⛵Journey to Hope♥-A Platformer

Instructions: ▼お願い\nプログラムやコスチュームなどを借りる際は"必ず"リミックスでお願いします！\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \nオーバーワールド編(part1)のURLです！ぜひ見てね！\nhttps://scratch.mit.edu/projects/676569542\nエンド編(part3)のURLです！ぜひ見てね！\nhttps://scratch.mit.edu/projects/700536522\n⇩続編などについてはこちらのスタジオへ\nhttps://scratch.mit.edu/studios/31739611\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nマインクラフトの世界で冒険を楽しもう！\nEnjoy your adventure in the world of Minecraft!\n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼遊び方/how to play\n矢印キー、WASDキーで操作。スペースキーで攻撃できます。\nモバイル対応しました！モバイルの操作は、画面の右左、上をタップで操作。左上の「attack」をタップで攻撃できます。\n\nOperate with the arrow keys and WASD keys. You can attack with the space key.\nMobile compatible! Mobile operation is operated by tapping the right, left, and top of the screen. You can attack by tapping "attack" on the upper left. \n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼目標/goal\nすべての傾向3P以内\n参照数5k\n♥と★250\n\nAll trends within 3P\nNumber of references 5k\n♥ and ★ 250\n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼タグ/tag\n#minecraft#game #games #all #alt #platformer #minecraftplatformer #S_Fes #Game #Games #All \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼実績/achievement\n6/3 15:20　共有

@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [levelup v]\nswitch backdrop to (Level)\n\n@Start End screens\n\nwhen flag clicked\nhide\nchange [☁ totalplaysever v] by (1)\nset [level v] to [1]\nbroadcast (gamemusic v)\ngo to x: (0) y: (0)\nshow\nswitch costume to (title v)\ngo to [front v] layer\nclear graphic effects\nwait (2) seconds\ngo to x: (0) y: (0)\nshow\nbroadcast (ShoeMeOptions v)\nrepeat (20)\n    go to [front v] layer\n    change [brightness v] effect by (-5)\nend\nswitch costume to (selection screen v)\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nforever\n    if <<(costume [number v]) = [3]> and <<mouse down?> and <<(mouse x) > [66]> and <(mouse y) < [160]>>>> then\n        wait (0.1) seconds\n        repeat (20)\n            go to [front v] layer\n            change [brightness v] effect by (-5)\n        end\n        switch costume to (instructions v)\n        repeat (20)\n            change [brightness v] effect by (5)\n        end\n        wait until <not <key (any v) pressed?>>\n        wait until <not <mouse down?>>\n        wait until <<key (any v) pressed?> or <mouse down?>>\n        repeat (20)\n            change [brightness v] effect by (-5)\n        end\n        broadcast (LaunchFirstLevel v)\n        repeat (20)\n            change [ghost v] effect by (5)\n        end\n        hide\n        stop [this script v]\n    end\n    if <<mouse down?> and <<(mouse x) < [57]> and <(mouse y) < [115]>>> then\n        switch costume to (playbuttonshown v)\n        broadcast (ShoeMeOptions v) and wait\n        if <(mouse y) > [-24]> then\n            if <(mouse x) < [-130]> then\n                broadcast (Me1Dance v)\n            else\n                if <(mouse x) < [-35]> then\n                    broadcast (Me2Dance v)\n                else\n                    broadcast (Me3Dance v)\n                end\n            end\n        else\n            if <(mouse x) < [-130]> then\n                broadcast (Me4Dance v)\n            else\n                if <(mouse x) < [-35]> then\n                    broadcast (Me5Dance v)\n                else\n                    broadcast (Me6Dance v)\n                end\n            end\n        end\n        wait until <not <mouse down?>>\n    end\nend\n\nwhen I receive [gamemusic v]\nforever\n    stop all sounds\n    play sound [\(Lucas Fader Remix\) v] until done\nend\n\nwhen I receive [levelup v]\nif <(Level) = [11]> then\n    start sound [Fortnite end music v]\n    stop [other scripts in sprite v]\n    broadcast (gameover v)\n    clear graphic effects\n    show\n    switch costume to (endscreen v)\n    go to x: (0) y: (-360)\n    go to [front v] layer\n    glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [start v]\nif <(PlayerSelected) = [1]> then\n    broadcast (Me1 v)\nend\nif <(PlayerSelected) = [2]> then\n    broadcast (Me2 v)\nend\nif <(PlayerSelected) = [3]> then\n    broadcast (Me3 v)\nend\nif <(PlayerSelected) = [4]> then\n    broadcast (Me4 v)\nend\nif <(PlayerSelected) = [5]> then\n    broadcast (Me5 v)\nend\nif <(PlayerSelected) = [6]> then\n    broadcast (Me6 v)\nend\nhide\nstop [this script v]\n\nset [☁ top v bucks score v] to [0]\nset [☁ totalplaysever v] to [0]\n\n@ControlCharacter\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (600) y: (600)\ngo to [back v] layer\nstop [other scripts in sprite v]\nforever\n    go to (glider v)\nend\n\nwhen I receive [resumel9 v]\nstop [other scripts in sprite v]\nset [yvelocity v] to [-1]\nset [xvelocity v] to [0]\nset [ghost v] effect to (99)\nforever\n    change [yvelocity v] by (-0.5)\n    if <[0] > (YVelocity)> then\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) < [0]> then\n                change y by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) < [-1]> then\n                change y by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) < [-2]> then\n                change y by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) < [-3]> then\n                change y by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) < [-4]> then\n                change y by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) < [-5]> then\n                change y by (-1)\n            end\n        end\n        if <(YVelocity) < [-6]> then\n            set [yvelocity v] to [-6]\n        end\n        if <touching (platforms v)?> then\n            change y by (1)\n            set [yvelocity v] to [0]\n        end\n    end\n    if <(YVelocity) > [0]> then\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [0]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <(YVelocity) < [-5]> then\n            set [yvelocity v] to [-5]\n        end\n        if <touching (platforms v)?> then\n            change y by (-1)\n            set [yvelocity v] to [0]\n        end\n    end\n    set [xvelocity v] to ((XVelocity) * (0.85))\n    if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n        set [xvelocity v] to [0]\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xvelocity v] by (1.5)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xvelocity v] by (-1.5)\n    end\n    if <[0] > (XVelocity)> then\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) < [0]> then\n                change x by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) < [-1]> then\n                change x by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) < [-2]> then\n                change x by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) < [-3]> then\n                change x by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) < [-4]> then\n                change x by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) < [-5]> then\n                change x by (-1)\n            end\n        end\n        if <touching (platforms v)?> then\n            change x by (1)\n            set [xvelocity v] to [0]\n        end\n        if <(XVelocity) < [-5]> then\n            set [xvelocity v] to [-5]\n        end\n    end\n    if <(XVelocity) > [0]> then\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) > [0]> then\n                change x by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) > [1]> then\n                change x by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) > [2]> then\n                change x by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) > [3]> then\n                change x by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) > [4]> then\n                change x by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) > [5]> then\n                change x by (1)\n            end\n        end\n        if <touching (platforms v)?> then\n            change x by (-1)\n            set [xvelocity v] to [0]\n        end\n        if <[5] < (XVelocity)> then\n            set [xvelocity v] to [5]\n        end\n    end\nend\n\nwhen [up arrow v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n    set [yvelocity v] to [7]\nend\nchange y by (1)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nset [ghost v] effect to (99)\nforever\n    change [yvelocity v] by (-0.5)\n    if <[0] > (YVelocity)> then\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) < [0]> then\n                change y by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) < [-1]> then\n                change y by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) < [-2]> then\n                change y by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) < [-3]> then\n                change y by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) < [-4]> then\n                change y by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) < [-5]> then\n                change y by (-1)\n            end\n        end\n        if <(YVelocity) < [-6]> then\n            set [yvelocity v] to [-6]\n        end\n        if <touching (platforms v)?> then\n            set [yvelocity v] to [0]\n            change y by (1)\n        end\n    end\n    if <(YVelocity) > [0]> then\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [0]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(YVelocity) > [1]> then\n                change y by (1)\n            end\n        end\n        if <(YVelocity) < [-5]> then\n            set [yvelocity v] to [-5]\n        end\n        if <touching (platforms v)?> then\n            change y by (-1)\n            set [yvelocity v] to [0]\n        end\n    end\n    set [xvelocity v] to ((XVelocity) * (0.85))\n    if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n        set [xvelocity v] to [0]\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xvelocity v] by (1.5)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xvelocity v] by (-1.5)\n    end\n    if <[0] > (XVelocity)> then\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) < [0]> then\n                change x by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) < [-1]> then\n                change x by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) < [-2]> then\n                change x by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) < [-3]> then\n                change x by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) < [-4]> then\n                change x by (-1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) < [-5]> then\n                change x by (-1)\n            end\n        end\n        if <touching (platforms v)?> then\n            change x by (1)\n            set [xvelocity v] to [0]\n        end\n        if <(XVelocity) < [-5]> then\n            set [xvelocity v] to [-5]\n        end\n    end\n    if <(XVelocity) > [0]> then\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) > [0]> then\n                change x by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) > [1]> then\n                change x by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) > [2]> then\n                change x by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) > [3]> then\n                change x by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) > [4]> then\n                change x by (1)\n            end\n        end\n        if <not <touching (platforms v)?>> then\n            if <(XVelocity) > [5]> then\n                change x by (1)\n            end\n        end\n        if <touching (platforms v)?> then\n            change x by (-1)\n            set [xvelocity v] to [0]\n        end\n        if <[5] < (XVelocity)> then\n            set [xvelocity v] to [5]\n        end\n    end\nend\n\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\n\nwhen [w v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n    set [yvelocity v] to [7]\nend\nchange y by (1)\n\nwhen I receive [launchfirstlevel v]\nshow\nset [ghost v] effect to (99)\nstop [other scripts in sprite v]\nforever\n    go to (glider v)\nend\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n    broadcast (LaunchFirstLevel v)\nelse\n    broadcast (PositionControlCharacter v)\nend\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-220) y: (-155)\nif <(Level) = [9]> then\n    go to x: (-220) y: (140)\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [controlleft v]\ngo to x: (-192) y: (78)\nset [xvelocity v] to [0]\n\n@Sprite1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [ghost v] effect to (99)\nshow\nforever\n    go to (controlcharacter v)\n    if <touching (platforms v)?> then\n        set [controlonground v] to [Yes]\n    else\n        set [controlonground v] to [No]\n    end\nend\n\n@Platforms\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nswitch costume to (Level)\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nset [level v] to [9]\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\n@Chests\n\nwhen I receive [restartlevel v]\n\nstop [other scripts in sprite v]\nshow\nswitch costume to (Level)\nwait until <touching (controlcharacter v)?>\nbroadcast (VBucksChest v) and wait\ngo to x: (1) y: (1)\nhide\n\ngo to x: (0) y: (0)\n\ngo to x: (0) y: (0)\n\nwhen I receive [levelup v]\nshow\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nswitch costume to (Level)\ngo to x: (0) y: (0)\nwait until <touching (controlcharacter v)?>\nstart sound [69688__lukaso__slot2 v]\nbroadcast (VBucksChest v) and wait\nhide\n\ngo to x: (1) y: (1)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (small arrows bright v)\nhide\ngo to [back v] layer\n\n@Hints...\n\nwhen I receive [levelup v]\nset [hintlag v] to [0]\nhide\n\nwhen I receive [restartlevel v]\nchange [hintlag v] by (1)\nif <(HintLag) > [2]> then\n    show\n    go to [back v] layer\n    switch costume to (Level)\nend\n\nwhen flag clicked\nset [hintlag v] to [0]\nhide\ngo to x: (0) y: (0)\n\n@Spikes\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nshow\n\nwhen I receive [on v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [off v]\nhide\n\nwait until <(y position) = [20]>\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nforever\n    glide (0.3) secs to x: (0) y: (20)\n    glide (0.7) secs to x: (0) y: (0)\n    glide (0.3) secs to x: (0) y: (20)\n    wait (2) seconds\n    glide (0.7) secs to x: (0) y: (0)\n    wait (3) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n    switch costume to (Level)\n    if <touching (controlcharacter v)?> then\n        broadcast (RestartLevel v)\n        start sound [mine v]\n    end\nend\n\n@SkipLevel\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [5]> then\n    show\n    go to [back v] layer\n    switch costume to (Level)\nend\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\n\nwhen flag clicked\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\n@lava\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (-193) y: (-175)\nrepeat (6)\n    create clone of (_myself_ v)\n    change x by (80)\nend\n\nwhen I start as a clone\nshow\nforever\n    next costume\n    if <touching (controlcharacter v)?> then\n        start sound [Mine v]\n        broadcast (RestartLevel v)\n    end\nend\n\nswitch costume to (lava v)\n\nsay [NextLevel] for (2) seconds\n\nplay sound [Mine v] until done\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\n@lever\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nswitch costume to (on v)\nbroadcast (On v)\nhide\nif <(Level) = [8]> then\n    show\n    go to x: (220) y: (-157)\n    switch costume to (on v)\n    forever\n        wait until <touching (controlcharacter v)?>\n        play sound [353067__josepharaoh99__bite-cartoon-style - hit v] until done\n        switch costume to (off v)\n        broadcast (Off v)\n        play sound [door v] until done\n        play sound [sound v] until done\n        wait (1) seconds\n        wait until <touching (controlcharacter v)?>\n        play sound [353067__josepharaoh99__bite-cartoon-style - hit v] until done\n        switch costume to (on v)\n        broadcast (On v)\n        play sound [door v] until done\n        play sound [sound v] until done\n        wait (1) seconds\n    end\nend\nif <(Level) = [10]> then\n    show\n    go to x: (-226) y: (-22)\n    switch costume to (on v)\n    forever\n        wait until <touching (controlcharacter v)?>\n        play sound [353067__josepharaoh99__bite-cartoon-style - hit v] until done\n        switch costume to (off v)\n        broadcast (Off v)\n        play sound [door v] until done\n        play sound [sound v] until done\n        wait (1) seconds\n        wait until <touching (controlcharacter v)?>\n        play sound [353067__josepharaoh99__bite-cartoon-style - hit v] until done\n        switch costume to (on v)\n        broadcast (On v)\n        play sound [door v] until done\n        play sound [sound v] until done\n        wait (1) seconds\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\n@Joystick\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [launchfirstlevel v]\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n    if <mouse down?> then\n        point towards (mouse-pointer v)\n        if <<(direction) > [-23]> and <(direction) < [23]>> then\n            switch costume to (n v)\n            if <(ControlOnGround) = [Yes]> then\n                set [yvelocity v] to [7]\n            end\n        end\n        if <<(direction) > [-68]> and <(direction) < [-23]>> then\n            switch costume to (nw v)\n            change [xvelocity v] by (-1.5)\n            if <(ControlOnGround) = [Yes]> then\n                set [yvelocity v] to [7]\n            end\n        end\n        if <<(direction) > [-125]> and <(direction) < [-68]>> then\n            switch costume to (w v)\n            change [xvelocity v] by (-1.5)\n        end\n        if <<(direction) > [23]> and <(direction) < [68]>> then\n            switch costume to (ne v)\n            change [xvelocity v] by (1.5)\n            if <(ControlOnGround) = [Yes]> then\n                set [yvelocity v] to [7]\n            end\n        end\n        if <<(direction) > [68]> and <(direction) < [125]>> then\n            change [xvelocity v] by (1.5)\n            switch costume to (e v)\n        end\n    end\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nwait (0.1) seconds\nclear graphic effects\nforever\n    if <mouse down?> then\n        show\n        go to [front v] layer\n        set [ghost v] effect to (50)\n        set [joyshowcounter v] to [0]\n    else\n        change [joyshowcounter v] by (1)\n        if <(JoyShowCounter) > [25]> then\n            switch costume to (neutral v)\n        end\n        if <(JoyShowCounter) > [50]> then\n            hide\n        end\n    end\nend\n\n@Me1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen I receive [me1dance v]\ngo to [front v] layer\nset [playerselected v] to [1]\nshow\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n    next costume\n    wait (0.1) seconds\n    if <([costume name v] of [start end screens v]) = [Instructions]> then\n        go to [back v] layer\n    end\nend\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [resumel9 v]\nshow\n\nhide\n\nwhen I receive [me1 v]\nset size to (100) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n    go to (controlcharacter v)\n    if <(XVelocity) = [0]> then\n        switch costume to (front v)\n    else\n        change [mecostumecounter v] by (XVelocity)\n        if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n            set [mecostumecounter v] to [0]\n            next costume\n            if <(costume [number v]) = [4]> then\n                switch costume to (1 v)\n            end\n        end\n    end\n    if <(XVelocity) > [0]> then\n        point in direction (90)\n    end\n    if <(XVelocity) < [0]> then\n        point in direction (-90)\n    end\nend\n\n@Me2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\nhide\ngo to [back v] layer\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me2dance v]\nshow\nset [playerselected v] to [2]\ngo to [front v] layer\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n    next costume\n    wait (0.1) seconds\n    if <([costume name v] of [start end screens v]) = [Instructions]> then\n        go to [back v] layer\n    end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen I receive [me2 v]\nset size to (75) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n    go to (controlcharacter v)\n    if <(XVelocity) = [0]> then\n        switch costume to (front v)\n    else\n        change [mecostumecounter v] by (XVelocity)\n        if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n            set [mecostumecounter v] to [0]\n            next costume\n            if <(costume [number v]) = [4]> then\n                switch costume to (1 v)\n            end\n        end\n    end\n    if <(XVelocity) > [0]> then\n        point in direction (90)\n    end\n    if <(XVelocity) < [0]> then\n        point in direction (-90)\n    end\nend\n\n@Me3\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [shoemeoptions v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [me3dance v]\nshow\nset [playerselected v] to [3]\ngo to [front v] layer\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n    next costume\n    wait (0.1) seconds\n    if <([costume name v] of [start end screens v]) = [Instructions]> then\n        go to [back v] layer\n    end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen flag clicked\n\n\n\nwhen I receive [me3 v]\nstop [other scripts in sprite v]\nset size to (75) %\nshow\nset [mecostumecounter v] to [0]\nforever\n    go to (controlcharacter v)\n    if <(XVelocity) = [0]> then\n        switch costume to (front v)\n    else\n        change [mecostumecounter v] by (XVelocity)\n        if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n            set [mecostumecounter v] to [0]\n            next costume\n            if <(costume [number v]) = [4]> then\n                switch costume to (2 v)\n            end\n        end\n    end\n    if <(XVelocity) > [0]> then\n        point in direction (90)\n    end\n    if <(XVelocity) < [0]> then\n        point in direction (-90)\n    end\nend\n\n@Me4\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [me4dance v]\nshow\ngo to [front v] layer\nset [playerselected v] to [4]\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n    next costume\n    wait (0.1) seconds\n    if <([costume name v] of [start end screens v]) = [Instructions]> then\n        go to [back v] layer\n    end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me4 v]\nset size to (75) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n    go to (controlcharacter v)\n    if <(XVelocity) = [0]> then\n        switch costume to (front v)\n    else\n        change [mecostumecounter v] by (XVelocity)\n        if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n            set [mecostumecounter v] to [0]\n            next costume\n            if <(costume [number v]) = [4]> then\n                switch costume to (2 v)\n            end\n        end\n    end\n    if <(XVelocity) > [0]> then\n        point in direction (90)\n    end\n    if <(XVelocity) < [0]> then\n        point in direction (-90)\n    end\nend\n\n@Me5\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me5dance v]\nshow\ngo to [front v] layer\nset [playerselected v] to [5]\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n    next costume\n    wait (0.1) seconds\n    if <([costume name v] of [start end screens v]) = [Instructions]> then\n        go to [back v] layer\n    end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen I receive [me5 v]\nset size to (75) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n    go to (controlcharacter v)\n    if <(XVelocity) = [0]> then\n        switch costume to (front v)\n    else\n        change [mecostumecounter v] by (XVelocity)\n        if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n            set [mecostumecounter v] to [0]\n            next costume\n            if <(costume [number v]) = [4]> then\n                switch costume to (2 v)\n            end\n        end\n    end\n    if <(XVelocity) > [0]> then\n        point in direction (90)\n    end\n    if <(XVelocity) < [0]> then\n        point in direction (-90)\n    end\nend\n\n@Me6\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me6dance v]\nshow\ngo to [front v] layer\nset [playerselected v] to [6]\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n    next costume\n    wait (0.1) seconds\n    if <([costume name v] of [start end screens v]) = [Instructions]> then\n        go to [back v] layer\n    end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nset size to (75) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n    go to (controlcharacter v)\n    if <(XVelocity) = [0]> then\n        switch costume to (front v)\n    else\n        change [mecostumecounter v] by (XVelocity)\n        if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n            set [mecostumecounter v] to [0]\n            next costume\n            if <(costume [number v]) = [4]> then\n                switch costume to (2 v)\n            end\n        end\n    end\n    if <(XVelocity) > [0]> then\n        point in direction (90)\n    end\n    if <(XVelocity) < [0]> then\n        point in direction (-90)\n    end\nend\n\n@Glider\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [launchfirstlevel v]\nbroadcast (WaitUntilGliderTouchesPlatforms v)\ngo to x: (-100) y: (180)\ngo to [front v] layer\nshow\nswitch costume to (PlayerSelected)\nset [xvelocity v] to [0]\nforever\n    if <(XVelocity) > [0]> then\n        point in direction (90)\n    end\n    if <(XVelocity) < [0]> then\n        point in direction (-90)\n    end\n    change y by (-1)\n    set [xvelocity v] to ((XVelocity) * (1))\n    if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n        set [xvelocity v] to [0]\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xvelocity v] by (1)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xvelocity v] by (-1)\n    end\n    if <(XVelocity) > [0]> then\n        if <(XVelocity) > [0]> then\n            change x by (1)\n        end\n        if <(XVelocity) > [1]> then\n            change x by (1)\n        end\n        if <(XVelocity) > [2]> then\n            change x by (1)\n        end\n        if <(XVelocity) > [3]> then\n            change x by (1)\n        end\n        if <[4] < (XVelocity)> then\n            set [xvelocity v] to [4]\n        end\n    end\n    if <(XVelocity) < [0]> then\n        if <(XVelocity) < [-1]> then\n            change x by (-1)\n        end\n        if <(XVelocity) < [-2]> then\n            change x by (-1)\n        end\n        if <(XVelocity) < [-3]> then\n            change x by (-1)\n        end\n        if <(XVelocity) < [-4]> then\n            set [xvelocity v] to [-4]\n        end\n    end\nend\n\nwhen I receive [waituntilglidertouchesplatforms v]\nwait until <<(x position) < [-230]> or <touching (platforms v)?>>\nif <(Level) = [1]> then\n    broadcast (Start v)\n    hide\n    stop [other scripts in sprite v]\nend\nif <(Level) = [9]> then\n    broadcast (ResumeL9 v)\n    hide\n    stop [other scripts in sprite v]\nend\n\nset [xvelocity v] to [0]\nsay [StopThisScript] for (2) seconds\n\nwhen I receive [restartlevel v]\nif <(Level) = [9]> then\n    broadcast (Level9! v)\nend\n\nwhen I receive [levelup v]\nif <(Level) = [9]> then\n    broadcast (Level9! v)\nend\n\nwhen I receive [level9! v]\nbroadcast (WaitUntilGliderTouchesPlatforms v)\ngo to x: (90) y: (155)\ngo to [front v] layer\nshow\nswitch costume to (bonus v)\nwait until <touching (controlcharacter v)?>\nbroadcast (Stashcharacteroffscreen v)\nswitch costume to (PlayerSelected)\nforever\n    if <(XVelocity) > [0]> then\n        point in direction (90)\n    end\n    if <(XVelocity) < [0]> then\n        point in direction (-90)\n    end\n    change y by (-1)\n    set [xvelocity v] to ((XVelocity) * (1))\n    if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n        set [xvelocity v] to [0]\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xvelocity v] by (1)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xvelocity v] by (-1)\n    end\n    if <(XVelocity) > [0]> then\n        if <(XVelocity) > [0]> then\n            change x by (1)\n        end\n        if <(XVelocity) > [1]> then\n            change x by (1)\n        end\n        if <(XVelocity) > [2]> then\n            change x by (1)\n        end\n        if <(XVelocity) > [3]> then\n            change x by (1)\n        end\n        if <[4] < (XVelocity)> then\n            set [xvelocity v] to [4]\n        end\n    end\n    if <(XVelocity) < [0]> then\n        if <(XVelocity) < [-1]> then\n            change x by (-1)\n        end\n        if <(XVelocity) < [-2]> then\n            change x by (-1)\n        end\n        if <(XVelocity) < [-3]> then\n            change x by (-1)\n        end\n        if <(XVelocity) < [-4]> then\n            set [xvelocity v] to [-4]\n        end\n    end\nend\n\nwhen I receive [levelup v]\nif <(Level) = [10]> then\n    stop [other scripts in sprite v]\nend\n\n@portal\n\nwhen flag clicked\nset size to (100) %\nbroadcast (PortalPositioning v)\nforever\n    next costume\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\nset [level v] to [1]\ngo to x: (222) y: (-138)\nshow\nforever\n    wait until <touching (controlcharacter v)?>\n    change [level v] by (1)\n    start sound [Win v]\n    broadcast (LevelUp v)\nend\n\nwhen I receive [levelup v]\nif <(Level) = [2]> then\n    go to x: (177) y: (162)\nend\nif <(Level) = [3]> then\n    go to x: (215) y: (-140)\nend\nif <(Level) = [4]> then\n    go to x: (222) y: (-138)\nend\nif <(Level) = [5]> then\n    go to x: (222) y: (-132)\nend\nif <(Level) = [6]> then\n    go to x: (112) y: (133)\nend\nif <(Level) = [7]> then\n    go to x: (148) y: (50)\nend\nif <(Level) = [8]> then\n    go to x: (142) y: (145)\nend\nif <(Level) = [9]> then\n    go to x: (220) y: (-138)\nend\nif <(Level) = [10]> then\n    go to x: (220) y: (-132)\nend\n\n@Awesome!\n\nwhen flag clicked\nset size to (100) %\nhide\nclear graphic effects\n\nwhen I receive [levelup v]\nif <(SkipLevel) = [No]> then\n    switch costume to (levelup v)\n    if <(Level) = [10]> then\n        switch costume to (bonus v bucks v)\n    end\n    go to x: (0) y: (-65)\n    go to [front v] layer\n    show\n    set [ghost v] effect to (100)\n    repeat (5)\n        repeat (13)\n            change [ghost v] effect by (-5)\n        end\n        repeat (13)\n            change [ghost v] effect by (5)\n        end\n    end\n    repeat (5)\n        change [ghost v] effect by (-10)\n    end\n    glide (2) secs to x: (1) y: (185)\n    hide\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\nwait (1) seconds\nswitch costume to (win v)\nset size to (95) %\ngo to x: (0) y: (20)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nforever\n    repeat (13)\n        change size by (1)\n        change [ghost v] effect by (-5)\n    end\n    repeat (13)\n        change [ghost v] effect by (5)\n        change size by (-1)\n    end\nend\n\n@knight2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nhide\nswitch costume to (1 v)\nhide\nif <(Level) = [5]> then\n    go to x: (-5) y: (60)\n    show\n    switch costume to (front v)\n    wait (3) seconds\n    forever\n        repeat (8)\n            Stutterwalkleft\n            wait (0.1) seconds\n        end\n        switch costume to (front v)\n        wait (0.1) seconds\n        repeat (8)\n            StutterwalkRight\n            wait (0.1) seconds\n        end\n        switch costume to (front v)\n        wait (0.1) seconds\n    end\nend\nif <(Level) = [7]> then\n    go to x: (118) y: (-98)\n    show\n    switch costume to (front v)\n    wait (3) seconds\n    forever\n        repeat (100)\n            Stutterwalkleft\n        end\n        switch costume to (front v)\n        wait (0.1) seconds\n        repeat (100)\n            StutterwalkRight\n        end\n        switch costume to (front v)\n        wait (0.1) seconds\n    end\nend\nif <(Level) = [8]> then\n    go to x: (132) y: (12)\n    show\n    switch costume to (front v)\n    wait (3) seconds\n    forever\n        repeat (100)\n            Stutterwalkleft\n        end\n        switch costume to (front v)\n        wait (0.1) seconds\n        repeat (100)\n            StutterwalkRight\n        end\n        switch costume to (front v)\n        wait (0.1) seconds\n    end\nend\nif <(Level) = [10]> then\n    go to x: (155) y: (80)\n    show\n    switch costume to (front v)\n    wait (3) seconds\n    forever\n        repeat (16)\n            Stutterwalkleft\n        end\n        switch costume to (front v)\n        wait (0.1) seconds\n        repeat (16)\n            StutterwalkRight\n        end\n        switch costume to (front v)\n        wait (0.1) seconds\n    end\nend\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\ndefine Stutterwalkleft\npoint in direction (90)\nchange x by (-3)\nnext costume\nif <touching (controlcharacter v)?> then\n    start sound [Mine v]\n    broadcast (RestartLevel v)\nend\nif <(costume [number v]) = [4]> then\n    switch costume to (1 v)\nend\n\ndefine StutterwalkRight\npoint in direction (-90)\nchange x by (3)\nnext costume\nif <touching (controlcharacter v)?> then\n    start sound [Mine v]\n    broadcast (RestartLevel v)\nend\nif <(costume [number v]) = [4]> then\n    switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\n\nStutterwalkleft\n\n@vbucks\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nif <(SkipLevel) = [No]> then\n    if <(Level) < [11]> then\n        if <<(x position) = [0]> and <(y position) = [178]>> then\n            set [vbucksout v] to [Held]\n            hide\n            stop [other scripts in sprite v]\n            repeat (75)\n                go to x: (pick random (-220) to (220)) y: (177)\n                create clone of (_myself_ v)\n                go to x: (0) y: (178)\n                wait (0.1) seconds\n            end\n            set [vbucksout v] to [Dropped]\n        end\n    end\nend\nset [skiplevel v] to [No]\n\nwhen I start as a clone\nset size to (pick random (40) to (100)) %\nif <(size) > [75]> then\n    go to [front v] layer\nelse\n    go to [back v] layer\nend\nshow\nrepeat until <(y position) < [-170]>\n    change y by ((0) - ((size) * (0.06)))\n    if <(distance to [controlcharacter v]) < (GrabDistance)> then\n        glide (0.2) secs to (controlcharacter v)\n        change [v bucks v] by (500)\n        start sound [Coin v]\n        delete this clone\n    end\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (178)\nhide\n\n@Score\n\nwhen I receive [levelup v]\nif <(V Bucks) = [0]> then\n    go to [front v] layer\n    switch costume to (10 v)\n    show\n    set size to (80) %\n    set [numeral v] to [0]\n    go to x: (-130) y: (158)\n    set [numeral v] to [0]\n    repeat (7)\n        create clone of (_myself_ v)\n        change x by (-12)\n        change [numeral v] by (1)\n        wait (0.1) seconds\n    end\n    change x by (-5)\n    switch costume to (score v)\nend\n\nwhen flag clicked\nset [v bucks v] to [0]\nhide\n\nset [controlonground v] to [0]\n\nwait (0.1) seconds\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (0 v)\nforever\n    wait (0.1) seconds\n    switch costume to (0 v)\n    switch costume to (letter ((length of (V Bucks)) - (Numeral)) of (V Bucks))\nend\n\nwhen I receive [gameover v]\nwait (2.5) seconds\ngo to [front v] layer\nswitch costume to (10 v)\nshow\nset size to (100) %\nset [numeral v] to [0]\ngo to x: (70) y: (-90)\nset [numeral v] to [0]\nrepeat (7)\n    create clone of (_myself_ v)\n    change x by (-17)\n    change [numeral v] by (1)\nend\nchange x by (-5)\nswitch costume to (score v)\n\n@LevelShower\n\nwhen I receive [levelup v]\nswitch costume to (Level)\nstart sound [1 v]\n\nwhen flag clicked\nshow\ngo to x: (-42) y: (158)\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (Level)\n\nset [controlonground v] to [0]\n\nwait (0.1) seconds\n\n@High\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (0 v)\nforever\n    wait (0.1) seconds\n    switch costume to (0 v)\n    switch costume to (letter ((length of (☁ Top V Bucks Score)) - (HighNumeral)) of (☁ Top V Bucks Score))\nend\n\nwhen I receive [gameover v]\nif <(V Bucks) > (☁ Top V Bucks Score)> then\n    set [☁ top v bucks score v] to (V Bucks)\nend\nwait (2.5) seconds\ngo to [front v] layer\nswitch costume to (10 v)\nshow\nset size to (75) %\nset [highnumeral v] to [0]\ngo to x: (56) y: (-162)\nset [highnumeral v] to [0]\nrepeat (7)\n    create clone of (_myself_ v)\n    change x by (-12)\n    change [highnumeral v] by (1)\nend\nchange x by (-5)\nswitch costume to (score v)\n\ndelete this clone\n\n@vbucksChest\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [vbuckschest v]\nhide\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\nrepeat (20)\n    go to (random position v)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (pick random (40) to (100)) %\nif <(size) > [75]> then\n    go to [front v] layer\nelse\n    go to [back v] layer\nend\npoint towards (controlcharacter v)\nshow\nmove (10) steps\nrepeat (10)\n    move (-1) steps\nend\nglide (1) secs to (controlcharacter v)\nchange [v bucks v] by (500)\nstart sound [Coin v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@WarpMe\n\nwhen I start as a clone\nshow\nforever\n    next costume\n    if <touching (controlcharacter v)?> then\n        broadcast (ControlLeft v)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nif <(Level) = [10]> then\n    go to [back v] layer\n    show\n    set [color v] effect to (100)\n    go to x: (186) y: (147)\n    create clone of (_myself_ v)\n    go to x: (-192) y: (78)\nend\nforever\n    next costume\nend\n\ngo to [back v] layer\n\n@Magnets\n\n\n\ngo to x: (1) y: (1)\n\nwhen I receive [levelup v]\nset [grabdistance v] to [50]\nshow\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nswitch costume to (Level)\ngo to x: (0) y: (0)\nwait until <<touching (controlcharacter v)?> or <(VBucksOut) = [Dropped]>>\nif <touching (controlcharacter v)?> then\n    set [grabdistance v] to [200]\n    start sound [1 v]\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\ngo to [back v] layer\n\n