Argonith Platformer

Instructions: Arrows/WASD to move\nCollect coins to unlock costumes\nReach gems to finish levels\n\nPlease love, favourite and follow if you enjoyed this game!

@Stage\n\nwhen flag clicked\nswitch backdrop to (menu v)\nforever\n    play sound [Peekaboo_main v] until done\nend\n\nwhen I receive [game v]\nswitch backdrop to (game v)\n\n@Player - Menu\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nshow\nset [skin tone v] to [1]\nforever\n    if <(Skin tone) = [1]> then\n        if <touching (mouse-pointer v)?> then\n            switch costume to (skin tone 1 - hover v)\n        else\n            switch costume to (skin tone 1 v)\n        end\n    end\n    if <(Skin tone) = [2]> then\n        if <touching (mouse-pointer v)?> then\n            switch costume to (skin tone 2 - hover v)\n        else\n            switch costume to (skin tone 2 v)\n        end\n    end\n    if <(Skin tone) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            switch costume to (skin tone 3 - hover v)\n        else\n            switch costume to (skin tone 3 v)\n        end\n    end\n    if <(Skin tone) = [4]> then\n        if <touching (mouse-pointer v)?> then\n            switch costume to (skin tone 4 - hover v)\n        else\n            switch costume to (skin tone 4 v)\n        end\n    end\n    if <(Skin tone) = [5]> then\n        if <touching (mouse-pointer v)?> then\n            switch costume to (skin tone 5 - hover v)\n        else\n            switch costume to (skin tone 5 v)\n        end\n    end\n    if <(Skin tone) = [6]> then\n        set [skin tone v] to [1]\n    end\n    if <(Skin tone) = [0]> then\n        set [skin tone v] to [5]\n    end\nend\n\nwhen this sprite clicked\nstart sound [Collect v]\nbroadcast (Game v)\nset [level v] to [1]\nhide\n\n@Player - Game\n\nwhen flag clicked\ngo to x: (-65) y: (-130)\nset [in game? v] to [No]\nhide\n\nwhen I receive [game v]\nset [in game? v] to [Yes]\ngo to x: (-65) y: (-130)\nshow\nforever\n    if <(Skin tone) = [1]> then\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            switch costume to (1 - right v)\n        end\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            switch costume to (1 - left v)\n        end\n        if <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n            switch costume to (1 - front v)\n        end\n    end\n    if <(Skin tone) = [2]> then\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            switch costume to (2 - right v)\n        end\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            switch costume to (2 - left v)\n        end\n        if <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n            switch costume to (2 - front v)\n        end\n    end\n    if <(Skin tone) = [3]> then\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            switch costume to (3 - right v)\n        end\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            switch costume to (3 - left v)\n        end\n        if <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n            switch costume to (3 - front v)\n        end\n    end\n    if <(Skin tone) = [4]> then\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            switch costume to (4 - right v)\n        end\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            switch costume to (4 - left v)\n        end\n        if <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n            switch costume to (4 - front v)\n        end\n    end\n    if <(Skin tone) = [5]> then\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            switch costume to (5 - right v)\n        end\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            switch costume to (5 - left v)\n        end\n        if <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n            switch costume to (5 - front v)\n        end\n    end\nend\n\ndefine Walking (direction) (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (level hitbox 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 Touching Ground <up>\nchange [falling v] by (1)\nrepeat until <not <<touching (level hitbox v)?> or <<touching (enemy sensor v)?> or <<touching (enemy sensor 2 v)?> or >>>>\n    if <up> then\n        change y by (-1)\n        set [jumping? v] to [No]\n    else\n        change y by (1)\n        set [falling v] to [0]\n        set [jumping? v] to [Yes]\n    end\n    set [y speed v] to [0]\nend\n\nwhen I receive [game v]\npoint in direction (90)\nshow\nforever\n    if <(In Game?) = [Yes]> then\n        go to x: (-65) y: (-127)\n        set [y speed v] to [0]\n        set rotation style [left-right v]\n        set [y speed v] to [0]\n        set [falling v] to [10]\n        forever\n            change [y speed v] by (-1)\n            change y by (Y Speed)\n            Touching Ground <(Y Speed) > [0]>\n            if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Falling) < [3]>> then\n                set [y speed v] to [12]\n            end\n            set [x speed v] to ((X Speed) * (0.7))\n            if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n                change [x speed v] by (1.5)\n            end\n            if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n                change [x speed v] by (-1.5)\n            end\n            if <(X Speed) > [0.5]> then\n                Walking (90) (X Speed)\n            end\n            if <(X Speed) < [-0.5]> then\n                Walking (-90) (X Speed)\n            end\n        end\n    end\nend\n\nwhen I receive [player death v]\nset [ghost v] effect to (100)\ngo to x: (-175) y: (-80)\nstart sound [Cymbal Crash v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [next level v]\nset [killable? v] to [Yes]\nif <<<(Level) = [3]> or <(Level) = [6]>> or <(Level) = [9]>> then\n    forever\n        wait until <touching (tractor beam centre v)?>\n        set [y speed v] to [5]\n        set [jumping? v] to [No]\n    end\nend\n\nwhen I receive [next level v]\nif <<(Level) = [3]> or <<(Level) = [6]> or <(Level) = [9]>>> then\n    forever\n        if <touching (tractor beam centre v)?> then\n            set rotation style [all around v]\n            point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (15)))\n            set [title size change vel v] to ((((title size change vel) * (3)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (100)) ))) / (2))\n            change size by (title size change vel)\n            set size to (100) %\n        else\n            point in direction (90)\n        end\n    end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\n\nwhen I receive [next level v]\ngo to x: (-175) y: (-130)\nif <<(Level) = [14]> or <(Level) = [15]>> then\n    forever\n        if <<touching (sheep v)?> or <touching (sheep 2 v)?>> then\n            set [y speed v] to [21]\n        end\n    end\nend\n\n@Player Sensor\n\nwhen flag clicked\nset [killable? v] to [Yes]\nforever\n    go to (player - game v)\nend\n\nwhen I receive [next level v]\nset [killable? v] to [Yes]\nset [ghost v] effect to (100)\nshow\nforever\n    wait until <<touching (enemy sensor v)?> or <touching (enemy sensor 2 v)?>>\n    set [killable? v] to [No]\n    broadcast (Death v)\n    broadcast (Death 2 v)\nend\n\nwhen flag clicked\nhide\n\n@Shadow\n\nwhen flag clicked\nset [in game? v] to [No]\nhide\nforever\n    go to (player - game v)\nend\n\nwhen I receive [game v]\nshow\nset size to (100) %\nforever\n    if <(Jumping?) = [Yes]> then\n        show\n        repeat (2)\n            change [ghost v] effect by (-50)\n        end\n    end\n    if <(Jumping?) = [No]> then\n        repeat (2)\n            change [ghost v] effect by (50)\n        end\n        hide\n    end\nend\n\nwhen [up arrow v] key pressed\nif <<(Jumping?) = [Yes]> and <(In Game?) = [Yes]>> then\n    set volume to (50) %\n    set [jumping? v] to [No]\n    start sound [Platform Jump 03 v]\nend\n\nwhen [w v] key pressed\nif <<(Jumping?) = [Yes]> and <(In Game?) = [Yes]>> then\n    set volume to (50) %\n    set [jumping? v] to [No]\n    start sound [Platform Jump 03 v]\nend\n\n@Back Arrow\n\nwhen this sprite clicked\nchange [skin tone v] by (-1)\nplay sound [Low Boing v] until done\n\nwhen flag clicked\ngo to x: (-150) y: (-100)\nset size to (100) %\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (highlight v)\n    else\n        switch costume to (lowlight v)\n    end\nend\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nforever\n    repeat (10)\n        change size by (1)\n    end\n    repeat (10)\n        change size by (-1)\n    end\nend\n\n@Forward Arrow\n\nwhen this sprite clicked\nchange [skin tone v] by (1)\nplay sound [Low Boing v] until done\n\nwhen flag clicked\ngo to x: (150) y: (-100)\nset size to (100) %\nshow\nforever\n    repeat (10)\n        change size by (1)\n    end\n    repeat (10)\n        change size by (-1)\n    end\nend\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (highlight v)\n    else\n        switch costume to (lowlight v)\n    end\nend\n\n@Title\n\nwhen flag clicked\nset size to (50) %\ngo to x: (0) y: (80)\nshow\nforever\n    point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (2)))\n    set [title size change vel v] to ((((title size change vel) * (1.6)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (100)) ))) / (2))\n    change size by (title size change vel)\n    set size to (110) %\nend\n\nwhen I receive [game v]\nhide\n\n@Speech Bubble\n\nwhen flag clicked\nset size to (50) %\nswitch costume to (click to start v)\ngo to x: (-41) y: (-64)\nhide\nwait (0.5) seconds\nshow\nset size to (0) %\nset [ghost v] effect to (100)\nrepeat (10)\n    change size by (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nforever\n    point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (10)))\n    set [title size change vel v] to ((((title size change vel) * (1.6)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (200)) ))) / (2))\nend\n\nwhen this sprite clicked\nswitch costume to (not me v)\nwait (2.5) seconds\nswitch costume to (click to start v)\n\n@Level Hitbox\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [ghost v] effect to (100)\n\nwhen I receive [game v]\nset [ghost v] effect to (100)\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Level Visuals\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game v]\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Foreground\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [game v]\nswitch costume to (level 1 v)\ngo to [front v] layer\nshow\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Obstacles\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nif <(Level) = [11]> then\n    switch costume to (level 11 v)\n    show\n    forever\n        if <touching (player - game v)?> then\n            broadcast (Player Death v)\n        end\n    end\nend\nif <(Level) = [12]> then\n    switch costume to (level 12 v)\n    show\n    forever\n        if <touching (player - game v)?> then\n            broadcast (Player Death v)\n        end\n    end\nend\nif <(Level) = [13]> then\n    switch costume to (level 13 v)\n    show\n    forever\n        if <touching (player - game v)?> then\n            broadcast (Player Death v)\n        end\n    end\nend\nif <(Level) = [14]> then\n    hide\nend\nif <(Level) = [15]> then\n    switch costume to (level 15 v)\n    show\n    forever\n        if <touching (player - game v)?> then\n            broadcast (Player Death v)\n        end\n    end\nend\nif <(Level) = [16]> then\n    hide\nend\n\n@Clouds\n\nwhen flag clicked\ngo to x: (680) y: (25)\nhide\n\nwhen I receive [game v]\nshow\ngo to x: (258) y: (25)\nglide (80) secs to x: (-679) y: (25)\nhide\nforever\n    show\n    go to x: (680) y: (25)\n    glide (120) secs to x: (-679) y: (25)\n    hide\nend\n\nwhen flag clicked\nforever\n    go to [back v] layer\n    go to [back v] layer\n    go to [back v] layer\nend\n\n@Gem\n\nwhen I receive [game v]\nshow\nforever\n    point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (15)))\n    set [title size change vel v] to ((((title size change vel) * (3)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (100)) ))) / (2))\n    change size by (title size change vel)\n    set size to (100) %\nend\n\nwhen flag clicked\ngo to x: (144) y: (21)\nhide\n\nwhen I receive [game v]\nforever\n    wait until <touching (player - game v)?>\n    if <(Level) = [15]> then\n        broadcast (Finish v)\n        play sound [Collect v] until done\n        wait (1) seconds\n        hide\n    else\n        broadcast (Transition v)\n        play sound [Collect v] until done\n        wait (1) seconds\n    end\nend\n\nwhen I receive [next level v]\ngo to x: (180) y: (-145)\nif <(Level) = [3]> then\n    go to x: (134) y: (45)\nend\nif <(Level) = [8]> then\n    go to x: (180) y: (85)\nend\nif <(Level) = [9]> then\n    go to x: (180) y: (85)\nend\nif <(Level) = [10]> then\n    go to x: (180) y: (85)\nend\nif <(Level) = [10]> then\n    go to x: (141) y: (90)\nend\nif <(Level) = [14]> then\n    go to x: (180) y: (85)\nend\n\n@Gem Sparkles\n\nwhen flag clicked\ngo to x: (143) y: (60)\nhide\n\nwhen I receive [game v]\nshow\nforever\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    change size by (-5)\n    wait (0.001) seconds\n    wait (1) seconds\n    repeat (10)\n        change [ghost v] effect by (-10)\n        change size by (5)\n        wait (0.001) seconds\n    end\n    wait (2) seconds\nend\n\nwhen I receive [game v]\nshow\nforever\n    point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (15)))\n    set [title size change vel v] to ((((title size change vel) * (3)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (100)) ))) / (2))\n    change size by (title size change vel)\n    set size to (100) %\nend\n\nwhen I receive [game v]\nforever\n    go to (gem v)\n    if <(Level) = [16]> then\n        hide\n    end\nend\n\n@Gem Shadow\n\nwhen flag clicked\nhide\nforever\n    go to (gem v)\nend\n\nwhen I receive [game v]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset size to (100) %\nshow\nif <(Level) = [3]> then\n    hide\nend\nif <(Level) = [10]> then\n    hide\nend\nif <(Level) = [16]> then\n    hide\nend\n\n@Coin\n\nwhen I receive [next level v]\nshow\nif <(Level) = [2]> then\n    go to x: (-217) y: (-56)\nend\nif <(Level) = [3]> then\n    go to x: (214) y: (-132)\nend\nif <(Level) = [4]> then\n    go to x: (-9) y: (-180)\nend\nif <(Level) = [5]> then\n    go to x: (-217) y: (-56)\nend\nif <(Level) = [6]> then\n    go to x: (-44) y: (52)\nend\nif <(Level) = [7]> then\n    go to x: (-167) y: (24)\nend\nif <(Level) = [8]> then\n    go to x: (-173) y: (104)\nend\nif <(Level) = [9]> then\n    go to x: (-175) y: (104)\nend\nif <(Level) = [10]> then\n    go to x: (141) y: (-118)\nend\nif <(Level) = [11]> then\n    go to x: (-217) y: (-56)\nend\nif <(Level) = [12]> then\n    go to x: (-217) y: (-50)\nend\nif <(Level) = [13]> then\n    go to x: (103) y: (-132)\nend\nif <(Level) = [14]> then\n    go to x: (-180) y: (85)\nend\nif <(Level) = [16]> then\n    hide\nend\n\nwhen flag clicked\ngo to x: (-60) y: (25)\nset [coins v] to [0]\ngo [backward v] (1) layers\nhide\nforever\n    next costume\n    wait (0.05) seconds\nend\n\nwhen I receive [game v]\ngo [forward v] (1) layers\nshow\nforever\n    wait until <touching (player - game v)?>\n    hide\n    change [coins v] by (1)\n    broadcast (Coin Collected v)\n    play sound [Coin v] until done\nend\n\n@Coin Shadow\n\nwhen flag clicked\nhide\nforever\n    go to (coin v)\nend\n\nwhen I receive [next level v]\nset size to (100) %\nshow\nif <(Level) = [2]> then\n    hide\nend\nif <(Level) = [4]> then\n    hide\nend\nif <(Level) = [5]> then\n    hide\nend\nif <(Level) = [6]> then\n    hide\nend\nif <(Level) = [7]> then\n    hide\nend\nif <(Level) = [8]> then\n    hide\nend\nif <(Level) = [9]> then\n    hide\nend\nif <(Level) = [10]> then\n    hide\nend\nif <(Level) = [11]> then\n    hide\nend\nif <(Level) = [12]> then\n    hide\nend\nif <(Level) = [14]> then\n    hide\nend\nif <(Level) = [16]> then\n    hide\nend\n\nwhen I receive [game v]\nset size to (100) %\nshow\n\nwhen I receive [coin collected v]\nhide\n\n@Enemy\n\nwhen I receive [next level v]\nset [enemy dead v] to [No]\nif <<<<<(Level) = [2]> or <(Level) = [5]>> or <(Level) = [7]>> or <(Level) = [8]>> or <(Level) = [13]>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [death v]\nset [enemy dead v] to [Yes]\nstart sound [Scream2 v]\nnext costume\nwait (0.2) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nset [enemy dead v] to [No]\nset size to (100) %\nhide\n\nwhen I receive [game v]\nforever\n    if <(Level) = [2]> then\n        if <(Enemy Dead) = [No]> then\n            switch costume to (left v)\n            broadcast (Left v)\n            go to x: (100) y: (-126)\n        end\n        repeat until <<(x position) = [-50]> or <(Enemy Dead) = [Yes]>>\n            change x by (-1)\n        end\n        wait (pick random (0.2) to (1.5)) seconds\n        if <(Enemy Dead) = [No]> then\n            switch costume to (right v)\n            broadcast (Right v)\n        end\n        repeat until <<(x position) = [100]> or <(Enemy Dead) = [Yes]>>\n            change x by (1)\n        end\n        wait (pick random (0.2) to (1.5)) seconds\n    end\n    if <(Level) = [5]> then\n        if <(Enemy Dead) = [No]> then\n            switch costume to (left v)\n            broadcast (Left v)\n            go to x: (100) y: (-126)\n        end\n        repeat until <<<(x position) = [-50]> or <(Enemy Dead) = [Yes]>> or <(Level) = [6]>>\n            change x by (-1)\n        end\n        wait (pick random (0.2) to (1.5)) seconds\n        if <(Enemy Dead) = [No]> then\n            switch costume to (right v)\n            broadcast (Right v)\n        end\n        repeat until <<<(x position) = [100]> or <(Enemy Dead) = [Yes]>> or <(Level) = [6]>>\n            change x by (1)\n        end\n        wait (pick random (0.2) to (1.5)) seconds\n    end\n    if <(Level) = [7]> then\n        if <(Enemy Dead) = [No]> then\n            switch costume to (left v)\n            broadcast (Left v)\n            go to x: (-13) y: (-76)\n        end\n    end\n    if <(Level) = [8]> then\n        if <(Enemy Dead) = [No]> then\n            switch costume to (left v)\n            broadcast (Left v)\n            go to x: (200) y: (-29)\n        end\n        repeat until <<<(x position) = [110]> or <(Enemy Dead) = [Yes]>> or <(Level) = [6]>>\n            change x by (-1)\n        end\n        wait (pick random (0.2) to (1.5)) seconds\n        if <(Enemy Dead) = [No]> then\n            switch costume to (right v)\n            broadcast (Right v)\n        end\n        repeat until <<<(x position) = [200]> or <(Enemy Dead) = [Yes]>> or <(Level) = [6]>>\n            change x by (1)\n        end\n        wait (pick random (0.2) to (1.5)) seconds\n    end\n    if <(Level) = [13]> then\n        if <(Enemy Dead) = [No]> then\n            switch costume to (left v)\n            broadcast (Left v)\n            go to x: (-13) y: (-76)\n        end\n    end\nend\n\n@Enemy Sensor\n\nwhen flag clicked\nforever\n    go to (enemy v)\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [left v]\nswitch costume to (left v)\n\nwhen I receive [right v]\nswitch costume to (right v)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <<<<<(Level) = [2]> or <(Level) = [5]>> or <(Level) = [8]>> or <(Level) = [7]>> or <(Level) = [13]>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [death v]\nhide\n\n@Enemy Death Box\n\nwhen I receive [next level v]\nif <<<<<(Level) = [2]> or <(Level) = [5]>> or <(Level) = [7]>> or <(Level) = [8]>> or <(Level) = [13]>> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nhide\nforever\n    go to (enemy v)\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [left v]\nswitch costume to (left v)\n\nwhen I receive [right v]\nswitch costume to (right v)\n\nwhen I receive [game v]\nforever\n    if <<touching (player - game v)?> and <(Killable?) = [Yes]>> then\n        broadcast (Player Death v)\n        wait (0.1) seconds\n    end\nend\n\nwhen I receive [death v]\nhide\n\n@UFO\n\nwhen I receive [game v]\nforever\n    point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (3)))\n    set [title size change vel v] to ((((title size change vel) * (10)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (100)) ))) / (2))\n    change size by (title size change vel)\n    set size to (100) %\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n    go to x: (134) y: (120)\n    go to [front v] layer\n    show\nend\nif <(Level) = [4]> then\n    hide\nend\nif <(Level) = [6]> then\n    go to x: (-45) y: (120)\n    show\nend\nif <(Level) = [7]> then\n    hide\nend\nif <(Level) = [10]> then\n    go [backward v] (50) layers\n    go to x: (-40) y: (-74)\n    show\nend\nif <(Level) = [11]> then\n    hide\nend\n\nwhen flag clicked\nswitch costume to (ufo v)\nhide\n\n@UFO 2\n\nwhen I receive [game v]\nforever\n    point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (3)))\n    set [title size change vel v] to ((((title size change vel) * (10)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (100)) ))) / (2))\n    change size by (title size change vel)\n    set size to (100) %\nend\n\nwhen I receive [next level v]\nhide\nif <(Level) = [10]> then\n    go [backward v] (15) layers\n    go to x: (141) y: (-4)\n    show\nend\n\nwhen flag clicked\nswitch costume to (ufo v)\nhide\n\n@Tractor Beam\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n    go [forward v] (1) layers\n    switch costume to (1 v)\n    go to x: (134) y: (-25)\n    show\nend\nif <(Level) = [4]> then\n    hide\nend\nif <(Level) = [6]> then\n    go [backward v] (5) layers\n    switch costume to (2 v)\n    go to x: (-45) y: (-45)\n    show\nend\nif <(Level) = [7]> then\n    hide\nend\nif <(Level) = [9]> then\n    go [backward v] (5) layers\n    switch costume to (3 v)\n    go to x: (-38) y: (-13)\n    show\nend\nif <(Level) = [10]> then\n    hide\nend\n\nwhen flag clicked\nhide\n\n@Tractor Beam Centre\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n    go to x: (134) y: (-25)\n    set [ghost v] effect to (100)\n    switch costume to (tractor beam v)\n    show\nend\nif <(Level) = [4]> then\n    hide\nend\nif <(Level) = [3]> then\n    go to x: (134) y: (-25)\n    set [ghost v] effect to (100)\n    show\nend\nif <(Level) = [6]> then\n    switch costume to (tractor beam2 v)\n    go to x: (-43) y: (-67)\n    show\nend\nif <(Level) = [7]> then\n    hide\nend\nif <(Level) = [9]> then\n    switch costume to (tractor beam3 v)\n    go to x: (-43) y: (0)\n    show\nend\nif <(Level) = [10]> then\n    hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nforever\n    wait until <touching (player - game v)?>\n    start sound [UFo Passing Stinger 2 v]\nend\n\n@Sheep\n\nwhen flag clicked\ngo to x: (177) y: (-135)\nhide\nforever\n    repeat until <(Sheep Animation) = [No]>\n        next costume\n        wait (0.01) seconds\n    end\nend\n\nwhen I receive [next level v]\nset rotation style [left-right v]\nif <(Level) = [14]> then\n    forever\n        set [sheep animation v] to [Yes]\n        set [sheep direction v] to [90]\n        point in direction (90)\n        show\n        go to x: (177) y: (-135)\n        glide (15) secs to x: (-177) y: (-135)\n        set [sheep animation v] to [No]\n        switch costume to (still v)\n        wait (pick random (1) to (3)) seconds\n        set [sheep direction v] to [-90]\n        point in direction (-90)\n        set [sheep animation v] to [Yes]\n        glide (15) secs to x: (177) y: (-135)\n        set [sheep animation v] to [No]\n        switch costume to (still v)\n        wait (pick random (1) to (3)) seconds\n    end\nend\nif <(Level) = [15]> then\n    forever\n        set [sheep animation v] to [Yes]\n        point in direction (90)\n        show\n        go to x: (177) y: (-135)\n        glide (7) secs to x: (0) y: (-135)\n        set [sheep animation v] to [No]\n        switch costume to (still v)\n        wait (1) seconds\n        point in direction (-90)\n        set [sheep animation v] to [Yes]\n        glide (7) secs to x: (177) y: (-135)\n        set [sheep animation v] to [No]\n        switch costume to (still v)\n        wait (1) seconds\n    end\nend\nif <(Level) = [16]> then\n    hide\nend\n\nwhen I receive [next level v]\nif <(Level) = [14]> then\n    forever\n        if <touching (player - game v)?> then\n            play sound [Boing v] until done\n        end\n    end\nend\n\n@Sheep 2\n\nwhen flag clicked\ngo to x: (0) y: (-135)\nhide\nforever\n    repeat until <(Sheep Animation) = [No]>\n        next costume\n        wait (0.01) seconds\n    end\nend\n\nwhen I receive [next level v]\nset rotation style [left-right v]\nif <(Level) = [15]> then\n    forever\n        set [sheep animation v] to [Yes]\n        point in direction (90)\n        show\n        go to x: (0) y: (-135)\n        glide (7) secs to x: (-177) y: (-135)\n        set [sheep animation v] to [No]\n        switch costume to (still v)\n        wait (1) seconds\n        point in direction (-90)\n        set [sheep animation v] to [Yes]\n        glide (7) secs to x: (0) y: (-135)\n        set [sheep animation v] to [No]\n        switch costume to (still v)\n        wait (1) seconds\n    end\nend\nif <(Level) = [16]> then\n    hide\nend\n\nwhen I receive [next level v]\nif <(Level) = [14]> then\n    forever\n        if <touching (player - game v)?> then\n            play sound [Boing v] until done\n        end\n    end\nend\n\n@Fall Death\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nshow\nforever\n    if <touching (player - game v)?> then\n        broadcast (Player Death v)\n        wait (0.1) seconds\n    end\nend\n\n@Costume Shop\n\nwhen flag clicked\ngo to x: (-215) y: (-160)\nhide\n\nwhen this sprite clicked\nset [in game? v] to [No]\nbroadcast (Costume Shop v)\n\nwhen I receive [game v]\nshow\nforever\n    if <<touching (mouse-pointer v)?> and <(In Game?) = [Yes]>> then\n        set [ghost v] effect to (25)\n        switch costume to (highlight v)\n        set [highlight v] to [Shop]\n    else\n        set [ghost v] effect to (70)\n        switch costume to (costume shop v)\n        set [highlight v] to [None]\n    end\nend\n\n@Shop Background\n\nwhen I receive [costume shop v]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n    go to [front v] layer\n    change x by (-80)\nend\nchange x by (-20)\ngo to [front v] layer\nset [in game? v] to [No]\nbroadcast (Open Shop v)\n\nwhen flag clicked\nhide\nforever\n    if <(Coins) = [0]> then\n        switch costume to (0 coins v)\n    end\n    if <(Coins) = [1]> then\n        switch costume to (1 coin v)\n    end\n    if <(Coins) = [2]> then\n        switch costume to (2 coins v)\n    end\n    if <(Coins) = [3]> then\n        switch costume to (3 coins v)\n    end\n    if <(Coins) = [4]> then\n        switch costume to (4 coins v)\n    end\n    if <(Coins) = [5]> then\n        switch costume to (5 coins v)\n    end\n    if <(Coins) = [6]> then\n        switch costume to (6 coins v)\n    end\n    if <(Coins) = [7]> then\n        switch costume to (7 coins v)\n    end\n    if <(Coins) = [8]> then\n        switch costume to (8 coins v)\n    end\n    if <(Coins) = [9]> then\n        switch costume to (9 coins v)\n    end\n    if <(Coins) = [10]> then\n        switch costume to (10 coins v)\n    end\n    if <(Coins) = [11]> then\n        switch costume to (11 coins v)\n    end\n    if <(Coins) = [12]> then\n        switch costume to (12 coins v)\n    end\n    if <(Coins) = [13]> then\n        switch costume to (13 coins v)\n    end\n    if <(Coins) = [14]> then\n        switch costume to (14 coins v)\n    end\n    if <(Coins) = [15]> then\n        switch costume to (15 coins v)\n    end\nend\n\nwhen this sprite clicked\ngo to [front v] layer\nbroadcast (Close Shop v)\nrepeat (5)\n    go to [front v] layer\n    change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\n@Shop – Balloon\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (highlight v)\n    else\n        switch costume to (balloon v)\n    end\nend\n\nwhen flag clicked\nset [costume v] to [None]\nhide\n\nwhen I receive [close shop v]\ngo to [front v] layer\nrepeat (5)\n    go to [front v] layer\n    change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\nwhen this sprite clicked\nif <(Coins) > [0]> then\n    set [costume v] to [Balloon]\n    broadcast (Costume Change v)\n    start sound [Low Boing v]\nend\n\n@Shop – Top Hat\n\nwhen flag clicked\nhide\n\nwhen I receive [close shop v]\ngo to [front v] layer\nrepeat (5)\n    go to [front v] layer\n    change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (highlight v)\n    else\n        switch costume to (top hat v)\n    end\nend\n\nwhen this sprite clicked\nif <(Coins) > [2]> then\n    set [costume v] to [Top Hat]\n    broadcast (Costume Change v)\n    start sound [Low Boing v]\nend\n\n@Shop – Pipe\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (highlight v)\n    else\n        switch costume to (pipe v)\n    end\nend\n\nwhen this sprite clicked\nif <(Coins) > [4]> then\n    set [costume v] to [Pipe]\n    broadcast (Costume Change v)\n    start sound [Low Boing v]\nend\n\nwhen I receive [close shop v]\ngo to [front v] layer\nrepeat (5)\n    go to [front v] layer\n    change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\n@Shop – Dog Filter\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (highlight v)\n    else\n        switch costume to (dog filter v)\n    end\nend\n\nwhen this sprite clicked\nif <(Coins) > [7]> then\n    set [costume v] to [Dog Filter]\n    broadcast (Costume Change v)\n    start sound [Low Boing v]\nend\n\nwhen I receive [close shop v]\ngo to [front v] layer\nrepeat (5)\n    go to [front v] layer\n    change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\n@Shop – Pirate Beard\n\nwhen flag clicked\nhide\n\nwhen I receive [close shop v]\ngo to [front v] layer\nrepeat (5)\n    go to [front v] layer\n    change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (highlight v)\n    else\n        switch costume to (pirate beard v)\n    end\nend\n\nwhen this sprite clicked\nif <(Coins) > [10]> then\n    set [costume v] to [Pirate Beard]\n    broadcast (Costume Change v)\n    start sound [Low Boing v]\nend\n\n@Costume\n\nwhen flag clicked\nset [costume v] to [None]\nhide\nforever\n    go to (player - game v)\nend\n\nwhen I receive [costume change v]\nshow\nforever\n    if <(Costume) = [Balloon]> then\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            switch costume to (balloon – left v)\n        end\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            switch costume to (balloon – right v)\n        end\n        if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>> then\n            switch costume to (balloon – front v)\n        end\n    end\n    if <(Costume) = [Top Hat]> then\n        switch costume to (top hat v)\n    end\n    if <(Costume) = [Pipe]> then\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            switch costume to (pipe - left v)\n        end\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            switch costume to (pipe - right v)\n        end\n        if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>> then\n            switch costume to (pipe - front v)\n        end\n    end\n    if <(Costume) = [Dog Filter]> then\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            switch costume to (dog filter - left v)\n        end\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            switch costume to (dog filter - right v)\n        end\n        if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>> then\n            switch costume to (dog filter - front v)\n        end\n    end\n    if <(Costume) = [Pirate Beard]> then\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            switch costume to (pirate beard – left v)\n        end\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            switch costume to (pirate beard – right v)\n        end\n        if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>> then\n            switch costume to (pirate beard – front v)\n        end\n    end\n    if <(Costume) = [Crown]> then\n        switch costume to (crown v)\n    end\n    if <(Costume) = [None]> then\n        switch costume to (none v)\n    end\nend\n\n@Shop – Crown\n\nwhen flag clicked\nhide\n\nwhen I receive [close shop v]\ngo to [front v] layer\nrepeat (5)\n    go to [front v] layer\n    change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (highlight v)\n    else\n        switch costume to (crown v)\n    end\nend\n\nwhen this sprite clicked\nif <(Coins) > [14]> then\n    set [costume v] to [Crown]\n    broadcast (Costume Change v)\n    start sound [Low Boing v]\nend\n\n@Cursor\n\nwhen flag clicked\nhide\nforever\n    go to (mouse-pointer v)\nend\n\nwhen flag clicked\nforever\n    if <<(Highlight) = [Shop]> and <(In Game?) = [Yes]>> then\n        switch costume to (costume shop v)\n        go to [front v] layer\n        show\n    else\n        hide\n    end\nend\n\n@Transition\n\nwhen I receive [transition v]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n    go to [front v] layer\n    change x by (-80)\nend\nchange x by (-15)\ngo to [front v] layer\nwait (0.6) seconds\nset [in game? v] to [No]\nbroadcast (Next Level v)\nchange [level v] by (1)\ngo to [front v] layer\nrepeat (5)\n    go to [front v] layer\n    change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [finish v]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n    go to [front v] layer\n    change x by (-80)\nend\nchange x by (-15)\ngo to [front v] layer\nwait (0.6) seconds\nset [in game? v] to [No]\nbroadcast (Next Level v)\nchange [level v] by (1)\ngo to [front v] layer\nrepeat (5)\n    go to [front v] layer\n    change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n