Geometry Dash Platformer Ver. 3.11

Instructions: Sorry I accidentally unshared this on my phone :\\nTurbowarp Link If Game is Slow or Not Loading:\nhttps://turbowarp.org/490381883\nor\nhttps://forkphorus.github.io/#490381883\nTHIS GAME CANNOT BE PLAYED ON A SLOW LAPTOP/MOBILE\n---------------------------How To Play------------------------\n\n-Press Left or Right Arrows to move!\n-Press E to exit level\n-Press Space or Up arrow to jump, fly, swing, or flip gravity.\n-Play main and featured levels, or create your own!\n-Explore, buy, and achieve things!\n-Customize your player in the looks section!\n-Press Space in the menu and enter a previous event code to win a prize.\n-Fight your friends in Batlle/Versus mode\n\n----------------------How To Make A Level------------------\n\nStep 1: Remix the Project\n\nStep 2: Find The Instructions Sprite\n\nStep 3: Info will be found on the sprite\n\n----------------------------Moderators------------------------\n\n-After you made a level, moderators will look through them and decide what their difficulty is.\n-After the difficulty is chosen, moderators will then send the level to me, where I will decide if they will go into the featured section of the game.\n-Moderator list is below. (In the Notes and Credits)\n\n----------------------------Extra Stuff-------------------------\n-Orbs and pads\n-Orbs, Coins, Orbs, Diamonds, and Stars! \n-Moderator Coins and Stars have a different color and value (Worth 5)\n-Developer Stars are a thing, their online levels made by me (Worth 10)\n-More demon ratings and other types of ratings.\n\n---------Links That Lead to Special Event Links---------\nSpecial Event #1) https://scratch.mit.edu/projects/506341454/\nSpecial Event #2\nhttps://scratch.mit.edu/projects/509033775/\nSpecial Event #3\nhttps://scratch.mit.edu/projects/521039514/

@Stage\n\nwhen flag clicked\nset volume to (0) %\nswitch backdrop to (menu v)\nwait (1) seconds\nset volume to (100) %\nbroadcast (Music Check v)\n\nwhen flag clicked\nset [stars v] to [0]\nset [diamonds v] to [0]\nset [orbs v] to [0]\nset [user coins v] to [0]\nset [secret coins v] to [0]\nhide variable [stars v]\nhide variable [diamonds v]\nhide variable [orbs v]\nhide variable [secret coins v]\nhide variable [user coins v]\n\nwhen backdrop switches to [looks v]\nwait (0.6) seconds\nshow variable [orbs v]\nshow variable [stars v]\nshow variable [diamonds v]\nshow variable [secret coins v]\nshow variable [user coins v]\nwait (0.5) seconds\nclear graphic effects\n\nwhen backdrop switches to [menu v]\nhide variable [stars v]\nhide variable [diamonds v]\nhide variable [orbs v]\nhide variable [secret coins v]\nhide variable [user coins v]\nwait (0.5) seconds\nclear graphic effects\n\nwhen backdrop switches to [level play v]\nstop all sounds\nset volume to (0) %\nif <(Level ID) = [21]> then\n    set [color v] effect to (110)\nend\nif <(Level ID) = [23]> then\n    set [color v] effect to (50)\n    set [brightness v] effect to (-75)\nend\nif <(Level ID) = [25]> then\n    set [color v] effect to (50)\n    set [brightness v] effect to (-90)\nend\n\nwhen backdrop switches to [menu v]\nset volume to (100) %\n\nwhen backdrop switches to [levels v]\nset volume to (100) %\nwait (0.1) seconds\nset volume to (100) %\n\nwhen backdrop switches to [looks v]\nset volume to (100) %\n\nwhen flag clicked\nclear graphic effects\nforever\n    set volume to (Music) %\nend\n\nwhen backdrop switches to [menu v]\nclear graphic effects\nrepeat until <not <(backdrop [number v]) = [1]>>\n    repeat (10)\n        change [color v] effect by (1)\n    end\n    wait (Background color) seconds\nend\n\nwhen backdrop switches to [extra menu v]\nwait (0.6) seconds\nclear graphic effects\n\nwhen backdrop switches to [levels v]\nwait (0.5) seconds\nclear graphic effects\n\nwhen [e v] key pressed\nif <(backdrop [number v]) = [4]> then\n    if <(Level ID) > [19]> then\n        stop all sounds\n        broadcast (message1 v)\n        switch backdrop to (extra menu v)\n        broadcast (Music Check v)\n        stop [this script v]\n    else\n        stop all sounds\n        broadcast (message1 v)\n        switch backdrop to (levels v)\n        broadcast (Music Check v)\n        stop [this script v]\n    end\nelse\n    if <(backdrop [number v]) = [6]> then\n        stop all sounds\n        broadcast (message1 v)\n        switch backdrop to (extra menu v)\n        broadcast (Music Check v)\n        stop [this script v]\n    end\nend\n\nwhen I receive [level #1 v]\nwait (0.4) seconds\nrepeat (10)\n    set [color v] effect to (155)\nend\n\nwhen I receive [complete! v]\nwait (5) seconds\nbroadcast (Music Check v)\n\nwhen I receive [level #2 v]\nwait (0.4) seconds\nrepeat (10)\n    set [color v] effect to (190)\nend\n\nwhen I receive [level #3 v]\nwait (0.4) seconds\nrepeat (10)\n    set [color v] effect to (0)\nend\n\nwhen I receive [level #4 v]\nwait (0.4) seconds\nrepeat (10)\n    set [color v] effect to (45)\nend\n\nwhen backdrop switches to [create v]\nstop all sounds\n\nwhen I receive [music check v]\nrepeat until <not <<(backdrop [number v]) = [1]> or <<(backdrop [number v]) = [2]> or <<(backdrop [number v]) = [3]> or <<(backdrop [number v]) = [5]> or <<(backdrop [number v]) = [7]> or <(backdrop [number v]) = [8]>>>>>>>\n    play sound [Geometry_Dash_-_menu_Loop_\(mp3.pm\).mp3 v] until done\nend\n\nwhen backdrop switches to [stage v]\nstop all sounds\nrepeat until <not <(backdrop [number v]) = [9]>>\n    play sound [Battle v] until done\nend\n\nwhen flag clicked\nshow list [moderators and developers v]\n\nwhen flag clicked\n\nwhen backdrop switches to [menu v]\nrepeat until <not <(backdrop [number v]) = [1]>>\n    if <key (space v) pressed?> then\n        ask [What is the Code?] and wait\n        if <<(answer) = [QUARF]> or <(answer) = [UNIGOO]>> then\n            if <(answer) = [UNIGOO]> then\n                change [orbs v] by (1000)\n                change [stars v] by (25)\n                change [diamonds v] by (50)\n                change [secret coins v] by (10)\n                change [user coins v] by (25)\n            end\n            if <(answer) = [QUARF]> then\n                change [orbs v] by (1500)\n                change [stars v] by (20)\n                change [diamonds v] by (100)\n                change [secret coins v] by (3)\n                change [user coins v] by (5)\n            end\n        else\n            say [Incorrect Code] for (2) seconds\n        end\n    end\nend\n\nwhen [space v] key pressed\nif <(backdrop [number v]) = [8]> then\n    broadcast (message1 v)\n    wait (0.2) seconds\n    hide\n    switch backdrop to (stage v)\nend\n\nwhen flag clicked\nset [level id v] to [-]\n\nwhen I receive [level #5 v]\nwait (0.4) seconds\nrepeat (10)\n    set [color v] effect to (80)\nend\nrepeat until <not <(backdrop [number v]) = [4]>>\n    repeat (4)\n        change [brightness v] effect by (10)\n    end\n    repeat (4)\n        change [brightness v] effect by (-10)\n    end\n    wait (1) seconds\n    repeat (4)\n        change [brightness v] effect by (-10)\n    end\n    repeat (4)\n        change [brightness v] effect by (10)\n    end\n    wait (1) seconds\nend\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\nwait (1) seconds\nswitch costume to (thumb v)\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to [front v] layer\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen [timer v] > (timer)\nswitch costume to (thumb v)\nhide variable [orbs v]\nhide variable [stars v]\nhide variable [diamonds v]\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\ngo to [front v] layer\nhide variable [my variable v]\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (thumb v)\nhide variable [timer v]\n\nwhen I receive [message1 v]\nswitch costume to (thumb2 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [complete! v]\nstart sound [endStart_02.mp3 v]\ngo to x: (0) y: (0)\nswitch costume to (pick random (3) to (18))\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (4) seconds\nswitch backdrop to (menu v)\nhide\n\nwhen flag clicked\nset [timer v] to [0.1]\nforever\n    set [timer v] to ((timer) + (.1))\nend\n\n@GD\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [brightness v] effect to (0)\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (109)\nwait (1) seconds\nshow\nglide (1) secs to x: (0) y: (60)\nforever\n    glide (1) secs to x: (0) y: (60)\n    glide (1) secs to x: (0) y: (55)\nend\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\n@Play\n\nwhen flag clicked\nset size to (100) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (120) %\n    else\n        set size to (100) %\n    end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n    broadcast (message1 v)\n    wait (0.2) seconds\n    hide\n    switch backdrop to (levels v)\nend\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    set volume to (Sound FX) %\nend\n\nwhen I receive [this is a remix v]\nswitch costume to (costume2 v)\n\n@Looks\n\nwhen flag clicked\nset size to (70) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (90) %\n    else\n        set size to (70) %\n    end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n    broadcast (message1 v)\n    wait (0.2) seconds\n    hide\n    switch backdrop to (looks v)\nend\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    set volume to (Sound FX) %\nend\n\nwhen I receive [this is a remix v]\nswitch costume to (costume2 v)\n\n@Extra\n\nwhen flag clicked\nset size to (70) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (90) %\n    else\n        set size to (70) %\n    end\nend\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen this sprite clicked\nbroadcast (message1 v)\nwait (0.2) seconds\nhide\nswitch backdrop to (extra menu v)\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen flag clicked\nforever\n    set volume to (Sound FX) %\nend\n\n@yee\n\nwhen this sprite clicked\nnext costume\nforever\n    if <(costume [number v]) = [1]> then\n        stop [this script v]\n    end\n    if <(costume [number v]) = [2]> then\n        broadcast (New Color v)\n        wait (0) seconds\n    end\nend\n\nwhen flag clicked\nswitch costume to ( v)\nset size to (35) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (40) %\n    else\n        set size to (35) %\n    end\nend\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\n\n@Choice2\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (New Color v)\n\nwhen flag clicked\nset size to (200) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (210) %\n    else\n        set size to (200) %\n    end\nend\n\n@Sprite2\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen this sprite clicked\nnext costume\nchange [ball costume v] by (1)\n\nwhen flag clicked\nswitch costume to (ball_1 v)\nset size to (75) %\nhide\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (80) %\n    else\n        set size to (75) %\n    end\nend\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nset [ball costume v] to [42]\nforever\n    if <(Ball Costume) > [55]> then\n        set [ball costume v] to [1]\n    end\nend\n\nwhen flag clicked\nforever\n    set [brightness v] effect to (Player Darkness)\nend\n\n@Square\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen this sprite clicked\nnext costume\nchange [cube costume v] by (1)\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen flag clicked\nset [cube costume v] to [2]\nforever\n    if <(Cube Costume) > [174]> then\n        set [cube costume v] to [1]\n    end\nend\n\nwhen flag clicked\nforever\n    set [brightness v] effect to (Player Darkness)\nend\n\nwhen flag clicked\nswitch costume to (cube_1 v)\nset size to (75) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (80) %\n    else\n        set size to (75) %\n    end\nend\n\n@Ship\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen flag clicked\nswitch costume to (ship_1 v)\nset size to (75) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (80) %\n    else\n        set size to (75) %\n    end\nend\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen this sprite clicked\nnext costume\nchange [ship costume v] by (1)\n\nwhen flag clicked\nset [ship costume v] to [1]\nforever\n    if <(Ship Costume) > [57]> then\n        set [ship costume v] to [1]\n    end\nend\n\nwhen flag clicked\nforever\n    set [brightness v] effect to (Player Darkness)\nend\n\n@Player\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nswitch costume to (swing_1 \(1\)2 v)\nset size to (75) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (80) %\n    else\n        set size to (75) %\n    end\nend\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen this sprite clicked\nnext costume\nchange [swing costume v] by (1)\n\nwhen flag clicked\nset [swing costume v] to [1]\nforever\n    if <(Swing Costume) > [16]> then\n        set [swing costume v] to [1]\n    end\nend\n\nwhen flag clicked\nforever\n    set [brightness v] effect to (Player Darkness)\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (robot standing v)\nset size to (75) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (80) %\n    else\n        set size to (75) %\n    end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen this sprite clicked\nnext costume\nchange [robot costume v] by (1)\n\nwhen flag clicked\nset [robot costume v] to [1]\nforever\n    if <(robot costume) > [11]> then\n        set [robot costume v] to [1]\n    end\nend\n\nwhen flag clicked\nforever\n    set [brightness v] effect to (Player Darkness)\nend\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (wave2 v)\nset size to (75) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (80) %\n    else\n        set size to (75) %\n    end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen this sprite clicked\nnext costume\nchange [wave costume v] by (1)\n\nwhen flag clicked\nset [wave costume v] to [8]\nforever\n    if <(Wave costume) > [16]> then\n        set [wave costume v] to [1]\n    end\nend\n\nwhen flag clicked\nforever\n    set [brightness v] effect to (Player Darkness)\nend\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (75) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (80) %\n    else\n        set size to (75) %\n    end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen this sprite clicked\nnext costume\nchange [ufo costume v] by (1)\n\nwhen flag clicked\nset [ufo costume v] to [1]\nforever\n    if <(UFO costume) > [12]> then\n        set [ufo costume v] to [1]\n    end\nend\n\nwhen flag clicked\nforever\n    set [brightness v] effect to (Player Darkness)\nend\n\n@Choice4\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (no announce v)\nwait (0.2) seconds\nhide\n\nwhen flag clicked\nset size to (200) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (210) %\n    else\n        set size to (200) %\n    end\nend\n\nwhen I receive [prizes v]\nwait (0.3) seconds\nshow\n\nwhen I receive [announcements v]\nwait (0.3) seconds\nshow\n\nwhen I receive [more games v]\nwait (0.3) seconds\nshow\n\nwhen flag clicked\nforever\n    set volume to (Sound FX) %\nend\n\n@Choice6\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nstart sound [quitSound_01.mp3 v]\nbroadcast (message1 v)\nwait (0.2) seconds\nswitch backdrop to (menu v)\nhide\nbroadcast (Music Check v)\n\nwhen flag clicked\nset size to (200) %\nshow\nforever\n    if <(backdrop [number v]) = [9]> then\n        if <touching (mouse-pointer v)?> then\n            set size to (110) %\n        else\n            set size to (100) %\n            go to x: (-220) y: (160)\n        end\n    else\n        if <(backdrop [number v]) = [7]> then\n            if <touching (mouse-pointer v)?> then\n                set size to (160) %\n            else\n                set size to (150) %\n                go to x: (-207) y: (148)\n            end\n        else\n            if <touching (mouse-pointer v)?> then\n                set size to (210) %\n            else\n                go to x: (-193) y: (142)\n                set size to (200) %\n            end\n        end\n    end\nend\n\nwhen backdrop switches to [levels v]\nset size to (200) %\nshow\n\nwhen flag clicked\nforever\n    set volume to (Sound FX) %\nend\n\nwhen backdrop switches to [extra menu v]\nset size to (200) %\nshow\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen backdrop switches to [create v]\nhide\n\nwhen backdrop switches to [looks2 v]\nset size to (200) %\nshow\n\nwhen backdrop switches to [stage v]\nshow\n\nwhen backdrop switches to [featured v]\nshow\n\n@Choice3\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (No settings v)\nwait (0.2) seconds\nhide\n\nwhen flag clicked\nset size to (200) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (210) %\n    else\n        set size to (200) %\n    end\nend\n\nwhen I receive [settings v]\nwait (0.3) seconds\nshow\n\nwhen flag clicked\nforever\n    set volume to (Sound FX) %\nend\n\ngo to x: (-196) y: (145)\n\n@Settings\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (100) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (110) %\n    else\n        set size to (100) %\n    end\nend\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen this sprite clicked\nbroadcast (Settings v)\nhide\n\nwhen I receive [no settings v]\nshow\n\nwhen backdrop switches to [extra menu v]\nhide\n\n@Trail\n\nwhen flag clicked\nswitch costume to (costume3 v)\nset size to (55) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (60) %\n    else\n        set size to (55) %\n    end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n    set volume to (Sound FX) %\nend\n\nwhen flag clicked\nforever\n    set [trail id v] to (costume [number v])\nend\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (1 v)\nset size to (55) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (60) %\n    else\n        set size to (55) %\n    end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nshow\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n    set [death id v] to (costume [name v])\nend\n\n@Sprite9\n\nwhen flag clicked\nset [hide controls v] to [1]\nset [player darkness v] to [0]\nset [music v] to [100]\nset [sound fx v] to [100]\nhide variable [music v]\nhide variable [sound fx v]\nhide variable [player darkness v]\nhide variable [hide controls v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen I receive [no settings v]\nhide variable [music v]\nhide variable [sound fx v]\nhide variable [player darkness v]\nshow\nset size to (100) %\nrepeat (10)\n    change size by (-10)\nend\nhide\n\nwhen I receive [settings v]\nswitch costume to (costume1 v)\nshow\nset size to (0) %\nrepeat (10)\n    change size by (10)\nend\nshow variable [music v]\nshow variable [sound fx v]\nshow variable [player darkness v]\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [announcements v]\nswitch costume to (costume2 v)\nshow\nset size to (0) %\nrepeat (10)\n    change size by (10)\nend\n\nwhen I receive [no announce v]\nhide variable [hide controls v]\nhide variable [music v]\nhide variable [sound fx v]\nhide variable [player darkness v]\nshow\nrepeat (10)\n    change size by (-10)\nend\nhide\n\n@Levels\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nswitch costume to (level #1 v)\nhide\n\nwhen this sprite clicked\nstart sound [Start v]\nif <(costume [number v]) = [1]> then\n    set [level id v] to [1]\n    broadcast (message1 v)\n    switch backdrop to (level play v)\n    wait (0.2) seconds\n    broadcast (Level #1 v)\n    broadcast (Hide Secret v)\nend\nif <(costume [number v]) = [2]> then\n    set [level id v] to [2]\n    broadcast (message1 v)\n    switch backdrop to (level play v)\n    wait (0.2) seconds\n    broadcast (Level #2 v)\n    broadcast (Hide Secret v)\nend\nif <(costume [number v]) = [3]> then\n    set [level id v] to [3]\n    broadcast (message1 v)\n    switch backdrop to (level play v)\n    wait (0.2) seconds\n    broadcast (Level #3 v)\n    broadcast (Hide Secret v)\nend\nif <(costume [number v]) = [4]> then\n    set [level id v] to [4]\n    broadcast (message1 v)\n    switch backdrop to (level play v)\n    wait (0.2) seconds\n    broadcast (Level #4 v)\n    broadcast (Hide Secret v)\nend\nif <(costume [number v]) = [5]> then\n    set [level id v] to [5]\n    broadcast (message1 v)\n    switch backdrop to (level play v)\n    wait (0.2) seconds\n    broadcast (Level #5 v)\n    broadcast (Hide Secret v)\nend\nif <(costume [number v]) = [6]> then\n    broadcast (Secret v)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    wait (2) seconds\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    broadcast (Hide Secret v)\nend\n\nwhen flag clicked\nswitch costume to (level #1 v)\nset size to (200) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (210) %\n    else\n        set size to (200) %\n    end\nend\n\nwhen backdrop switches to [levels v]\nshow\n\nwhen I receive [previous v]\nglide (0.5) secs to x: (0) y: (-244)\nswitch costume to ((costume [number v]) - (1))\nglide (0.5) secs to x: (0) y: (25)\n\nwhen I receive [next v]\nglide (0.3) secs to x: (0) y: (244)\nnext costume\nglide (0.3) secs to x: (0) y: (25)\n\nwhen flag clicked\nforever\n    set volume to (Sound FX) %\nend\n\nwhen I receive [complete! v]\nif <<not <(Level ID) = [20]>> or <not <(Level ID) = [21]>>> then\n    if <(costume [number v]) = [1]> then\n        if < (item (1) of [complete? v]) contains [-]?> then\n            replace item (1) of [complete? v] with [1]\n            change [orbs v] by (50)\n            change [stars v] by (2)\n        end\n    end\n    if <(costume [number v]) = [2]> then\n        if < (item (2) of [complete? v]) contains [-]?> then\n            replace item (2) of [complete? v] with [1]\n            change [orbs v] by (100)\n            change [stars v] by (3)\n        end\n    end\n    if <(costume [number v]) = [3]> then\n        if < (item (3) of [complete? v]) contains [-]?> then\n            replace item (3) of [complete? v] with [1]\n            change [orbs v] by (150)\n            change [stars v] by (5)\n        end\n    end\n    if <(costume [number v]) = [4]> then\n        if < (item (4) of [complete? v]) contains [-]?> then\n            replace item (4) of [complete? v] with [1]\n            change [orbs v] by (200)\n            change [stars v] by (7)\n        end\n    end\nend\n\n@Next/Previous\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n    broadcast (Next v)\nend\nif <(costume [number v]) = [1]> then\n    broadcast (Previous v)\nend\n\nwhen flag clicked\nset size to (200) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (210) %\n    else\n        set size to (200) %\n    end\nend\n\nwhen backdrop switches to [levels v]\nswitch costume to (costume2 v)\ngo to x: (-200) y: (20)\ncreate clone of (_myself_ v)\nshow\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (200) y: (20)\nswitch costume to (costume1 v)\nshow\nforever\n    if <(backdrop [number v]) = [2]> then\n        if <touching (mouse-pointer v)?> then\n            set size to (210) %\n        else\n            set size to (200) %\n        end\n    else\n        delete this clone\n    end\nend\n\n@Buttons3\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [extra menu v]\nswitch costume to (costume2 v)\nshow\n\nwhen flag clicked\nset size to (100) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (110) %\n    else\n        set size to (100) %\n    end\nend\n\nwhen backdrop switches to [create v]\nhide\n\nwhen backdrop switches to [featured v]\nhide\n\nwhen this sprite clicked\nbroadcast (message1 v)\nwait (0.2) seconds\nswitch backdrop to (create v)\nhide\n\nwhen backdrop switches to [looks2 v]\nhide\n\n@Buttons6\n\nwhen flag clicked\nswitch costume to (costume4 v)\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [extra menu v]\nshow\n\nwhen flag clicked\nswitch costume to (costume3 v)\nset size to (100) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (110) %\n    else\n        set size to (100) %\n    end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n    broadcast (message1 v)\n    wait (0.2) seconds\n    switch backdrop to (featured v)\n    hide\nend\n\nwhen backdrop switches to [create v]\nhide\n\nwhen backdrop switches to [featured v]\nhide\n\nwhen backdrop switches to [looks2 v]\nhide\n\nwhen I receive [this is a remix v]\nswitch costume to (costume2 v)\n\n@background\n\nwhen I receive [level #1 v]\nset [ghost v] effect to (50)\ngo to [back v] layer\nclear graphic effects\nswitch costume to (back-fade-4 v)\nshow\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (10)\n    wait (0.1) seconds\n    go to [back v] layer\nend\n\nwhen I receive [level #2 v]\nshow\n\nwhen I receive [level #3 v]\nshow\n\nwhen backdrop switches to [menu v]\nwait (0.1) seconds\nset [ghost v] effect to (50)\ngo to [back v] layer\nswitch costume to (pick random (1) to (15))\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [menu v]\nclear graphic effects\nrepeat until <not <(backdrop [number v]) = [1]>>\n    set [effects v] to (pick random (1) to (4))\n    broadcast (Yr v)\n    wait (1) seconds\n    wait (pick random (1) to (6)) seconds\nend\n\nwhen I receive [yr v]\nif <(effects) = [1]> then\n    repeat (5)\n        change [fisheye v] effect by (10)\n    end\n    repeat (5)\n        change [fisheye v] effect by (-10)\n    end\nend\nif <(effects) = [2]> then\n    repeat (10)\n        change [pixelate v] effect by (10)\n    end\n    repeat (10)\n        change [pixelate v] effect by (-10)\n    end\nend\nif <(effects) = [3]> then\n    repeat (7)\n        change [whirl v] effect by (-10)\n    end\n    repeat (7)\n        change [whirl v] effect by (10)\n    end\nend\nif <(effects) = [4]> then\n    wait (1) seconds\nend\n\nwhen I receive [restart v]\nset [ghost v] effect to (50)\ngo to [back v] layer\nwait (0.1) seconds\ngo to [back v] layer\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (50)\nend\n\nwhen backdrop switches to [create v]\ngo to [back v] layer\nshow\n\nwhen I receive [level #2 v]\nset [ghost v] effect to (50)\ngo to [back v] layer\nclear graphic effects\nswitch costume to (game_bg_20_001-hd v)\nshow\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (10)\n    wait (0.1) seconds\n    go to [back v] layer\nend\n\nwhen I receive [level #3 v]\nset [ghost v] effect to (50)\ngo to [back v] layer\nclear graphic effects\nswitch costume to (game_bg_19_001-hd v)\nshow\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (10)\n    wait (0.1) seconds\n    go to [back v] layer\nend\n\nwhen I receive [level #4 v]\nset [ghost v] effect to (50)\ngo to [back v] layer\nclear graphic effects\nswitch costume to (costume4 v)\nshow\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (10)\n    wait (0.1) seconds\n    go to [back v] layer\nend\n\nwhen backdrop switches to [create v]\nswitch costume to (back-fade-4 v)\nset [ghost v] effect to (50)\ngo to [back v] layer\nclear graphic effects\nshow\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (10)\n    wait (0.1) seconds\n    go to [back v] layer\nend\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [20]> then\n    switch costume to (city_3 v)\n    set [ghost v] effect to (50)\n    go to [back v] layer\n    clear graphic effects\n    show\n    set [ghost v] effect to (50)\n    go to [back v] layer\nend\nif <(Level ID) = [21]> then\n    switch costume to (costume2 v)\n    set [ghost v] effect to (50)\n    go to [back v] layer\n    clear graphic effects\n    show\n    set [ghost v] effect to (50)\n    go to [back v] layer\nend\nif <(Level ID) = [22]> then\n    switch costume to (game_bg_19_001-hd v)\n    set [ghost v] effect to (50)\n    go to [back v] layer\n    clear graphic effects\n    show\n    set [ghost v] effect to (50)\n    go to [back v] layer\n    repeat until <not <(backdrop [number v]) = [4]>>\n        repeat (5)\n            change [fisheye v] effect by (10)\n        end\n        repeat (5)\n            change [fisheye v] effect by (-10)\n        end\n        wait (1) seconds\n    end\nend\nif <(Level ID) = [23]> then\n    switch costume to (back-fade-5 v)\n    set [ghost v] effect to (50)\n    go to [back v] layer\n    clear graphic effects\n    show\n    set [ghost v] effect to (50)\n    go to [back v] layer\nend\nif <(Level ID) = [25]> then\n    switch costume to (space v)\n    set [ghost v] effect to (50)\n    go to [back v] layer\n    clear graphic effects\n    show\n    set [ghost v] effect to (50)\n    go to [back v] layer\nend\n\nwhen I receive [level #5 v]\nset [ghost v] effect to (50)\ngo to [back v] layer\nclear graphic effects\nswitch costume to (city_3 v)\nshow\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (10)\n    wait (0.1) seconds\n    go to [back v] layer\nend\n\n@Bottom Floor\n\nwhen flag clicked\nswitch costume to (floor-fade v)\nhide\n\nwhen I receive [level #2 v]\nshow\n\nwhen I receive [level #1 v]\nshow\n\nwhen I receive [level #3 v]\nshow\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [create v]\nif <(Level ID) = [20]> then\n    show\nend\nif <(Level ID) = [21]> then\n    show\nend\nif <(Level ID) = [22]> then\n    show\nend\nif <(Level ID) = [23]> then\n    show\nend\n\nwhen I receive [level #4 v]\nshow\n\nwhen backdrop switches to [level play v]\nshow\n\n@Ground Colors\n\nwhen I receive [level #1 v]\nwait (0.2) seconds\nrepeat (10)\n    set [color v] effect to (150)\n    show\nend\n\nwhen I receive [level #2 v]\nshow\n\nwhen I receive [level #3 v]\nshow\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen backdrop switches to [extra menu v]\ngo to [back v] layer\nclear graphic effects\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nclear graphic effects\nhide\n\nwhen backdrop switches to [menu v]\ngo to [back v] layer\nclear graphic effects\nshow\nrepeat until <not <(backdrop [number v]) = [1]>>\n    repeat (10)\n        change [color v] effect by (1)\n    end\n    wait (Background color) seconds\nend\n\nwhen flag clicked\nforever\n    set [background color v] to (pick random (1) to (3))\nend\n\nwhen backdrop switches to [create v]\nshow\n\nwhen I receive [level #2 v]\nwait (0.4) seconds\nrepeat (10)\n    set [color v] effect to (190)\nend\n\nwhen I receive [level #3 v]\nwait (0.4) seconds\nrepeat (10)\n    set [color v] effect to (0)\n    show\nend\n\nwhen I receive [level #4 v]\nwait (0.4) seconds\nrepeat (10)\n    set [color v] effect to (50)\n    show\nend\n\nwhen I receive [level #4 v]\nshow\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [20]> then\n    show\nend\nif <(Level ID) = [21]> then\n    hide\nend\nif <(Level ID) = [22]> then\n    show\nend\nif <(Level ID) = [23]> then\n    hide\nend\nif <(Level ID) = [25]> then\n    show\nend\n\nwhen I receive [level #5 v]\nwait (0.4) seconds\nrepeat (10)\n    set [color v] effect to (90)\n    show\nend\n\n@Secret Coin\n\nwhen flag clicked\nset [collected? v] to [0]\nhide\nforever\n    wait (0.1) seconds\n    next costume\nend\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nrepeat (4)\n    change [brightness v] effect by (25)\nend\nhide\nstart sound [Collect v]\nchange [secret coins v] by (1)\nset [collected? v] to [1]\n\nwhen I receive [secret v]\nif <(Collected?) = [0]> then\n    show\nend\nif <(Collected?) = [1]> then\n    hide\nend\n\nwhen I receive [hide secret v]\nhide\n\nwhen flag clicked\nforever\n    set volume to (Sound FX) %\nend\n\n@Next/Previous2\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n    broadcast (Next List v)\nend\nif <(costume [number v]) = [1]> then\n    broadcast (Prev List v)\nend\n\nwhen flag clicked\nset size to (125) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (135) %\n    else\n        set size to (125) %\n    end\nend\n\nwhen backdrop switches to [featured v]\nswitch costume to (costume2 v)\ngo to x: (-222) y: (20)\ncreate clone of (_myself_ v)\nshow\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (222) y: (20)\nswitch costume to (costume1 v)\nshow\nforever\n    if <(backdrop [number v]) = [7]> then\n        if <touching (mouse-pointer v)?> then\n            set size to (135) %\n        else\n            set size to (125) %\n        end\n    else\n        delete this clone\n    end\nend\n\nwhen backdrop switches to [extra menu v]\nhide\n\n@Announcements \n\nwhen flag clicked\nswitch costume to (important v)\nset size to (100) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (160) %\n    else\n        set size to (150) %\n    end\nend\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [extra menu v]\nshow\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [create v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (Announcements v)\nswitch costume to (robtop v)\nhide\n\nwhen I receive [no announce v]\nwait (0.3) seconds\nshow\n\nwhen backdrop switches to [create v]\nhide\n\nwhen backdrop switches to [featured v]\nhide\n\nwhen backdrop switches to [looks2 v]\nhide\n\n@Trails\n\nwhen I start as a clone\nclear graphic effects\nset [direct v] to [0]\nshow\nforever\n    if <key (left arrow v) pressed?> then\n        change y by (pick random (-4) to (7))\n        change x by (Direct)\n        change [direct v] by (1)\n        if <touching (bottom floor v)?> then\n            set [direct v] to [0]\n            change [direct v] by (-1)\n        end\n    end\n    if <key (right arrow v) pressed?> then\n        change y by (pick random (-4) to (7))\n        change x by (Direct)\n        change [direct v] by (-1)\n        if <touching (bottom floor v)?> then\n            set [direct v] to [0]\n            change [direct v] by (1)\n        end\n    end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (20)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (-10) y: (0)\ngo to [back v] layer\n\nwhen backdrop switches to [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [looks v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [extra menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nswitch costume to (costume1 v)\nforever\n    if <(Trail ID) = [1]> then\n        switch costume to (costume1 v)\n        set [ghost v] effect to (0)\n        set size to (pick random (100) to (150)) %\n        set [color v] effect to (0)\n        point in direction (pick random (360) to (-360))\n    end\n    if <(Trail ID) = [2]> then\n        switch costume to (costume2 v)\n        set [ghost v] effect to (0)\n        set size to (pick random (75) to (100)) %\n        set [color v] effect to (0)\n        point in direction (pick random (360) to (-360))\n    end\n    if <(Trail ID) = [3]> then\n        switch costume to (costume3 v)\n        set [ghost v] effect to (0)\n        point in direction (pick random (360) to (-360))\n        set size to (pick random (75) to (125)) %\n        change [color v] effect by (-5)\n    end\n    if <(Trail ID) = [4]> then\n        set [ghost v] effect to (0)\n        set size to (pick random (60) to (100)) %\n        point in direction (pick random (360) to (-360))\n        switch costume to (pick random (4) to (8))\n        set [color v] effect to (0)\n    end\n    if <(Trail ID) = [5]> then\n        set [ghost v] effect to (0)\n        set size to (pick random (80) to (130)) %\n        point in direction (pick random (360) to (-360))\n        switch costume to (pick random (9) to (15))\n        set [color v] effect to (0)\n    end\n    if <(Trail ID) = [6]> then\n        switch costume to (costume16 v)\n        set [ghost v] effect to (0)\n        set size to (pick random (50) to (100)) %\n        point in direction (pick random (360) to (-360))\n        set [color v] effect to (0)\n    end\n    if <(Trail ID) = [7]> then\n        switch costume to (pick random (17) to (18))\n        set [ghost v] effect to (pick random (0) to (50))\n        set size to (pick random (100) to (130)) %\n        point in direction (pick random (360) to (-360))\n        set [color v] effect to (0)\n    end\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen backdrop switches to [level play v]\n\nwhen backdrop switches to [level play v]\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n    end\n    if <(Gamemode) = [Spider]> then\n        go to (spider gm v)\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n    end\nend\n\nset y to (Y pos)\n\nwhen I receive [restart v]\nswitch costume to (costume1 v)\nforever\n    if <(Trail ID) = [1]> then\n        switch costume to (costume1 v)\n        set [ghost v] effect to (0)\n        set size to (pick random (100) to (150)) %\n        set [color v] effect to (0)\n        point in direction (pick random (360) to (-360))\n    end\n    if <(Trail ID) = [2]> then\n        switch costume to (costume2 v)\n        set [ghost v] effect to (0)\n        set size to (pick random (75) to (100)) %\n        set [color v] effect to (0)\n        point in direction (pick random (360) to (-360))\n    end\n    if <(Trail ID) = [3]> then\n        switch costume to (costume3 v)\n        set [ghost v] effect to (0)\n        point in direction (pick random (360) to (-360))\n        set size to (pick random (75) to (125)) %\n        change [color v] effect by (-5)\n    end\n    if <(Trail ID) = [4]> then\n        set [ghost v] effect to (0)\n        set size to (pick random (60) to (100)) %\n        point in direction (pick random (360) to (-360))\n        switch costume to (pick random (4) to (8))\n        set [color v] effect to (0)\n    end\n    if <(Trail ID) = [5]> then\n        set [ghost v] effect to (0)\n        set size to (pick random (80) to (130)) %\n        point in direction (pick random (360) to (-360))\n        switch costume to (pick random (9) to (15))\n        set [color v] effect to (0)\n    end\n    if <(Trail ID) = [6]> then\n        switch costume to (costume16 v)\n        set [ghost v] effect to (0)\n        set size to (pick random (50) to (100)) %\n        point in direction (pick random (360) to (-360))\n        set [color v] effect to (0)\n    end\n    if <(Trail ID) = [7]> then\n        switch costume to (pick random (17) to (18))\n        set [ghost v] effect to (pick random (0) to (50))\n        set size to (pick random (100) to (130)) %\n        point in direction (pick random (360) to (-360))\n        set [color v] effect to (0)\n    end\nend\n\nwhen I receive [restart v]\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n    end\n    if <(Gamemode) = [Spider]> then\n        go to (spider gm v)\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n    end\nend\n\nwhen I receive [trail go v]\nforever\n    hide\n    create clone of (_myself_ v)\n    wait (0.1) seconds\nend\n\nwhen I receive [complete! v]\nstop [other scripts in sprite v]\nhide\n\n@Death Effects\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen backdrop switches to [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [levels v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [looks v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [death v]\ngo to (main hit box player v)\nwait (0.1) seconds\npoint in direction (90)\nif <(Death ID) = [1]> then\n    set size to (100) %\n    Explode\n    switch costume to (костюм 1 v)\n    show\n    repeat (10)\n        change size by (25)\n        change [ghost v] effect by (10)\n    end\n    hide\n    wait (2) seconds\n    broadcast (Restart v)\nend\nif <(Death ID) = [3]> then\n    clear graphic effects\n    show\n    set size to (200) %\n    switch costume to (costume32 v)\n    repeat (13)\n        next costume\n        wait (0.05) seconds\n    end\n    wait (2) seconds\n    hide\n    broadcast (Restart v)\nend\nif <(Death ID) = [4]> then\n    clear graphic effects\n    show\n    set size to (200) %\n    switch costume to (costume41 v)\n    repeat (9)\n        next costume\n        wait (0.03) seconds\n    end\n    wait (2) seconds\n    hide\n    broadcast (Restart v)\nend\nif <(Death ID) = [5]> then\n    clear graphic effects\n    show\n    set size to (125) %\n    switch costume to (content%3a%2f%2fcom14 v)\n    repeat (14)\n        next costume\n        wait (0.01) seconds\n    end\n    wait (2) seconds\n    hide\n    broadcast (Restart v)\nend\nif <(Death ID) = [6]> then\n    clear graphic effects\n    show\n    set size to (125) %\n    switch costume to (costume28 v)\n    repeat (13)\n        next costume\n        wait (0.01) seconds\n    end\n    wait (2) seconds\n    hide\n    broadcast (Restart v)\nend\nif <(Death ID) = [7]> then\n    clear graphic effects\n    show\n    set size to (200) %\n    switch costume to (costume16 v)\n    repeat (10)\n        next costume\n        wait (0.01) seconds\n    end\n    wait (2) seconds\n    hide\n    broadcast (Restart v)\nend\nif <(Death ID) = [8]> then\n    clear graphic effects\n    show\n    set size to (200) %\n    switch costume to (costume17 v)\n    repeat (10)\n        next costume\n        wait (0.05) seconds\n    end\n    wait (2) seconds\n    hide\n    broadcast (Restart v)\nend\nif <(Death ID) = [10]> then\n    clear graphic effects\n    hide\n    switch costume to (costume33 v)\n    repeat (10)\n        create clone of (_myself_ v)\n    end\n    wait (3) seconds\n    hide\n    broadcast (Restart v)\nend\nif <(Death ID) = [11]> then\n    clear graphic effects\n    show\n    set size to (150) %\n    switch costume to (costume4 v)\n    repeat (12)\n        next costume\n        wait (0.05) seconds\n    end\n    wait (2) seconds\n    hide\n    broadcast (Restart v)\nend\nif <(Death ID) = [12]> then\n    clear graphic effects\n    show\n    set size to (100) %\n    switch costume to (drum-highhat-a v)\n    repeat (8)\n        next costume\n        wait (0.05) seconds\n    end\n    wait (2) seconds\n    hide\n    broadcast (Restart v)\nend\nif <(Death ID) = [14]> then\n    clear graphic effects\n    show\n    set size to (100) %\n    switch costume to (costume27 v)\n    repeat (20)\n        next costume\n        wait (0.02) seconds\n    end\n    wait (2) seconds\n    hide\n    broadcast (Restart v)\nend\nif <(Death ID) = [15]> then\n    clear graphic effects\n    show\n    set size to (100) %\n    switch costume to (tenor90 v)\n    repeat (18)\n        next costume\n        wait (0.02) seconds\n    end\n    wait (2) seconds\n    hide\n    broadcast (Restart v)\nend\n\ndefine Explode\nrepeat (35)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Death ID) = [1]> then\n    switch costume to (костюм 1 v)\n    point in direction (pick random (-180) to (180))\n    set [vel v] to (pick random (5) to (10))\n    set size to (pick random (75) to (100)) %\n    set [ghost v] effect to (pick random (0) to (50))\n    repeat (20)\n        change [ghost v] effect by (5)\n        set [vel v] to ((vel) * (0.88))\n        change size by (-2)\n        move (vel) steps\n    end\n    delete this clone\nend\nif <(Death ID) = [10]> then\n    set [y vel v] to (pick random (-5) to (10))\n    set [x vel v] to (pick random (-10) to (10))\n    set size to (pick random (90) to (120)) %\n    switch costume to (pick random (93) to (100))\n    show\n    point in direction (pick random (-90) to (90))\n    repeat until <<touching (bottom floor v)?> or <touching (_edge_ v)?>>\n        change x by (x vel)\n        change y by (y vel)\n        if <(x vel) > [0]> then\n            change [x vel v] by (-0.5)\n        else\n            if <(x vel) < [0]> then\n                change [x vel v] by (0.5)\n            end\n        end\n        change [y vel v] by (-0.5)\n    end\n    set [y vel v] to [0]\n    wait (0.5) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\ndelete this clone\n\nwhen I receive [death v]\ndelete this clone\n\n@! Robot GM\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nforever\n    if <(Robot Gravity) = [down]> then\n        if <<(Jump Able) = [T]> and <<<<(Hide Controls) = [1]> and <mouse down?>> or <key (space v) pressed?>> or <key (up arrow v) pressed?>>> then\n            repeat (5)\n                if <<<<(Hide Controls) = [1]> and <mouse down?>> or <key (space v) pressed?>> or <key (up arrow v) pressed?>> then\n                    change [yv v] by (3.5)\n                end\n            end\n            wait (0.001) seconds\n        end\n    end\n    if <(Robot Gravity) = [up]> then\n        if <<(Jump Able) = [T]> and <<<<(Hide Controls) = [1]> and <mouse down?>> or <key (space v) pressed?>> or <key (up arrow v) pressed?>>> then\n            repeat (5)\n                if <<<<(Hide Controls) = [1]> and <mouse down?>> or <key (space v) pressed?>> or <key (up arrow v) pressed?>> then\n                    change [yv v] by (-3.5)\n                end\n                wait (0.001) seconds\n            end\n        end\n    end\nend\n\nwhen I receive [green flag v]\nset [yv v] to [0]\nforever\n    if <(Robot Gravity) = [down]> then\n        change y by (Yv)\n        change [yv v] by (-1)\n        if  then\n            Ground Detection\n        else\n            set [jump able v] to [F]\n        end\n    end\nend\n\ndefine Ground Detection\nset [jump able v] to [T]\nif <(Yv) < [0]> then\n    set [yv v] to [0]\n    repeat until <not >\n        change y by (1)\n    end\nelse\n    set [yv v] to [0]\n    repeat until <not >\n        change y by (-1)\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        show\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [green flag v]\nset [yv v] to [0]\nforever\n    if <(Robot Gravity) = [up]> then\n        change y by (Yv)\n        change [yv v] by (1)\n        if <<touching (bottom floor v)?> or <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>>> then\n            Ground Detection\n        else\n            set [jump able v] to [F]\n        end\n    end\nend\n\ndefine check\nif <(Robot Gravity) = [down]> then\n    set [robot gravity v] to [up]\n    repeat (3)\n        change [yv v] by (-4.5)\n    end\n    stop [this script v]\nend\nif <(Robot Gravity) = [up]> then\n    set [robot gravity v] to [down]\n    repeat (3)\n        change [yv v] by (4.5)\n    end\n    stop [this script v]\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate ufo v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        show\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate wave v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        show\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ball v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        show\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ship v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        show\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate  cube v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        show\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate swingcopter v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        show\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate robot v]\nbroadcast (Green Flag v)\n\nwhen I receive [activate robot v]\nforever\n    switch costume to (robot costume)\nend\n\nwhen I receive [blue v]\nif <(Robot Gravity) = [down]> then\n    set [robot gravity v] to [up]\nend\nif <(Robot Gravity) = [up]> then\n    set [robot gravity v] to [down]\nend\n\nwhen I receive [restart v]\ngo to x: (100) y: (-115)\nwait (0.5) seconds\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [restart v]\nif <(Level ID) = [4]> then\n    repeat (10)\n        set [robot gravity v] to [down]\n        set [fisheye v] effect to (0)\n        point in direction (90)\n    end\n    change [i am speed v] by (0)\n    go to x: (75) y: (-50)\n    set size to (20) %\n    show\nend\n\nwhen I receive [activate robot v]\nforever\n    if <(Hide Controls) = [1]> then\n        if <key (left arrow v) pressed?> then\n            point in direction (-90)\n            if <(I am speed) = [0]> then\n                change x by (-5)\n            end\n            if <(I am speed) = [1]> then\n                change x by (-10)\n            end\n            if <(I am speed) = [-1]> then\n                change x by (-3)\n            end\n        end\n        if <key (right arrow v) pressed?> then\n            point in direction (90)\n            if <(I am speed) = [0]> then\n                change x by (5)\n            end\n            if <(I am speed) = [1]> then\n                change x by (10)\n            end\n            if <(I am speed) = [-1]> then\n                change x by (3)\n            end\n        end\n    end\nend\n\nwhen I receive [level #4 v]\ngo to x: (75) y: (-80)\nrepeat (10)\n    set size to (20) %\nend\n\nwhen I receive [left v]\npoint in direction (-90)\nif <(I am speed) = [0]> then\n    change x by (-5)\nend\nif <(I am speed) = [1]> then\n    change x by (-10)\nend\nif <(I am speed) = [-1]> then\n    change x by (-3)\nend\n\nwhen I receive [right v]\npoint in direction (90)\nif <(I am speed) = [0]> then\n    change x by (5)\nend\nif <(I am speed) = [1]> then\n    change x by (10)\nend\nif <(I am speed) = [-1]> then\n    change x by (3)\nend\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [gravity down v]\nset [robot gravity v] to [down]\n\nwhen I receive [gravity up v]\nset [robot gravity v] to [up]\n\nwhen I receive [green v]\ncheck\n\nwhen I receive [purple v]\nif <(Robot Gravity) = [down]> then\n    repeat (2)\n        change [yv v] by (4.5)\n    end\nend\nif <(Robot Gravity) = [up]> then\n    repeat (2)\n        change [yv v] by (-4.5)\n    end\nend\n\nwhen I receive [red v]\nif <(Robot Gravity) = [down]> then\n    repeat (10)\n        change [yv v] by (4.5)\n    end\nend\nif <(Robot Gravity) = [up]> then\n    repeat (10)\n        change [yv v] by (-4.5)\n    end\nend\n\nwhen I receive [yellow v]\nif <(Robot Gravity) = [down]> then\n    repeat (4)\n        change [yv v] by (4.5)\n    end\nend\nif <(Robot Gravity) = [up]> then\n    repeat (4)\n        change [yv v] by (-4.5)\n    end\nend\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n    go to x: (50) y: (-75)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\n@Cube GM\n\nwhen backdrop switches to [menu v]\nhide\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\ngo to x: (75) y: (-50)\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen flag clicked\nset size to (40) %\n\nwhen backdrop switches to [level play v]\nwait (0.1) seconds\nforever\n    if <(Gamemode) = [Cube]> then\n        show\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen backdrop switches to [level play v]\npoint in direction (90)\nif <(Level ID) = [20]> then\n    set [gamemode v] to [Cube]\n    repeat (10)\n        set [cube gravity v] to [down]\n        set [fisheye v] effect to (0)\n        point in direction (90)\n    end\n    change [i am speed v] by (0)\n    go to x: (100) y: (-50)\n    set size to (20) %\n    show\nend\nif <(Level ID) = [21]> then\n    set [gamemode v] to [Cube]\n    repeat (10)\n        set [cube gravity v] to [down]\n        set [fisheye v] effect to (0)\n        point in direction (90)\n    end\n    change [i am speed v] by (0)\n    go to x: (100) y: (-50)\n    set size to (20) %\n    show\nend\nif <(Level ID) = [22]> then\n    set [gamemode v] to [Cube]\n    repeat (10)\n        set [cube gravity v] to [down]\n        set [fisheye v] effect to (0)\n        point in direction (90)\n    end\n    go to x: (70) y: (-100)\n    change [i am speed v] by (0)\n    set size to (20) %\n    show\nend\nif <(Level ID) = [23]> then\n    set [gamemode v] to [Cube]\n    repeat (10)\n        set [cube gravity v] to [down]\n        set [fisheye v] effect to (0)\n        point in direction (90)\n    end\n    go to x: (-190) y: (-105)\n    change [i am speed v] by (0)\n    set size to (20) %\n    show\nend\nif <(Level ID) = [24]> then\n    set [gamemode v] to [Cube]\n    repeat (10)\n        set [cube gravity v] to [down]\n        set [fisheye v] effect to (0)\n        point in direction (90)\n    end\n    change [i am speed v] by (0)\n    go to x: (50) y: (-105)\n    set size to (20) %\n    show\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\nif <(Level ID) = [1]> then\n    go to x: (75) y: (-50)\n    set [cube gravity v] to [down]\nend\nif <(Level ID) = [3]> then\n    go to x: (100) y: (-50)\nend\nif <(Level ID) = [20]> then\n    go to x: (100) y: (-50)\nend\nif <(Level ID) = [21]> then\n    go to x: (100) y: (-50)\nend\nif <(Level ID) = [22]> then\n    go to x: (70) y: (-100)\nend\nif <(Level ID) = [23]> then\n    go to x: (-190) y: (-105)\nend\nif <(Level ID) = [24]> then\n    go to x: (50) y: (-105)\nend\n\ndefine Touch Ground 2 <boolean>\nchange [falling? v] by (1)\nrepeat until <not <<touching (bottom floor v)?> or <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>>>>\n    if <up?> then\n        change y by (1)\n    else\n        change y by (-1)\n        set [falling? v] to [0]\n    end\n    set [speed y v] to [0]\nend\n\ndefine Touch Ground <up?>\nif <(Cube Gravity) = [down]> then\n    change [falling? v] by (1)\n    repeat until <not <<touching (bottom floor v)?> or <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>>>>\n        if <up?> then\n            change y by (-1)\n        else\n            change y by (1)\n            set [falling? v] to [0]\n        end\n        set [speed y v] to [0]\n    end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (bottom floor v)?> or <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>>>>>\n    change y by (1)\n    change [slope v] by (1)\nend\nif <(slope) = [8]> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\nend\n\ndefine Blue Pad\nif <(Cube Gravity) = [down]> then\n    set [speed y v] to [3]\n    set [cube gravity v] to [up]\n    stop [this script v]\nend\nif <(Cube Gravity) = [up]> then\n    set [speed y v] to [-3]\n    set [cube gravity v] to [down]\n    stop [this script v]\nend\n\ndefine Green Orb\nif <(Cube Gravity) = [down]> then\n    set [cube gravity v] to [up]\n    set [speed y v] to [-16]\n    stop [this script v]\nend\nif <(Cube Gravity) = [up]> then\n    set [cube gravity v] to [down]\n    set [speed y v] to [16]\n    stop [this script v]\nend\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate ufo v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        show\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate robot v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        show\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Spider]> then\n        go to (spider gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ball v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        show\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate wave v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        show\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ship v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        show\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate  cube v]\nset [fisheye v] effect to (0)\n\nwhen I receive [activate swingcopter v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        show\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate  cube v]\nforever\n    switch costume to (Cube Costume)\nend\n\nwhen I receive [activate  cube v]\nforever\n    if <(Cube Gravity) = [up]> then\n        switch costume to (hitbox v)\n        change [speed y v] by (1.5)\n        change y by (speed y)\n        Touch Ground 2 <(speed y) > [0]>\n        if <<<<key (space v) pressed?> or <<mouse down?> and <(Hide Controls) = [1]>>> or <key (up arrow v) pressed?>> and <(falling?) < [3]>> then\n            set [speed y v] to [-13]\n        end\n    end\nend\n\nwhen I receive [activate  cube v]\nforever\n    if <(Cube Gravity) = [down]> then\n        change [speed y v] by (-1.5)\n        change y by (speed y)\n        Touch Ground <(speed y) > [0]>\n        if <<<<key (space v) pressed?> or <<mouse down?> and <(Hide Controls) = [1]>>> or <key (up arrow v) pressed?>> and <(falling?) < [3]>> then\n            set [speed y v] to [13]\n        end\n    end\nend\n\nwhen I receive [activate  cube v]\nforever\n    if <(Level ID) = [1]> then\n        if <<<touching color (#fff955)?> or <touching color (#ffee46)?>> and <<(Hide Controls) = [1]> and <<<mouse down?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>>>> then\n            if <(Cube Gravity) = [down]> then\n                set [speed y v] to [12]\n            end\n            if <(Cube Gravity) = [up]> then\n                set [speed y v] to [-12]\n            end\n        end\n        if <<<touching color (#ff572b)?> or <touching color (#ff9111)?>> and <<(Hide Controls) = [1]> and <<<mouse down?> or <key (space v) pressed?>> or <key (up arrow v) pressed?>>>> then\n            if <(Cube Gravity) = [down]> then\n                set [speed y v] to [18]\n            end\n            if <(Cube Gravity) = [up]> then\n                set [speed y v] to [-18]\n            end\n        end\n        if <<<touching color (#58ffff)?> or <touching color (#73ffff)?>> and <<(Hide Controls) = [1]> and <<<mouse down?> or <key (space v) pressed?>> or <key (up arrow v) pressed?>>>> then\n            if <(Cube Gravity) = [down]> then\n                set [speed y v] to [3]\n                set [cube gravity v] to [up]\n                stop [this script v]\n            end\n            if <(Cube Gravity) = [up]> then\n                set [speed y v] to [-3]\n                set [cube gravity v] to [down]\n                stop [this script v]\n            end\n        end\n    end\nend\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level #1 v]\nrepeat (3)\n    set size to (20) %\nend\n\nwhen I receive [restart v]\npoint in direction (90)\nif <(Level ID) = [1]> then\n    repeat (10)\n        set [cube gravity v] to [down]\n        set [fisheye v] effect to (0)\n        point in direction (90)\n    end\n    change [i am speed v] by (0)\n    go to x: (75) y: (-50)\n    set size to (20) %\n    show\nend\nif <(Level ID) = [3]> then\n    set [gamemode v] to [Cube]\n    repeat (10)\n        set [cube gravity v] to [down]\n        set [fisheye v] effect to (0)\n        point in direction (90)\n    end\n    change [i am speed v] by (0)\n    go to x: (100) y: (-50)\n    set size to (20) %\n    show\nend\nif <(Level ID) = [20]> then\n    set [gamemode v] to [Cube]\n    repeat (10)\n        set [cube gravity v] to [down]\n        set [fisheye v] effect to (0)\n        point in direction (90)\n    end\n    change [i am speed v] by (0)\n    go to x: (100) y: (-50)\n    set size to (20) %\n    show\nend\nif <(Level ID) = [21]> then\n    set [gamemode v] to [Cube]\n    repeat (10)\n        set [cube gravity v] to [down]\n        set [fisheye v] effect to (0)\n        point in direction (90)\n    end\n    change [i am speed v] by (0)\n    go to x: (100) y: (-50)\n    set size to (20) %\n    show\nend\nif <(Level ID) = [22]> then\n    set [gamemode v] to [Cube]\n    repeat (10)\n        set [cube gravity v] to [down]\n        set [fisheye v] effect to (0)\n        point in direction (90)\n    end\n    go to x: (70) y: (-100)\n    change [i am speed v] by (0)\n    set size to (20) %\n    show\nend\nif <(Level ID) = [23]> then\n    set [gamemode v] to [Cube]\n    repeat (10)\n        set [cube gravity v] to [down]\n        set [fisheye v] effect to (0)\n        point in direction (90)\n    end\n    go to x: (-190) y: (-105)\n    change [i am speed v] by (0)\n    set size to (20) %\n    show\nend\nif <(Level ID) = [24]> then\n    set [gamemode v] to [Cube]\n    repeat (10)\n        set [cube gravity v] to [down]\n        set [fisheye v] effect to (0)\n        point in direction (90)\n    end\n    change [i am speed v] by (0)\n    go to x: (50) y: (-105)\n    set size to (20) %\n    show\nend\n\nwhen I receive [level #1 v]\ngo to x: (0) y: (-50)\n\nwhen I receive [level #1 v]\nrepeat (10)\n    show\n    set [cube gravity v] to [down]\n    set [fisheye v] effect to (0)\n    point in direction (90)\nend\n\nwhen I receive [level #3 v]\nrepeat (3)\n    set size to (20) %\nend\n\nwhen I receive [activate  cube v]\nforever\n    if <(Hide Controls) = [1]> then\n        if <key (left arrow v) pressed?> then\n            repeat until <not <key (left arrow v) pressed?>>\n                if <(I am speed) = [0]> then\n                    change x by (-5)\n                end\n                if <(I am speed) = [1]> then\n                    change x by (-10)\n                end\n                if <(I am speed) = [-1]> then\n                    change x by (-3)\n                end\n            end\n        end\n        if <key (right arrow v) pressed?> then\n            repeat until <not <key (right arrow v) pressed?>>\n                if <(I am speed) = [0]> then\n                    change x by (5)\n                end\n                if <(I am speed) = [1]> then\n                    change x by (10)\n                end\n                if <(I am speed) = [-1]> then\n                    change x by (3)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n    change x by (5)\nend\nif <(I am speed) = [1]> then\n    change x by (10)\nend\nif <(I am speed) = [-1]> then\n    change x by (3)\nend\n\nwhen I receive [left v]\nif <(I am speed) = [0]> then\n    change x by (-5)\nend\nif <(I am speed) = [1]> then\n    change x by (-10)\nend\nif <(I am speed) = [-1]> then\n    change x by (-3)\nend\n\nwhen I receive [activate  cube v]\nwait (0.01) seconds\nforever\n    if <<<key (right arrow v) pressed?> and <<<mouse down?> and <(Hide Controls) = [1]>> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> and <(falling?) < [3]>> then\n        repeat (12)\n            turn right (15) degrees\n        end\n    end\n    if <<<key (left arrow v) pressed?> and <<<mouse down?> and <(Hide Controls) = [1]>> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> and <(falling?) < [3]>> then\n        repeat (12)\n            turn left (15) degrees\n        end\n    end\n    if <<<key (space v) pressed?> or <<<mouse down?> and <(Hide Controls) = [1]>> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> and <(falling?) < [3]>> then\n        repeat (10)\n            change [fisheye v] effect by (-8)\n            change size by (-0.5)\n        end\n        repeat (10)\n            change [fisheye v] effect by (8)\n            change size by (0.5)\n        end\n        set [fisheye v] effect to (0)\n    end\nend\n\nwhen I receive [left v]\nif <<<key (space v) pressed?> or <key (up arrow v) pressed?>> and <(falling?) < [3]>> then\n    repeat (12)\n        turn left (15) degrees\n    end\nend\n\nwhen I receive [right v]\nif <<<key (space v) pressed?> or <key (up arrow v) pressed?>> and <(falling?) < [3]>> then\n    repeat (12)\n        turn right (15) degrees\n    end\nend\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [gravity down v]\nset [cube gravity v] to [down]\n\nwhen I receive [gravity up v]\nset [cube gravity v] to [up]\n\nwhen I receive [yellow v]\nif <(Cube Gravity) = [down]> then\n    set [speed y v] to [12]\nend\nif <(Cube Gravity) = [up]> then\n    set [speed y v] to [-12]\nend\n\nwhen I receive [red v]\nif <(Cube Gravity) = [down]> then\n    set [speed y v] to [18]\nend\nif <(Cube Gravity) = [up]> then\n    set [speed y v] to [-18]\nend\n\nwhen I receive [purple v]\nif <(Cube Gravity) = [down]> then\n    set [speed y v] to [6]\nend\nif <(Cube Gravity) = [up]> then\n    set [speed y v] to [-6]\nend\n\nwhen I receive [blue v]\nBlue Pad\n\nwhen I receive [green v]\nGreen Orb\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [menu v]\ngo to x: (100) y: (-50)\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n    go to x: (50) y: (-100)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\n@! Ship GM\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen flag clicked\nset size to (40) %\nset x to (-100)\ngo to x: (-20) y: (0)\nset [yv v] to [0]\nset [max v] to [15]\nset [id v] to [--]\n\ndefine Check2\nif <(Ship Gravity) = [down]> then\n    repeat until <not <(Ship Gravity) = [down]>>\n        forever\n            if <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n                change [yv v] by (1.5)\n                if < or < or <touching ( blocks editor system v)?>>> then\n                    change [yv v] by (2.5)\n                    if <(y position) > [0]> then\n                        change y by ((yv) * (-1))\n                    end\n                end\n            else\n                change [yv v] by (-1)\n                change y by (1)\n                if <(y position) > [0]> then\n                    if < or < or <touching ( blocks editor system v)?>>> then\n                        set [yv v] to [-1]\n                        change y by (-1)\n                    end\n                end\n                change y by (-1)\n            end\n            if <(yv) > (Max)> then\n                set [yv v] to (Max)\n            end\n            if <(yv) < ((0) - (Max))> then\n                set [yv v] to ((0) - (Max))\n            end\n            change y by (yv)\n            point in direction (((-3) * (yv)) + (90))\n            if <<touching (top floor2 v)?> or <<touching color (#af7f7f)?> or <touching ( blocks editor system v)?>>> then\n                change y by ((yv) * (-1))\n                set [yv v] to [0]\n                point in direction (90)\n            end\n            stop [this script v]\n        end\n    end\n    stop [this script v]\nend\n\ndefine Check 1\nif <(Ship Gravity) = [up]> then\n    repeat until <not <(Ship Gravity) = [up]>>\n        forever\n            if <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n                change [yv v] by (-1.5)\n                if <<touching (top floor2 v)?> or <<touching color (#af7f7f)?> or <touching ( blocks editor system v)?>>> then\n                    change [yv v] by (-2.5)\n                    if <(y position) > [0]> then\n                        change y by ((yv) * (1))\n                    end\n                end\n            else\n                change [yv v] by (1)\n                change y by (-1)\n                if <(y position) > [0]> then\n                    if <<touching (bottom floor v)?> or <<touching color (#af7f7f)?> or <touching ( blocks editor system v)?>>> then\n                        set [yv v] to [1]\n                        change y by (1)\n                    end\n                end\n                change y by (1)\n            end\n            if <(yv) > (Max)> then\n                set [yv v] to (Max)\n            end\n            if <(yv) < ((0) - (Max))> then\n                set [yv v] to ((0) - (Max))\n            end\n            change y by (yv)\n            point in direction (((-3) * (yv)) + (90))\n            if <<touching (top floor2 v)?> or <<touching color (#af7f7f)?> or <touching ( blocks editor system v)?>>> then\n                change y by ((yv) * (1))\n                set [yv v] to [0]\n                point in direction (90)\n            end\n            stop [this script v]\n        end\n    end\n    stop [this script v]\nend\n\ndefine Blue Pad\nif <(Ship Gravity) = [up]> then\n    set [ship gravity v] to [down]\n    wait (0.3) seconds\n    stop [this script v]\nend\nif <(Ship Gravity) = [down]> then\n    set [ship gravity v] to [up]\n    wait (0.3) seconds\n    stop [this script v]\nend\nstop [this script v]\n\ndefine green orb\nif <(Ship Gravity) = [up]> then\n    set [ship gravity v] to [down]\n    wait (0.3) seconds\n    repeat (10)\n        change [yv v] by (1.5)\n    end\n    wait (0.2) seconds\nend\nif <(Ship Gravity) = [down]> then\n    set [ship gravity v] to [up]\n    wait (0.3) seconds\n    repeat (10)\n        change [yv v] by (-1.5)\n    end\n    wait (0.2) seconds\nend\nstop [this script v]\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate ufo v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n    end\n    if <(Gamemode) = [Ship]> then\n        show\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate robot v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n    end\n    if <(Gamemode) = [Ship]> then\n        show\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ball v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n    end\n    if <(Gamemode) = [Ship]> then\n        show\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate wave v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n    end\n    if <(Gamemode) = [Ship]> then\n        show\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate  cube v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n    end\n    if <(Gamemode) = [Ship]> then\n        show\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate swingcopter v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n    end\n    if <(Gamemode) = [Ship]> then\n        show\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ship v]\nshow\nforever\n    if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n        change y by (5)\n        point in direction (90)\n        if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n            change y by (5)\n            point in direction (90)\n            if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n                change y by (5)\n                point in direction (90)\n                if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n                    change y by (5)\n                    point in direction (90)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [activate ship v]\nshow\nset [max v] to [15]\nset [id v] to [--]\nforever\n    if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n        change y by (-5)\n        point in direction (90)\n        if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n            change y by (-5)\n            point in direction (90)\n            if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n                change y by (-5)\n                point in direction (90)\n                if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n                    change y by (-5)\n                    point in direction (90)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [activate ship v]\nshow\nset [max v] to [15]\nset [id v] to [--]\nforever\n    if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n        point in direction (90)\n        if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n            point in direction (90)\n            if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n                point in direction (90)\n                if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n                    point in direction (90)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [activate ship v]\nforever\n    if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n        point in direction (90)\n        if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n            point in direction (90)\n            if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n                point in direction (90)\n                if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n                    point in direction (90)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [yellow v]\nif <(Ship Gravity) = [up]> then\n    repeat (15)\n        change [yv v] by (-1.5)\n    end\nend\nif <(Ship Gravity) = [down]> then\n    repeat (15)\n        change [yv v] by (1.5)\n    end\nend\n\nwhen I receive [activate ship v]\nforever\n    switch costume to (Ship Costume)\nend\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen I receive [restart v]\nhide\n\nwhen I receive [activate ship v]\nset [max v] to [15]\nset [id v] to [--]\nif <(id) = [--]> then\n    set [yv v] to [0]\nend\nforever\n    Check 1\n    Check2\nend\n\nwhen I receive [level #3 v]\nset size to (20) %\n\nwhen I receive [restart v]\nif <(Level ID) = [3]> then\n    hide\n    set [gamemode v] to [Cube]\n    repeat (10)\n        set [ship gravity v] to [down]\n        point in direction (90)\n    end\n    set [gamemode v] to [Cube]\n    hide\n    set size to (20) %\n    set size to (20) %\nend\n\nwhen I receive [abc not ship v]\nstop [other scripts in sprite v]\n\nwhen I receive [activate ship v]\nforever\n    if <(Hide Controls) = [1]> then\n        if <key (left arrow v) pressed?> then\n            if <(I am speed) = [0]> then\n                change x by (-5)\n            end\n            if <(I am speed) = [1]> then\n                change x by (-10)\n            end\n            if <(I am speed) = [-1]> then\n                change x by (-3)\n            end\n        end\n        if <key (right arrow v) pressed?> then\n            if <(I am speed) = [0]> then\n                change x by (5)\n            end\n            if <(I am speed) = [1]> then\n                change x by (10)\n            end\n            if <(I am speed) = [-1]> then\n                change x by (3)\n            end\n        end\n    end\nend\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n    change x by (5)\nend\nif <(I am speed) = [1]> then\n    change x by (10)\nend\nif <(I am speed) = [-1]> then\n    change x by (3)\nend\n\nwhen I receive [left v]\nif <(I am speed) = [0]> then\n    change x by (-5)\nend\nif <(I am speed) = [1]> then\n    change x by (-10)\nend\nif <(I am speed) = [-1]> then\n    change x by (-3)\nend\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [gravity up v]\nset [ship gravity v] to [up]\n\nwhen I receive [gravity down v]\nset [ship gravity v] to [down]\n\nwhen I receive [red v]\nif <(Ship Gravity) = [up]> then\n    repeat (25)\n        change [yv v] by (-1.5)\n    end\nend\nif <(Ship Gravity) = [down]> then\n    repeat (25)\n        change [yv v] by (1.5)\n    end\nend\n\nwhen I receive [purple v]\nif <(Ship Gravity) = [up]> then\n    repeat (10)\n        change [yv v] by (-1.5)\n    end\n    wait (0.2) seconds\nend\nif <(Ship Gravity) = [down]> then\n    repeat (10)\n        change [yv v] by (1.5)\n    end\n    wait (0.2) seconds\nend\n\nwhen I receive [green v]\ngreen orb\n\nwhen I receive [blue v]\nBlue Pad\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n    go to x: (50) y: (-75)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\nwhen I receive [death v]\ngo to x: (0) y: (0)\n\n@Main Hit Box Player\n\nwhen flag clicked\nset [gamemode v] to [-]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\ngo to x: (0) y: (-50)\n\nwhen backdrop switches to [looks v]\nset [gamemode v] to [-]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [extra menu v]\nset [gamemode v] to [-]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nshow\nforever\n    if <<(Level ID) = [1]> or <<(Level ID) = [2]> or <<(Level ID) = [3]> or <(Level ID) = [4]>>>> then\n        if <<touching color (#55ff66)?> or <<touching color (#00ff00)?> or <touching color (#bb6a89)?>>> then\n            set [gamemode v] to [Cube]\n        end\n        if <<touching color (#ff99ff)?> or <<touching color (#ff22ff)?> or <touching color (#c0cd93)?>>> then\n            set [gamemode v] to [Ship]\n        end\n    end\nend\n\nwhen I receive [level #1 v]\nshow\n\nwhen backdrop switches to [level play v]\nshow\nforever\n    if <<touching (platformer follower enemy v)?> or <<touching (spikes editor system2 v)?> or <touching (flying spike  v)?>>> then\n        broadcast (Death v)\n        if <(Gamemode) = [Cube]> then\n            repeat until <not <(Gamemode) = [Cube]>>\n                go to (cube gm v)\n            end\n        end\n        if <(Gamemode) = [Ship]> then\n            repeat until <not <(Gamemode) = [Ship]>>\n                go to (! ship gm v)\n            end\n        end\n        if <(Gamemode) = [Ball]> then\n            repeat until <not <(Gamemode) = [Ball]>>\n                go to (ball gm v)\n            end\n        end\n        if <(Gamemode) = [Robot]> then\n            repeat until <not <(Gamemode) = [Robot]>>\n                go to (! robot gm v)\n            end\n            if <(Gamemode) = [SwingCopter]> then\n                repeat until <not <(Gamemode) = [SwingCopter]>>\n                    go to (swingcopter gm v)\n                end\n            end\n            if <(Gamemode) = [UFO]> then\n                repeat until <not <(Gamemode) = [UFO]>>\n                    go to (! ufo gm v)\n                end\n            end\n            if <(Gamemode) = [Wave]> then\n                repeat until <not <(Gamemode) = [Wave]>>\n                    go to (wave gm v)\n                end\n            end\n        end\n        stop [this script v]\n    end\nend\n\nwhen I receive [restart v]\nshow\nforever\n    if <<touching (platformer follower enemy v)?> or <<touching (spikes editor system2 v)?> or <touching (flying spike  v)?>>> then\n        broadcast (Death v)\n        if <(Gamemode) = [Cube]> then\n            repeat until <not <(Gamemode) = [Cube]>>\n                go to (cube gm v)\n            end\n        end\n        if <(Gamemode) = [Ship]> then\n            repeat until <not <(Gamemode) = [Ship]>>\n                go to (! ship gm v)\n            end\n        end\n        if <(Gamemode) = [Ball]> then\n            repeat until <not <(Gamemode) = [Ball]>>\n                go to (ball gm v)\n            end\n        end\n        if <(Gamemode) = [Robot]> then\n            repeat until <not <(Gamemode) = [Robot]>>\n                go to (! robot gm v)\n            end\n            if <(Gamemode) = [SwingCopter]> then\n                repeat until <not <(Gamemode) = [SwingCopter]>>\n                    go to (swingcopter gm v)\n                end\n            end\n            if <(Gamemode) = [UFO]> then\n                repeat until <not <(Gamemode) = [UFO]>>\n                    go to (! ufo gm v)\n                end\n            end\n            if <(Gamemode) = [Wave]> then\n                repeat until <not <(Gamemode) = [Wave]>>\n                    go to (wave gm v)\n                end\n            end\n            if <(Gamemode) = [-]> then\n                repeat until <not <(Gamemode) = [-]>>\n                    go to x: (0) y: (-300)\n                end\n            end\n        end\n        stop [this script v]\n    end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n    set [y pos v] to (y position)\nend\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n    if <(Gamemode) = [Cube]> then\n        repeat until <not <(Gamemode) = [Cube]>>\n            go to (cube gm v)\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n    if <(Gamemode) = [Ball]> then\n        broadcast (Trail Go v)\n        broadcast (ABC NOT SHIP v)\n        broadcast (Activate BALL v)\n        wait until <not <(Gamemode) = [Ball]>>\n    end\nend\n\nwhen I receive [restart v]\nif <(Level ID) = [1]> then\n    set [gamemode v] to [Cube]\n    broadcast (Activate  CUBE v)\nend\nif <(Level ID) = [2]> then\n    set [gamemode v] to [Ball]\n    broadcast (Activate BALL v)\nend\nif <(Level ID) = [3]> then\n    set [gamemode v] to [Cube]\n    broadcast (Activate  CUBE v)\n    broadcast (Gravity DOWN v)\nend\nif <(Level ID) = [4]> then\n    set [gamemode v] to [Robot]\n    broadcast (Activate ROBOT v)\nend\nif <(Level ID) = [5]> then\n    set [gamemode v] to [SwingCopter]\n    broadcast (Activate SWINGCOPTER v)\nend\nif <(Level ID) = [20]> then\n    set [gamemode v] to [Cube]\n    broadcast (Activate  CUBE v)\n    broadcast (Gravity DOWN v)\n    broadcast (SMALL v)\nend\nif <(Level ID) = [21]> then\n    set [gamemode v] to [Cube]\n    broadcast (Activate  CUBE v)\n    broadcast (Gravity DOWN v)\n    broadcast (REGULAR v)\nend\nif <(Level ID) = [22]> then\n    set [gamemode v] to [Cube]\n    broadcast (Activate  CUBE v)\n    broadcast (Gravity DOWN v)\n    broadcast (SMALL v)\nend\nif <(Level ID) = [23]> then\n    set [gamemode v] to [Cube]\n    broadcast (Activate  CUBE v)\n    broadcast (Gravity DOWN v)\n    broadcast (SMALL v)\nend\nif <(Level ID) = [24]> then\n    set [gamemode v] to [Cube]\n    broadcast (Activate  CUBE v)\n    broadcast (Gravity DOWN v)\n    broadcast (SMALL v)\nend\nif <(Level ID) = [25]> then\n    set [gamemode v] to [Cube]\n    broadcast (Activate  CUBE v)\n    broadcast (Gravity DOWN v)\n    broadcast (SMALL v)\nend\nif <(Level ID) = [26]> then\n    set [gamemode v] to [-]\n    broadcast (Activate ROBOT v)\n    broadcast (Gravity DOWN v)\n    broadcast (REGULAR v)\nend\n\nwhen I receive [restart v]\nif <(Level ID) = [1]> then\n    set [i am speed v] to [0]\nend\nif <(Level ID) = [2]> then\n    set [i am speed v] to [0]\nend\nif <(Level ID) = [3]> then\n    set [i am speed v] to [0]\nend\nif <(Level ID) = [4]> then\n    set [i am speed v] to [0]\nend\nif <(Level ID) = [5]> then\n    set [i am speed v] to [0]\nend\nshow\n\nwhen I receive [death v]\nstart sound [explode_11.mp3 v]\nhide\nwait (0.3) seconds\ngo to x: (0) y: (-300)\n\nwhen backdrop switches to [level play v]\nforever\n    if <(Level ID) = [3]> then\n        if <<touching color (#42f91c)?> or <touching color (#0fbb00)?>> then\n            set [i am speed v] to [1]\n        end\n    end\nend\n\nwhen I receive [play v]\nset [level id v] to [26]\nset [gamemode v] to [0]\nbroadcast (Gravity DOWN v)\nset [level id v] to [26]\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n    if <(Gamemode) = [Ship]> then\n        repeat until <not <(Gamemode) = [Ship]>>\n            go to (! ship gm v)\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n    if <(Gamemode) = [Ball]> then\n        repeat until <not <(Gamemode) = [Ball]>>\n            go to (ball gm v)\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n    if <(Gamemode) = [Robot]> then\n        repeat until <not <(Gamemode) = [Robot]>>\n            go to (! robot gm v)\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n    if <(Gamemode) = [SwingCopter]> then\n        repeat until <not <(Gamemode) = [SwingCopter]>>\n            go to (swingcopter gm v)\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n    if <(Gamemode) = [UFO]> then\n        repeat until <not <(Gamemode) = [UFO]>>\n            go to (! ufo gm v)\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nset [ghost v] effect to (100)\nshow\nforever\n    if <(Gamemode) = [Wave]> then\n        repeat until <not <(Gamemode) = [Wave]>>\n            go to (wave gm v)\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n    if <(Gamemode) = [SwingCopter]> then\n        broadcast (Trail Go v)\n        broadcast (ABC NOT SHIP v)\n        broadcast (Activate SWINGCOPTER v)\n        wait until <not <(Gamemode) = [SwingCopter]>>\n    end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n    if <(Gamemode) = [Wave]> then\n        broadcast (Trail Go v)\n        broadcast (ABC NOT SHIP v)\n        broadcast (Activate WAVE v)\n        wait until <not <(Gamemode) = [Wave]>>\n    end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n    if <(Gamemode) = [Robot]> then\n        broadcast (Trail Go v)\n        broadcast (ABC NOT SHIP v)\n        broadcast (Activate ROBOT v)\n        wait until <not <(Gamemode) = [Robot]>>\n    end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n    if <(Gamemode) = [UFO]> then\n        broadcast (Trail Go v)\n        broadcast (ABC NOT SHIP v)\n        broadcast (Activate UFO v)\n        wait until <not <(Gamemode) = [UFO]>>\n    end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n    if <(Gamemode) = [Ship]> then\n        broadcast (Trail Go v)\n        broadcast (Activate SHIP v)\n        wait until <not <(Gamemode) = [Ship]>>\n    end\nend\n\nwhen backdrop switches to [level play v]\nshow\nforever\n    if <(Gamemode) = [Cube]> then\n        broadcast (Trail Go v)\n        broadcast (ABC NOT SHIP v)\n        broadcast (Activate  CUBE v)\n        wait until <not <(Gamemode) = [Cube]>>\n    end\nend\n\nwhen I receive [level #3 v]\nset [gamemode v] to [Cube]\nbroadcast (Activate  CUBE v)\nbroadcast (Gravity DOWN v)\nshow\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n    go to x: (50) y: (-75)\nend\n\nwhen flag clicked\nforever\n    set volume to (Sound FX) %\nend\n\nwhen I receive [level #5 v]\nset [gamemode v] to [SwingCopter]\nbroadcast (Activate SWINGCOPTER v)\nbroadcast (Gravity DOWN v)\nshow\n\nwhen I receive [death v]\nset [gamemode v] to [-]\n\nwhen backdrop switches to [level play v]\nforever\n    if <(Level ID) = [3]> then\n        if <<touching color (#1ffcff)?> or <touching color (#00ccff)?>> then\n            set [i am speed v] to [0]\n        end\n    end\nend\n\n@! UFO GM\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\nreset\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\ndefine reset\nset [movement v] to [8]\nset [dying? v] to [false]\nset [speed v] to [6]\nset [my variable v] to [0]\n\ndefine GroundTouch <falling>\nif <falling> then\n    if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n        repeat until <not <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>>>\n            set [my variable v] to [0]\n            change y by (1)\n        end\n        change y by (-1)\n    end\nelse\n    if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n        repeat until <not <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>>>\n            set [my variable v] to [0]\n            change y by (-1)\n        end\n        change y by (1)\n    end\n    if <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>> then\n        repeat until <not <<touching (top floor2 v)?> or <touching ( blocks editor system v)?>>>\n            set [my variable v] to [0]\n            change y by (-4)\n        end\n        change y by (1)\n    end\nend\n\nwhen flag clicked\nset size to (40) %\ngo to x: (-20) y: (0)\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate wave v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        show\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate  cube v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        show\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ball v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        show\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate swingcopter v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        show\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate robot v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        show\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ship v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        show\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ufo v]\nreset\n\nwhen I receive [activate ufo v]\nforever\n    if <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n        set [time v] to [0]\n        wait until <<(timer) > [0.3]> or <not <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>>>\n        if <(Time) > [0.3]> then\n            wait until <not <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>>\n        end\n    end\nend\n\nwhen I receive [activate ufo v]\nforever\n    if <(UFO Gravity) = [down]> then\n        if <(dying?) = [false]> then\n            if <<<mouse down?> or <key (space v) pressed?>> or <key (up arrow v) pressed?>> then\n                set [my variable v] to [6.5]\n                wait until <<<not <mouse down?>> and <not <key (space v) pressed?>>> and <not <key (up arrow v) pressed?>>>\n            end\n        end\n    end\n    if <(UFO Gravity) = [up]> then\n        if <(dying?) = [false]> then\n            if <<<mouse down?> or <key (space v) pressed?>> or <key (up arrow v) pressed?>> then\n                set [my variable v] to [-6.5]\n                wait until <<<not <mouse down?>> and <not <key (space v) pressed?>>> and <not <key (up arrow v) pressed?>>>\n            end\n        end\n    end\nend\n\nwhen I receive [activate ufo v]\nforever\n    if <(UFO Gravity) = [down]> then\n        if <(dying?) = [false]> then\n            change y by (my variable)\n            change [my variable v] by (-0.8)\n            GroundTouch <(my variable) < [0]>\n            point in direction ((90) + ((-0.5) * (my variable)))\n        end\n    end\n    if <(UFO Gravity) = [up]> then\n        if <(dying?) = [false]> then\n            change y by (my variable)\n            change [my variable v] by (0.8)\n            GroundTouch <(my variable) < [0]>\n            point in direction ((-90) + ((0.5) * (my variable)))\n        end\n    end\nend\n\nwhen I receive [activate ufo v]\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Spider]> then\n        go to (spider gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        show\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Spider]> then\n        go to (spider gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        show\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ufo v]\nforever\n    switch costume to (UFO costume)\nend\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [left v]\nif <(I am speed) = [0]> then\n    change x by (-5)\nend\nif <(I am speed) = [1]> then\n    change x by (-10)\nend\nif <(I am speed) = [-1]> then\n    change x by (-3)\nend\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n    change x by (5)\nend\nif <(I am speed) = [1]> then\n    change x by (10)\nend\nif <(I am speed) = [-1]> then\n    change x by (3)\nend\n\nwhen I receive [activate ufo v]\nforever\n    if <(Hide Controls) = [1]> then\n        if <key (left arrow v) pressed?> then\n            repeat until <not <key (left arrow v) pressed?>>\n                if <(I am speed) = [0]> then\n                    change x by (-5)\n                end\n                if <(I am speed) = [1]> then\n                    change x by (-10)\n                end\n                if <(I am speed) = [-1]> then\n                    change x by (-3)\n                end\n            end\n        end\n        if <key (right arrow v) pressed?> then\n            repeat until <not <key (right arrow v) pressed?>>\n                if <(I am speed) = [0]> then\n                    change x by (5)\n                end\n                if <(I am speed) = [1]> then\n                    change x by (10)\n                end\n                if <(I am speed) = [-1]> then\n                    change x by (3)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [activate ufo v]\nforever\n    change [time v] by (0.001)\n    change [time v] by (0.001)\n    change [time v] by (0.001)\nend\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [gravity up v]\nset [ufo gravity v] to [up]\n\nwhen I receive [gravity down v]\nset [ufo gravity v] to [down]\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n    go to x: (50) y: (-75)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\n@Wave GM\n\nwhen backdrop switches to [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [looks v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen backdrop switches to [level play v]\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Spider]> then\n        go to (spider gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        show\n    end\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate robot v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        show\n    end\nend\n\nwhen I receive [activate ship v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        show\n    end\nend\n\nwhen I receive [activate  cube v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        show\n    end\nend\n\nwhen I receive [activate ball v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        show\n    end\nend\n\nwhen I receive [activate swingcopter v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        show\n    end\nend\n\nwhen I receive [activate wave v]\nforever\n    switch costume to (Wave costume)\nend\n\nwhen I receive [activate ufo v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        show\n    end\nend\n\nwhen I receive [activate wave v]\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        show\n    end\nend\n\nwhen flag clicked\ngo to x: (-20) y: (0)\nset [wave gravity v] to [Down]\nhide\n\nwhen I receive [activate wave v]\nset size to (40) %\nforever\n    if <(Wave Gravity) = [Down]> then\n        if <<<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> and <not <touching (top floor2 v)?>>> then\n            point in direction (90)\n            point in direction (90)\n            point in direction (45)\n            change y by (10)\n        end\n        if <<not <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> and <not <touching (bottom floor v)?>>> then\n            point in direction (90)\n            point in direction (90)\n            point in direction (135)\n            change y by (-10)\n        end\n        if <touching (bottom floor v)?> then\n            point in direction (90)\n        end\n        if <touching (top floor2 v)?> then\n            point in direction (90)\n        end\n    end\n    if <(Wave Gravity) = [Up]> then\n        if <<<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> and <not <touching (top floor2 v)?>>> then\n            point in direction (90)\n            point in direction (90)\n            point in direction (135)\n            change y by (-10)\n        end\n        if <<not <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> and <not <touching (bottom floor v)?>>> then\n            point in direction (90)\n            point in direction (90)\n            point in direction (45)\n            change y by (10)\n        end\n        if <touching (bottom floor v)?> then\n            point in direction (90)\n            change y by (10)\n        end\n        if <touching (top floor2 v)?> then\n            point in direction (90)\n            change y by (-10)\n        end\n    end\nend\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n    change x by (5)\nend\nif <(I am speed) = [1]> then\n    change x by (10)\nend\nif <(I am speed) = [-1]> then\n    change x by (3)\nend\n\nwhen I receive [left v]\nif <(I am speed) = [0]> then\n    change x by (-5)\nend\nif <(I am speed) = [1]> then\n    change x by (-10)\nend\nif <(I am speed) = [-1]> then\n    change x by (-3)\nend\n\nwhen I receive [activate wave v]\nforever\n    if <(Hide Controls) = [1]> then\n        if <key (left arrow v) pressed?> then\n            repeat until <not <key (left arrow v) pressed?>>\n                if <(I am speed) = [0]> then\n                    change x by (-5)\n                end\n                if <(I am speed) = [1]> then\n                    change x by (-10)\n                end\n                if <(I am speed) = [-1]> then\n                    change x by (-3)\n                end\n            end\n        end\n        if <key (right arrow v) pressed?> then\n            repeat until <not <key (right arrow v) pressed?>>\n                if <(I am speed) = [0]> then\n                    change x by (5)\n                end\n                if <(I am speed) = [1]> then\n                    change x by (10)\n                end\n                if <(I am speed) = [-1]> then\n                    change x by (3)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [gravity up v]\nset [wave gravity v] to [Up]\n\nwhen I receive [gravity down v]\nset [wave gravity v] to [Down]\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n    go to x: (50) y: (-75)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\n@SwingCopter GM\n\nwhen backdrop switches to [levels v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [looks v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen flag clicked\nset size to (40) %\ngo to x: (-20) y: (0)\n\nwhen backdrop switches to [level play v]\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        show\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate ball v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        show\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate  cube v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        show\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ufo v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        show\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate wave v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        show\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate robot v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        show\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate swingcopter v]\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        go to (ball gm v)\n        hide\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        show\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate swingcopter v]\nset [velocity v] to [0]\nset [up/down v] to [-.5]\npoint in direction (90)\nwait (0) seconds\n\n    if <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n        if <(Up/Down) = [.7]> then\n            set [swing copter gravity v] to [down]\n            set [up/down v] to [-.7]\n            broadcast (Down v)\n        else\n            set [swing copter gravity v] to [up]\n            set [up/down v] to [.7]\n            broadcast (Up v)\n        end\n    end\n    wait until <not <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>>\nend\n\nwhen I receive [activate swingcopter v]\nforever\n    switch costume to (Swing Costume)\nend\n\nwhen I receive [activate swingcopter v]\n\n    point in direction (((-5) * (Velocity)) + (90))\n    change [velocity v] by (Up/Down)\n    change y by (Velocity)\n    if <(Velocity) > [9.1]> then\n        set [velocity v] to [9]\n    end\n    if <[-9.1] > (Velocity)> then\n        set [velocity v] to [-9]\n    end\n    if <<<[-100] > (y position)> and <<touching ( blocks editor system v)?> or >> and <(Up/Down) < [0]>> then\n        set [velocity v] to [0.7]\n    end\n    if <<<(y position) > [100]> and <<touching ( blocks editor system v)?> or >> and <(Up/Down) > [0]>> then\n        set [velocity v] to [-0.7]\n    end\nend\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n    change x by (5)\nend\nif <(I am speed) = [1]> then\n    change x by (10)\nend\n\nwhen I receive [left v]\nif <(I am speed) = [0]> then\n    change x by (-5)\nend\nif <(I am speed) = [1]> then\n    change x by (-10)\nend\nif <(I am speed) = [-1]> then\n    change x by (-3)\nend\nchange x by (-3)\nchange x by (2)\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n    change x by (5)\nend\nif <(I am speed) = [1]> then\n    change x by (10)\nend\nif <(I am speed) = [-1]> then\n    change x by (3)\nend\nchange x by (3)\nchange x by (2)\n\nwhen I receive [activate swingcopter v]\nforever\n    if <(Hide Controls) = [1]> then\n        if <key (left arrow v) pressed?> then\n            if <(I am speed) = [0]> then\n                change x by (-5)\n            end\n            if <(I am speed) = [1]> then\n                change x by (-10)\n            end\n            if <(I am speed) = [-1]> then\n                change x by (-3)\n            end\n        end\n        if <key (right arrow v) pressed?> then\n            if <(I am speed) = [0]> then\n                change x by (5)\n            end\n            if <(I am speed) = [1]> then\n                change x by (10)\n            end\n            if <(I am speed) = [-1]> then\n                change x by (3)\n            end\n        end\n    end\nend\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [gravity down v]\nset [swing copter gravity v] to [down]\n\nwhen I receive [gravity up v]\nset [swing copter gravity v] to [up]\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n    go to x: (50) y: (-75)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\nwhen I receive [restart v]\nif <(Level ID) = [5]> then\n    broadcast (Activate SWINGCOPTER v)\n    go to x: (100) y: (-110)\n    set [gamemode v] to [SwingCopter]\n    set [swing copter gravity v] to [down]\n    point in direction (90)\n    set size to (40) %\n    wait (1) seconds\n    show\nend\n\nwhen I receive [activate ship v]\nstop [other scripts in sprite v]\nhide\nif <(Gamemode) = [Cube]> then\n    go to (cube gm v)\n    hide\nend\nif <(Gamemode) = [Ship]> then\n    go to (! ship gm v)\n    hide\nend\nif <(Gamemode) = [Ball]> then\n    go to (ball gm v)\n    hide\nend\nif <(Gamemode) = [Robot]> then\n    go to (! robot gm v)\n    hide\nend\nif <(Gamemode) = [SwingCopter]> then\n    show\nend\nif <(Gamemode) = [UFO]> then\n    go to (! ufo gm v)\n    hide\nend\nif <(Gamemode) = [Wave]> then\n    go to (wave gm v)\n    hide\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\n@Ball GM\n\nwhen backdrop switches to [levels v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nhide\nforever\n    switch costume to (Ball Costume)\nend\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen I receive [message1 v]\nset [brightness v] effect to (0)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\nrepeat (10)\n    change [brightness v] effect by (10)\nend\n\nwhen backdrop switches to [menu v]\nhide\nstop [other scripts in sprite v]\ngo to x: (0) y: (-50)\n\nwhen backdrop switches to [level play v]\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        show\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen flag clicked\nset size to (35) %\ngo to x: (0) y: (-50)\n\nwhen backdrop switches to [level play v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    set [brightness v] effect to (Player Darkness)\nend\n\nwhen I receive [activate  cube v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        show\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate robot v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        show\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ship v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        show\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate swingcopter v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        show\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ufo v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        show\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate wave v]\nstop [other scripts in sprite v]\nhide\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        show\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ball v]\nforever\n    if <(Gamemode) = [Cube]> then\n        go to (cube gm v)\n        hide\n    end\n    if <(Gamemode) = [Ship]> then\n        go to (! ship gm v)\n        hide\n    end\n    if <(Gamemode) = [Ball]> then\n        show\n    end\n    if <(Gamemode) = [Robot]> then\n        go to (! robot gm v)\n        hide\n    end\n    if <(Gamemode) = [SwingCopter]> then\n        go to (swingcopter gm v)\n        hide\n    end\n    if <(Gamemode) = [UFO]> then\n        go to (! ufo gm v)\n        hide\n    end\n    if <(Gamemode) = [Wave]> then\n        go to (wave gm v)\n        hide\n    end\nend\n\nwhen I receive [activate ball v]\nforever\n    switch costume to (Ball Costume)\nend\n\nwhen backdrop switches to [levels v]\ngo to x: (0) y: (-50)\nstop [other scripts in sprite v]\ngo to x: (0) y: (-50)\nhide\n\nwhen I receive [level #2 v]\ngo to x: (0) y: (-50)\nchange y by (-10)\nset [grav v] to [-]\nset [sin v] to [10]\n\nwhen I receive [activate ball v]\nwait (0.01) seconds\nforever\n    if <key (left arrow v) pressed?> then\n        repeat until <not <key (left arrow v) pressed?>>\n            turn left (10) degrees\n        end\n        turn left (5) degrees\n        turn left (2) degrees\n    end\n    if <key (right arrow v) pressed?> then\n        repeat until <not <key (right arrow v) pressed?>>\n            turn right (10) degrees\n        end\n        turn right (5) degrees\n        turn right (2) degrees\n    end\nend\n\nwhen I receive [restart v]\nif <(Level ID) = [2]> then\n    show\n    repeat (10)\n        set [grav v] to [-]\n        point in direction (90)\n    end\n    show\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\nwait (1) seconds\ngo to x: (0) y: (-50)\n\nwhen I receive [new color v]\nchange [color v] effect by (10)\n\nwhen I receive [activate ball v]\nforever\n    if <(Hide Controls) = [1]> then\n        if <key (left arrow v) pressed?> then\n            if <(I am speed) = [0]> then\n                change x by (-5)\n            end\n            if <(I am speed) = [1]> then\n                change x by (-10)\n            end\n            if <(I am speed) = [-1]> then\n                change x by (-3)\n            end\n        end\n        if <key (right arrow v) pressed?> then\n            if <(I am speed) = [0]> then\n                change x by (5)\n            end\n            if <(I am speed) = [1]> then\n                change x by (10)\n            end\n            if <(I am speed) = [-1]> then\n                change x by (3)\n            end\n        end\n    end\nend\n\nwhen I receive [right v]\nif <(I am speed) = [0]> then\n    change x by (5)\nend\nif <(I am speed) = [1]> then\n    change x by (10)\nend\nif <(I am speed) = [-1]> then\n    change x by (3)\nend\nchange x by (3)\nchange x by (2)\n\nwhen I receive [left v]\nif <(I am speed) = [0]> then\n    change x by (-5)\nend\nif <(I am speed) = [1]> then\n    change x by (-10)\nend\nif <(I am speed) = [-1]> then\n    change x by (-3)\nend\nchange x by (-3)\nchange x by (2)\n\nwhen I receive [left v]\nturn left (10) degrees\nturn left (5) degrees\nturn left (2) degrees\n\nwhen I receive [right v]\nturn right (10) degrees\nturn right (5) degrees\nturn right (2) degrees\n\nwhen I receive [small v]\nset size to (20) %\n\nwhen I receive [regular v]\nset size to (40) %\n\nwhen I receive [large v]\nset size to (80) %\n\nwhen I receive [gravity up v]\nset [grav v] to [0]\n\nwhen I receive [gravity down v]\nset [grav v] to [-]\n\nwhen I receive [stop play v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [complete! v]\nwait (2) seconds\nrepeat (4)\n    go to x: (50) y: (-75)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [find position v]\nset x to (item (1) of [portal x and y v])\nset y to (item (2) of [portal x and y v])\n\nwhen I receive [activate ball v]\nwait (0.01) seconds\nforever\n    if <(grav) = [-]> then\n        if <touching ( blocks editor system v)?> then\n            repeat until <not <touching ( blocks editor system v)?>>\n                change y by (3)\n            end\n            change y by (-3)\n            wait until <not <touching ( blocks editor system v)?>>\n        end\n    end\nend\n\nwhen I receive [activate ball v]\nwait (0.01) seconds\nforever\n    if <touching (bottom floor v)?> then\n        repeat until <not <touching (bottom floor v)?>>\n            change y by (0.8)\n        end\n        change y by (-5)\n        wait until <not <touching (bottom floor v)?>>\n    end\nend\n\nwhen I receive [activate ball v]\nforever\n    if <<touching ( blocks editor system v)?> or <touching (bottom floor v)?>> then\n        set [sin v] to [0]\n        wait (0.025) seconds\n    else\n        change y by (join (grav) (sin))\n        change [sin v] by (0.5)\n    end\nend\n\nwhen I receive [activate ball v]\nwait (0.01) seconds\nforever\n    if <touching (bottom floor v)?> then\n        set [grav v] to [-]\n        wait until <not <touching (bottom floor v)?>>\n    end\nend\n\nwhen I receive [activate ball v]\nset [grav v] to [-]\nforever\n    if <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n        if <<(Hide Controls) = [1]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n            if <(grav) = [0]> then\n                repeat until <not <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>>>\n                    change y by (-8)\n                end\n                set [grav v] to [-]\n                set [sin v] to [10]\n            else\n                repeat until <not <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>>>\n                    change y by (8)\n                end\n                set [grav v] to [0]\n                set [sin v] to [10]\n            end\n            wait (0.2) seconds\n        end\n    end\nend\n\nwhen I receive [activate ball v]\nwait (0.01) seconds\nforever\n    if <(grav) = [0]> then\n        if <touching ( blocks editor system v)?> then\n            repeat until <not <touching ( blocks editor system v)?>>\n                change y by (-3)\n            end\n            change y by (3)\n            wait until <not <touching ( blocks editor system v)?>>\n        end\n    end\nend\n\n@ BLOCKS Editor System\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen I receive [level #1 v]\nswitch costume to (level 1 v)\nshow\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\nwhen I receive [level #2 v]\nswitch costume to (level 2 v)\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Level ID) = [2]> then\n    wait (0.4) seconds\n    switch costume to (moving obj lvl 2 a v)\n    go to x: (-176) y: (50)\n    repeat until <not <(backdrop [number v]) = [4]>>\n        repeat (70)\n            move (5) steps\n        end\n        repeat (70)\n            move (-5) steps\n        end\n    end\n    delete this clone\nend\nif <(Level ID) = [4]> then\n    wait (0.4) seconds\n    switch costume to (moving obj lvl 4 a v)\n    go to x: (95) y: (0)\n    repeat until <not <(backdrop [number v]) = [4]>>\n        repeat (40)\n            change y by (3)\n        end\n        repeat (40)\n            change y by (-3)\n        end\n    end\n    delete this clone\nend\n\nwhen I receive [level #3 v]\nswitch costume to (level 3 v)\nshow\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\nwhen I receive [level #4 v]\nswitch costume to (level 4 v)\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [create v]\nswitch costume to (empty level v)\nshow\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [20]> then\n    go to x: (0) y: (0)\n    switch costume to (pan5 v)\n    show\n    point in direction (90)\nend\nif <(Level ID) = [22]> then\n    go to x: (0) y: (0)\n    switch costume to (pan 2 v)\n    show\n    point in direction (90)\nend\nif <(Level ID) = [23]> then\n    go to x: (0) y: (0)\n    switch costume to (demon v)\n    show\n    point in direction (90)\nend\nif <(Level ID) = [24]> then\n    go to x: (0) y: (0)\n    switch costume to (pan 3 v)\n    show\n    point in direction (90)\nend\nif <(Level ID) = [25]> then\n    go to x: (0) y: (0)\n    switch costume to (pan4 v)\n    show\n    point in direction (90)\nend\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen I receive [level #5 v]\nswitch costume to (level 5 v)\nshow\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\n@SPIKES Editor System2\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level #1 v]\nswitch costume to (level 1 v)\nshow\nset size to (100) %\n\nwhen I receive [level #2 v]\npoint in direction (90)\nswitch costume to (level 2 v)\nshow\nset size to (100) %\n\nwhen I receive [level #3 v]\nset [position v] to [0]\nswitch costume to (level 3 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\ncreate clone of (_myself_ v)\nchange [position v] by (1)\nwait (0.5) seconds\ncreate clone of (_myself_ v)\npoint in direction (90)\nset size to (100) %\n\nwhen I start as a clone\nset size to (100) %\nif <(Level ID) = [3]> then\n    if <(Position) = [0]> then\n        change [position v] by (1)\n        wait (0.4) seconds\n        switch costume to (moving obj lvl 3 a v)\n        go to x: (-40) y: (-40)\n        point in direction (165)\n        repeat until <not <(backdrop [number v]) = [4]>>\n            repeat (20)\n                turn right (9) degrees\n            end\n            repeat (6)\n                turn right (5) degrees\n            end\n            repeat (4)\n                turn right (2) degrees\n            end\n            repeat (20)\n                turn left (9) degrees\n            end\n            repeat (6)\n                turn left (5) degrees\n            end\n            repeat (4)\n                turn left (2) degrees\n            end\n        end\n        delete this clone\n    else\n        wait (0.4) seconds\n        switch costume to (moving obj lvl 3 a v)\n        go to x: (151) y: (79)\n        point in direction (90)\n        repeat until <not <(backdrop [number v]) = [4]>>\n            turn left (4) degrees\n        end\n        delete this clone\n    end\nend\nif <(Level ID) = [4]> then\n    switch costume to (moving obj lvl 4 a v)\n    go to x: (160) y: (130)\n    repeat until <not <(backdrop [number v]) = [4]>>\n        repeat (20)\n            change y by (-6)\n        end\n        repeat (20)\n            change y by (6)\n        end\n    end\n    delete this clone\nend\nif <(Level ID) = [22]> then\n    if <(Position) = [0]> then\n        set size to (70) %\n        change [position v] by (1)\n        wait (0.4) seconds\n        switch costume to (moving obj lvl 3 a v)\n        go to x: (200) y: (-110)\n        point in direction (165)\n        repeat until <not <(backdrop [number v]) = [4]>>\n            turn right (10) degrees\n        end\n        delete this clone\n    else\n        set size to (70) %\n        wait (0.4) seconds\n        switch costume to (moving obj lvl 3 a v)\n        go to x: (0) y: (160)\n        point in direction (90)\n        repeat until <not <(backdrop [number v]) = [4]>>\n            turn left (8) degrees\n        end\n        delete this clone\n    end\nend\n\ngo to x: (36) y: (28)\n\nwhen I receive [level #4 v]\nswitch costume to (level 4 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (90)\nset size to (100) %\n\nwhen backdrop switches to [create v]\ngo to x: (0) y: (0)\nswitch costume to (empty level v)\nshow\npoint in direction (90)\nset size to (100) %\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [20]> then\n    set size to (100) %\n    go to x: (0) y: (0)\n    switch costume to (rockman level v)\n    show\n    point in direction (90)\nend\nif <(Level ID) = [21]> then\n    set size to (100) %\n    go to x: (0) y: (0)\n    switch costume to (pancake level v)\n    show\n    point in direction (90)\nend\nif <(Level ID) = [22]> then\n    set [position v] to [0]\n    set size to (100) %\n    go to x: (0) y: (0)\n    switch costume to (pancake level 2 v)\n    show\n    point in direction (90)\n    go to x: (0) y: (0)\n    point in direction (90)\n    create clone of (_myself_ v)\n    wait (0.05) seconds\n    change [position v] by (1)\n    wait (0.5) seconds\n    create clone of (_myself_ v)\n    point in direction (90)\n    switch costume to (pancake level 2 v)\nend\nif <(Level ID) = [23]> then\n    set size to (100) %\n    go to x: (0) y: (0)\n    switch costume to (demon2 v)\n    show\n    point in direction (90)\nend\nif <(Level ID) = [24]> then\n    set size to (100) %\n    go to x: (0) y: (0)\n    switch costume to (pan 3 v)\n    show\n    point in direction (90)\nend\nif <(Level ID) = [25]> then\n    set size to (100) %\n    go to x: (0) y: (0)\n    switch costume to (pan 4 v)\n    show\n    point in direction (90)\n    repeat until <not <(backdrop [number v]) = [4]>>\n        repeat (10)\n            change y by (-1)\n        end\n        repeat (10)\n            change y by (1)\n        end\n    end\nend\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen I receive [level #5 v]\nswitch costume to (level 5 v)\nshow\ngo to x: (0) y: (0)\nset size to (100) %\n\n@PORTALS Editor System\n\nwhen backdrop switches to [create v]\nset size to () %\ngo to x: () y: ()\nswitch costume to (swing v)\nshow\n\nwhen backdrop switches to [create v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [s]> then\n            broadcast (SMALL v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [featured v]\nhide\n\nwhen backdrop switches to [level play v]\ndelete all of [portal x and y v]\nwait (0.1) seconds\nif <(Level ID) > [19]> then\n    if <(Level ID) = [21]> then\n        point in direction (-90)\n        set size to (30) %\n        go to x: (-30) y: (-85)\n        switch costume to (wave v)\n        show\n    end\n    if <(Level ID) = [22]> then\n        point in direction (-90)\n        set size to (20) %\n        go to x: (-140) y: (-100)\n        switch costume to (ball v)\n        show\n    end\n    if <(Level ID) = [23]> then\n        point in direction (-90)\n        set size to (20) %\n        go to x: (-200) y: (-10)\n        switch costume to (teleport portal2 v)\n        show\n        create clone of (_myself_ v)\n        go to x: (-200) y: (-10)\n        switch costume to (teleport portal2 v)\n    end\nelse\n    if <(Level ID) = [5]> then\n        point in direction (-90)\n        set size to (60) %\n        go to x: (-215) y: (-50)\n        switch costume to (teleport portal2 v)\n        show\n        create clone of (_myself_ v)\n        go to x: (-200) y: (-50)\n        switch costume to (teleport portal2 v)\n    else\n        hide\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [t]> then\n            broadcast (REGULAR v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [s]> then\n            broadcast (SMALL v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [l]> then\n            broadcast (LARGE v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [ship]> then\n            set [gamemode v] to [Ship]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [spider]> then\n            set [gamemode v] to [Spider]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [robot]> then\n            set [gamemode v] to [Robot]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [swing]> then\n            set [gamemode v] to [SwingCopter]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [cube]> then\n            set [gamemode v] to [Cube]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [wave]> then\n            set [gamemode v] to [Wave]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [UFO]> then\n            set [gamemode v] to [UFO]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [ball]> then\n            set [gamemode v] to [Ball]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [create v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [UFO]> then\n            set [gamemode v] to [UFO]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [create v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [t]> then\n            broadcast (REGULAR v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [create v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [l]> then\n            broadcast (LARGE v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [create v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [swing]> then\n            set [gamemode v] to [SwingCopter]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [create v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [ship]> then\n            set [gamemode v] to [Ship]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [create v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [cube]> then\n            set [gamemode v] to [Cube]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [create v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [ball]> then\n            set [gamemode v] to [Ball]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [create v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [wave]> then\n            set [gamemode v] to [Wave]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [create v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [robot]> then\n            set [gamemode v] to [Robot]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [create v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [spider]> then\n            set [gamemode v] to [Spider]\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Level ID) = [23]> then\n    point in direction (-90)\n    set size to (20) %\n    go to x: (-220) y: (120)\n    add (x position) to [portal x and y v]\n    add (y position) to [portal x and y v]\n    switch costume to (teleport portal v)\n    wait until <not <(backdrop [number v]) = [4]>>\n    delete this clone\nend\nif <(Level ID) = [5]> then\n    point in direction (-90)\n    set size to (50) %\n    go to x: (-215) y: (120)\n    add (x position) to [portal x and y v]\n    add (y position) to [portal x and y v]\n    switch costume to (teleport portal v)\n    wait until <not <(backdrop [number v]) = [4]>>\n    delete this clone\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [name v]) = [teleport portal2]> then\n            broadcast (Find Position v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\n@Ending\n\nwhen I receive [level #1 v]\npoint in direction (90)\nset size to (50) %\ngo to x: (217) y: (71)\nswitch costume to (triple2 v)\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nhide\ndelete all of [complete? v]\nrepeat (25)\n    add [-] to [complete? v]\nend\n\nwhen I receive [level #2 v]\npoint in direction (90)\nset size to (30) %\ngo to x: (207) y: (111)\nswitch costume to (triple2 v)\nshow\n\nwhen I receive [level #3 v]\npoint in direction (90)\nset size to (30) %\ngo to x: (207) y: (130)\nswitch costume to (triple2 v)\nshow\n\nwhen I receive [level #4 v]\npoint in direction (90)\nset size to (50) %\ngo to x: (207) y: (80)\nswitch costume to (triple2 v)\nshow\n\nwhen backdrop switches to [create v]\npoint in direction (90)\nset size to () %\ngo to x: () y: ()\nswitch costume to (triple2 v)\nshow\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [20]> then\n    go to x: (210) y: (146)\n    set size to (40) %\n    switch costume to (triple2 v)\n    show\n    point in direction (90)\nend\nif <(Level ID) = [21]> then\n    go to x: (110) y: (110)\n    set size to (60) %\n    switch costume to (triple2 v)\n    show\n    point in direction (90)\nend\nif <(Level ID) = [22]> then\n    go to x: (140) y: (140)\n    set size to (45) %\n    switch costume to (triple2 v)\n    show\n    point in direction (90)\nend\nif <(Level ID) = [23]> then\n    go to x: (220) y: (160)\n    set size to (30) %\n    switch costume to (triple2 v)\n    show\n    point in direction (60)\nend\nif <(Level ID) = [24]> then\n    point in direction (90)\n    set size to (30) %\n    go to x: (76) y: (95)\n    switch costume to (triple2 v)\n    show\nend\nif <(Level ID) = [25]> then\n    point in direction (0)\n    set size to (30) %\n    go to x: (-75) y: (90)\n    switch costume to (triple2 v)\n    show\nend\n\nwhen I receive [complete! v]\nif <(Level ID) = [20]> then\n    if < (item (20) of [complete? v]) contains [-]?> then\n        replace item (20) of [complete? v] with [1]\n        change [orbs v] by (100)\n        change [diamonds v] by (10)\n        change [stars v] by (5)\n    end\nend\nif <(Level ID) = [21]> then\n    if < (item (21) of [complete? v]) contains [-]?> then\n        replace item (21) of [complete? v] with [1]\n        change [orbs v] by (400)\n        change [diamonds v] by (10)\n        change [stars v] by (14)\n    end\nend\nif <(Level ID) = [22]> then\n    if < (item (22) of [complete? v]) contains [-]?> then\n        replace item (22) of [complete? v] with [1]\n        change [orbs v] by (500)\n        change [diamonds v] by (10)\n        change [stars v] by (15)\n    end\nend\nif <(Level ID) = [23]> then\n    if < (item (23) of [complete? v]) contains [-]?> then\n        replace item (23) of [complete? v] with [1]\n        change [orbs v] by (500)\n        change [diamonds v] by (10)\n        change [stars v] by (20)\n    end\nend\nif <(Level ID) = [5]> then\n    if < (item (5) of [complete? v]) contains [-]?> then\n        replace item (5) of [complete? v] with [1]\n        change [orbs v] by (500)\n        change [stars v] by (10)\n    end\nend\nif <(Level ID) = [24]> then\n    if < (item (24) of [complete? v]) contains [-]?> then\n        replace item (24) of [complete? v] with [1]\n        change [orbs v] by (50)\n        change [stars v] by (4)\n    end\nend\nif <(Level ID) = [25]> then\n    if < (item (25) of [complete? v]) contains [-]?> then\n        replace item (25) of [complete? v] with [1]\n        change [orbs v] by (50)\n        change [stars v] by (4)\n    end\nend\n\nwhen backdrop switches to [extra menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        broadcast (complete! v)\n        wait until <not <touching (main hit box player v)?>>\n    end\nend\n\nwhen I receive [level #5 v]\npoint in direction (90)\nset size to (50) %\ngo to x: (207) y: (130)\nswitch costume to (triple2 v)\nshow\n\n@Extra Stuff Editor\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen I receive [level #1 v]\nset [i am speed v] to [0]\nset volume to (100) %\nset [gamemode v] to [Cube]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    play sound [Level 1 v] until done\nend\nstop all sounds\n\nwhen I receive [level #1 v]\nswitch costume to (level 1 v)\nshow\n\nwhen backdrop switches to [menu v]\nhide\nstop all sounds\n\nwhen flag clicked\nhide\nforever\n    set volume to (Music) %\nend\n\nwhen I receive [complete! v]\nrepeat (10)\n    change volume by (-10)\nend\nset volume to (0) %\n\nwhen I receive [level #2 v]\nset [i am speed v] to [0]\nset volume to (100) %\nset [gamemode v] to [Ball]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    play sound [Level 2 v] until done\nend\nstop all sounds\n\nwhen I receive [level #3 v]\nset [i am speed v] to [0]\nset volume to (100) %\nset [gamemode v] to [Cube]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    play sound [Level 3 v] until done\nend\nstop all sounds\n\nwhen I receive [level #3 v]\nswitch costume to (level 3 v)\nshow\n\nwhen I receive [level #4 v]\nset [i am speed v] to [0]\nset volume to (100) %\nset [gamemode v] to [Robot]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    play sound [Level 4 v] until done\nend\nstop all sounds\n\nwhen I receive [level #4 v]\nswitch costume to (level 4 v)\nshow\n\nwhen backdrop switches to [level play v]\nif <(backdrop [number v]) = [4]> then\n    if <(Level ID) = [20]> then\n        set volume to (100) %\n        go to x: (0) y: (0)\n        switch costume to (pan5 v)\n        show\n        repeat until <not <(backdrop [number v]) = [4]>>\n            play sound [Pan5 v] until done\n        end\n        stop all sounds\n    end\n    if <(Level ID) = [21]> then\n        set volume to (100) %\n        go to x: (0) y: (0)\n        switch costume to (empty level v)\n        show\n        repeat until <not <(backdrop [number v]) = [4]>>\n            play sound [Pancake v] until done\n        end\n        stop all sounds\n    end\n    if <(Level ID) = [22]> then\n        set volume to (100) %\n        go to x: (0) y: (0)\n        switch costume to (empty level v)\n        show\n        repeat until <not <(backdrop [number v]) = [4]>>\n            play sound [Pancake2 v] until done\n        end\n        stop all sounds\n    end\n    if <(Level ID) = [23]> then\n        set volume to (100) %\n        go to x: (0) y: (0)\n        switch costume to (demon v)\n        show\n        repeat until <not <(backdrop [number v]) = [4]>>\n            play sound [Demon v] until done\n        end\n        stop all sounds\n    end\n    if <(Level ID) = [24]> then\n        set volume to (100) %\n        go to x: (0) y: (0)\n        switch costume to (pancake v)\n        show\n        repeat until <not <(backdrop [number v]) = [4]>>\n            play sound [Pan3 v] until done\n        end\n        stop all sounds\n    end\n    if <(Level ID) = [25]> then\n        set volume to (100) %\n        go to x: (0) y: (0)\n        switch costume to (pancake v)\n        show\n        repeat until <not <(backdrop [number v]) = [4]>>\n            play sound [Pan4 v] until done\n        end\n        stop all sounds\n    end\n    if <(Level ID) = [26]> then\n        set volume to (100) %\n        go to x: (0) y: (0)\n        switch costume to (empty level v)\n        show\n        repeat until <not <(backdrop [number v]) = [4]>>\n            play sound [Level 3 v] until done\n        end\n        stop all sounds\n    end\nend\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [featured v]\nhide\n\nwhen I receive [level #5 v]\nset [i am speed v] to [0]\nset volume to (100) %\nset [gamemode v] to [SwingCopter]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    play sound [Level 5 v] until done\nend\nstop all sounds\n\nwhen I receive [level #5 v]\nswitch costume to (level 5 v)\nshow\n\n@ORBS Editor\n\nwhen backdrop switches to [create v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [number v]) = [1]> then\n            set [i am speed v] to [1]\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [2]> then\n            set [i am speed v] to [0]\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [3]> then\n            set [i am speed v] to [-1]\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [4]> then\n            broadcast (Gravity DOWN v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [5]> then\n            broadcast (Gravity UP v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <<(costume [number v]) = [6]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n            broadcast (Red v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [7]> then\n            broadcast (Red v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <<(costume [number v]) = [8]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n            broadcast (Blue v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [9]> then\n            broadcast (Blue v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <<(costume [number v]) = [10]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n            broadcast (Yellow v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [11]> then\n            broadcast (Yellow v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <<(costume [number v]) = [12]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n            broadcast (Purple v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [13]> then\n            broadcast (Purple v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <<(costume [number v]) = [14]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n            broadcast (Green v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [create v]\nset size to () %\ngo to x: () y: ()\nswitch costume to (empty level v)\nshow\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [featured v]\nhide\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [1]> then\n    set size to (25) %\n    go to x: (75) y: (120)\n    switch costume to (orb yellow v)\n    show\nend\nif <(Level ID) = [23]> then\n    set size to (25) %\n    go to x: (-200) y: (110)\n    switch costume to (orb yellow v)\n    show\n    forever\n        repeat (50)\n            move (10) steps\n        end\n        repeat (50)\n            move (-10) steps\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nforever\n    if <touching (main hit box player v)?> then\n        if <(costume [number v]) = [1]> then\n            set [i am speed v] to [1]\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [2]> then\n            set [i am speed v] to [0]\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [3]> then\n            set [i am speed v] to [-1]\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [4]> then\n            broadcast (Gravity DOWN v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [5]> then\n            broadcast (Gravity UP v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <<(costume [number v]) = [6]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n            broadcast (Red v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [7]> then\n            broadcast (Red v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <<(costume [number v]) = [8]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n            broadcast (Blue v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [9]> then\n            broadcast (Blue v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <<(costume [number v]) = [10]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n            broadcast (Yellow v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [11]> then\n            broadcast (Yellow v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <<(costume [number v]) = [12]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n            broadcast (Purple v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <(costume [number v]) = [13]> then\n            broadcast (Purple v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n        if <<(costume [number v]) = [14]> and <<mouse down?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n            broadcast (Green v)\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\n@Instructions\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [create v]\nset size to (100) %\nswitch costume to (costume1 v)\nshow\nforever\n    if <key (i v) pressed?> then\n        create clone of (_myself_ v)\n        wait until <mouse down?>\n    end\nend\n\nwhen I start as a clone\nset size to (1) %\nhide\nswitch costume to (costume2 v)\nshow\ngo to [front v] layer\nrepeat (10)\n    change size by (9)\nend\nforever\n    if <mouse down?> then\n        repeat (10)\n            change size by (-10)\n        end\n        hide\n        delete this clone\n    end\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [create v]\nforever\n    if <key (p v) pressed?> then\n        switch backdrop to (level play v)\n        broadcast (Play v)\n        hide\n        wait until <key (o v) pressed?>\n        switch backdrop to (create v)\n        broadcast (Stop Play v)\n        show\n    end\nend\n\nforever\n    broadcast (THIS IS A REMIX v)\nend\n\n@Platformer Follower Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nstop [other scripts in sprite v]\n\ndefine check player\nset [check platform v] to [0]\nset [platform above v] to [0]\nif <([x position v] of [main hit box player v]) < (x position)> then\n    set [left v] to [1]\n    set [right v] to [0]\n    point in direction (90)\nelse\n    if <([x position v] of [main hit box player v]) > (x position)> then\n        set [right v] to [1]\n        set [left v] to [0]\n        point in direction (-90)\n    else\n        set [right v] to [0]\n        set [left v] to [0]\n    end\nend\nif <<(checking the left) = [1]> or <(down left) = [1]>> then\n    set [left v] to [1]\n    set [right v] to [0]\nend\nif <<(checking the right) = [1]> or <(down right) = [1]>> then\n    set [right v] to [1]\n    set [left v] to [0]\nend\nif <<<([x position v] of [main hit box player v]) > (x position)> and <(right wall) = [1]>> or <<([x position v] of [main hit box player v]) < (x position)> and <(left wall) = [1]>>> then\n    set [no wall jump v] to [0]\nend\n\ndefine loop\ncheck player\nif <(Right) = [1]> then\n    change [x v v] by (1)\nend\nif <(Left) = [1]> then\n    change [x v v] by (-1)\nend\nset [x v v] to ((x v) * (0.8))\nif <([abs v] of (x v) ) > [0.9]> then\n    Change player x by (round (x v))\nend\nchange [y v v] by (-2)\nChange player y by (y v)\n\ndefine reset\nset [y v v] to [0]\nset [x v v] to [0]\nset [in air v] to [0]\nset [exit v] to []\ngo to x: (-82) y: (46)\nshow\n\ndefine Change player x by (x v)\nchange x by (x v)\nif <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> then\n    set [jump v] to [1]\n    repeat (8)\n        change y by (1)\n        if <not <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>>> then\n            stop [this script v]\n        end\n    end\n    change y by (-8)\n    if <(no wall jump) = [0]> then\n        if <(x v) > [0]> then\n            set [x v v] to [-10]\n        else\n            set [x v v] to [10]\n        end\n        set [in air v] to [0]\n    else\n        set [x v v] to [0]\n    end\n    repeat until <not <<<touching (bottom floor v)?> or <touching ( blocks editor system v)?>> or <touching (_edge_ v)?>>>\n        if <(x v) > [0]> then\n            change x by (-1)\n            set [checking the right v] to [0]\n            set [right wall v] to [1]\n            set [left wall v] to [0]\n        else\n            change x by (1)\n            set [checking the left v] to [0]\n            set [left wall v] to [1]\n            set [right wall v] to [0]\n        end\n    end\nelse\n    set [left wall v] to [0]\n    set [right wall v] to [0]\nend\n\ndefine Change player y by (y v)\nchange y by (y v)\nchange [in air v] by (1)\nrepeat until <not <<touching (bottom floor v)?> or <touching ( blocks editor system v)?>>>\n    if <(y v) > [0]> then\n        change y by (-1)\n        set [ceiling v] to [1]\n    else\n        change y by (1)\n        set [in air v] to [0]\n        set [ceiling v] to [-1]\n    end\n    set [y v v] to [0]\nend\n\ndefine Check X\nif <([x position v] of [main hit box player v]) < (x position)> then\n    switch costume to (costume11 v)\n    repeat (4)\n        next costume\n        wait (0) seconds\n        wait (0) seconds\n        wait (0) seconds\n    end\nend\nif <([x position v] of [main hit box player v]) > (x position)> then\n    switch costume to (costume11 v)\n    repeat (4)\n        next costume\n        wait (0) seconds\n        wait (0) seconds\n        wait (0) seconds\n    end\nend\nif <([x position v] of [main hit box player v]) = (x position)> then\n    switch costume to (costume1 v)\n    repeat (10)\n        next costume\n        wait (0) seconds\n        wait (0) seconds\n        wait (0) seconds\n    end\nend\n\nwhen backdrop switches to [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [looks v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level #1 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level #2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level #3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level #4 v]\nif <(Level ID) = [4]> then\n    forever\n        Check X\n    end\nend\n\nwhen I receive [level #4 v]\nshow\nforever\n    reset\n    repeat until <(EXIT) > []>\n        loop\n    end\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [restart v]\nif <(Level ID) = [4]> then\n    forever\n        Check X\n    end\nend\n\nwhen I receive [restart v]\nif <(Level ID) = [4]> then\n    forever\n        reset\n        repeat until <(EXIT) > []>\n            loop\n        end\n    end\nend\n\n@Sprite10\n\nwhen this sprite clicked\nif <(costume [name v]) = [Pan]> then\n    start sound [Start v]\n    broadcast (message1 v)\n    switch backdrop to (level play v)\n    set [level id v] to [21]\n    wait (0.2) seconds\n    set [gamemode v] to [Cube]\n    broadcast (Gravity DOWN v)\n    broadcast (SMALL v)\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nswitch costume to (note v)\ngo to x: (33) y: (-31)\nhide\n\nwhen backdrop switches to [featured v]\ngo to x: (33) y: (-31)\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen backdrop switches to [level play v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [create v]\nhide\n\nwhen I receive [next list v]\nrepeat (24)\n    move (-20) steps\nend\nnext costume\ngo to x: (455) y: (-31)\nglide (0.5) secs to x: (33) y: (-31)\n\nwhen I receive [prev list v]\nrepeat (24)\n    move (20) steps\nend\nswitch costume to ((costume [number v]) - (1))\ngo to x: (-356) y: (-31)\nglide (0.5) secs to x: (33) y: (-31)\n\nwhen this sprite clicked\nif <(costume [name v]) = [Pan2]> then\n    start sound [Start v]\n    broadcast (message1 v)\n    switch backdrop to (level play v)\n    set [level id v] to [22]\n    wait (0.2) seconds\n    set [gamemode v] to [Cube]\n    broadcast (Gravity DOWN v)\n    broadcast (SMALL v)\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [Pan5]> then\n    start sound [Start v]\n    broadcast (message1 v)\n    switch backdrop to (level play v)\n    set [level id v] to [20]\n    wait (0.2) seconds\n    set [gamemode v] to [Cube]\n    broadcast (Gravity DOWN v)\n    broadcast (REGULAR v)\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [Dem]> then\n    start sound [Start v]\n    broadcast (message1 v)\n    switch backdrop to (level play v)\n    set [level id v] to [23]\n    wait (0.2) seconds\n    set [gamemode v] to [Cube]\n    broadcast (Gravity DOWN v)\n    broadcast (SMALL v)\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [Pan3]> then\n    start sound [Start v]\n    broadcast (message1 v)\n    switch backdrop to (level play v)\n    set [level id v] to [24]\n    wait (0.2) seconds\n    set [gamemode v] to [Cube]\n    broadcast (Gravity DOWN v)\n    broadcast (SMALL v)\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [Pan4]> then\n    start sound [Start v]\n    broadcast (message1 v)\n    switch backdrop to (level play v)\n    set [level id v] to [25]\n    wait (0.2) seconds\n    set [gamemode v] to [Cube]\n    broadcast (Gravity DOWN v)\n    broadcast (SMALL v)\nend\n\n@yee2\n\nwhen this sprite clicked\nif << (item (1) of [complete? v]) contains [1]?> and << (item (2) of [complete? v]) contains [1]?> and < (item (3) of [complete? v]) contains [1]?>>> then\n    hide\nelse\n    say [Beat levels 1, 2, and 3 to unlock this!] for (2) seconds\nend\n\nwhen flag clicked\nclear graphic effects\nset [abcdefghi v] to [0]\nswitch costume to ( v)\nset size to (35) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (45) %\n    else\n        set size to (40) %\n    end\nend\n\nwhen backdrop switches to [looks v]\nif <(abcdefghi) = [1]> then\n    hide\nelse\n    show\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [looks v]\nif <(abcdefghi) = [1]> then\n    wait (0.5) seconds\n    set [abcdefghi v] to [1]\n    wait (0.5) seconds\n    next costume\n    wait (1) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nelse\n    show\nend\n\n@Coins\n\nwhen I receive [level #1 v]\nset size to (30) %\ngo to x: (201) y: (150)\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [level #2 v]\nset size to (30) %\ngo to x: (181) y: (30)\nshow\n\nwhen I receive [level #3 v]\nset size to (30) %\ngo to x: (-217) y: (150)\nshow\n\nwhen I receive [level #4 v]\nset size to (30) %\ngo to x: (-217) y: (150)\nshow\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [21]> then\n    go to x: (-31) y: (25)\n    set size to (20) %\n    show\nend\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [22]> then\n    go to x: (185) y: (-105)\n    set size to (20) %\n    show\nend\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [looks2 v]\nhide\n\nwhen flag clicked\nforever\n    if <<(Level ID) = [1]> or <<(Level ID) = [2]> or <<(Level ID) = [3]> or <(Level ID) = [4]>>>> then\n        switch costume to (coin-0 v)\n        repeat (3)\n            wait (0.1) seconds\n            next costume\n        end\n        wait (0.1) seconds\n    end\n    if <(Level ID) = [21]> then\n        switch costume to (usercoin v)\n        repeat (3)\n            wait (0.1) seconds\n            next costume\n        end\n        wait (0.1) seconds\n    end\n    if <(Level ID) = [22]> then\n        switch costume to (costume2 v)\n        repeat (3)\n            wait (0.1) seconds\n            next costume\n        end\n        wait (0.1) seconds\n    end\n    if <(Level ID) = [23]> then\n        switch costume to (coin-0 v)\n        repeat (3)\n            wait (0.1) seconds\n            next costume\n        end\n        wait (0.1) seconds\n    end\n    if <(Level ID) = [24]> then\n        switch costume to (costume2 v)\n        repeat (3)\n            wait (0.1) seconds\n            next costume\n        end\n        wait (0.1) seconds\n    end\n    if <(Level ID) = [20]> then\n        switch costume to (costume2 v)\n        repeat (3)\n            wait (0.1) seconds\n            next costume\n        end\n        wait (0.1) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>>>> then\n        if <touching (main hit box player v)?> then\n            repeat (10)\n                change y by (3)\n            end\n            repeat until <(y position) < [-150]>\n                change y by (-20)\n            end\n            hide\n            change [secret coins v] by (1)\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\n    if <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>>>> then\n        if <touching (main hit box player v)?> then\n            repeat (10)\n                change y by (3)\n            end\n            repeat until <(y position) < [-150]>\n                change y by (-20)\n            end\n            hide\n            change [user coins v] by (1)\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\n    if <<(costume [number v]) = [9]> or <<(costume [number v]) = [10]> or <<(costume [number v]) = [11]> or <(costume [number v]) = [12]>>>> then\n        if <touching (main hit box player v)?> then\n            repeat (10)\n                change y by (3)\n            end\n            repeat until <(y position) < [-150]>\n                change y by (-20)\n            end\n            hide\n            change [user coins v] by (5)\n            wait until <not <touching (main hit box player v)?>>\n        end\n    end\nend\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [23]> then\n    go to x: (0) y: (160)\n    set size to (25) %\n    show\nend\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [24]> then\n    go to x: (-170) y: (-90)\n    set size to (20) %\n    show\nend\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [20]> then\n    go to x: (-195) y: (130)\n    set size to (20) %\n    show\nend\n\n@Flying Spike \n\nwhen backdrop switches to [looks v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [levels v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset rotation style [all around v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level play v]\nif <(Level ID) = [23]> then\n    set size to (35) %\n    go to x: (-200) y: (110)\n    broadcast (animate v)\n    show\nend\n\nwhen I receive [animate v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    next costume\n    wait (0.07) seconds\nend\n\nwhen I receive [animate v]\nrepeat until <not <(backdrop [number v]) = [4]>>\n    glide (pick random (2) to (3)) secs to x: (item (pick random (5) to (8)) of [area v]) y: (item (pick random (1) to (4)) of [area v])\nend\n\nwhen backdrop switches to [extra menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [looks v]\nstop [other scripts in sprite v]\nhide\n\n@Lock\n\nwhen flag clicked\nclear graphic effects\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [looks v]\ngo to x: (0) y: (59)\nswitch costume to (1 v)\nshow\n\nwhen this sprite clicked\nif <<(Diamonds) > [9]> and <(orbs) > [199]>> then\n    wait (1) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\nelse\n    say [Collect more items!] for (2) seconds\nend\n\n@Lock2\n\nwhen this sprite clicked\nif <(Diamonds) > [9]> then\n    wait (1) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\nelse\n    say [Collect more items!] for (2) seconds\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [looks v]\ngo to x: (0) y: (-128)\nswitch costume to (2 v)\nshow\n\n@Lock3\n\nwhen flag clicked\nclear graphic effects\n\nwhen backdrop switches to [menu v]\nswitch costume to (3 v)\ngo to x: (120) y: (-42)\nshow\n\nwhen backdrop switches to [levels v]\nhide\n\nwhen backdrop switches to [extra menu v]\nhide\n\nwhen backdrop switches to [looks v]\nhide\n\nwhen this sprite clicked\nif <(orbs) > [499]> then\n    wait (1) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\nelse\n    say [Collect more items!] for (2) seconds\nend\n\n