Stranded - A Scrolling Adventure Platformer

Instructions: I placed first in @0014049 's contest! :D\n\nIf you get stuck press "R" to respawn.\n\nPlay here for less lag:\nhttps://forkphorus.github.io/#402504589\n\nNOTE: Please read all the instructions before playing because this platformer is different from normal platformers. In it, you will explore an island, in which you can interact with things by pressing "X." To win, you must figure out how to escape the island and get back home.\n\nPress "N" and "P" to show how many people have beat the game, and press "N" and "P" again to hide the variable.\n\nIf your player can't move even though you are not interacting with anything, press "Q" to be able to move again.\n\nWelcome to Stranded - A Scrolling Adventure Platformer. You will play as the stick figure as you go on an adventure exploring an island, trying to find a way to escape and find your way home.\n\nThis may take a while to load because it has over 6600 blocks of code and a lot of costumes, so please be patient - it is definitely worth the wait :P\n\n–––––––––––––––––– Storyline ––––––––––––––––––––\nAfter your plane crashed, you find out that you are the only survivor and you must figure out how to get home by interacting with different objects on the island.\n\n–––––––––––––––––– Instructions ––––––––––––––––––  \n• Everything is 100% possible\n• If you get stuck, press "R" to respawn\n• Press "X" to continue\n• If you're touching something that can be interacted with, press "X" to interact with it, and press "X" to select something. Use the up and down arrow keys to select the action you would like to perform when you are interacting with an object.\n• Arrow keys or WASD to move\n• Down arrow/ "s" key to drop through some platforms like ladders or tree branches\n• Bounce on mushrooms to jump higher\n•You can jump on clouds, but you'll slowly sink into them\n• To win, escape the island (you'll know it when you escape)\n• Click on the mute button or press "M" to mute or unmute

@Stage\n\nwhen [m v] key pressed\nhide variable [mouse v]\n\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nswitch backdrop to (day v)\n\nwhen flag clicked\nswitch backdrop to (day v)\n\nforever\n    set volume to (45) %\n    play sound [Music \(taken from @griffpatch 's Not Quite Ball Physics\) v] until done\nend\n\nwhen I receive [green flag v]\nhide variable [collected v]\nswitch backdrop to (day v)\n\nhide variable [mouse v]\n\n@Blank\n\n@Splash1\n\nset [level v] to [77]\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\n\nwhen I receive [game won v]\nshow\ngo to [front v] layer\n\nwhen I receive [level chosen v]\nhide\n\nwhen flag clicked\nset [playing? v] to [0]\nset [mouse touching? v] to [0]\nbroadcast (green flag v) and wait\nbroadcast (play game v)\ngo to [front v] layer\nscroll in\nrepeat until <(playing?) = [1]>\n    point in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (90))\n    if <touching (mouse-pointer v)?> then\n        set [mouse touching? v] to [1]\n        set [brightness v] effect to (10)\n        set size to (195) %\n    else\n        set [mouse touching? v] to [0]\n        set [brightness v] effect to (0)\n        set size to (175) %\n    end\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        wait until <not <mouse down?>>\n        if <touching (mouse-pointer v)?> then\n            set [level v] to [1]\n            broadcast (Level Chosen v)\n            set [playing? v] to [1]\n        end\n    end\nend\n\nset [brightness v] effect to (10)\nset size to (110) %\n\nhide\n\ndefine scroll in\nhide\nswitch costume to (play v)\nwait (.1) seconds\ngo to x: (0) y: (-200)\nshow\nrepeat (11)\n    change y by (((-130) - (y position)) / (4))\nend\ngo to x: (0) y: (-130)\nclear graphic effects\nset [brightness v] effect to (0)\n\n\n\nif <(playing?) = [0]> then\n    broadcast (menu animate v)\nend\n\nif <(playing?) = [0]> then\n    broadcast (menu animate v)\nelse\n    broadcast (animate v)\nend\n\nwhen flag clicked\n\n    if <(playing?) = [0]> then\n        broadcast (menu animate v)\n    else\n        broadcast (animate v)\n    end\nend\n\nforever\nend\n\nwhen flag clicked\n\n@Player\n\nwhen I receive [green flag v]\nset [omg you just won v] to [1]\nhide\ngo [forward v] (10) layers\n\nwhen I receive [level chosen v]\nset [exit v] to []\nset [y v] to [14]\nset [x v] to [125]\nrepeat until <(EXIT) = [win]>\n    broadcast (Reset v) and wait\n    broadcast (Setup v) and wait\n    Game On\n    reset timer\n    repeat until <(EXIT) > []>\n        if <touching (clouds platforms v)?> then\n            switch costume to (hitbox v)\n            set [in platform v] to [0]\n        else\n            if <<touching (drop through platforms v)?> or <touching (drop through platforms inside hut v)?>> then\n                switch costume to (tiny hitbox v)\n            else\n                switch costume to (normal hitbox v)\n                set [in platform v] to [0]\n            end\n        end\n        set [sy of player v] to (sy)\n        if <(action?) = [0]> then\n            Tick\n        end\n        check touching\n        broadcast (Tick v)\n        broadcast (pre-tick v)\n        walk animation\n    end\n    if <(EXIT) = [Win]> then\n        Game-Win\n    else\n        Game-Die\n        broadcast (count down scroll v)\n    end\nend\n\nif <(Lag?) = [1]> then\n    wait (0) seconds\nend\n\nset [time v] to ((round ((timer) * (10))) / (10))\n\ndefine Game On\nset [y v] to [14]\nset [x v] to [125]\nset [sy v] to [0]\nset [speed-x v] to [0]\nset [in air v] to [5]\nset [exit v] to []\nset [frame v] to [1]\nset [in platform v] to [0]\nset size to (33) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <[-370] < (x)> then\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [frame v] by (.8)\n        point in direction (-90)\n        if <touching (water v)?> then\n            change [speed-x v] by (-1)\n        else\n            change [speed-x v] by (-2)\n        end\n    end\nend\nif <(x) < [1883]> then\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [frame v] by (.8)\n        point in direction (90)\n        if <touching (water v)?> then\n            change [speed-x v] by (1)\n        else\n            change [speed-x v] by (2)\n        end\n    end\nend\nset [speed-x v] to ((speed-x) * (.75))\nif <([abs v] of (speed-x) ) > [0.9]> then\n    Change Player x by (round (speed-x))\nend\nif <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> then\n    if <(in air) < [4]> then\n        if <(last touched) = [3]> then\n            set [sy v] to [14]\n        else\n            if <<(last touched) = [0]> or <(last touched) = [2]>> then\n                set [sy v] to [16]\n            end\n        end\n    end\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n    if <(last touched) = [2]> then\n        change [y v] by (-2)\n    end\nend\nif <touching (water v)?> then\n    change [sy v] by (-0.2)\n    if <(sy) < [-3]> then\n        set [sy v] to [-3]\n    end\nelse\n    if <touching (clouds platforms v)?> then\n        change [sy v] by (-0.6)\n        if <(sy) < [-6]> then\n            set [sy v] to [-6]\n        end\n    else\n        change [sy v] by (-2)\n    end\nend\nChange Player y by (sy)\nTest-Die\nif <(entered house) = [0]> then\n    change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\n    if <(SCROLL X) < [-370]> then\n        set [scroll x v] to [-370]\n    end\n    change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\n    if <(SCROLL Y) < [0]> then\n        set [scroll y v] to [0]\n    end\n    Position\n    if <(y) < [-180]> then\n        set [exit v] to [die]\n    end\nend\n\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [frame v] by (.8)\n    point in direction (90)\n    if <touching (water v)?> then\n        change [speed-x v] by (1)\n    else\n        change [speed-x v] by (2)\n    end\nend\n\nChange Player y by [-2]\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nif <<touching (platforms v)?> or <touching (house platforms v)?>> then\n    set [last touched v] to [0]\nelse\n    if <touching (trampoline v)?> then\n        set [last touched v] to [1]\n    else\n        if <<touching (drop through platforms inside hut v)?> or <touching (drop through platforms v)?>> then\n            set [last touched v] to [2]\n        else\n            if <touching (clouds platforms v)?> then\n                set [last touched v] to [3]\n            end\n        end\n    end\nend\nif <<(last touched) = [2]> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n    stop [this script v]\nelse\n    repeat until <not <<<touching (platforms v)?> or <touching (house platforms v)?>> or <<touching (clouds platforms v)?> or <<touching (drop through platforms inside hut v)?> or <touching (drop through platforms v)?>>>>>\n        if <(in platform) = [1]> then\n            stop [this script v]\n        end\n        if <(sy) > [0]> then\n            if <touching (clouds platforms v)?> then\n                stop [this script v]\n            else\n                if <<touching (drop through platforms inside hut v)?> or <touching (drop through platforms v)?>> then\n                    set [in platform v] to [1]\n                    stop [this script v]\n                else\n                    set [in platform v] to [0]\n                    change [y v] by (-1)\n                end\n            end\n        else\n            if <touching (clouds platforms v)?> then\n                set [in air v] to [0]\n                Position\n                set [sy v] to [0]\n                stop [this script v]\n            else\n                change [y v] by (1)\n                set [in air v] to [0]\n            end\n        end\n        Position\n        set [sy v] to [0]\n    end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nif <not <<touching (drop through platforms inside hut v)?> or <touching (drop through platforms v)?>>> then\n    change [x v] by (sx)\n    Position\n    if <not <<<touching (platforms v)?> or <touching (house platforms v)?>> or <<touching (drop through platforms inside hut v)?> or <touching (drop through platforms v)?>>>> then\n        set [moving? v] to [1]\n    end\n    if <<<touching (platforms v)?> or <touching (house platforms v)?>> or <<touching (drop through platforms inside hut v)?> or <touching (drop through platforms v)?>>> then\n        repeat (11)\n            change [y v] by (1)\n            Position\n            if <not <<<touching (platforms v)?> or <touching (house platforms v)?>> or <<touching (drop through platforms inside hut v)?> or <touching (drop through platforms v)?>>>> then\n                set [moving? v] to [1]\n                stop [this script v]\n            end\n        end\n        change [y v] by (-11)\n        set [moving? v] to [0]\n        repeat until <not <<<touching (platforms v)?> or <touching (house platforms v)?>> or <<touching (drop through platforms inside hut v)?> or <touching (drop through platforms v)?>>>>\n            if <(sx) > [0]> then\n                change [x v] by (-1)\n            else\n                change [x v] by (1)\n            end\n            Position\n        end\n    end\nend\n\ndefine Game-Die\nset [exit v] to []\nrepeat (5)\n    hide\n    wait (0.1) seconds\n    show\n    wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nbroadcast (Die v)\n\ndefine Test-Die\nif <touching (danger v)?> then\n    set [exit v] to [die]\n    broadcast (Die v)\nend\n\ndefine Game-Win\nbroadcast (end animation v)\n\nset [speed-x v] to [0]\nset [omg you just won v] to [1]\nrepeat until <touching (_edge_ v)?>\n    change [speed-x v] by (1)\n    if <(speed-x) > [15]> then\n        set [speed-x v] to [15]\n    end\n    change x by (speed-x)\nend\nhide\nwait (.5) seconds\nbroadcast (Close Portal v)\nbroadcast (Yay! v)\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level 77 v]\ngo to [back v] layer\nhide\n\nwhen I receive [level chosen v]\ngo to x: (0) y: (14)\nshow\nrepeat until \n    set size to (33) %\n    set [y of player v] to (y)\n    set [x of player v] to (x)\n    set [sy player v] to (speed-x)\n    if <touching (trampoline hitbox v)?> then\n        set [sy v] to ((size of mushroom to make jump as high :D) / (4))\n        set [last touched v] to [1]\n        broadcast (Bounce v)\n    end\n    if <(sy) < [-13]> then\n        set [sy v] to [-13]\n    end\nend\n\nwhen [l v] key pressed\nif <(Lag?) = [1]> then\n    set [lag? v] to [0]\nelse\n    if <(Lag?) = [0]> then\n        set [lag? v] to [1]\n    end\nend\nwait (.5) seconds\n\nwhen I receive [green flag v]\nset [up v] to [0]\n\nwhen I receive [count down scroll v]\nset [exit v] to [1]\nwait (1) seconds\nset [exit v] to [0]\n\ndefine walk animation\nif <(sy) > [0]> then\n    switch costume to (jump_1 v)\nelse\n    if <[0] > (sy)> then\n        switch costume to (fall_1 v)\n    else\n        if <<(speed-x) < [.8]> and <[-.8] < (speed-x)>> then\n            switch costume to (stand_1 v)\n            set [frame v] to [1]\n        else\n            check touching\n            if <(touching?) = [0]> then\n                switch costume to ([floor v] of ((4) + ((frame) mod (14))) )\n            else\n                switch costume to (stand_1 v)\n                set [frame v] to [1]\n            end\n        end\n    end\nend\n\nchange [frame v] by ((1) / (4))\n\nset [sx walk v] to ((sx walk) * (0.6))\n\ndefine check touching\nswitch costume to (stand_1 v)\nchange y by (5)\nif <<touching (platforms v)?> or <touching (house platforms v)?>> then\n    set [touching? v] to [1]\nelse\n    set [touching? v] to [0]\nend\nchange y by (-5)\nswitch costume to (hitbox v)\n\nchange [sy v] by (-2)\n\nset [in air v] to [0]\n\n\n\nif <touching (drop through platforms v)?> then\n    repeat until <not <<<touching (platforms v)?> or <touching (clouds platforms v)?>> or <touching (drop through platforms v)?>>>\n        if <<(sy) > [0]> and <touching (drop through platforms v)?>> then\n            stop [this script v]\n        end\n        if <(sy) > [0]> then\n            if <not <touching (platforms v)?>> then\n                change [y v] by (1)\n            else\n                change [y v] by (-1)\n            end\n        else\n            change [y v] by (1)\n            set [in air v] to [0]\n        end\n        Position\n        set [sy v] to [0]\n    end\nend\n\nwhen [r v] key pressed\nset [x v] to [100]\nset [y v] to [14]\nset [scroll x v] to (x)\nset [scroll y v] to (y)\n\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\n\nwhen [s v] key pressed\nif <(username) = [The-Green-Dragon]> then\n    set [x v] to [-64]\n    set [y v] to [180]\nend\n\nwhen [d v] key pressed\n\nset [x v] to [1011]\nset [y v] to [220]\n\nset [speed-x v] to ((speed-x) * (.75))\nif <([abs v] of (speed-x) ) > [0.9]> then\n    Change Player x by (round (speed-x))\nend\nif <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> then\n    if <(in air) < [4]> then\n        if <(last touched) = [3]> then\n            set [sy v] to [14]\n        else\n            if <<(last touched) = [0]> or <(last touched) = [2]>> then\n                set [sy v] to [16]\n            end\n        end\n    end\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n    if <(last touched) = [2]> then\n        change [y v] by (-2)\n    end\nend\nif <touching (water v)?> then\n    change [sy v] by (-0.2)\n    if <(sy) < [-3]> then\n        set [sy v] to [-3]\n    end\nelse\n    if <touching (clouds platforms v)?> then\n        change [sy v] by (-0.6)\n        if <(sy) < [-6]> then\n            set [sy v] to [-6]\n        end\n    else\n        change [sy v] by (-2)\n    end\nend\nChange Player y by (sy)\nTest-Die\nif <(entered house) = [0]> then\n    change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\n    if <(SCROLL X) < [-370]> then\n        set [scroll x v] to [-370]\n    end\n    change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\n    if <(SCROLL Y) < [0]> then\n        set [scroll y v] to [0]\n    end\n    Position\n    if <(y) < [-180]> then\n        set [exit v] to [die]\n    end\nend\n\nwhen I receive [end animation v]\n\nhide\n\nwhen I receive [tick v]\nif <<(x) > [110]> and <<[330] > (x)> and <[30] > (y)>>> then\n    set [wasd? v] to [1]\nelse\n    set [wasd? v] to [0]\nend\n\n@Platforms\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (real start v)\n    Clone at x: [907] y: [135]\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (level 77 1 v)\n        broadcast (Level 77 v)\n    end\nend\n\nClone at x: [700] y: [-100]\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [474] y: [-105]\nClone at x: [700] y: [60]\nClone at x: [630] y: [300]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nif <(entered house) = [0]> then\n    show\nelse\n    hide\nend\n\nwhen I receive [end animation v]\n\nhide\n\n@Trampoline\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        if <<(///mushroom gown yet?) = [1]> or <(///mushroom gown yet?) = [2]>> then\n            show\n        else\n            hide\n        end\n    else\n        hide\n    end\nelse\n    hide\nend\n\nshow\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume1 v)\n    set [x v] to [455]\n    set [y v] to [-95]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [77]> then\n            switch costume to (level 77 1 v)\n            broadcast (Level 77 v)\n        end\n    end\nend\n\nClone at x: [3920] y: [16]\nClone at x: [5620] y: [220]\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nClone at x: [360] y: [0]\n\nwhen I receive [bounce v]\nswitch costume to (costume1 v)\nif <(Lag?) = [1]> then\n    repeat (4)\n        next costume\n    end\nelse\n    switch costume to (costume1 v)\nend\n\nClone at x: [5530] y: [375]\n\nchange y by (1)\n\nset [y v] to [-88]\n\nchange [y v] by (.1)\n\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nif  then\n    if <(entered house) = [0]> then\n    else\n        hide\n    end\nelse\n    hide\nend\n\nshow\n\nshow\n\nwhen I receive [/  mushroom appear! v]\nset [///mushroom gown yet? v] to [1]\nset size to (40) %\n\nif <(///mushroom gown yet?) = [2]> then\n    show\nelse\nend\n\nset size to (50) %\n\nwhen I receive [/      mushroom grow! v]\nset [y v] to [-95]\nset [///mushroom gown yet? v] to [2]\nset size to (40) %\nrepeat (100)\n    change size by (1)\n    wait (0) seconds\nend\n\nset size to (40) %\n\nif <not <(///mushroom gown yet?) = [2]>> then\nend\n\nshow\n\nbroadcast (/      mushroom grow! v)\n\n@Trampoline Hitbox\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [size of mushroom to make jump as high :d v] to (size)\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        if <<(///mushroom gown yet?) = [1]> or <(///mushroom gown yet?) = [2]>> then\n            show\n        else\n            hide\n        end\n    else\n        hide\n    end\nelse\n    hide\nend\n\nwhen I receive [setup v]\nset [ghost v] effect to (100)\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume1 v)\n    set [x v] to [455]\n    set [y v] to [-92]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [77]> then\n            switch costume to (level 77 1 v)\n            broadcast (Level 77 v)\n        end\n    end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\nset [///mushroom gown yet? v] to [0]\n\nwhen I receive [level chosen v]\nrepeat until <<(EXIT) = [win]> or <key (b v) pressed?>>\n    if <touching (player v)?> then\n        broadcast (Bounce v)\n        wait (1) seconds\n    end\nend\n\nClone at x: [3919] y: [15]\nClone at x: [5620] y: [220]\n\nset size to (40) %\nrepeat (100)\n    wait (0) seconds\n    change size by (1)\nend\n\n\n\nset size to (40) %\n\nif <(///mushroom gown yet?) = [2]> then\n    show\nend\n\nwhen I receive [/  mushroom appear! v]\nset size to (40) %\n\nwhen I receive [/      mushroom grow! v]\nset [y v] to [-92]\nset size to (40) %\nrepeat (100)\n    change size by (1)\n    wait (0) seconds\nend\n\nset [///mushroom gown yet? v] to [2]\n\nshow\n\nshow\ngo to [front v] layer\n\nchange [y v] by (.1)\n\n@Collectables\n\nClone at x: [175] y: [1756]\n\nwhen I receive [green flag v]\n\nClone at x: [4585] y: [1250]\nClone at x: [4937] y: [1609]\nClone at x: [4846] y: [1004]\nClone at x: [5182] y: [1472]\nClone at x: [5244] y: [1517]\nClone at x: [5381] y: [1252]\nClone at x: [5302] y: [1160]\nClone at x: [5119] y: [1010]\nClone at x: [5022] y: [1382]\nClone at x: [5150] y: [1248]\nClone at x: [5069] y: [1065]\n\nClone at x: [3474] y: [1530]\n\nwhen I receive [tick v]\nset size to (130) %\npoint in direction (90)\nif <(Lag?) = [1]> then\n    next costume\nelse\n    switch costume to (costume13 v)\nend\n\nClone at x: [643] y: [39]\n\nwhen flag clicked\nset [lag? v] to [1]\n\ndelete this clone\n\nClone at x: [5310] y: [375]\nClone at x: [5460] y: [530]\nClone at x: [5350] y: [470]\n\nClone at x: [5426] y: [552]\n\nClone at x: [5385] y: [381]\nClone at x: [5453] y: [545]\nClone at x: [5402] y: [486]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n    if <(COLLECTED) = (COLLECTED MAX)> then\n        broadcast (Open Portal v)\n    end\n    create clone of (collectables2 v)\n    delete this clone\nend\n\nchange [collected v] by (1)\n\nwhen I receive [level chosen v]\nset [y v] to [0]\nset [x v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (dot v)\n    hide\n    Clone at x: [200] y: [135]\n    Clone at x: [457] y: [167]\n    Clone at x: [575] y: [167]\n    Clone at x: [693] y: [167]\n    Clone at x: [1453] y: [100]\n    Clone at x: [1513] y: [130]\n    Clone at x: [1573] y: [74]\n    Clone at x: [1895] y: [195]\n    Clone at x: [2170] y: [60]\n    Clone at x: [2230] y: [100]\n    Clone at x: [2290] y: [60]\n    Clone at x: [2650] y: [90]\n    Clone at x: [2740] y: [130]\n    Clone at x: [2830] y: [90]\n    Clone at x: [3540] y: [-15]\n    Clone at x: [3620] y: [-70]\n    Clone at x: [3460] y: [30]\n    Clone at x: [4112] y: [170]\n    Clone at x: [4380] y: [430]\n    Clone at x: [4525] y: [30]\n    Clone at x: [4725] y: [0]\n    Clone at x: [4625] y: [41]\n    Clone at x: [4825] y: [41]\n    Clone at x: [4454] y: [123]\n    Clone at x: [4925] y: [30]\n    Clone at x: [5025] y: [0]\n    Clone at x: [5215] y: [63]\n    Clone at x: [5485] y: [403]\n    Clone at x: [5418] y: [315]\n    Clone at x: [5396] y: [235]\n    Clone at x: [5671] y: [538]\n    Clone at x: [5851] y: [630]\n    Clone at x: [5955] y: [440]\n    Clone at x: [6010] y: [405]\n    Clone at x: [6065] y: [370]\n    Clone at x: [6120] y: [335]\n    Clone at x: [6175] y: [300]\n    Clone at x: [6342] y: [135]\n    Clone at x: [6540] y: [12]\n    Clone at x: [6377] y: [7]\n    Clone at x: [6722] y: [-63]\n    Clone at x: [6712] y: [375]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (dot v)\n        Clone at x: [17] y: [-29]\n        Clone at x: [78] y: [-26]\n        Clone at x: [316] y: [-32]\n        Clone at x: [424] y: [40]\n        Clone at x: [-189] y: [7]\n        Clone at x: [-189] y: [59]\n        Clone at x: [-8] y: [157]\n        Clone at x: [50] y: [190]\n        Clone at x: [103] y: [157]\n    else\n        set [x v] to [-999999999]\n    end\n    set [x v] to [-999999999]\nend\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    hide\nelse\n    hide\nend\n\nshow\n\nwhen I receive [reset v]\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [level chosen v]\nforever\n    go to [front v] layer\nend\n\nglide (1) secs to (sprite1 v)\n\nglide (1) secs to x: (341) y: (190)\n\nif <(entered house) = [0]> then\n    show\nelse\n    hide\nend\n\n@Words and artwork\n\nwhen I receive [level beat v]\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo [forward v] (5) layers\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n\nswitch costume to (level 1 1 v)\nClone at x: [570] y: [10]\nClone at x: [570] y: [0]\nClone at x: [650] y: [0]\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [380] y: [20]\nClone at x: [380] y: [20]\nClone at x: [360] y: [70]\nClone at x: [2010] y: [70]\nClone at x: [550] y: [120]\n\ndefine Position (x) (y)\nhide\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        show\n    end\nelse\n    hide\nend\n\nshow\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\ngo [backward v] (100) layers\n\nClone at x: [380] y: [20]\nClone at x: [380] y: [20]\nClone at x: [380] y: [20]\n\nClone at x: [570] y: [10]\n\ngo to [front v] layer\n\n@Drop through Platforms\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    Clone at x: [907] y: [225]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [77]> then\n            switch costume to (level 77 1 v)\n            broadcast (Level 77 v)\n        end\n    end\nend\n\nClone at x: [360] y: [0]\nClone at x: [540] y: [0]\nClone at x: [230] y: [-50]\nClone at x: [470] y: [0]\nClone at x: [400] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        show\n        set [ghost v] effect to (100)\n    else\n        hide\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [570] y: [0]\nClone at x: [650] y: [0]\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [3413] y: [254]\n\n@Water\n\nwhen I receive [level beat v]\n\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [0] y: [0]\n\nwhen I receive [level chosen v]\nhide\n\n    set [y v] to ((([cos v] of ((timer) * (170)) ) * (12)) + (-105))\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    set [x v] to [-560]\n    set [y v] to [-305]\n    go to [back v] layer\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        Clone at x: [360] y: [0]\n        Clone at x: [540] y: [0]\n        Clone at x: [230] y: [-50]\n        Clone at x: [470] y: [0]\n        Clone at x: [400] y: [0]\n    else\n        if <(LEVEL) = [77]> then\n            switch costume to (level 77 1 v)\n            broadcast (Level 77 v)\n        end\n    end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        show\n        set [ghost v] effect to (10)\n    else\n        hide\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\n\nClone at x: [570] y: [0]\nClone at x: [650] y: [0]\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [474] y: [-105]\nClone at x: [700] y: [60]\nClone at x: [630] y: [300]\n\nClone at x: [5200] y: [20]\n\nwhen I receive [green flag v]\nhide\n\n@Sprite4\n\nwhen I receive [animate v]\nshow\ngo to [back v] layer\ngo to x: ([floor v] of ((((SCROLL X) * (-.5)) mod (478)) - (Sprite4: ox)) ) y: (((SCROLL Y) * (-.4)) - (30))\n\nwhen I receive [menu animate v]\nhide\n\ngo to x: ([floor v] of (((SCROLL_X) mod (478)) - (Sprite4: ox)) ) y: (-60)\n\nwhen I receive [level chosen v]\ngo to [back v] layer\ngo [backward v] (1000) layers\n\nwhen flag clicked\nset [scroll_x v] to [0]\nforever\n    change [scroll_x v] by (1.5)\nend\n\nwhen flag clicked\ngo [backward v] (1000) layers\nset [ghost v] effect to (0)\ngo to x: (0) y: (-50)\nset [sprite4: ox v] to [0]\ncreate clone of (_myself_ v)\nset [sprite4: ox v] to [479]\nswitch costume to (costume3 v)\n\ngo [forward v] (1000) layers\n\nif <(entered house) = [0]> then\n    show\nelse\n    hide\nend\n\n@Sprite3\n\n@Sprite2\n\nhide\n\n@Clouds Platforms\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume6 v)\n    switch costume to (pick random (1) to (2))\n    set [x v] to [550]\n    set [y v] to [517]\n    Clone at x: [-230] y: [20]\n    Clone at x: [-200] y: [-200]\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (level 77 1 v)\n        broadcast (Level 77 v)\n    end\nend\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nswitch costume to (pick random (1) to (2))\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [474] y: [-105]\nClone at x: [700] y: [60]\nClone at x: [630] y: [300]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\n@Platforms2\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume4 v)\n    Clone at x: [907] y: [135]\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (level 77 1 v)\n        broadcast (Level 77 v)\n    end\nend\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [474] y: [-105]\nClone at x: [700] y: [60]\nClone at x: [630] y: [300]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [700] y: [-100]\n\n@Platforms3\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nhide\nset [axe animation v] to [0]\nset [axe gone? v] to [0]\nset [do i have the axe? v] to [0]\nset [_                                 axe stop? v] to [0]\n\nwhen I receive [tick v]\nif <not <(axe animation) = [1]>> then\n    Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setup v]\nhide\nset size to (100) %\npoint in direction (90)\nset [y v] to [100]\nset [x v] to [-140]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume4 v)\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (level 77 1 v)\n        broadcast (Level 77 v)\n    end\nend\n\nClone at x: [907] y: [135]\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <<(entered house) = [0]> and <(axe gone?) = [0]>> then\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [474] y: [-105]\nClone at x: [700] y: [60]\nClone at x: [630] y: [300]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [700] y: [-100]\n\nwhen I receive [tick v]\nswitch costume to (costume3 v)\nif <touching (player v)?> then\n    set [touching chimney stack hay v] to [1]\nelse\n    set [touching chimney stack hay v] to [0]\nend\n\nwhen I receive [tick v]\n\nif <<touching (player v)?> and <key (x v) pressed?>> then\n    say [¿Alo?]\nelse\n    think [\(queue the sad music\)]\nend\n\nwhen I receive [axe animation v]\nset [_                                 axe stop? v] to [1]\nwait (.2) seconds\nset [axe animation v] to [1]\nset size to (100) %\nrepeat (50)\n    change size by (-2)\n    point towards (player v)\n    move ((distance to [player v]) / (6)) steps\nend\nset size to (0) %\nhide\nset [axe gone? v] to [1]\nset [do i have the axe? v] to [1]\nset [tree type v] to [1]\n\nwhen [c v] key pressed\nif <(username) = [The-green-dragon]> then\n    set [axe animation v] to [0]\n    set [axe gone? v] to [0]\n    set [do i have the axe? v] to [0]\n    set [_                                 axe stop? v] to [0]\n    set size to (100) %\n    point in direction (90)\nend\n\nset [_                                 axe stop? v] to [1]\n\n@Press X\n\nwhen I receive [green flag v]\nset [touching v] to [0]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<<<<(inside touching) = [1]> and <not <(#action door inside) = [1]>>> or <<<<(touching chimney stack hay) = [1]> and <not <(axe action!) = [1]>>> and <(_                                 axe stop?) = [0]>> or <<(tocuhing door #1) = [1]> and <not <(action door) = [1]>>>>> or <<(water edge touching) = [1]> and <(action! \(water\)) = [0]>>> or <<(touching the mushroom in the room/hut :D) = [1]> and <(let's get that mushroom action going!) = [0]>>> or <<<(lump for planting touching) = [1]> and <(// The actions that saved the life of a stickfigue by the lump) = [0]>> or <<<(/                       /                       toucing chop tree?) = [1]> and <(/       /     tree action) = [0]>> or <<(Reeds touching) = [1]> and <(__action for reeds) = [0]>>>>> then\n    if <not <(EXIT) = [win]>> then\n        go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (([sin v] of ((timer) * (300)) ) * (2)))\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\n\nwait until <<key (x v) pressed?> or <(tocuhing door #1) = [0]>>\nset [action door v] to [0]\nwait until <<not <key (x v) pressed?>> or <(tocuhing door #1) = [0]>>\n\nwhen I receive [level chosen v]\n\n    if <(tocuhing door #1) = [1]> then\n        wait until <<key (x v) pressed?> or <(tocuhing door #1) = [0]>>\n        if <(tocuhing door #1) = [0]> then\n            set [action door v] to [0]\n        else\n            wait until <<not <key (x v) pressed?>> or <(tocuhing door #1) = [0]>>\n            set [action door v] to [1]\n            if <(tocuhing door #1) = [0]> then\n                set [action door v] to [0]\n            end\n        end\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(inside touching) = [1]> then\n        wait until <<key (x v) pressed?> or <(inside touching) = [0]>>\n        if <(inside touching) = [0]> then\n            set [#action door inside v] to [0]\n        else\n            wait until <<not <key (x v) pressed?>> or <(inside touching) = [0]>>\n            set [#action door inside v] to [1]\n            if <(inside touching) = [0]> then\n                set [#action door inside v] to [0]\n            end\n        end\n    end\nend\n\nwhen I receive [level chosen v]\nset [action! \(water\) v] to [0]\n\n    if <(water edge touching) = [1]> then\n        wait until <<key (x v) pressed?> or <(water edge touching) = [0]>>\n        if <(water edge touching) = [0]> then\n            set [action! \(water\) v] to [0]\n        else\n            wait until <<not <key (x v) pressed?>> or <(water edge touching) = [0]>>\n            set [action! \(water\) v] to [1]\n            if <(water edge touching) = [0]> then\n                set [action! \(water\) v] to [0]\n            else\n                wait until <<key (x v) pressed?> or <(water edge touching) = [0]>>\n                wait until <<not <key (x v) pressed?>> or <(water edge touching) = [0]>>\n                wait until <<key (x v) pressed?> or <(water edge touching) = [0]>>\n                wait until <<not <key (x v) pressed?>> or <(water edge touching) = [0]>>\n            end\n        end\n    end\nend\n\nwait until <<key (x v) pressed?> or <(mushroom touching inside hut?) = [0]>>\nwait until <<not <key (x v) pressed?>> or <(mushroom touching inside hut?) = [0]>>\n\nif <(mushroom touching inside hut?) = [0]> then\n    set [action \(mushroom?\) v] to [0]\nend\n\nset [action \(mushroom?\) v] to [1]\nif <(mushroom touching inside hut?) = [0]> then\n    set [action \(mushroom?\) v] to [0]\nend\n\nwhen I receive [level chosen v]\nset [let's get that mushroom action going! v] to [0]\n\n    wait until <(touching the mushroom in the room/hut :D) = [1]>\n    wait until <<key (x v) pressed?> or <(touching the mushroom in the room/hut :D) = [0]>>\n    if <(touching the mushroom in the room/hut :D) = [0]> then\n        set [let's get that mushroom action going! v] to [0]\n    else\n        wait until <<not <key (x v) pressed?>> or <(touching the mushroom in the room/hut :D) = [0]>>\n        set [let's get that mushroom action going! v] to [1]\n        if <(touching the mushroom in the room/hut :D) = [0]> then\n            set [let's get that mushroom action going! v] to [0]\n        end\n    end\nend\n\nwhen I receive [tick v]\nif <<(action door) = [1]> or <<(#action door inside) = [1]> or <<<(action! \(water\)) = [1]> or <(let's get that mushroom action going!) = [1]>> or <<(// The actions that saved the life of a stickfigue by the lump) = [1]> or <<<(axe action!) = [1]> and <(_                                 axe stop?) = [0]>> or <<(/       /     tree action) = [1]> or <(__action for reeds) = [1]>>>>>>> then\n    set [action? v] to [1]\nelse\n    set [action? v] to [0]\nend\n\nwait until <<key (x v) pressed?> or <(touching the mushroom in the room/hut :D) = [0]>>\nif <(touching the mushroom in the room/hut :D) = [0]> then\n    set [let's get that mushroom action going! v] to [0]\nelse\n    wait until <<not <key (x v) pressed?>> or <(touching the mushroom in the room/hut :D) = [0]>>\n    if <(touching the mushroom in the room/hut :D) = [0]> then\n        set [let's get that mushroom action going! v] to [0]\n    end\nend\n\nif <(touching the mushroom in the room/hut :D) = [0]> then\n    set [let's get that mushroom action going! v] to [0]\nelse\n    set [let's get that mushroom action going! v] to [1]\n    if <(touching the mushroom in the room/hut :D) = [0]> then\n        set [let's get that mushroom action going! v] to [0]\n    end\nend\n\nwait until <<key (x v) pressed?> or <(touching the mushroom in the room/hut :D) = [0]>>\nif <(touching the mushroom in the room/hut :D) = [0]> then\n    set [let's get that mushroom action going! v] to [0]\nelse\n    wait until <<not <key (x v) pressed?>> or <(touching the mushroom in the room/hut :D) = [0]>>\n    if <(touching the mushroom in the room/hut :D) = [0]> then\n        set [let's get that mushroom action going! v] to [0]\n    end\nend\n\nset [let's get that mushroom action going! v] to [0]\n\nset [let's get that mushroom action going! v] to [0]\n\nwhen I receive [level chosen v]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\n\n    if <(lump for planting touching) = [1]> then\n        wait until <<key (x v) pressed?> or <(lump for planting touching) = [0]>>\n        if <(lump for planting touching) = [0]> then\n            set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n        else\n            wait until <<not <key (x v) pressed?>> or <(lump for planting touching) = [0]>>\n            set [// the actions that saved the life of a stickfigue by the lump v] to [1]\n            if <(lump for planting touching) = [0]> then\n                set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n            end\n        end\n    end\nend\n\nwhen I receive [level chosen v]\nset [axe action! v] to [0]\n\n    if <(touching chimney stack hay) = [1]> then\n        wait until <<key (x v) pressed?> or <(touching chimney stack hay) = [0]>>\n        if <(touching chimney stack hay) = [0]> then\n            set [axe action! v] to [0]\n        else\n            wait until <<not <key (x v) pressed?>> or <(touching chimney stack hay) = [0]>>\n            set [axe action! v] to [1]\n            if <(touching chimney stack hay) = [0]> then\n                set [axe action! v] to [0]\n            else\n                wait until <<key (x v) pressed?> or <(touching chimney stack hay) = [0]>>\n                wait until <<not <key (x v) pressed?>> or <(touching chimney stack hay) = [0]>>\n                wait until <<key (x v) pressed?> or <(touching chimney stack hay) = [0]>>\n                wait until <<not <key (x v) pressed?>> or <(touching chimney stack hay) = [0]>>\n            end\n        end\n    end\nend\n\nwhen I receive [level chosen v]\nset [/       /     tree action v] to [0]\n\n    if <(/                       /                       toucing chop tree?) = [1]> then\n        wait until <<key (x v) pressed?> or <(/                       /                       toucing chop tree?) = [0]>>\n        if <(/                       /                       toucing chop tree?) = [0]> then\n            set [/       /     tree action v] to [0]\n        else\n            wait until <<not <key (x v) pressed?>> or <(/                       /                       toucing chop tree?) = [0]>>\n            set [/       /     tree action v] to [1]\n            if <(/                       /                       toucing chop tree?) = [0]> then\n                set [/       /     tree action v] to [0]\n            end\n        end\n    end\nend\n\nwhen I receive [level chosen v]\nset [__action for reeds v] to [0]\n\n    if <(Reeds touching) = [1]> then\n        wait until <<key (x v) pressed?> or <(Reeds touching) = [0]>>\n        if <(Reeds touching) = [0]> then\n            set [__action for reeds v] to [0]\n        else\n            wait until <<not <key (x v) pressed?>> or <(Reeds touching) = [0]>>\n            set [__action for reeds v] to [1]\n            if <(Reeds touching) = [0]> then\n                set [__action for reeds v] to [0]\n            end\n        end\n    end\nend\n\ngo to [front v] layer\n\nwhen [q v] key pressed\nset [action door v] to [0]\nset [#action door inside v] to [0]\nset [action! \(water\) v] to [0]\nset [let's get that mushroom action going! v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [__action for reeds v] to [0]\nset [axe action! v] to [0]\n\n@Platforms4\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume4 v)\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (level 77 1 v)\n        broadcast (Level 77 v)\n    end\nend\n\nClone at x: [907] y: [135]\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [474] y: [-105]\nClone at x: [700] y: [60]\nClone at x: [630] y: [300]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [700] y: [-100]\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n    set [tocuhing door #1 v] to [1]\nelse\n    set [tocuhing door #1 v] to [0]\nend\n\ngo [forward v] (5) layers\n\nwhen I receive [open enter door v]\nswitch costume to (costume4 v)\nrepeat (4)\n    next costume\n    wait (.05) seconds\nend\nbroadcast (fade to black v) and wait\nswitch costume to (costume4 v)\n\n@Enter Hut\n\nwhen I receive [green flag v]\nset [touching v] to [0]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(action door) = [1]> and <<(#left) = [0]> and <<(#inspected) = [0]> and <(entered house) = [0]>>>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [#inspected v] to [0]\nset [#left v] to [0]\nset [entered house v] to [0]\nset [action door v] to [0]\n\n    set [choosen? v] to [0]\n    switch costume to (costume2 v)\n    set [#inspected v] to [0]\n    set [#left v] to [0]\n    if <(action door) = [1]> then\n        wait until <key (x v) pressed?>\n        wait until <not <key (x v) pressed?>>\n        if <(action enter door:) = [enter]> then\n            switch costume to (enter v)\n            set [choosen? v] to [1]\n            broadcast (open enter door v) and wait\n            set [entered house v] to [1]\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            set [action door v] to [0]\n            hide\n        else\n            if <(action enter door:) = [inspect]> then\n                switch costume to (inspect v)\n                set [choosen? v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [action door v] to [0]\n                set [#inspected v] to [1]\n            else\n                if <(action enter door:) = [leave]> then\n                    switch costume to (leave v)\n                    set [choosen? v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [#left v] to [1]\n                    set [action door v] to [0]\n                end\n            end\n        end\n    end\nend\n\nwhen [y v] key pressed\n\nset [entered house v] to [0]\n\nwhen I receive [tick v]\n\nif <<(action door) = [1]> or <<(#action door inside) = [1]> or <<(action! \(water\)) = [1]> or <(action \(mushroom?\)) = [1]>>>> then\n    set [action? v] to [1]\nelse\n    set [action? v] to [0]\nend\n\nwhen I receive [level chosen v]\n\n    if <(action door) = [1]> then\n        if <(choosen?) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(action door) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action enter door: v] to [enter]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action enter door: v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action enter door: v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nwait until <not <key (x v) pressed?>>\nwait until <key (x v) pressed?>\n\nif <(action enter door:) = [leave]> then\n\n@House Platforms\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition [0] [0]\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (real start v)\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (level 77 1 v)\n        broadcast (Level 77 v)\n    end\nend\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        hide\n    else\n        show\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [474] y: [-105]\nClone at x: [700] y: [60]\nClone at x: [630] y: [300]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [907] y: [135]\nClone at x: [700] y: [-100]\n\n@Platforms5\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nhide\nswitch costume to (costume4 v)\n\nwhen I receive [tick v]\nPosition [0] [0]\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume4 v)\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (level 77 1 v)\n        broadcast (Level 77 v)\n    end\nend\n\nClone at x: [907] y: [135]\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        hide\n    else\n        show\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [474] y: [-105]\nClone at x: [700] y: [60]\nClone at x: [630] y: [300]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [700] y: [-100]\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n    set [inside touching v] to [1]\nelse\n    set [inside touching v] to [0]\nend\n\nwhen I receive [level chosen v]\n\n\n    if <(touching) = [1]> then\n        wait until <<key (x v) pressed?> or <(touching) = [0]>>\n        if <(touching) = [0]> then\n            set [#action door inside v] to [0]\n        else\n            set [#action door inside v] to [1]\n            wait until <<not <key (x v) pressed?>> or <(touching) = [0]>>\n            if <(touching) = [0]> then\n                set [#action door inside v] to [0]\n            else\n                wait until <<key (x v) pressed?> or <(touching) = [0]>>\n                set [#action door inside v] to [0]\n                wait until <<not <key (x v) pressed?>> or <(touching) = [0]>>\n            end\n        end\n    end\nend\n\nwhen I receive [open inside door v]\nswitch costume to (costume4 v)\nrepeat (4)\n    next costume\n    wait (.05) seconds\nend\nbroadcast (fade to black v) and wait\nswitch costume to (costume4 v)\n\n@Exit Hut\n\nwhen I receive [green flag v]\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(#action door inside) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(#do action \(enter, kick, plant...\)) = [0]>>>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [#action door inside v] to [0]\nset [#do action \(enter, kick, plant...\) v] to [0]\n\n    set [choosing.... v] to [0]\n    switch costume to (costume2 v)\n    set [#inspect door v] to [0]\n    set [# leaving v] to [0]\n    if <(#action door inside) = [1]> then\n        wait until <key (x v) pressed?>\n        wait until <not <key (x v) pressed?>>\n        if <(action: \(what is it?\)) = [exit]> then\n            switch costume to (enter v)\n            show\n            set [choosing.... v] to [1]\n            broadcast (open inside door v) and wait\n            set [entered house v] to [0]\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            hide\n            set [#action door inside v] to [0]\n        else\n            if <(action: \(what is it?\)) = [inspect]> then\n                switch costume to (inspect v)\n                show\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [#inspect door v] to [1]\n                set [#action door inside v] to [0]\n            else\n                if <(action: \(what is it?\)) = [leave]> then\n                    switch costume to (leave v)\n                    show\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [# leaving v] to [1]\n                    set [#action door inside v] to [0]\n                end\n            end\n        end\n    end\nend\n\nwait until <not <key (x v) pressed?>>\n\nwhen I receive [level chosen v]\n\n    if <(#action door inside) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(#action door inside) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [exit]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nwait until <not <key (x v) pressed?>>\nwait until <key (x v) pressed?>\n\nif <(action enter door:) = [leave]> then\n\nset [touching v] to [0]\nhide\n\ngo to [front v] layer\n\n@Platforms6\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nset [water edge touching v] to [0]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume4 v)\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (level 77 1 v)\n        broadcast (Level 77 v)\n    end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [1]> then\n        hide\n    else\n        show\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n    set [water edge touching v] to [1]\nelse\n    set [water edge touching v] to [0]\nend\n\n@Water Sign\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<(action! \(water\)) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <<(water type for words?) = [0]> and <(raft ready?) = [0]>>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [water type for words? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [action! \(water\) v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\n    switch costume to (costume2 v)\n    if <<(action! \(water\)) = [1]> and <<(water type for words?) = [0]> and <(raft ready?) = [0]>>> then\n        wait until <key (x v) pressed?>\n        wait until <not <key (x v) pressed?>>\n        if <(action: \(what is it?\)) = [drink]> then\n            switch costume to (enter v)\n            show\n            set [choosing.... v] to [1]\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            set [action! \(water\) v] to [0]\n            broadcast (_                                      rest v)\n        else\n            if <(action: \(what is it?\)) = [inspect]> then\n                switch costume to (inspect v)\n                show\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [#inspect door v] to [1]\n                set [action! \(water\) v] to [0]\n                broadcast (_                                      rest v)\n            else\n                if <(action: \(what is it?\)) = [leave]> then\n                    switch costume to (leave v)\n                    show\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [# leaving v] to [1]\n                    set [action! \(water\) v] to [0]\n                    broadcast (_                                      rest v)\n                end\n            end\n        end\n    end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n    if <(action! \(water\)) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(action! \(water\)) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [drink]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nset [water type for words? v] to [0]\n\nwhen I receive [_                                      rest v]\nset [action! \(water\) v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\n\nset [action! \(water\) v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\n\nwait (0) seconds\n\nwhen [q v] key pressed\nhide\n\n@Sprite5\n\n@Drop through Platforms inside Hut\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition [0] [0]\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n    else\n        if <(LEVEL) = [77]> then\n            switch costume to (level 77 1 v)\n            broadcast (Level 77 v)\n        end\n    end\nend\n\nClone at x: [360] y: [0]\nClone at x: [540] y: [0]\nClone at x: [230] y: [-50]\nClone at x: [470] y: [0]\nClone at x: [400] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [1]> then\n        show\n        set [ghost v] effect to (100)\n    else\n        hide\n    end\nelse\n    hide\nend\n\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [570] y: [0]\nClone at x: [650] y: [0]\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [3413] y: [254]\n\nClone at x: [907] y: [225]\n\n@House Platforms2\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition [0] [0]\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (real start v)\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (level 77 1 v)\n        broadcast (Level 77 v)\n    end\nend\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        hide\n    else\n        show\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [474] y: [-105]\nClone at x: [700] y: [60]\nClone at x: [630] y: [300]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [907] y: [135]\nClone at x: [700] y: [-100]\n\n@Sprite6\n\nwhen I receive [level chosen v]\ngo [forward v] (100000000000000) layers\nset [ghost v] effect to (100)\n\n    show\nend\n\nwhen I receive [fade to black v]\nset [ghost v] effect to (100)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nset [ghost v] effect to (0)\nbroadcast (continue fade v)\n\nwhen I receive [continue fade v]\nset [ghost v] effect to (0)\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\nshow\n\ngo to [front v] layer\n\nwhen I receive [_                                      fade black real animation v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nset [ghost v] effect to (0)\nbroadcast (_                 animation continue fade v)\n\nwhen I receive [_                 animation continue fade v]\nset [ghost v] effect to (0)\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\n\n@Lump\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nset [water edge touching v] to [0]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [469]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume1 v)\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (level 77 1 v)\n        broadcast (Level 77 v)\n    end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [1]> then\n        hide\n    else\n        show\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n    set [lump for planting touching v] to [1]\nelse\n    set [lump for planting touching v] to [0]\nend\n\n@Platforms8\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nset [mushroom animation? v] to [0]\nset [mushroom gone? v] to [0]\nset [touching the mushroom in the room/hut :d v] to [0]\nhide\n\nwhen I receive [tick v]\nif <(mushroom animation?) = [0]> then\n    point in direction (90)\n    set size to (50) %\n    Position [-23] [103]\nend\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume2 v)\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (level 77 1 v)\n        broadcast (Level 77 v)\n    end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <<(entered house) = [1]> and <(mushroom gone?) = [0]>> then\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n    if <(planted mushroom?) = [0]> then\n        set [touching the mushroom in the room/hut :d v] to [1]\n    else\n        set [touching the mushroom in the room/hut :d v] to [0]\n    end\nelse\n    set [touching the mushroom in the room/hut :d v] to [0]\nend\n\nset size to (50) %\n\nwhen [b v] key pressed\nif <(username) = [The-green-dragon]> then\n    set [mushroom animation? v] to [0]\n    set [mushroom gone? v] to [0]\nend\n\nPosition [-25] [103]\n\nwhen I receive [mushroom animation v]\nset [planted mushroom? v] to [1]\nwait (.2) seconds\nset [mushroom animation? v] to [1]\nset size to (50) %\nrepeat (25)\n    change size by (-2)\n    point towards (player v)\n    move ((distance to [player v]) / (4)) steps\nend\nset size to (0) %\nhide\nset [mushroom gone? v] to [1]\n\n@Mushroom Talk\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(let's get that mushroom action going!) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(planted mushroom?) = [0]>>>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [let's get that mushroom action going! v] to [0]\nset [do it \(actions\) v] to [0]\n\n    switch costume to (costume5 v)\n    if <<(let's get that mushroom action going!) = [1]> and <(planted mushroom?) = [0]>> then\n        wait until <key (x v) pressed?>\n        wait until <not <key (x v) pressed?>>\n        if <(action: \(what is it?\)) = [pick]> then\n            switch costume to (enter v)\n            set [choosing.... v] to [1]\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            set [do it \(actions\) v] to [1]\n            set [let's get that mushroom action going! v] to [0]\n            broadcast (/Mushroom reset!\ v)\n            broadcast (mushroom animation v)\n        else\n            if <(action: \(what is it?\)) = [inspect]> then\n                switch costume to (inspect v)\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [#inspect door v] to [1]\n                set [let's get that mushroom action going! v] to [0]\n                broadcast (/Mushroom reset!\ v)\n            else\n                if <(action: \(what is it?\)) = [leave]> then\n                    switch costume to (leave v)\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [# leaving v] to [1]\n                    set [let's get that mushroom action going! v] to [0]\n                    broadcast (/Mushroom reset!\ v)\n                end\n            end\n        end\n    end\nend\n\nset [entered house v] to [0]\n\nhide\n\nwhen I receive [level chosen v]\n\n    if <(let's get that mushroom action going!) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume5 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume7 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(let's get that mushroom action going!) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [pick]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nwait (.1) seconds\n\nwhen I receive [/mushroom reset!\ v]\nset [let's get that mushroom action going! v] to [0]\nset [do it \(actions\) v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [choosing.... v] to [0]\nset [let's get that mushroom action going! v] to [0]\n\nwhen [q v] key pressed\nhide\n\n@Lump of dirt words\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<(// The actions that saved the life of a stickfigue by the lump) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <(planted mushroom?) = [1]>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [planted mushroom? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [do it \(actions\) v] to [0]\n\n    switch costume to (costume2 v)\n    if <(planted mushroom?) = [1]> then\n        if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            if <(action: \(what is it?\)) = [plant]> then\n                switch costume to (enter v)\n                show\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [do it \(actions\) v] to [1]\n                set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                set [planted mushroom? v] to [2]\n                set [water type for words? v] to [1]\n                broadcast (/  mushroom appear! v)\n                broadcast (reset stuff v)\n            else\n                if <(action: \(what is it?\)) = [inspect]> then\n                    switch costume to (inspect v)\n                    show\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [#inspect door v] to [1]\n                    set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                    broadcast (reset stuff v)\n                else\n                    if <(action: \(what is it?\)) = [leave]> then\n                        switch costume to (leave v)\n                        show\n                        set [choosing.... v] to [1]\n                        wait until <key (x v) pressed?>\n                        wait until <not <key (x v) pressed?>>\n                        set [# leaving v] to [1]\n                        set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                        broadcast (reset stuff v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n    if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [plant]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nwhen I receive [reset stuff v]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [do it \(actions\) v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\n\nset [planted mushroom? v] to [0]\n\nwhen [q v] key pressed\nhide\n\n@Lump of dirt words2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<(// The actions that saved the life of a stickfigue by the lump) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <(planted mushroom?) = [0]>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [planted mushroom? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\n    switch costume to (costume2 v)\n    if <(planted mushroom?) = [0]> then\n        if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            if <(action: \(what is it?\)) = [kick]> then\n                switch costume to (enter v)\n                show\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [do it \(actions\) v] to [1]\n                set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                broadcast (reset pile of dirt #1 v)\n            else\n                if <(action: \(what is it?\)) = [inspect]> then\n                    switch costume to (inspect v)\n                    show\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [#inspect door v] to [1]\n                    set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                    broadcast (reset pile of dirt #1 v)\n                else\n                    if <(action: \(what is it?\)) = [leave]> then\n                        switch costume to (leave v)\n                        show\n                        set [choosing.... v] to [1]\n                        wait until <key (x v) pressed?>\n                        wait until <not <key (x v) pressed?>>\n                        set [# leaving v] to [1]\n                        set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                        broadcast (reset pile of dirt #1 v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n    if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [kick]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nwhen I receive [reset pile of dirt #1 v]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [do it \(actions\) v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\n\nset [planted mushroom? v] to [1]\n\nset [planted mushroom? v] to [0]\n\nwhen [q v] key pressed\nhide\n\n@Lump of dirt words3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<<(// The actions that saved the life of a stickfigue by the lump) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <(planted mushroom?) = [2]>> and <(do I have the water?) = [0]>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [planted mushroom? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\n    switch costume to (costume2 v)\n    if <<(planted mushroom?) = [2]> and <(do I have the water?) = [0]>> then\n        if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            if <(action: \(what is it?\)) = [touch]> then\n                switch costume to (enter v)\n                show\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [do it \(actions\) v] to [1]\n                set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                broadcast (reset pile #3 v)\n            else\n                if <(action: \(what is it?\)) = [inspect]> then\n                    switch costume to (inspect v)\n                    show\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [#inspect door v] to [1]\n                    set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                    broadcast (reset pile #3 v)\n                else\n                    if <(action: \(what is it?\)) = [leave]> then\n                        switch costume to (leave v)\n                        show\n                        set [choosing.... v] to [1]\n                        wait until <key (x v) pressed?>\n                        wait until <not <key (x v) pressed?>>\n                        set [# leaving v] to [1]\n                        set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                        broadcast (reset pile #3 v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n    if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [touch]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nwhen I receive [reset pile #3 v]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [do it \(actions\) v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\n\nset [planted mushroom? v] to [0]\n\nset [planted mushroom? v] to [1]\n\nwhen I receive [level chosen v]\nset [_.                               do i have them reeds? v] to [0]\nset [do i have the axe? v] to [0]\nset [do i have the water? v] to [0]\nset [do i have wood? v] to [0]\n\nwhen [q v] key pressed\nhide\n\n@Water Sign2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<(action! \(water\)) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <<(water type for words?) = [1]> and <(raft ready?) = [0]>>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [action! \(water\) v] to [0]\nset [do it \(actions\) v] to [0]\n\n    set [choosing.... v] to [0]\n    switch costume to (costume2 v)\n    set [#inspect door v] to [0]\n    set [# leaving v] to [0]\n    if <<<(water type for words?) = [1]> and <(raft ready?) = [0]>> and <(action! \(water\)) = [1]>> then\n        wait until <key (x v) pressed?>\n        wait until <not <key (x v) pressed?>>\n        if <(action: \(what is it?\)) = [fill]> then\n            switch costume to (enter v)\n            show\n            set [choosing.... v] to [1]\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            set [action! \(water\) v] to [0]\n            set [water type for words? v] to [0]\n            set [action! \(water\) v] to [0]\n            set [do i have the water? v] to [1]\n            set [action! \(water\) v] to [0]\n        else\n            if <(action: \(what is it?\)) = [inspect]> then\n                switch costume to (inspect v)\n                show\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [#inspect door v] to [1]\n                set [action! \(water\) v] to [0]\n            else\n                if <(action: \(what is it?\)) = [leave]> then\n                    switch costume to (leave v)\n                    show\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [# leaving v] to [1]\n                    set [action! \(water\) v] to [0]\n                end\n            end\n        end\n    end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n    if <(action! \(water\)) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(action! \(water\)) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [fill]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nwhen [q v] key pressed\nhide\n\n@Lump of dirt words4\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<<(// The actions that saved the life of a stickfigue by the lump) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <(planted mushroom?) = [2]>> and <(do I have the water?) = [1]>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [planted mushroom? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\n    switch costume to (costume2 v)\n    if <<(do I have the water?) = [1]> and <(planted mushroom?) = [2]>> then\n        if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            if <(action: \(what is it?\)) = [water]> then\n                switch costume to (enter v)\n                show\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [do it \(actions\) v] to [1]\n                set [planted mushroom? v] to [3]\n                set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                set [do i have the water? v] to [0]\n                broadcast (/      mushroom grow! v)\n                broadcast (reset mushroom dirt #4 v)\n            else\n                if <(action: \(what is it?\)) = [inspect]> then\n                    switch costume to (inspect v)\n                    show\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [#inspect door v] to [1]\n                    set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                    broadcast (reset mushroom dirt #4 v)\n                else\n                    if <(action: \(what is it?\)) = [leave]> then\n                        switch costume to (leave v)\n                        show\n                        set [choosing.... v] to [1]\n                        wait until <key (x v) pressed?>\n                        wait until <not <key (x v) pressed?>>\n                        set [# leaving v] to [1]\n                        set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                        broadcast (reset mushroom dirt #4 v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n    if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [water]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwhen I receive [reset mushroom dirt #4 v]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [do it \(actions\) v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\n\nset [planted mushroom? v] to [0]\n\nset [planted mushroom? v] to [3]\n\nbroadcast (reset mushroom dirt #4 v)\nwait until <key (x v) pressed?>\n\nset [planted mushroom? v] to [3]\n\nwhen [q v] key pressed\nhide\n\n@Lump of dirt words5\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<(// The actions that saved the life of a stickfigue by the lump) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <(planted mushroom?) = [3]>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [planted mushroom? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\n    switch costume to (costume2 v)\n    if <(planted mushroom?) = [3]> then\n        if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            if <(action: \(what is it?\)) = [touch]> then\n                switch costume to (enter v)\n                show\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [do it \(actions\) v] to [1]\n                set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                broadcast (reset rip my guy v)\n            else\n                if <(action: \(what is it?\)) = [inspect]> then\n                    switch costume to (inspect v)\n                    show\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [#inspect door v] to [1]\n                    set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                    broadcast (reset rip my guy v)\n                else\n                    if <(action: \(what is it?\)) = [leave]> then\n                        switch costume to (leave v)\n                        show\n                        set [choosing.... v] to [1]\n                        wait until <key (x v) pressed?>\n                        wait until <not <key (x v) pressed?>>\n                        set [# leaving v] to [1]\n                        set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n                        broadcast (reset rip my guy v)\n                    end\n                end\n            end\n        end\n    end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n    if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [touch]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwhen I receive [reset rip my guy v]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [do it \(actions\) v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\n\nset [planted mushroom? v] to [0]\n\nset [planted mushroom? v] to [3]\n\nbroadcast (reset mushroom dirt #4 v)\nwait until <key (x v) pressed?>\n\nset [planted mushroom? v] to [3]\nbroadcast (/      mushroom grow! v)\n\nwhen [q v] key pressed\nhide\n\n@Axe Words\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(axe action!) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <<(do it \(actions\)) = [0]> and <(_                                 axe stop?) = [0]>>>>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [axe action! v] to [0]\nset [do it \(actions\) v] to [0]\n\n    set [choosing.... v] to [0]\n    switch costume to (costume2 v)\n    set [#inspect door v] to [0]\n    set [# leaving v] to [0]\n    if <(axe action!) = [1]> then\n        wait until <key (x v) pressed?>\n        wait until <not <key (x v) pressed?>>\n        if <(action: \(what is it?\)) = [pick]> then\n            switch costume to (enter v)\n            show\n            set [choosing.... v] to [1]\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            set [axe action! v] to [0]\n            broadcast (axe animation v)\n        else\n            if <(action: \(what is it?\)) = [inspect]> then\n                switch costume to (inspect v)\n                show\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [#inspect door v] to [1]\n                set [axe action! v] to [0]\n            else\n                if <(action: \(what is it?\)) = [leave]> then\n                    switch costume to (leave v)\n                    show\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [# leaving v] to [1]\n                    set [axe action! v] to [0]\n                end\n            end\n        end\n    end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n    if <(axe action!) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(axe action!) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [pick]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nset [water type for words? v] to [0]\n\nset [water type for words? v] to [0]\n\nwhen [q v] key pressed\nhide\n\n@Platforms9\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (tree 1 v)\n    set [x v] to [1100]\n    set [y v] to [345]\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (level 77 1 v)\n        broadcast (Level 77 v)\n    end\nend\n\nswitch costume to (costume 1 v)\nClone at x: [1100] y: [340]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <<(entered house) = [0]> and <(chopped tree down?) = [0]>> then\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nnext costume\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\nset [chopped tree down animation yet? v] to [0]\nset [chopped tree down? v] to [0]\nset [do i have wood? v] to [0]\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nset [chopped tree down? v] to [0]\n\nswitch costume to (costume 1 v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n    if <(chopped tree down animation yet?) = [0]> then\n        set [/                       /                       toucing chop tree? v] to [1]\n    else\n        set [/                       /                       toucing chop tree? v] to [0]\n    end\nelse\n    set [/                       /                       toucing chop tree? v] to [0]\nend\n\ngo [backward v] (1) layers\n\nwhen I receive [bye bye tree! :d v]\nset [chopped tree down animation yet? v] to [1]\nswitch costume to (tree 1 v)\nwait (.1) seconds\nrepeat (6)\n    next costume\n    wait (0) seconds\nend\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nset [chopped tree down? v] to [1]\nset [do i have wood? v] to [1]\n\n@Tree words\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(/       /     tree action) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <<(do it \(actions\)) = [0]> and <(tree type) = [0]>>>>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [tree type v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [/       /     tree action v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\n    switch costume to (costume2 v)\n    if <<(/       /     tree action) = [1]> and <(tree type) = [0]>> then\n        wait until <key (x v) pressed?>\n        wait until <not <key (x v) pressed?>>\n        if <(action: \(what is it?\)) = [touch]> then\n            switch costume to (enter v)\n            show\n            set [choosing.... v] to [1]\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            set [do it \(actions\) v] to [1]\n            set [/       /     tree action v] to [0]\n            broadcast (rest assured tree! #1 v)\n        else\n            if <(action: \(what is it?\)) = [inspect]> then\n                switch costume to (inspect v)\n                show\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [#inspect door v] to [1]\n                set [/       /     tree action v] to [0]\n                broadcast (rest assured tree! #1 v)\n            else\n                if <(action: \(what is it?\)) = [leave]> then\n                    switch costume to (leave v)\n                    show\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [# leaving v] to [1]\n                    set [/       /     tree action v] to [0]\n                    broadcast (rest assured tree! #1 v)\n                end\n            end\n        end\n    end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n    if <(/       /     tree action) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(/       /     tree action) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [touch]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nset [water type for words? v] to [0]\n\nset [water type for words? v] to [0]\n\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\n\nwhen I receive [rest assured tree! #1 v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [/       /     tree action v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\ngo to [front v] layer\n\nwhen [q v] key pressed\nhide\n\n@Tree words2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(/       /     tree action) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <<(do it \(actions\)) = [0]> and <(tree type) = [1]>>>>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [tree type v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [/       /     tree action v] to [0]\nset [do it \(actions\) v] to [0]\n\n    switch costume to (costume2 v)\n    if <<(/       /     tree action) = [1]> and <(tree type) = [1]>> then\n        wait until <key (x v) pressed?>\n        wait until <not <key (x v) pressed?>>\n        if <(action: \(what is it?\)) = [chop]> then\n            switch costume to (enter v)\n            show\n            set [choosing.... v] to [1]\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            set [do it \(actions\) v] to [1]\n            set [/       /     tree action v] to [0]\n            broadcast (_rip! v)\n            broadcast (bye bye tree! :D v)\n            set [tree type v] to [0]\n        else\n            if <(action: \(what is it?\)) = [inspect]> then\n                switch costume to (inspect v)\n                show\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [#inspect door v] to [1]\n                set [/       /     tree action v] to [0]\n                broadcast (_rip! v)\n            else\n                if <(action: \(what is it?\)) = [leave]> then\n                    switch costume to (leave v)\n                    show\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [# leaving v] to [1]\n                    set [/       /     tree action v] to [0]\n                    broadcast (_rip! v)\n                end\n            end\n        end\n    end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n    if <(/       /     tree action) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(/       /     tree action) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [chop]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nset [water type for words? v] to [0]\n\nset [water type for words? v] to [0]\n\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\n\nwhen I receive [_rip! v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [/       /     tree action v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\ngo to [front v] layer\n\nwhen [q v] key pressed\nhide\n\n@Reeds\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nset [_      reed gone? v] to [0]\nset [_______reed animation v] to [0]\nhide\n\nset [water edge touching v] to [0]\n\nwhen I receive [tick v]\nif <(_______reed animation) = [0]> then\n    point in direction (90)\n    set size to (80) %\n    Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setup v]\nset size to (80) %\nhide\nset [y v] to [-83]\nset [x v] to [1920]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (costume2 v)\n    point in direction (90)\n    set size to (100) %\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (costume2 v)\n        broadcast (Level 77 v)\n    end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [1]> then\n        hide\n    else\n        if <(_      reed gone?) = [0]> then\n            show\n        else\n            hide\n        end\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n    if <(_______reed animation) = [0]> then\n        set [reeds touching v] to [1]\n    else\n        set [reeds touching v] to [0]\n    end\nelse\n    set [reeds touching v] to [0]\nend\n\ngo [backward v] (100) layers\n\nwhen I receive [___bye bye reeds! v]\nwait (.2) seconds\nset [_______reed animation v] to [1]\nset size to (80) %\nrepeat (40)\n    change size by (-2)\n    point towards (player v)\n    move ((distance to [player v]) / (6)) steps\nend\nset size to (0) %\nhide\nset [_      reed gone? v] to [1]\nset [_.                               do i have them reeds? v] to [1]\n\n@Platforms7\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (stump v)\n    set [x v] to [1100]\n    set [y v] to [345]\nelse\n    if <(LEVEL) = [77]> then\n        switch costume to (level 77 1 v)\n        broadcast (Level 77 v)\n    end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nnext costume\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nset [chopped tree down? v] to [0]\n\nswitch costume to (costume 1 v)\n\n@Water2\n\nwhen I receive [level beat v]\n\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [0] y: [0]\n\nwhen I receive [level chosen v]\nhide\n\n    set [y v] to ((([cos v] of ((timer) * (170)) ) * (12)) + (-105))\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    set [x v] to [2100]\n    set [y v] to [-106]\n    go to [back v] layer\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        Clone at x: [360] y: [0]\n        Clone at x: [540] y: [0]\n        Clone at x: [230] y: [-50]\n        Clone at x: [470] y: [0]\n        Clone at x: [400] y: [0]\n    else\n        if <(LEVEL) = [77]> then\n            switch costume to (level 77 1 v)\n            broadcast (Level 77 v)\n        end\n    end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(entered house) = [0]> then\n        show\n        set [ghost v] effect to (10)\n    else\n        hide\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\n\nClone at x: [570] y: [0]\nClone at x: [650] y: [0]\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [474] y: [-105]\nClone at x: [700] y: [60]\nClone at x: [630] y: [300]\n\nClone at x: [5200] y: [20]\n\nwhen I receive [green flag v]\nhide\n\n@Reed words\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(__action for reeds) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [__action for reeds v] to [0]\nset [do it \(actions\) v] to [0]\n\n    switch costume to (costume2 v)\n    if <(__action for reeds) = [1]> then\n        wait until <key (x v) pressed?>\n        wait until <not <key (x v) pressed?>>\n        if <(action: \(what is it?\)) = [pick]> then\n            switch costume to (enter v)\n            show\n            set [choosing.... v] to [1]\n            wait until <key (x v) pressed?>\n            wait until <not <key (x v) pressed?>>\n            set [do it \(actions\) v] to [1]\n            set [__action for reeds v] to [0]\n            broadcast (__reset__ v)\n            broadcast (___bye bye reeds! v)\n        else\n            if <(action: \(what is it?\)) = [inspect]> then\n                switch costume to (inspect v)\n                show\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [#inspect door v] to [1]\n                set [__action for reeds v] to [0]\n                broadcast (__reset__ v)\n            else\n                if <(action: \(what is it?\)) = [leave]> then\n                    switch costume to (leave v)\n                    show\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [# leaving v] to [1]\n                    set [__action for reeds v] to [0]\n                    broadcast (__reset__ v)\n                end\n            end\n        end\n    end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n    if <(__action for reeds) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(__action for reeds) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [pick]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nset [water type for words? v] to [0]\n\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\n\nwhen I receive [__reset__ v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [__action for reeds v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\ngo to [front v] layer\n\nset [tree type v] to [0]\n\nwhen [q v] key pressed\nhide\n\n@Water Sign3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(_.                               Do I have them reeds?) = [1]> and <(do I have wood?) = [1]>> then\n    set [raft ready? v] to [1]\nelse\n    set [raft ready? v] to [0]\nend\nif <<<(action! \(water\)) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <(raft ready?) = [1]>> then\n    go to x: (0) y: (0)\n    show\n    go to [front v] layer\nelse\n    hide\nend\n\nwhen I receive [level chosen v]\nset [water type for words? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [action! \(water\) v] to [0]\nset [do it \(actions\) v] to [0]\n\n    set [choosing.... v] to [0]\n    switch costume to (costume2 v)\n    set [#inspect door v] to [0]\n    set [# leaving v] to [0]\n    if <<(action! \(water\)) = [1]> and <(raft ready?) = [1]>> then\n        wait until <key (x v) pressed?>\n        wait until <not <key (x v) pressed?>>\n        if <(action: \(what is it?\)) = [build]> then\n            set [choosing.... v] to [1]\n            set [action! \(water\) v] to [0]\n            broadcast (_                                                       end animation v)\n            set [exit v] to [win]\n            hide\n            stop [other scripts in sprite v]\n            stop [this script v]\n        else\n            if <(action: \(what is it?\)) = [inspect]> then\n                switch costume to (inspect v)\n                show\n                set [choosing.... v] to [1]\n                wait until <key (x v) pressed?>\n                wait until <not <key (x v) pressed?>>\n                set [#inspect door v] to [1]\n                set [action! \(water\) v] to [0]\n            else\n                if <(action: \(what is it?\)) = [leave]> then\n                    switch costume to (leave v)\n                    show\n                    set [choosing.... v] to [1]\n                    wait until <key (x v) pressed?>\n                    wait until <not <key (x v) pressed?>>\n                    set [# leaving v] to [1]\n                    set [action! \(water\) v] to [0]\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (enter v)\nshow\n\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n    if <(action! \(water\)) = [1]> then\n        if <(choosing....) = [0]> then\n            if <key (down arrow v) pressed?> then\n                wait until <not <key (down arrow v) pressed?>>\n                if <(costume [number v]) = [3]> then\n                    switch costume to (costume2 v)\n                else\n                    next costume\n                end\n            end\n            if <key (up arrow v) pressed?> then\n                wait until <not <key (up arrow v) pressed?>>\n                if <(costume [number v]) = [1]> then\n                    switch costume to (costume4 v)\n                else\n                    switch costume to ((costume [number v]) - (1))\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n    hide\nelse\n    wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n    if <(action door) = [0]> then\n        hide\n    else\n        set [entered house v] to [1]\n        hide\n    end\nend\n\nwhen I receive [level chosen v]\n\n    if <(action! \(water\)) = [1]> then\n        if <(costume [number v]) = [1]> then\n            set [action: \(what is it?\) v] to [build]\n        else\n            if <(costume [number v]) = [2]> then\n                set [action: \(what is it?\) v] to [inspect]\n            else\n                if <(costume [number v]) = [3]> then\n                    set [action: \(what is it?\) v] to [leave]\n                end\n            end\n        end\n    end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nset [water type for words? v] to [0]\n\nwhen I receive [tick v]\n\ngo to x: (0) y: (0)\nshow\n\nwhen [q v] key pressed\nhide\n\n@Sprite1\n\nwhen I receive [end animation v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level chosen v]\nhide\n\nwait (1.5) seconds\nbroadcast (_                                      fade black real animation v)\nrepeat (21)\n    show\nend\n\nwhen I receive [end animation v]\n\nhide\n\ngo to [front v] layer\nshow\nswitch costume to (costume3 v)\nwait (1.5) seconds\nbroadcast (_                                      fade black real animation v)\nrepeat (21)\n    show\nend\nrepeat (13)\n    next costume\n    wait (1.5) seconds\n    broadcast (_                                      fade black real animation v)\n    repeat (21)\n        show\n    end\nend\nnext costume\n\n@Sprite7\n\nwhen I receive [level chosen v]\nhide\nset [showing? v] to [0]\n\n    set x to ([x position v] of [player v])\n    if <<(wasd?) = [1]> and <not <(entered house) = [1]>>> then\n        set x to ([x position v] of [player v])\n        if <(showing?) = [0]> then\n            set [ghost effect v] to [100]\n            set [ghost v] effect to (100)\n            show\n            set [showing? v] to [1]\n            set x to ([x position v] of [player v])\n            animation\n        else\n            show\n            set [showing? v] to [1]\n        end\n        set size to (70) %\n    else\n        if <(showing?) = [1]> then\n            set [ghost effect v] to [0]\n            set [ghost v] effect to (0)\n            show\n            set [showing? v] to [0]\n            set x to ([x position v] of [player v])\n            undeo animation\n        else\n            hide\n            set [showing? v] to [0]\n        end\n    end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset y to ((([sin v] of ((timer) * (500)) ) * (3)) + ([y position v] of [player v]))\n\ndefine animation\nset [ghost v] effect to (100)\nset [ghost effect v] to [100]\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change [ghost effect v] by (-10)\n    set x to ([x position v] of [player v])\nend\nset [ghost v] effect to (0)\nset [ghost effect v] to [0]\n\nset [ghost effect v] to [0]\n\nset x to ([x position v] of [player v])\n\ndefine undeo animation\nset [ghost v] effect to (0)\nset [ghost effect v] to [0]\nrepeat (10)\n    change [ghost v] effect by (10)\n    change [ghost effect v] by (10)\n    set x to ([x position v] of [player v])\nend\nset [ghost v] effect to (100)\nset [ghost effect v] to [100]\n\n@Sprite8\n\nwhen I receive [end animation v]\nhide\nswitch costume to (costume16 v)\nbroadcast (_                                      fade black real animation v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat (19)\n    hide\nend\nshow\nswitch costume to (costume3 v)\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nbroadcast (_                                      fade black real animation v)\nrepeat (21)\n    show\nend\nrepeat (4)\n    next costume\n    wait (1.5) seconds\n    broadcast (_                                      fade black real animation v)\n    repeat (21)\n        show\n    end\nend\nnext costume\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nbroadcast (_                                      fade black real animation v)\nrepeat (21)\n    show\nend\nnext costume\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nbroadcast (_                                      fade black real animation v)\nrepeat (21)\n    show\nend\nnext costume\nwait (1.5) seconds\nbroadcast (_                                      fade black real animation v)\nrepeat (21)\n    show\nend\nnext costume\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nrepeat (4)\n    broadcast (_                                      fade black real animation v)\n    repeat (21)\n        show\n    end\n    next costume\n    wait (1.5) seconds\nend\nbroadcast (_                                      fade black real animation v)\nrepeat (21)\n    show\nend\nnext costume\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nbroadcast (_                                      fade black real animation v)\nrepeat (21)\n    show\nend\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level chosen v]\nhide\n\nwait (1.5) seconds\nbroadcast (_                                      fade black real animation v)\nrepeat (21)\n    show\nend\n\nwhen I receive [end animation v]\n\nhide\n\nwait (1.5) seconds\n\nnext costume\n\nrepeat (5)\n\nrepeat (4)\n\nwait (1.5) seconds\nbroadcast (_                                      fade black real animation v)\nrepeat (21)\n    show\nend\n\nbroadcast (_                                      fade black real animation v)\nrepeat (21)\n    show\nend\n\nbroadcast (_                                      fade black real animation v)\nrepeat (21)\n    show\nend\n\nwait (1.5) seconds\n\nwhen [3 v] key pressed\nif <(username) = [The-green-dragon]> then\n    set [_.                               do i have them reeds? v] to [1]\n    set [do i have wood? v] to [1]\nend\n\nshow\n\nwhen I receive [end animation v]\nchange [☁ how many people have beat this game? v] by (1)\n\nif <not < [apple] contains (username)?>> then\nend\n\nwhen I receive [_                                                       end animation v]\n\nwhen flag clicked\nhide variable [☁ how many people have beat this game? v]\nforever\n    if <<key (n v) pressed?> and <key (p v) pressed?>> then\n        wait until <<not <key (n v) pressed?>> and <not <key (p v) pressed?>>>\n        show variable [☁ how many people have beat this game? v]\n        wait until <<key (n v) pressed?> and <key (p v) pressed?>>\n        wait until <<not <key (n v) pressed?>> and <not <key (p v) pressed?>>>\n        hide variable [☁ how many people have beat this game? v]\n    end\nend\n\nchange [☁ how many people have beat this game? v] by (1)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\n@Thumbnail2\n\nwhen I receive [green flag v]\nset [playing? v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\nbroadcast (wait v)\n\nwhen I receive [wait v]\nwait until <(playing?) = [1]>\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\n\ngo [backward v] (30) layers\n\n@Thumbnail3\n\nwhen I receive [wait v]\nwait until <(playing?) = [1]>\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (120)\ngo to [front v] layer\nset [ghost v] effect to (0)\n\n    point in direction ((([sin v] of ((timer) * (300)) ) * (3)) + (90))\n    if <(_                                                                               size change?) = [1]> then\n        set size to (110) %\n    else\n        set size to (100) %\n    end\nend\n\n@Thumbnail4\n\nwhen I receive [wait v]\nwait until <(playing?) = [1]>\nrepeat (20)\n    change [ghost v] effect by (0)\nend\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (120)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n    point in direction ((([sin v] of ((timer) * (300)) ) * (3)) + (90))\n    if <touching (mouse-pointer v)?> then\n        set size to (110) %\n        set [_                                                                               size change? v] to [1]\n    else\n        set size to (100) %\n        set [_                                                                               size change? v] to [0]\n    end\nend\n\n@Mute\n\nwhen this sprite clicked\nnext costume\nwait (0.2) seconds\n\nwhen flag clicked\nswitch costume to (unmute v)\nshow\n\n    if <(costume [number v]) = [2]> then\n        set [mute button on off v] to [1]\n        set volume to (0) %\n    end\nend\n\nwhen flag clicked\nshow\n\n    if <(costume [number v]) = [1]> then\n        set [mute button on off v] to [0]\n        set volume to (45) %\n    end\nend\n\nwhen flag clicked\ngo to x: (-215) y: (160)\nset size to (35) %\n\n    if <key (m v) pressed?> then\n        next costume\n        wait (0.2) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    set volume to (45) %\n    play sound [Music \(taken from @griffpatch 's Not Quite Ball Physics\) v] until done\nend\n\ngo [forward v] (50) layers\n\n@Shop\n\nwhen flag clicked\nhide\n\n@Coins\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\n