v)\nstamp\ngo to x: (0) y: (((time) * (-0.6)) - (50))\nswitch costume to (shiphub4 v)\nstamp\nset [brightness v] effect to (pick random (0) to (20))\nswitch costume to (ship2 v)\nchange x by (pick random (-4) to (4))\nchange y by (pick random (-2) to (2))\nstamp\nclear graphic effects\ngo to x: (0) y: (((time) * (-1)) - (100))\nswitch costume to (crowd2 v)\nstamp\n\ndefine None\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset [brightness v] effect to (((time) / (2)) - (50))\nstamp\nset size to (50) %\ngo to x: (0) y: (((time) * (-0.1)) + (50))\nswitch costume to (sun v)\nset [brightness v] effect to (((time) * (2)) - (50))\nstamp\nset size to (100) %\ngo to x: (0) y: ((time) * (-0.2))\nswitch costume to (back4 v)\nset [brightness v] effect to (((time) / (3)) - (50))\nstamp\ngo to x: (0) y: (((time) * (-0.3)) - (0))\nswitch costume to (back5 v)\nset [brightness v] effect to (((time) / (2)) - (50))\nstamp\ngo to x: (0) y: (((time) * (-0.6)) - (50))\nswitch costume to (shiphub3 v)\nstamp\ngo to x: (0) y: (((time) * (-1)) - (100))\nswitch costume to (crowd2 v)\nstamp\nif <(time) > [50]> then\n    switch costume to (. v)\n    set size to (100) %\n    go to x: (0) y: (0)\n    switch costume to (black v)\n    set [ghost v] effect to ((100) - (((time) - (50)) * (2)))\n    stamp\nend\nclear graphic effects\n\nif <(time) > [50]> then\n    switch costume to (. v)\n    set size to (100) %\n    go to x: (0) y: (0)\n    switch costume to (black v)\n    set [ghost v] effect to ((100) - (((time) - (50)) * (2)))\n    stamp\nend\nclear graphic effects\n\nbroadcast (cheat v)\n\ndefine None\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset size to (100) %\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (0.05)) + (100)) %\ngo to x: (0) y: (((time) + (100)) * (-0.05))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (sun v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (0.2)) + (100)) %\ngo to x: (0) y: (((time) + (100)) * (-0.2))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (back3 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (0.7)) + (100)) %\ngo to x: (0) y: (((time) + (100)) * (-0.7))\nswitch costume to (window v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (0.7)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) * (-3)) + (-500))\nswitch costume to (player.right2 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (1)) + (100)) %\ngo to x: (0) y: (((time) + (100)) * (-1))\nswitch costume to (chair1 v)\nstamp\n\nRender Bay2 at ((mouse x) / (2.4))\n\nwhen I receive [cheat v]\nhide\nset [timer v] to [0]\nrepeat until <(Timer) > [4200]>\n    run\nend\nbroadcast (cutover v)\n\ndefine None\nset [\[\] v] to (time)\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset size to (100) %\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.05)) + (100)) %\ngo to x: (0) y: (((time) + (-100)) * (0.05))\nswitch costume to (sun v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.2)) + (100)) %\ngo to x: (0) y: (((time) + (-100)) * (0.2))\nswitch costume to (back3 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.3)) + (100)) %\ngo to x: (50) y: (((time) + (-100)) * (0.3))\nswitch costume to (shiphub3 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.5)) + (100)) %\ngo to x: (0) y: (((time) + (-100)) * (0.7))\nswitch costume to (labback2 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.7)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-100)) * (0.8))\nswitch costume to (lab hub 1 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.8)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-200)) * (0.9))\nswitch costume to (scientist7 v)\nstamp\npoint in direction ((time) + (-220))\nswitch costume to (glove2 v)\nstamp\npoint in direction (90)\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.9)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (((time) + (-200)) * (-1)) y: (((time) + (-200)) * (1))\nswitch costume to (scientist8 v)\nstamp\npoint in direction ((time) * (-3))\nswitch costume to (glove2 v)\nstamp\npoint in direction (90)\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-1)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (((time) + (-225)) * (1.1)) y: (((time) + (-200)) * (1.1))\nswitch costume to (scientist9 v)\nstamp\npoint in direction ((([sin v] of ((time) * (10)) ) * (100)) + (35))\nswitch costume to (glove2 v)\nstamp\npoint in direction (90)\n\nRender Lab2 at ((mouse x) / (2.4))\n\ndefine None\npoint in direction (90)\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nstamp\nswitch costume to (\[\] v)\nset y to ((x) * (0.1))\nswitch costume to (sun v)\nstamp\nswitch costume to (\[\] v)\nset y to (((x) * (0.2)) - (95))\nswitch costume to (landscape3 v)\nset [brightness v] effect to (-30)\nstamp\nswitch costume to (\[\] v)\nset y to (((x) * (0.3)) - (95))\nswitch costume to (landscape2 v)\nset [brightness v] effect to (-50)\nstamp\nclear graphic effects\nswitch costume to (\[\] v)\nset y to (((x) * (0.4)) - (95))\nswitch costume to (landscape1 v)\nstamp\nswitch costume to (\[\] v)\nset y to (((x) * (0.6)) - (320))\nswitch costume to (crowd3 v)\nstamp\nswitch costume to (\[\] v)\nset y to (((x) * (1)) - (500))\nswitch costume to (shiphubshadow v)\nset [ghost v] effect to (60)\nstamp\nswitch costume to (\[\] v)\nset y to (((x) * (1)) - (500))\nchange x by (pick random (-2) to (2))\nchange y by (pick random (-2) to (2))\nswitch costume to (costume6 v)\nset size to (((x) * (0.1)) + (50)) %\nset [ghost v] effect to (60)\nstamp\nset size to (100) %\nswitch costume to (\[\] v)\nset y to (((x) * (1)) - (650))\nchange x by (-100)\nswitch costume to (costume7 v)\nset [ghost v] effect to (60)\npoint in direction (x)\nstamp\nset size to (100) %\nswitch costume to (\[\] v)\nset y to (((x) * (1)) - (650))\nchange x by (200)\nswitch costume to (costume8 v)\nset [ghost v] effect to (60)\npoint in direction ((x) * (-1))\nstamp\npoint in direction (90)\n\nforever\n    Render Crowd1 at ((mouse x) + (260))\nend\n\ndefine None\npoint in direction (90)\nclear graphic effects\nset size to ((100) + (((time) + (100)) / (5))) %\nswitch costume to (board2 v)\ngo to x: (0) y: (0)\nstamp\nswitch costume to (board3 v)\nset [brightness v] effect to ((([sin v] of ((time) * (2)) ) * (30)) + (30))\nstamp\nif <(time) < [75]> then\n    change y by ((0.5) * (((time) + (100)) / (10)))\n    stamp\nend\nswitch costume to (\[\] v)\nclear graphic effects\ngo to x: (80) y: (30)\npoint in direction (85)\nif <(time) < [75]> then\n    move ((400) - ((time) * (5))) steps\nend\nswitch costume to (glove3 v)\nstamp\n\ndefine None\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (sky v)\nclear graphic effects\nset size to (100) %\nstamp\nswitch costume to (sun v)\nset size to (50) %\nset y to (((y) * (-0.03)) + (50))\nset x to (-130)\nstamp\nset size to ((100) + (([sin v] of ((y) * (5)) ) * (5))) %\nset [ghost v] effect to ((30) + (([sin v] of ((y) * (5)) ) * (15)))\npoint in direction (90)\nswitch costume to (\[\] v)\ngo to x: (0) y: (((y) * (0.3)) + (-280))\nswitch costume to (costume9 v)\nstamp\nclear graphic effects\nset size to ((30) + (([sin v] of (y) ) * (20))) %\npoint in direction (0)\nswitch costume to (\[\] v)\ngo to x: (0) y: (((y) * (0.3)) + (-280))\nswitch costume to (flame 1 v)\nstamp\nset size to ((30) + (([sin v] of ((y) * (2)) ) * (20))) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((y) * (0.3)) + (-280))\nswitch costume to (flame 2 v)\nstamp\nset size to (50) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((y) * (0.3)) + (-250))\nswitch costume to (ship v)\nstamp\nrepeat (30)\n    switch costume to (bubble v)\n    set size to (100) %\n    go to x: (0) y: (((y) * (0.3)) + (-250))\n    set [y v] to (pick random (10) to (50))\n    change y by ((-30) - ((y) * (2)))\n    change x by (pick random (((50) - (y)) / (5)) to ((-1) * (((50) - (y)) / (5))))\n    set [ghost v] effect to ((y) + (50))\n    stamp\nend\nclear graphic effects\npoint in direction (90)\nset size to (100) %\nswitch costume to (\[\] v)\nset y to (((y) * (-0.4)) + (-100))\nset x to (-50)\nswitch costume to (back3 v)\nstamp\nswitch costume to (\[\] v)\nchange x by (50)\nset y to (((y) * (-0.7)) + (-100))\nswitch costume to (towers2 v)\nstamp\nswitch costume to (\[\] v)\nset y to (((y) * (-1)) + (-100))\nswitch costume to (towers1 v)\nstamp\n\nforever\n    Render City3 at (((mouse y) * (2)) + (260))\nend\n\ndefine None\npoint in direction (90)\nswitch costume to (sky v)\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nstamp\ngo to x: (((x) * (2)) + (-100)) y: (100)\nswitch costume to (back3 v)\nset size to (500) %\nset [brightness v] effect to (pick random (-1) to (1))\nstamp\ngo to x: (((x) * (1.5)) + (-50)) y: (100)\nswitch costume to (landscape3 v)\nset size to (500) %\nset [brightness v] effect to (pick random (-2) to (2))\nstamp\ngo to x: ((x) * (1.2)) y: (0)\nswitch costume to (landscape1 v)\nset size to (500) %\nset [brightness v] effect to (pick random (-3) to (3))\nstamp\ngo to x: (x) y: (0)\nswitch costume to (crowd2 v)\nset size to (500) %\nset [brightness v] effect to (pick random (-32) to (-28))\nstamp\ngo to x: (((x) * (0.8)) + (-320)) y: (0)\nset size to (100) %\nswitch costume to (crowd1 v)\nset [brightness v] effect to (pick random (-18) to (-12))\nstamp\nset [brightness v] effect to (pick random (-5) to (5))\nswitch costume to (npc1 v)\ngo to x: (((x) * (0.5)) + (-20)) y: (-155)\nset size to (500) %\nstamp\nswitch costume to (npc2 v)\ngo to x: (((x) * (0.4)) + (-80)) y: (-150)\nstamp\nswitch costume to (npc3 v)\ngo to x: (((x) * (0.3)) + (50)) y: (-145)\nstamp\nswitch costume to (npc4 v)\ngo to x: (((x) * (0.2)) + (-150)) y: (-140)\nstamp\nswitch costume to (npc5 v)\ngo to x: (((x) * (0.1)) + (100)) y: (-140)\nstamp\n\ndefine None\npoint in direction (90)\nclear graphic effects\nswitch costume to (. v)\nset size to (120) %\nswitch costume to (houseback v)\ngo to x: ((time) * (0.1)) y: ((time) * (0.2))\nstamp\nswitch costume to (. v)\nset size to (3000) %\nswitch costume to (daughter.right v)\ngo to x: ((time) * (0.15)) y: ((time) * (0.3))\nstamp\nset size to ((100) + (([sin v] of ((time) * (5)) ) * (5))) %\nset [ghost v] effect to ((60) + (([sin v] of ((time) * (5)) ) * (15)))\npoint in direction (90)\nswitch costume to (\[\] v)\ngo to x: (((time) * (0.5)) + (150)) y: ((time) * (2))\nswitch costume to (costume9 v)\nstamp\nclear graphic effects\nset [ghost v] effect to (60)\nset size to ((30) + (([sin v] of (time) ) * (20))) %\npoint in direction (0)\nswitch costume to (\[\] v)\nchange y by (-10)\nswitch costume to (flame 1 v)\nstamp\nset size to ((30) + (([sin v] of ((time) * (2)) ) * (20))) %\nswitch costume to (flame 2 v)\nstamp\nset size to (50) %\nswitch costume to (\[\] v)\nchange y by (30)\nswitch costume to (ship v)\nstamp\nrepeat (30)\n    set size to (100) %\n    switch costume to (\[\] v)\n    go to x: (((time) * (0.5)) + (150)) y: (((time) * (2)) + (30))\n    set [y v] to (pick random (10) to (50))\n    change y by ((-30) - ((y) * (2)))\n    change x by (pick random (((50) - (y)) / (5)) to ((-1) * (((50) - (y)) / (5))))\n    set [ghost v] effect to ((y) + (50))\n    switch costume to (bubble v)\n    stamp\nend\npoint in direction (90)\nset [ghost v] effect to (60)\nswitch costume to (\[\] v)\ngo to x: ((time) * (0.4)) y: ((time) * (0.8))\nswitch costume to (. v)\nset size to (150) %\nswitch costume to (back3 v)\nstamp\nclear graphic effects\npoint in direction (90)\nswitch costume to (. v)\nset size to (150) %\nswitch costume to (window2 v)\ngo to x: ((time) * (0.2)) y: ((time) * (0.4))\nstamp\n\nforever\n    Render Window3 at ((mouse x) / (1.2))\nend\n\ndefine None\nswitch costume to (. v)\nset size to (110) %\nswitch costume to (space v)\ngo to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\nstamp\nswitch costume to (. v)\nset size to (100) %\nswitch costume to (surface v)\ngo to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\nchange y by (((time) + (-10)) * (2))\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (0.7)) + (100)) %\ngo to x: (0) y: (((time) + (100)) * (-0.7))\nswitch costume to (window v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (0.7)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) * (-3)) + (-500))\nswitch costume to (player.right2 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (1)) + (100)) %\ngo to x: (0) y: (((time) + (100)) * (-1))\nswitch costume to (chair1 v)\nstamp\n\ndefine None\nswitch costume to (. v)\nset size to (150) %\nswitch costume to (labback1 v)\ngo to x: ((time) * (-0.5)) y: (0)\nstamp\nswitch costume to (labstuff1 v)\ngo to x: ((time) * (-0.3)) y: (0)\nstamp\nswitch costume to (timelever3 v)\ngo to x: (((time) * (-0.15)) - (150)) y: (0)\nif <(time) > [50]> then\n    turn right (((time) - (50)) * (0.5)) degrees\n    change y by (((time) - (50)) * (-0.5))\n    set [brightness v] effect to (((time) - (50)) * (0.5))\nend\nstamp\nclear graphic effects\npoint in direction (90)\nswitch costume to (lever hub1 v)\nset size to (100) %\ngo to x: ((time) * (-0.1)) y: (0)\nstamp\nset rotation style [left-right v]\npoint in direction (-90)\nswitch costume to (scientist6 v)\nset size to (200) %\ngo to x: (((time) * (-0.1)) + (170)) y: (-50)\nif <(time) > [50]> then\n    change x by (((time) - (50)) * (-0.2))\n    change y by (((time) - (50)) * (-0.5))\nend\nstamp\nset rotation style [all around v]\nswitch costume to (glove1 v)\nset size to (1500) %\nif <(time) < [50]> then\n    go to x: ((time) * (-0.1)) y: (((time) - (0)) * (1))\n    turn left (((time) - (0)) * (-0.2)) degrees\nelse\n    go to x: ((time) * (-0.1)) y: (((time) - (100)) * (-1))\n    turn left (((time) - (150)) * (0.2)) degrees\nend\nstamp\npoint in direction (90)\n\nforever\n    Render Lab3 at ((mouse x) / (2.4))\nend\n\ndefine None\nclear graphic effects\npoint in direction (90)\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.7)) + (50)) %\ngo to x: (0) y: (10)\nchange x by (pick random (-2) to (2))\nchange y by (pick random (-2) to (2))\nswitch costume to (back6 v)\nstamp\nswitch costume to (join [screen] ((([floor v] of ((time) / (10)) ) mod (3)) + (1)))\nstamp\nif <(time) < [-25]> then\n    switch costume to (screentimeframe1 v)\n    if <(time) > [-50]> then\n        set size to (((time) + (25)) * (-6)) %\n    end\nend\nstamp\nif <(time) < [-50]> then\n    set pen color to (#ff00bf)\n    set pen size to (5)\n    go to x: (10) y: (5)\n    change x by (pick random (-2) to (2))\n    change y by (pick random (-2) to (2))\n    point in direction (((time) + (50)) * (-10))\n    move (((time) + (-100)) * (-0.1)) steps\n    pen down\n    move (((time) + (-100)) * (-0.3)) steps\n    pen up\n    go to x: (10) y: (5)\n    change x by (pick random (-2) to (2))\n    change y by (pick random (-2) to (2))\n    point in direction (((time) + (50)) * ((-10) / (12)))\n    move (((time) + (-100)) * (-0.1)) steps\n    pen down\n    move (((time) + (-100)) * (-0.2)) steps\n    pen up\n    if <(time) > [-75]> then\n        Print number (((time) + (50)) * (-3)) at (pick random (28) to (32)) (pick random (-2) to (2)) size ((((time) + (-100)) * (-0.005)) + (3))\n    else\n        Print number (75) at (pick random (28) to (32)) (pick random (-2) to (2)) size ((((time) + (-100)) * (-0.005)) + (3))\n    end\nend\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.5)) + (50)) %\nswitch costume to (\[\] v)\ngo to x: ((((time) + (0)) * (1)) + (-150)) y: (((time) + (-500)) * (0.5))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (player.right2 v)\nset rotation style [left-right v]\npoint in direction (-90)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-1)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-100)) * (1))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (chair1 v)\nstamp\npoint in direction (90)\nset rotation style [all around v]\n\ndefine None\nset [num v] to (dec)\nset [i v] to (length of (dec))\nset [r v] to [0]\nrepeat until <(i) < [0]>\n    pow (5) (i)\n    set [n v] to ([floor v] of ((num) / (nn)) )\n    change [num v] by (((nn) * (-1)) * (n))\n    pow (10) (i)\n    change [r v] by ((n) * (nn))\n    change [i v] by (-1)\nend\npoint in direction (90)\nswitch costume to (. v)\nset size to ((s) * (100)) %\nswitch costume to (\[\] v)\ngo to x: (x) y: (y)\nset [i v] to [0]\nchange x by (((s) * (-2.5)) * (length of (r)))\nrepeat (length of (r))\n    change [i v] by (1)\n    switch costume to (join [c] (letter (i) of (r)))\n    stamp\n    change x by ((s) * (5))\n    if <((i) mod (4)) = [0]> then\n        set x to (x)\n        change x by (((s) * (-2.5)) * (length of (r)))\n        change y by ((s) * (5))\n    end\nend\n\ndefine None\nset [nn v] to [1]\nrepeat (b)\n    set [nn v] to ((nn) * (a))\nend\n\nset [timer v] to [0]\nforever\n    erase all\n    Print number (Timer) at (100) (0) size (3)\n    change [timer v] by (1)\nend\n\ndefine None\nset [\[\] v] to (time)\ngo to x: (0) y: (0)\nswitch costume to (space2 v)\nset size to (100) %\npoint in direction (90)\nset [brightness v] effect to (((time) + (100)) / (-10))\nstamp\nset pen color to (join [0x] [50FF00AA])\nset pen size to (3)\nif <(time) > [-50]> then\n    if <(time) < [-40]> then\n        set [i v] to [0]\n        repeat (31)\n            go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((i) + (time)) ) * (((-50) - (time)) * (-7.5))))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((i) + (time)) ) * (((-50) - (time)) * (-7.5)))))\n            pen down\n            change [i v] by (12)\n        end\n        pen up\n    else\n        set [i v] to [0]\n        repeat (31)\n            go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((i) + (time)) ) * (75)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((i) + (time)) ) * (75))))\n            pen down\n            change [i v] by (12)\n        end\n        pen up\n        go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((time) * (4)) ) * (10)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((time) * (4)) ) * (10))))\n        pen down\n        go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((time) * (4)) ) * (65)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((time) * (4)) ) * (65))))\n        pen up\n        go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((time) * ((1) / (3))) ) * (10)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((time) * ((1) / (3))) ) * (10))))\n        pen down\n        go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((time) * ((1) / (3))) ) * (50)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((time) * ((1) / (3))) ) * (50))))\n        pen up\n    end\nend\nset pen color to (join [0x] [10FFFFFF])\nswitch costume to (\[\] v)\nrepeat (10)\n    go to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n    point in direction (-20)\n    set [n v] to (pick random (50) to (100))\n    move (n) steps\n    pen down\n    move ((n) * (-2)) steps\n    pen up\nend\nclear graphic effects\nswitch costume to (. v)\nset size to ((100) + (([sin v] of ((time) * (5)) ) * (5))) %\npoint in direction (70)\nswitch costume to (\[\] v)\ngo to x: (((time) * (-0.25)) + (100)) y: ((time) * (0.5))\nchange x by (pick random (3) to (-3))\nchange y by (pick random (3) to (-3))\nswitch costume to (costume9 v)\nstamp\nclear graphic effects\nset size to ((30) + (([sin v] of (time) ) * (20))) %\npoint in direction (-20)\nswitch costume to (\[\] v)\nchange y by (-10)\nswitch costume to (flame 1 v)\nstamp\nset size to ((30) + (([sin v] of ((time) * (2)) ) * (20))) %\nswitch costume to (flame 2 v)\nstamp\nset size to (50) %\nswitch costume to (\[\] v)\nmove (30) steps\nswitch costume to (ship v)\nstamp\nrepeat (30)\n    set size to (100) %\n    switch costume to (\[\] v)\n    go to x: (((time) * (-0.25)) + (100)) y: (((time) * (0.5)) + (30))\n    set [y v] to (pick random (10) to (50))\n    change y by ((-30) - ((y) * (2)))\n    change x by (pick random (((50) - (y)) / (5)) to ((-1) * (((50) - (y)) / (5))))\n    change x by ((y) * (0.75))\n    set [ghost v] effect to ((y) + (50))\n    switch costume to (bubble v)\n    stamp\nend\nclear graphic effects\n\ndefine None\nerase all\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (sky v)\nset size to (100) %\npoint in direction (90)\nstamp\nswitch costume to (back3 v)\nset [brightness v] effect to (-10)\ngo to x: (((time) * (-0.05)) - (50)) y: (0)\nstamp\nswitch costume to (city 2 v)\nset [brightness v] effect to (-10)\ngo to x: ((time) * (-0.02)) y: (-10)\nstamp\nswitch costume to (city 1 v)\ngo to x: ((time) * (0.01)) y: (-30)\nchange [brightness v] effect by (10)\nstamp\nswitch costume to (city 0 v)\ngo to x: ((time) * (0.03)) y: (-50)\nchange [brightness v] effect by (10)\nstamp\nclear graphic effects\nswitch costume to (\[\] v)\ngo to x: (((time) * (-0.5)) + (300)) y: (-150)\nswitch costume to (shadow1 v)\nset [ghost v] effect to (40)\nstamp\n\ndefine None\ngo to x: (0) y: ((time) * (-0.1))\nswitch costume to (player.front v)\nset size to (120) %\nswitch costume to (back v)\nclear graphic effects\npoint in direction (90)\nstamp\ngo to x: (0) y: (((time) * (-0.2)) - (130))\nswitch costume to (player.front v)\nset size to (2000) %\nstamp\ngo to x: (0) y: ((time) * (-0.1))\nswitch costume to (player.front v)\nset size to (120) %\nswitch costume to (shadow2 v)\nset [ghost v] effect to (80)\nstamp\n\ndefine None\nerase all\nset rotation style [all around v]\npoint in direction (90)\nclear graphic effects\nswitch costume to (ship v)\nset size to (120) %\nswitch costume to (space3 v)\ngo to x: ((time) * (0.01)) y: ((time) * (0.005))\nstamp\ngo to x: ((time) * (0.2)) y: ((time) * (0.1))\nclear graphic effects\nswitch costume to (sun v)\nset size to (150) %\nset [brightness v] effect to ((([cos v] of (time) ) * (20)) + (0))\nstamp\ngo to x: ((time) * (0.3)) y: ((time) * (0.2))\nclear graphic effects\nswitch costume to (shipcolor v)\nset size to (150) %\nset [brightness v] effect to ((([cos v] of (((time) + (-100)) * (2)) ) * (15)) + (-50))\npoint in direction (150)\nmove ((time) * (-0.8)) steps\nstamp\n\ndefine None\nclear graphic effects\npoint in direction (90)\nswitch costume to (. v)\nset size to (120) %\nswitch costume to (land v)\ngo to x: ((time) * (-0.5)) y: ((time) * (0.3))\nrepeat (5)\n    stamp\n    next costume\nend\nswitch costume to (land v)\ngo to x: ((time) * (-0.55)) y: ((time) * (0.35))\nrepeat (4)\n    next costume\n    stamp\nend\ngo to x: ((time) * (-0.6)) y: ((time) * (0.4))\nswitch costume to (costume11 v)\nset [ghost v] effect to (60)\nstamp\nclear graphic effects\nswitch costume to (land v)\nnext costume\nrepeat (3)\n    next costume\n    stamp\nend\nswitch costume to (land v)\nnext costume\nnext costume\ngo to x: ((time) * (-0.65)) y: ((time) * (0.45))\nrepeat (2)\n    next costume\n    stamp\nend\nswitch costume to (land v)\nnext costume\nnext costume\nnext costume\ngo to x: ((time) * (-0.75)) y: ((time) * (0.55))\nrepeat (1)\n    next costume\n    stamp\nend\nswitch costume to (. v)\nset size to (500) %\nswitch costume to (shipcolor v)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (60)\npoint in direction (130)\ngo to x: ((time) * (-0.5)) y: ((time) * (0.3))\nmove ((time) * (-2)) steps\nstamp\n\nforever\n    Render Hubwindow2 at ((mouse x) / (2.4))\nend\n\ndefine None\nset [\[\] v] to (time)\nset size to (100) %\npoint in direction (90)\nswitch costume to (sky v)\nset [brightness v] effect to (((time) / (2)) - (50))\nstamp\nswitch costume to (. v)\nset size to (((((100) - (time)) + (100)) / (20)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (0)\nswitch costume to (shiphub2 v)\nstamp\nswitch costume to (. v)\nset size to ((((100) - (time)) / (5)) + (100)) %\ngo to x: (0) y: (0)\nswitch costume to (window1 v)\nstamp\nswitch costume to (. v)\nset size to ((((100) - (time)) / (3)) + (100)) %\ngo to x: (0) y: (0)\nswitch costume to (two1 v)\nstamp\nif <(time) > [50]> then\n    switch costume to (. v)\n    set size to (100) %\n    go to x: (0) y: (0)\n    switch costume to (black v)\n    set [ghost v] effect to ((100) - (((time) - (50)) * (2)))\n    stamp\nend\nclear graphic effects\ngo to x: (0) y: (0)\n\ndefine None\nset [\[\] v] to (time)\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nif <(((time) * (2)) + (100)) < [0]> then\n    set [brightness v] effect to (((time) * (2)) + (100))\nelse\n    clear graphic effects\nend\nstamp\nswitch costume to (. v)\nset size to (((((100) - (time)) + (100)) / (20)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (0)\nswitch costume to (shiphub2 v)\nstamp\nswitch costume to (. v)\nset size to ((((100) - (time)) / (5)) + (100)) %\ngo to x: (0) y: (0)\nswitch costume to (window1 v)\nstamp\nswitch costume to (. v)\nset size to ((((100) - (time)) / (0.5)) + (800)) %\ngo to x: (-100) y: (-120)\nswitch costume to (player.right v)\nif <(time) > [75]> then\n    turn left (5) degrees\nend\nstamp\ngo to x: (-30) y: (-120)\npoint in direction (90)\nif <(time) > [50]> then\n    if <(time) < [75]> then\n        change x by (((time) * (-2)) + (100))\n        change y by (((time) * (0.5)) + (-25))\n    else\n        change x by (-50)\n        change y by (12.5)\n        turn left (5) degrees\n    end\nend\nswitch costume to (daughter.left v)\nstamp\n\ndefine None\nset [\[\] v] to (time)\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset size to (100) %\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.05)) + (100)) %\ngo to x: (0) y: (((time) + (-100)) * (0.05))\nswitch costume to (sun v)\nstamp\npoint in direction (135)\ngo to x: (-20) y: (75)\nmove ((time) * (-0.05)) steps\nset size to (100) %\nswitch costume to (shipcolor v)\nset [brightness v] effect to (-100)\nstamp\nclear graphic effects\npoint in direction (90)\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.2)) + (100)) %\ngo to x: (0) y: (((time) + (-100)) * (0.2))\nswitch costume to (back3 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.5)) + (100)) %\ngo to x: (0) y: (((time) + (-100)) * (0.7))\nswitch costume to (labback2 v)\nchange x by (pick random (1) to (-1))\nchange y by (pick random (1) to (-1))\nset [brightness v] effect to ((([sin v] of ((time) * (5)) ) * (30)) + (-30))\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.7)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-100)) * (0.8))\nswitch costume to (lab hub 1 v)\nchange x by (pick random (3) to (-3))\nchange y by (pick random (3) to (-3))\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.8)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-200)) * (0.9))\nswitch costume to (scientist7 v)\nchange x by (([sin v] of ((time) * (10)) ) * (200))\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.8)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-200)) * (0.9))\nswitch costume to (scientist8 v)\nchange x by (([sin v] of ((time) * (5)) ) * (210))\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.8)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-200)) * (0.9))\nswitch costume to (scientist9 v)\nchange x by (([sin v] of ((time) * (0.8)) ) * (240))\nstamp\nswitch costume to (costume12 v)\ngo to x: (-240) y: (100)\npoint in direction ((time) * (7))\nset [ghost v] effect to ((([sin v] of ((time) * (10)) ) * (30)) + (60))\nstamp\ngo to x: (240) y: (50)\npoint in direction ((time) * (-5))\nstamp\n\nforever\n    Render Lab5 at ((mouse x) / (2.4))\nend\n\ndefine None\nswitch costume to (ground v)\nset size to (120) %\ngo to x: (pick random (10) to (-10)) y: (pick random (5) to (-5))\npoint in direction (90)\nset [brightness v] effect to ((([sin v] of ((time) * (7)) ) * (50)) + (pick random (-25) to (-35)))\nstamp\nswitch costume to (npc5 v)\nset size to (1200) %\npoint in direction ((([sin v] of ((time) * (4)) ) * (30)) + (90))\ngo to x: ((([sin v] of ((time) * (4)) ) * (200)) + (100)) y: (180)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (npc1 v)\npoint in direction ((([sin v] of ((time) * (3)) ) * (50)) + (90))\ngo to x: ((([sin v] of ((time) * (-4)) ) * (150)) + (90)) y: (120)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (npc3 v)\npoint in direction ((([sin v] of ((time) * (2)) ) * (30)) + (90))\ngo to x: ((([sin v] of ((time) * (5)) ) * (100)) + (-120)) y: (80)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (npc5 v)\npoint in direction ((([sin v] of ((time) * (1)) ) * (-35)) + (90))\ngo to x: ((([sin v] of ((time) * (5)) ) * (200)) + (-40)) y: (50)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (npc2 v)\npoint in direction ((([sin v] of ((time) * (8)) ) * (50)) + (90))\ngo to x: ((([sin v] of ((time) * (3)) ) * (180)) + (-120)) y: (20)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (daughter.right v)\nset size to (2500) %\npoint in direction (90)\ngo to x: (0) y: (100)\nchange x by (pick random (25) to (-25))\nchange y by (pick random (15) to (-15))\nset [brightness v] effect to ((([sin v] of ((time) * (7)) ) * (10)) + (pick random (-10) to (-20)))\nstamp\nset [brightness v] effect to ((([sin v] of ((time) * (7)) ) * (50)) + (pick random (-25) to (-35)))\nswitch costume to (npc4 v)\nset size to (1200) %\npoint in direction ((([sin v] of ((time) * (7)) ) * (-30)) + (90))\ngo to x: ((([sin v] of ((time) * (1)) ) * (240)) + (0)) y: (-20)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (npc3 v)\npoint in direction ((([sin v] of ((time) * (5)) ) * (25)) + (90))\ngo to x: ((([sin v] of ((time) * (4)) ) * (180)) + (50)) y: (-100)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (npc1 v)\npoint in direction ((([sin v] of ((time) * (8)) ) * (-20)) + (90))\ngo to x: ((([sin v] of ((time) * (10)) ) * (50)) + (50)) y: (-150)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\ngo to x: (-250) y: (100)\nclear graphic effects\nset size to (150) %\nswitch costume to (costume12 v)\npoint in direction ((time) * (-7))\nset [ghost v] effect to ((([sin v] of ((time) * (7)) ) * (20)) + (70))\nstamp\nclear graphic effects\ngo to x: (250) y: (0)\nclear graphic effects\nset size to (150) %\nswitch costume to (costume12 v)\npoint in direction ((time) * (7))\nset [ghost v] effect to ((([sin v] of ((time) * (7)) ) * (-20)) + (70))\nstamp\nclear graphic effects\n\ndefine None\nset [y v] to (time)\nif <(time) < [0]> then\n    set [y v] to ((y) * (0.1))\n    change [y v] by (-100)\nelse\n    if <(time) < [25]> then\n        set [y v] to ((y) * (10))\n        change [y v] by (-100)\n    else\n        set [y v] to ((y) * (0.1))\n        change [y v] by (150)\n    end\nend\nswitch costume to (. v)\nset size to (150) %\nswitch costume to (labback1 v)\ngo to x: (0) y: (((y) * (2)) + (120))\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-10) to (10))\nset [brightness v] effect to (pick random (-100) to (0))\nstamp\ngo to x: (0) y: (((y) * (2)) - (240))\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-10) to (10))\nstamp\nswitch costume to (lablight.off v)\nset size to (140) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((y) * (0.6)) - (15))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (labstuff1 v)\nset [brightness v] effect to (pick random (-50) to (0))\nstamp\nswitch costume to (\[\] v)\ngo to x: (-150) y: (((y) * (0.45)) - (150))\nswitch costume to (timelever3 v)\nset size to (150) %\nset [brightness v] effect to (pick random (-50) to (0))\nif <(time) > [25]> then\n    if <(time) > [40]> then\n        turn right (75) degrees\n        set [brightness v] effect to (27.5)\n    else\n        turn right (((time) - (25)) * (5)) degrees\n        set [brightness v] effect to (((time) - (25)) * (2.5))\n    end\nend\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nstamp\nclear graphic effects\npoint in direction (90)\nset size to (100) %\nswitch costume to (\[\] v)\nset [brightness v] effect to (pick random (-50) to (0))\ngo to x: (0) y: (((y) * (0.4)) - (150))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (lever hub1 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (0) y: ((y) * (0.4))\nif <(time) < [0]> then\n    change y by (50)\n    switch costume to (lablight.on v)\n    change x by (pick random (-15) to (15))\n    change y by (pick random (-15) to (15))\n    set [brightness v] effect to (pick random (0) to (100))\nelse\n    set [brightness v] effect to (pick random (-100) to (0))\n    point in direction (((time) * (-3)) + (90))\n    if <(time) < [25]> then\n        change y by ((50) - ((time) * (5)))\n    else\n        change y by ((300) - ((time) * (15)))\n    end\n    switch costume to (lablight.off v)\nend\nset size to (170) %\nstamp\npoint in direction (90)\n\nforever\n    Render Lab6 at ((mouse x) / (2.4))\nend\n\ndefine None\npoint in direction (90)\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.7)) + (50)) %\ngo to x: (0) y: (10)\nchange x by (pick random (-2) to (2))\nchange y by (pick random (-2) to (2))\nswitch costume to (back6 v)\nstamp\nswitch costume to (join [screen] ((([floor v] of ((time) / (10)) ) mod (3)) + (1)))\nstamp\nif <(time) < [-25]> then\n    set [brightness v] effect to (pick random (0) to (50))\nend\nswitch costume to (screentimeframe1 v)\nstamp\nif <(time) < [-25]> then\n    set [ghost v] effect to (((((time) + (25)) * (-10)) mod (400)) / (4))\n    change size by ((((time) + (25)) * (-10)) mod (400))\n    change x by (((((time) + (25)) * (-10)) mod (400)) * (-0.1))\n    stamp\nend\nclear graphic effects\nset pen color to (#ff00bf)\nset pen size to (5)\ngo to x: (10) y: (5)\nchange x by (pick random (-2) to (2))\nchange y by (pick random (-2) to (2))\npoint in direction (((time) + (350)) * (-10))\nmove (((time) + (-100)) * (-0.1)) steps\npen down\nmove (((time) + (-100)) * (-0.3)) steps\npen up\ngo to x: (10) y: (5)\nchange x by (pick random (-2) to (2))\nchange y by (pick random (-2) to (2))\npoint in direction (((time) + (350)) * ((-10) / (12)))\nmove (((time) + (-100)) * (-0.1)) steps\npen down\nmove (((time) + (-100)) * (-0.2)) steps\npen up\nif <(time) > [-25]> then\n    Print number (75) at (((time) * (-0.2)) + (pick random (28) to (32))) (pick random (-2) to (2)) size ((((time) + (-100)) * (-0.005)) + (3))\nelse\n    Print number ((75) + (((time) + (25)) * (((time) + (25)) * (10)))) at (((time) * (-0.2)) + (pick random (28) to (32))) (pick random (-2) to (2)) size ((((time) + (-100)) * (-0.005)) + (3))\nend\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.5)) + (50)) %\nswitch costume to (\[\] v)\ngo to x: ((((time) + (0)) * (1)) + (-150)) y: (((time) + (-500)) * (0.5))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (player.right2 v)\nset rotation style [left-right v]\npoint in direction (-90)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-1)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-100)) * (1))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (chair1 v)\nstamp\npoint in direction (90)\nset rotation style [all around v]\n\ndefine None\nerase all\nswitch costume to (. v)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nswitch costume to (sky v)\ngo to x: (0) y: (0)\nstamp\ngo to x: (0) y: (((time) * (-0.1)) - (10))\nswitch costume to (ground v)\nstamp\ngo to x: (-200) y: (((time) * (-0.05)) + (300))\nswitch costume to (crowd1 v)\nstamp\ngo to x: (0) y: (((time) * (-0.08)) + (100))\nswitch costume to (crowd3 v)\nstamp\nset rotation style [left-right v]\ngo to x: (0) y: (((time) * (-0.1)) + (-50))\nswitch costume to (npc1 v)\nset size to (400) %\nif <(((time) * (4.8)) + (-240)) > ((x position) * (-1))> then\n    point in direction (90)\nelse\n    point in direction (-90)\nend\nstamp\ngo to x: (100) y: (((time) * (-0.1)) + (-50))\nswitch costume to (npc2 v)\nset size to (400) %\nif <(((time) * (4.8)) + (-240)) > ((x position) * (-1))> then\n    point in direction (90)\nelse\n    point in direction (-90)\nend\nstamp\ngo to x: (-150) y: (((time) * (-0.11)) + (-60))\nswitch costume to (npc3 v)\nset size to (400) %\nif <(((time) * (4.8)) + (-240)) > ((x position) * (-1))> then\n    point in direction (90)\nelse\n    point in direction (-90)\nend\nstamp\ngo to x: (-200) y: (((time) * (-0.12)) + (-70))\nswitch costume to (npc4 v)\nset size to (400) %\nif <(((time) * (4.8)) + (-240)) > ((x position) * (-1))> then\n    point in direction (90)\nelse\n    point in direction (-90)\nend\nstamp\ngo to x: (170) y: (((time) * (-0.13)) + (-80))\nswitch costume to (npc5 v)\nset size to (400) %\nif <(((time) * (4.8)) + (-240)) > ((x position) * (-1))> then\n    point in direction (90)\nelse\n    point in direction (-90)\nend\nstamp\ngo to x: (50) y: (((time) * (-0.14)) + (-90))\nswitch costume to (npc3 v)\nset size to (400) %\nif <(((time) * (4.8)) + (-240)) > ((x position) * (-1))> then\n    point in direction (90)\nelse\n    point in direction (-90)\nend\nstamp\npoint in direction (90)\nif <(time) > [0]> then\n    switch costume to (\[\] v)\n    go to x: (((time) * (-18)) + (1200)) y: (50)\n    switch costume to (shadow1 v)\n    set [ghost v] effect to (60)\n    stamp\nend\n\nforever\n    Render Hub3 at (((mouse x) / (2.4)) + (-100))\nend\n\ndefine None\nset [\[\] v] to (time)\ngo to x: (0) y: (0)\nswitch costume to (space2 v)\nset size to (100) %\npoint in direction (90)\nset [brightness v] effect to (((time) + (100)) / (-10))\nstamp\nset [r v] to [40]\nif <(time) > [-50]> then\n    if <(time) < [0]> then\n        set [r v] to ((40) + ((time) + (50)))\n    else\n        set [r v] to [90]\n    end\nend\nset pen color to (join [0x] [50FF00AA])\nset pen size to (3)\nset [i v] to [0]\nrepeat (31)\n    go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((i) + (time)) ) * (r)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((i) + (time)) ) * (r))))\n    pen down\n    change [i v] by (12)\nend\npen up\nif <(time) > [-50]> then\n    if <(time) < [0]> then\n        set [r v] to ((40) + (((time) + (50)) * (2)))\n    else\n        set [r v] to [140]\n    end\n    set pen color to (join [0x] [50FF00AA])\n    set pen size to (3)\n    set [i v] to [0]\n    repeat (31)\n        go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((i) + (time)) ) * (r)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((i) + (time)) ) * (r))))\n        pen down\n        change [i v] by (12)\n    end\n    pen up\nend\ngo to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * (4)) + (250)) ) * ((r) * ((2) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * (4)) + (250)) ) * ((r) * ((2) / (15))))))\npen down\ngo to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * (4)) + (250)) ) * ((r) * ((13) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * (4)) + (250)) ) * ((r) * ((13) / (15))))))\npen up\ngo to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * ((1) / (3))) + (250)) ) * ((r) * ((2) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * ((1) / (3))) + (250)) ) * ((r) * ((2) / (15))))))\npen down\ngo to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * ((1) / (3))) + (250)) ) * ((r) * ((1.8) / (3)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * ((1) / (3))) + (250)) ) * ((r) * ((1.8) / (3))))))\npen up\nset pen color to (join [0x] [10FFFFFF])\nswitch costume to (\[\] v)\nrepeat (10)\n    go to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n    point in direction (-20)\n    set [n v] to (pick random (50) to (100))\n    move (n) steps\n    pen down\n    move ((n) * (-2)) steps\n    pen up\nend\nclear graphic effects\nswitch costume to (costume9 v)\nset size to (((160) / (3)) + (([sin v] of ((time) * (5)) ) * ((8) / (3)))) %\npoint in direction (70)\nswitch costume to (\[\] v)\ngo to x: (((time) * (-0.25)) + (100)) y: ((time) * (0.5))\nchange x by (pick random (3) to (-3))\nchange y by (pick random (3) to (-3))\nswitch costume to (costume9 v)\nstamp\nclear graphic effects\nset size to (((48) / (3)) + (([sin v] of (time) ) * ((32) / (3)))) %\npoint in direction (-20)\nswitch costume to (\[\] v)\nchange y by (-5)\nswitch costume to (flame 1 v)\nstamp\nset size to (((48) / (3)) + (([sin v] of ((time) * (2)) ) * ((32) / (3)))) %\nswitch costume to (flame 2 v)\nstamp\nset size to ((80) / (3)) %\nswitch costume to (\[\] v)\nmove (20) steps\nswitch costume to (ship v)\nstamp\nrepeat (30)\n    set size to ((160) / (3)) %\n    switch costume to (\[\] v)\n    go to x: (((time) * (-0.25)) + (100)) y: (((time) * (0.5)) + (30))\n    set [y v] to (pick random (10) to (50))\n    change y by ((-30) - ((y) * (2)))\n    change x by (pick random (((50) - (y)) / (5)) to ((-1) * (((50) - (y)) / (5))))\n    change x by ((y) * (0.75))\n    set [ghost v] effect to ((y) + (50))\n    switch costume to (bubble v)\n    stamp\nend\nclear graphic effects\n\nforever\n    Render Space2 at ((mouse x) / (2.4))\nend\n\nforever\n    Render City7 at ((mouse x) / (2.4))\nend\n\ndefine None\nclear graphic effects\npoint in direction (90)\nswitch costume to (. v)\nset size to (350) %\nswitch costume to (safetytowerback v)\ngo to x: (0) y: ((time) * (-3))\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nset [brightness v] effect to ((([sin v] of ((time) * (-10)) ) * (20)) - (20))\nstamp\nswitch costume to (towerpeople v)\ngo to x: (0) y: ((time) * (-3.5))\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nchange x by (([sin v] of ((time) * (-3)) ) * (20))\nset [brightness v] effect to ((([sin v] of ((time) * (-8)) ) * (30)) - (30))\nstamp\ngo to x: (0) y: ((time) * (-4))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-2) to (2))\nswitch costume to (towerdaughter v)\nset [brightness v] effect to ((([sin v] of ((time) * (-5)) ) * (10)) - (10))\nstamp\nswitch costume to (safetytower v)\ngo to x: (0) y: ((time) * (-4.5))\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nset [brightness v] effect to ((([sin v] of ((time) * (20)) ) * (50)) - (50))\nstamp\nswitch costume to (. v)\nset size to (120) %\nswitch costume to (sinkground v)\ngo to x: (0) y: (0)\nchange x by (pick random (-20) to (20))\nchange y by (pick random (10) to (-10))\nset [brightness v] effect to ((([sin v] of ((time) * (5)) ) * (30)) - (30))\nstamp\nrepeat (15)\n    switch costume to (dust v)\n    set size to (pick random (100) to (400)) %\n    go to x: (pick random (-240) to (240)) y: (pick random (-180) to (-90))\n    point in direction (pick random (1) to (360))\n    set [ghost v] effect to (pick random (10) to (50))\n    stamp\nend\nclear graphic effects\n\nforever\n    Render Tower1 at ((mouse x) / (2.4))\nend\n\nforever\n    Render Tower1 at ((mouse x) / (2.4))\nend\n\nwhen I receive [cutscene v]\nstart sound [312 Years \[trial\] v]\nerase all\nRender Board1 at (0)\nset size to (100) %\nswitch costume to (black v)\ngo to x: (0) y: (0)\nshow\nrepeat (200)\n    change [ghost v] effect by (0.5)\nend\nhide\nset [timer v] to [0]\nrepeat until <(Timer) > [4200]>\n    run\nend\nbroadcast (cutover v)\n\ndefine None\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (space3 v)\nset size to (100) %\nstamp\nset [brightness v] effect to (([sin v] of ((time) * (5)) ) * (10))\ngo to x: ((time) * (0.1)) y: ((time) * (-0.02))\npoint in direction (((time) * (-0.01)) + (90))\nswitch costume to (coronaatmosphere v)\nset size to ((([sin v] of ((time) * (2)) ) * (1)) + (100)) %\nstamp\nclear graphic effects\ngo to x: ((time) * (0.1)) y: ((time) * (-0.02))\npoint in direction (((time) * (-0.01)) + (90))\nswitch costume to (coronaside v)\nset size to (100) %\nset [brightness v] effect to (((time) * (0.1)) + (-30))\nstamp\nset [brightness v] effect to ((([sin v] of ((time) * (2)) ) * (30)) - (50))\ngo to x: (((time) * (0.1)) + (30)) y: (((time) * (-0.02)) + (30))\npoint in direction (((time) * (-0.01)) + (90))\nturn right (-30) degrees\nmove (((time) * (-0.2)) + (50)) steps\nturn left (((time) * (0.2)) + (-70)) degrees\nswitch costume to (shipcolor v)\nset size to (30) %\nstamp\ngo to x: (((time) * (0.1)) + (30)) y: (((time) * (-0.02)) + (30))\npoint in direction (((time) * (-0.01)) + (90))\nset [brightness v] effect to (-100)\nset [ghost v] effect to (65)\nturn left (((time) * (0.2)) + (-50)) degrees\nstamp\nset [ghost v] effect to (90)\nset [brightness v] effect to (([sin v] of ((time) * (5)) ) * (10))\ngo to x: ((time) * (0.1)) y: ((time) * (-0.02))\npoint in direction (((time) * (-0.01)) + (90))\nswitch costume to (coronasidering v)\nset size to ((([sin v] of ((time) * (2)) ) * (1)) + (100)) %\nstamp\nset [ghost v] effect to (90)\n\nclear graphic effects\nforever\n    Render Corona1 at ((mouse x) / (2.4))\nend\n\ndefine None\nif <(time) = [-100]> then\n    clear graphic effects\nelse\n    set [ghost v] effect to (90)\nend\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset size to (100) %\npoint in direction (90)\nset [brightness v] effect to ((([sin v] of ((time) * (2)) ) * (25)) - (10))\nstamp\nswitch costume to (shipcolor v)\nset size to (175) %\nset [brightness v] effect to ((([sin v] of ((time) * (2)) ) * (25)) - (50))\npoint in direction (135)\nmove ((time) * (-0.1)) steps\nstamp\ngo to x: (((time) * (-0.1)) - (70)) y: (-50)\npoint in direction (90)\nclear graphic effects\nswitch costume to (back3 v)\nset size to (75) %\nset [brightness v] effect to ((([sin v] of ((time) * (3)) ) * (25)) - (50))\nstamp\ngo to x: (((time) * (-0.5)) - (70)) y: (0)\nswitch costume to (city 0 v)\nset size to (200) %\nset [brightness v] effect to ((([sin v] of ((time) * (1.5)) ) * (25)) - (50))\nstamp\ngo to x: (((time) * (-0.75)) - (70)) y: (0)\nswitch costume to (city 1 v)\nset [brightness v] effect to ((([cos v] of ((time) * (1.5)) ) * (25)) - (50))\nstamp\ngo to x: (((time) * (-1)) - (70)) y: (-50)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nif <(time) > [-50]> then\n    change y by (((time) + (50)) * (-1))\nend\nswitch costume to (escape lights v)\nset size to (500) %\nset [brightness v] effect to ((([sin v] of ((time) * (6)) ) * (25)) - (25))\nstamp\nswitch costume to (escape towers v)\nset [brightness v] effect to ((([sin v] of ((time) * (3)) ) * (25)) - (25))\nstamp\ngo to x: (((time) * (-1.5)) - (70)) y: (0)\nswitch costume to (city 2 v)\nchange size by (200)\nset [brightness v] effect to ((([sin v] of ((time) * (1.5)) ) * (25)) - (50))\nstamp\n\nforever\n    Render City7 at ((mouse x) / (2.4))\nend\n\ndefine None\nset [m v] to (((y) - (yo)) / ((x) - (xo)))\nset [a v] to ([atan v] of (m) )\nif <(a) < [0]> then\n    change [a v] by (180)\nend\nif <(y) < (yo)> then\n    change [a v] by (180)\nend\nset [return 1 v] to ((90) - (a))\n\ndefine None\nif <(time) = [-100]> then\n    clear graphic effects\nend\nset [brightness v] effect to ((([cos v] of (time) ) * (20)) + (-50))\nswitch costume to (. v)\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nstamp\npoint in direction (135)\ngo to x: (-20) y: (75)\nmove ((time) * (-0.05)) steps\nset size to (100) %\nswitch costume to (shipcolor v)\nstamp\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to x: (0) y: (((time) * (-0.05)) - (50))\nswitch costume to (back3 v)\nstamp\nswitch costume to (. v)\nset size to (200) %\nswitch costume to (city 0 v)\ngo to x: (0) y: (((time) * (-0.1)) + (150))\nstamp\nswitch costume to (. v)\nset size to (150) %\nswitch costume to (back1 v)\ngo to x: (100) y: (((time) * (-0.3)) + (0))\nstamp\nswitch costume to (. v)\nset size to (150) %\nswitch costume to (crowd2 v)\ngo to x: ((100) + (pick random (3) to (-3))) y: ((((time) * (-0.4)) + (-50)) + (pick random (1) to (-1)))\nstamp\nswitch costume to (\[\] v)\ngo to x: (350) y: (((time) * (-0.3)) + (50))\nswitch costume to (costume12 v)\nset [ghost v] effect to ((([sin v] of ((time) * (3)) ) * (10)) + (80))\npoint in direction ((time) * (20))\nstamp\nswitch costume to (\[\] v)\ngo to x: (-350) y: (((time) * (-0.3)) + (50))\nswitch costume to (costume12 v)\nset [ghost v] effect to ((([cos v] of ((time) * (3)) ) * (10)) + (80))\npoint in direction ((time) * (-20))\nstamp\nchange [ghost v] effect by (5)\n\nforever\n    Render City6 at ((mouse x) / (2.4))\nend\n\ndefine None\nswitch costume to (laserhole v)\nset size to (100) %\npoint in direction (90)\nif <(time) < [-90]> then\n    clear graphic effects\n    go to x: (0) y: (0)\nelse\n    set [ghost v] effect to (90)\n    go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\nend\nset [brightness v] effect to (((time) / (2)) - (50))\nstamp\ngo to x: (pick random (-1) to (1)) y: (pick random (-1) to (1))\nclear graphic effects\nswitch costume to (. v)\nset size to (((time) * (0.2)) + (120)) %\nswitch costume to (upbuildings.1 v)\nset [brightness v] effect to (((time) / (5)) - (20))\nchange [brightness v] effect by (pick random (10) to (0))\nstamp\ngo to x: (pick random (-1) to (1)) y: (pick random (-1) to (1))\npoint in direction (180)\nclear graphic effects\nswitch costume to (. v)\nset size to (((time) * (0.5)) + (150)) %\nswitch costume to (upbuildings.1 v)\nset [brightness v] effect to (((time) / (10)) - (10))\nchange [brightness v] effect by (pick random (10) to (0))\nstamp\n\ndefine None\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (space3 v)\nset size to (100) %\nstamp\nset [brightness v] effect to (([sin v] of ((time) * (5)) ) * (10))\ngo to x: ((time) * (0.1)) y: ((time) * (-0.02))\npoint in direction (((time) * (-0.01)) + (90))\nswitch costume to (coronaatmosphere v)\nset size to ((([sin v] of ((time) * (2)) ) * (1)) + (200)) %\nstamp\nclear graphic effects\ngo to x: ((time) * (0.1)) y: ((time) * (-0.02))\npoint in direction (((time) * (-0.01)) + (90))\nswitch costume to (coronaside v)\nset size to (200) %\nset [brightness v] effect to (((time) * (0.1)) + (-30))\nstamp\nswitch costume to (shipcolor v)\nset size to (60) %\ngo to x: (((time) * (0.1)) + (30)) y: (((time) * (-0.02)) + (30))\npoint in direction (((time) * (-0.01)) + (90))\nset [brightness v] effect to (-100)\nset [ghost v] effect to (65)\nturn left ((((time) + (200)) * (0.2)) + (-50)) degrees\nmove (50) steps\nstamp\nclear graphic effects\nset [brightness v] effect to ((([sin v] of ((time) * (2)) ) * (30)) - (50))\nchange [brightness v] effect by (pick random (0) to (((time) * (0.1)) + (10)))\ngo to x: (((time) * (0.1)) + (30)) y: (((time) * (-0.02)) + (30))\npoint in direction ((((time) + (200)) * (-0.01)) + (90))\nturn right (-30) degrees\nmove (((time) * (0.2)) + (160)) steps\nturn left ((((time) + (200)) * (0.2)) + (-70)) degrees\nswitch costume to (shipcolor v)\nset size to (60) %\nstamp\nmove (-100) steps\nrepeat (3)\n    set [brightness v] effect to (pick random (0) to (50))\n    switch costume to (laserlight v)\n    set size to (pick random (150) to (80)) %\n    point in direction (pick random (1) to (360))\n    set [ghost v] effect to (((time) * (-0.5)) + (100))\n    stamp\nend\nset [ghost v] effect to (90)\nset [brightness v] effect to (([sin v] of ((time) * (5)) ) * (10))\ngo to x: ((time) * (0.1)) y: ((time) * (-0.02))\npoint in direction (((time) * (-0.01)) + (90))\nswitch costume to (coronasidering v)\nset size to ((([sin v] of ((time) * (2)) ) * (1)) + (200)) %\nstamp\nset [ghost v] effect to (90)\n\nforever\n    Render Corona2 at ((mouse x) / (2.4))\nend\n\ndefine None\ngo to x: (0) y: ((time) * (-0.05))\nswitch costume to (player.front v)\nset size to ((120) + ((time) * (0.1))) %\nswitch costume to (back v)\nclear graphic effects\npoint in direction (90)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-50) to (0))\nstamp\ngo to x: (0) y: (((time) * (-0.1)) - (130))\nswitch costume to (player.front v)\nset size to ((2000) + ((time) * (2))) %\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-2) to (2))\nset [brightness v] effect to (pick random (-25) to (0))\nstamp\ngo to x: (0) y: ((time) * (-0.05))\nswitch costume to (player.front v)\nset size to ((120) + ((time) * (0.1))) %\nswitch costume to (shadow3 v)\nset [ghost v] effect to (60)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-50) to (0))\nstamp\n\ndefine None\npoint in direction (90)\nif <([abs v] of (time) ) < [2]> then\n    go to x: (0) y: (0)\n    switch costume to (black v)\n    clear graphic effects\n    set [brightness v] effect to (100)\n    stamp\nelse\n    if <(time) < [-95]> then\n        clear graphic effects\n        go to x: (0) y: (0)\n    else\n        set [ghost v] effect to (90)\n        set [brightness v] effect to (((time) + (100)) * (-0.2))\n        go to x: (pick random (-2.5) to (2.5)) y: (pick random (-2.5) to (2.5))\n    end\n    if <(time) < [0]> then\n        switch costume to (presky v)\n    else\n        switch costume to (postsky v)\n        set [brightness v] effect to ((time) * (0.5))\n        go to x: (pick random (-5.1) to (5.1)) y: (pick random (-3.1) to (3.1))\n    end\n    set size to (100) %\n    stamp\n    if <(time) < [0]> then\n        set [brightness v] effect to (((time) * (2)) + (0))\n    else\n        clear graphic effects\n        switch costume to (shiplasertop2 v)\n        set [ghost v] effect to (90)\n        stamp\n        clear graphic effects\n        set [brightness v] effect to (-50)\n    end\n    switch costume to (shiplasertop v)\n    stamp\n    if <(time) < [0]> then\n        go to x: (0) y: (0)\n        clear graphic effects\n        set [brightness v] effect to (time)\n        switch costume to (terrain v)\n        set size to (((time) * (0.02)) + (100)) %\n        stamp\n        set [brightness v] effect to (((time) * (0.1)) + (-50))\n        switch costume to (city 1 v)\n        set size to (((time) * (0.1)) + (50)) %\n        go to x: (0) y: (-150)\n        stamp\n        go to x: (0) y: (0)\n        set [brightness v] effect to (((time) * (0.5)) + (10))\n        switch costume to (frontterrain v)\n        set size to (((time) * (0.2)) + (120)) %\n        stamp\n        set [brightness v] effect to (((time) * (0.25)) + (-10))\n        switch costume to (trees v)\n        set size to (((time) * (0.5)) + (150)) %\n        stamp\n    else\n        set size to ((time) + (100)) %\n        go to x: (pick random (-5.1) to (5.1)) y: (pick random (-3.1) to (3.1))\n        switch costume to (wreckage v)\n        stamp\n    end\nend\nif <(time) > [75]> then\n    go to x: (0) y: (0)\n    switch costume to (black v)\n    clear graphic effects\n    set [brightness v] effect to (100)\n    set [ghost v] effect to ((100) - (((time) - (75)) * (4)))\n    stamp\nend\n\nforever\n    Render Lasertime at ((mouse x) / (2.4))\nend\n\nforever\n    Render City5 at ((mouse x) / (2.4))\nend\n\ndefine None\npoint in direction (90)\nclear graphic effects\nset [brightness v] effect to (pick random (0) to (((time) + (100)) * (-0.5)))\ngo to x: (pick random (0.9) to (-0.9)) y: (pick random (0.9) to (-0.9))\nset size to (100) %\nswitch costume to (costume13 v)\nstamp\ngo to x: ((time) * (0.2)) y: ((time) * (0.2))\nswitch costume to (clouds v)\nset size to (110) %\nset [ghost v] effect to ((([sin v] of ((time) * (4)) ) * (20)) + (50))\nstamp\nchange x by (pick random (2) to (-2))\nchange y by (pick random (2) to (-2))\nset [ghost v] effect to ((([sin v] of ((time) * (2)) ) * (30)) + (40))\nstamp\nclear graphic effects\nset [ghost v] effect to (40)\nswitch costume to (blast v)\ngo to x: (240) y: (-240)\nswitch costume to (. v)\nset size to (((time) + (150)) * (3)) %\nrepeat (3)\n    set [brightness v] effect to (pick random (0) to (((time) + (100)) * (0.5)))\n    point in direction (pick random (1) to (360))\n    switch costume to (blast v)\n    stamp\nend\n\nforever\n    Render Devestation at ((mouse x) / (2.4))\nend\n\ndefine None\ngo to x: (0) y: (0)\npoint in direction (90)\nif <(time) < [-98]> then\n    clear graphic effects\nelse\n    set [ghost v] effect to (90)\nend\nswitch costume to (space3 v)\nset size to (100) %\nstamp\nclear graphic effects\nset [ghost v] effect to (90)\nswitch costume to (coronaatmosphere2 v)\nset size to ((175) + (((100) - (time)) * (0.1))) %\ngo to x: (pick random (-100.9) to (-99.1)) y: (pick random (-50.9) to (-49.1))\npoint in direction (time)\nstamp\nif <(time) < [-98]> then\n    clear graphic effects\nelse\n    set [ghost v] effect to (60)\nend\nswitch costume to (coronaside2 v)\npoint in direction (90)\nset size to ((120) + (((-50) - (time)) * (0.1))) %\nset [brightness v] effect to (pick random (-25) to (-75))\npoint in direction (((time) * (-0.02)) + (90))\nstamp\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (. v)\nset size to ((100) + (((100) - (time)) * (0.5))) %\nswitch costume to (window v)\nset [brightness v] effect to (pick random (-25) to (-50))\nstamp\nswitch costume to (. v)\nset size to ((100) + (((100) - (time)) * (1))) %\nswitch costume to (player.back v)\nstamp\nset size to (100) %\n\nforever\n    Render Spacewindow1 at ((mouse x) / (2.4))\nend\n\ndefine None\nclear graphic effects\nif <(time) < [0]> then\n    set [brightness v] effect to (pick random (0) to (50))\nend\npoint in direction (90)\nswitch costume to (. v)\nset size to ((((time) + (-200)) * (-0.7)) + (50)) %\ngo to x: (0) y: (10)\nchange x by (pick random (-2) to (2))\nchange y by (pick random (-2) to (2))\nswitch costume to (back6 v)\nstamp\nswitch costume to (join [screen] ((([floor v] of ((time) / (10)) ) mod (3)) + (1)))\nstamp\nswitch costume to (screentimeframe1 v)\nif <(time) < [0]> then\n    set [brightness v] effect to (pick random (0) to (100))\n    change size by (([sin v] of ((time) * (20)) ) * (50))\nend\nstamp\nset pen color to (#ff00bf)\nif <(time) < [0]> then\n    set pen shade to ((([sin v] of ((time) * (20)) ) * (25)) + (75))\nend\nset pen size to (5)\ngo to x: (10) y: (5)\nif <(time) > [0]> then\n    point in direction (((time) + (180)) * (-10))\nelse\n    point in direction (0)\nend\nmove (((time) + (-200)) * (-0.05)) steps\npen down\nmove (((time) + (-200)) * (-0.2)) steps\npen up\ngo to x: (10) y: (5)\nif <(time) > [0]> then\n    point in direction (((time) + (0)) * ((-10) / (12)))\nelse\n    point in direction (0)\nend\nmove (((time) + (-200)) * (-0.05)) steps\npen down\nmove (((time) + (-200)) * (-0.15)) steps\npen up\nPrint number (40000) at (((time) * (-0.1)) + (pick random (38) to (42))) (pick random (-2) to (2)) size ((((time) + (-200)) * (-0.005)) + (3))\n\ndefine None\nset [\[\] v] to (time)\ngo to x: (0) y: (0)\nswitch costume to (space2 v)\nset size to (100) %\npoint in direction (90)\nset [brightness v] effect to (((time) + (100)) / (-10))\nstamp\nset [r v] to [90]\nset pen color to (join [0x] [50FF00AA])\nset pen size to (3)\nif <(time) > [0]> then\n    change pen size by ((time) * (0.2))\nend\nset [i v] to [0]\nrepeat (31)\n    go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((i) + (time)) ) * (r)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((i) + (time)) ) * (r))))\n    pen down\n    change [i v] by (12)\nend\npen up\nset [r v] to [140]\nset [i v] to [0]\nrepeat (31)\n    go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((i) + (time)) ) * (r)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((i) + (time)) ) * (r))))\n    pen down\n    change [i v] by (12)\nend\npen up\nif <(time) < [0]> then\n    go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * (4)) + (-20)) ) * ((r) * ((2) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * (4)) + (-20)) ) * ((r) * ((2) / (15))))))\n    pen down\n    go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * (4)) + (-20)) ) * ((r) * ((13) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * (4)) + (-20)) ) * ((r) * ((13) / (15))))))\n    pen up\n    go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * ((1) / (3))) + (-20)) ) * ((r) * ((2) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * ((1) / (3))) + (-20)) ) * ((r) * ((2) / (15))))))\n    pen down\n    go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * ((1) / (3))) + (-20)) ) * ((r) * ((1.8) / (3)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * ((1) / (3))) + (-20)) ) * ((r) * ((1.8) / (3))))))\n    pen up\nelse\n    go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (-20) ) * ((r) * ((2) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (-20) ) * ((r) * ((2) / (15))))))\n    pen down\n    go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (-20) ) * ((r) * ((13) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (-20) ) * ((r) * ((13) / (15))))))\n    pen up\n    go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (-20) ) * ((r) * ((2) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (-20) ) * ((r) * ((2) / (15))))))\n    pen down\n    go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (-20) ) * ((r) * ((1.8) / (3)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (-20) ) * ((r) * ((1.8) / (3))))))\n    pen up\nend\nset pen size to (3)\nset pen color to (join [0x] [10FFFFFF])\nswitch costume to (\[\] v)\nrepeat (10)\n    go to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n    point in direction (-20)\n    set [n v] to (pick random (50) to (100))\n    move (n) steps\n    pen down\n    move ((n) * (-2)) steps\n    pen up\nend\nclear graphic effects\nswitch costume to (costume9 v)\nset size to (((160) / (3)) + (([sin v] of ((time) * (5)) ) * ((8) / (3)))) %\npoint in direction (70)\nswitch costume to (\[\] v)\ngo to x: (((time) * (-0.25)) + (100)) y: ((time) * (0.5))\nchange x by (pick random (3) to (-3))\nchange y by (pick random (3) to (-3))\nswitch costume to (costume9 v)\nstamp\nclear graphic effects\nset size to (((48) / (3)) + (([sin v] of (time) ) * ((32) / (3)))) %\npoint in direction (-20)\nswitch costume to (\[\] v)\nchange y by (-5)\nswitch costume to (flame 1 v)\nstamp\nset size to (((48) / (3)) + (([sin v] of ((time) * (2)) ) * ((32) / (3)))) %\nswitch costume to (flame 2 v)\nstamp\nset size to ((80) / (3)) %\nswitch costume to (\[\] v)\nmove (20) steps\nswitch costume to (ship v)\nif <(time) > [0]> then\n    set [brightness v] effect to (pick random (0) to (50))\nend\nstamp\nrepeat (30)\n    set size to ((160) / (3)) %\n    switch costume to (\[\] v)\n    go to x: (((time) * (-0.25)) + (100)) y: (((time) * (0.5)) + (30))\n    set [y v] to (pick random (10) to (50))\n    change y by ((-30) - ((y) * (2)))\n    change x by (pick random (((50) - (y)) / (5)) to ((-1) * (((50) - (y)) / (5))))\n    change x by ((y) * (0.75))\n    set [ghost v] effect to ((y) + (50))\n    switch costume to (bubble v)\n    stamp\nend\nclear graphic effects\nswitch costume to (timeglare v)\ngo to x: (((time) * (-0.25)) + (100)) y: (((time) * (0.5)) + (30))\nmove (-15) steps\nset [ghost v] effect to ((100) - ((time) * (1)))\nset size to ((time) * (1.5)) %\nset [brightness v] effect to (pick random (0) to ((time) / (2)))\nchange x by (pick random ((time) / (-5)) to ((time) / (5)))\nchange y by (pick random ((time) / (-5)) to ((time) / (5)))\nstamp\nclear graphic effects\n\ndefine None\ngo to x: (0) y: ((time) * (-0.05))\nswitch costume to (player.front v)\nset size to ((120) + ((time) * (0.1))) %\nswitch costume to (back v)\nclear graphic effects\npoint in direction (90)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-50) to (50))\nstamp\ngo to x: (0) y: (((time) * (-0.1)) - (130))\nswitch costume to (player.front v)\nset size to ((2000) + ((time) * (2))) %\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-2) to (2))\nset [brightness v] effect to (pick random (-25) to (0))\nstamp\ngo to x: (0) y: ((time) * (-0.05))\nswitch costume to (player.front v)\nset size to ((150) + ((time) * (0.1))) %\nswitch costume to (ship3 v)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-50) to (0))\nstamp\nswitch costume to (. v)\nset size to ((200) + ((time) * (5))) %\nset [brightness v] effect to (pick random (0) to ((time) / (2)))\nset [ghost v] effect to ((100) - (time))\nswitch costume to (timeglare v)\npoint in direction (time)\nstamp\n\nforever\n    Render Hubwindow3 at ((mouse x) / (2.4))\nend\n\ndefine None\n\ndefine None\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nif <([abs v] of ((time) - (50)) ) < [4]> then\n    clear graphic effects\n    switch costume to (black v)\n    set [brightness v] effect to (100)\n    stamp\nelse\n    set [brightness v] effect to (0)\n    if <(time) < [-95]> then\n        clear graphic effects\n    else\n        set [ghost v] effect to (90)\n        point in direction (pick random (88.5) to (91.5))\n        change x by (pick random (-1.5) to (1.5))\n        change y by (pick random (-1.5) to (1.5))\n    end\n    switch costume to (space3 v)\n    stamp\n    switch costume to (deadcorona v)\n    set size to (100) %\n    go to x: (-250) y: (-50)\n    point in direction (pick random (89.5) to (90.5))\n    change x by (pick random (-0.5) to (0.5))\n    change y by (pick random (-0.5) to (0.5))\n    set [brightness v] effect to (pick random (50) to (-50))\n    stamp\n    clear graphic effects\n    switch costume to (deadcorona2 v)\n    set [brightness v] effect to (pick random (0) to (-50))\n    change x by (pick random (-1.5) to (1.5))\n    change y by (pick random (-1.5) to (1.5))\n    stamp\n    if <(time) < [50]> then\n        switch costume to (costume14 v)\n        go to x: (-130) y: (-60)\n        point in direction (80)\n        move ((((time) + (100)) * (((time) + (100)) * ((time) + (100)))) * (0.0001)) steps\n        set size to (50) %\n        stamp\n        switch costume to (timeglare v)\n        set size to ((50) - (((time) + (100)) * (0.5))) %\n        set [ghost v] effect to ((100) - (((time) + (100)) * (0.5)))\n        point in direction (time)\n        stamp\n        switch costume to (\[\] v)\n        set size to (((time) + (100)) * (0.2)) %\n        set [ghost v] effect to ((100) - (((time) + (100)) * (0.5)))\n        switch costume to (timeglare v)\n        stamp\n    else\n        go to x: (-130) y: (-60)\n        point in direction (80)\n        move (337.5) steps\n        switch costume to (vortex v)\n        set size to (((time) * (4)) - (150)) %\n        set [brightness v] effect to ((300) - ((time) * (4)))\n        set [ghost v] effect to (((time) - (50)) * (2))\n        point in direction ((time) * (4))\n        stamp\n    end\nend\nif <(time) > [150]> then\n    go to x: (0) y: (0)\n    set size to (100) %\n    point in direction (90)\n    switch costume to (black v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to ((250) - (time))\n    stamp\nend\n\nforever\n    Render Blastoff at ((mouse x) / (1.2))\nend\n\nforever\n    Render Hub5 at (((mouse x) / (2.4)) + (-100))\nend\n\nbroadcast (Cutscene v)\n\nbroadcast (cheat v)\nwait (1) seconds\nchange [timer v] by (3900)\n\nchange [timer v] by (3900)\n\nforever\n    Render Hubscreen at ((mouse x) / (2.4))\nend\n\nwhen I receive [cutover v]\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (black v)\nset [ghost v] effect to (0)\nshow\nwait until <(Level) = [1]>\nwait until <(Level) = [22]>\nrepeat (200)\n    show\n    go to [front v] layer\n    change [ghost v] effect by (0.5)\nend\nhide\nclear graphic effects\n\nbroadcast (cutover v)\n\nbroadcast (Cutscene v)\nwait (10) seconds\nchange [timer v] by (3900)\n\n