GPT007/Scratch-platformers-10k huggingface dataset:
Wings Of Fire Platformer!!!

Instructions: ==========================================\nMY FIRST PLATFORMER!!!!!!!!!\n==========================================\nI finally finished this game witch took a little while to figure out but, I did it! OK Ok ok. It's not as good as like jumper but it is still great to me so please leave feedback in the comments! \n==========================================

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level! v]\nnext backdrop\n\nwhen I receive [complete! v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n    play sound [Joshua's l6 M&B song.mp3 v] until done\nend\n\n@starflight\n\nwhen flag clicked\nset [run speed v] to [0]\nset [jump speed v] to [0]\nset [on ground? v] to [0]\ngo to x: (-210) y: (-100)\nrepeat until <touching color (#002699)?>\n    change x by (run speed)\n    change y by (jump speed)\n    change [jump speed v] by (-1)\n    if <<touching color (#000000)?> and <(jump speed) < [0]>> then\n        repeat until <not <touching color (#000000)?>>\n            change y by (1)\n        end\n        set [jump speed v] to [0]\n        set [on ground? v] to [1]\n    end\n    if <<key (up arrow v) pressed?> and <(on ground?) = [1]>> then\n        set [on ground? v] to [0]\n        set [jump speed v] to [15]\n    end\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n        change [run speed v] by (3)\n        repeat until <not <(run speed) > [10]>>\n            set [run speed v] to [10]\n        end\n    end\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n        change [run speed v] by (-3)\n        repeat until <not <(run speed) < [-10]>>\n            set [run speed v] to [-10]\n        end\n    end\n    set [run speed v] to ((run speed) * (0.7))\nend\n\nwhen flag clicked\nforever\n    wait until <touching color (#00ff55)?>\n    broadcast (next level! v)\n    go to x: (-210) y: (-100)\n    wait (1) seconds\nend\n\nwhen flag clicked\nwait until <touching color (#002699)?>\nbroadcast (Complete! v)\n\nwhen flag clicked\nforever\n    wait until <touching color (#ff0000)?>\n    go to x: (-210) y: (-100)\nend\n\n
Pumpkin Platformer (Halloween Special)

Instructions: Arrow keys or Awsd to move

@Stage\n\nwhen flag clicked\nforever\n    play sound [02. Main Titles v] until done\nend\n\n@You\n\nwhen flag clicked\nshow variable [level v]\nset [level v] to [1]\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nset size to (120) %\nforever\n    change [y v] by (-0.5)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [x v] by (1)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [x v] by (-1)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <touching color (#663b00)?> then\n        change y by (1)\n        if <touching color (#663b00)?> then\n            change y by (1)\n            if <touching color (#663b00)?> then\n                change y by (1)\n                if <touching color (#663b00)?> then\n                    change y by (1)\n                    if <touching color (#663b00)?> then\n                        change y by (1)\n                        if <touching color (#663b00)?> then\n                            change y by (1)\n                            if <touching color (#663b00)?> then\n                                change y by (-6)\n                                if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n                                    set [y v] to [10]\n                                    if <(x) > [0]> then\n                                        set [x v] to [-10]\n                                    else\n                                        set [x v] to [10]\n                                    end\n                                else\n                                    change x by ((x) * (-1))\n                                    set [x v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (y)\n    if <touching color (#663b00)?> then\n        change y by ((y) * (-1))\n        set [y v] to [0]\n    end\n    change y by (-0.5)\n    if <<touching color (#663b00)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n        set [y v] to [8.5]\n    end\n    change y by (0.5)\n    if <(x position) > [235]> then\n        go to x: (-200) y: (0)\n        change [level v] by (1)\n    end\n    if <touching color (#b2b2b2)?> then\n        go to x: (-200) y: (0)\n    end\nend\n\nwhen flag clicked\nforever\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (120) %\nset [brightness v] effect to (-5)\nset [ghost v] effect to (0)\nrepeat (10)\n    change [ghost v] effect by (10)\n    change [brightness v] effect by (-5)\n    change size by (-6)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Thumbnail10\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Platformer Code!

Instructions: This is the basic coding for a platformer!\nDo whatever you want with it!\nFor this code you need to make the obstacles and ground a seperate sprite and you have to specifically name the sprite ground as spelt there or change it in the code up to you

@Stage\n\nwhen flag clicked\nforever\nend\n\n@player\n\ndefine None\nchange y by (y vel)\nif <touching (ground v)?> then\n    repeat ([abs v] of (y vel) )\n        if <touching (ground v)?> then\n            change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n        end\n    end\n    if <<key (up arrow v) pressed?> and <not <(y vel) > [0]>>> then\n        set [y vel v] to (jump height)\n    else\n        set [y vel v] to [0]\n    end\nelse\n    change [y vel v] by (gravity)\nend\nif <key (right arrow v) pressed?> then\n    change [x vel v] by (movement speed)\nend\nif <key (left arrow v) pressed?> then\n    change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n    set [old y v] to (y position)\n    repeat (([abs v] of (x vel) ) + (1))\n        if <touching (ground v)?> then\n            change y by (1)\n        end\n    end\n    if <touching (ground v)?> then\n        set y to (old y)\n        repeat ([ceiling v] of ([abs v] of (x vel) ) )\n            if <touching (ground v)?> then\n                change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n            end\n        end\n        if <key (up arrow v) pressed?> then\n            if <(x vel) < [0]> then\n                set [x vel v] to [0]\n                if <key (left arrow v) pressed?> then\n                    set [x vel v] to (wall jump hm)\n                    set [y vel v] to (wall jump vm)\n                end\n            else\n                set [x vel v] to [0]\n                if <key (right arrow v) pressed?> then\n                    set [x vel v] to ((-1) * (wall jump hm))\n                    set [y vel v] to (wall jump vm)\n                end\n            end\n        end\n    end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen flag clicked\ngo to x: (-34) y: (-117)\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n    platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\n@ground\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\nend\n\n
Meltdown - A Platformer

Instructions: The world is flooded with lava. It is the apocalypse of fire!\nYou are the one thing that keeps the world from burning up - the IceCube.\nYou must find your way through to get to the end and save the world!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nWAD or arrow keys to move\nDon't touch red or spikes.\nCan we get this top loved?

@Stage\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\ngo to x: (-217) y: (-87)\nglide (1) secs to x: (-50) y: (-84)\nglide (0.5) secs to x: (-21) y: (-85)\nglide (0.5) secs to x: (-9) y: (-98)\nglide (0.2) secs to x: (0) y: (-240)\nhide\nbroadcast (yf v)\n\n@Sprite1\n\ndefine None\nchange x by (speed)\nset [slop v] to [0]\nrepeat until <<(slop) = [8]> or <not <touching color (#000000)?>>>\n    change y by (1)\n    change [slop v] by (1)\nend\nif <(slop) = [8]> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slop))\nend\n\ndefine colizhun dtcshn <>\nchange [fall/? v] by (1)\nrepeat until <not <touching color (#000000)?>>\n    if <up/?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [fall/? v] to [0]\n    end\n    set [yv v] to [0]\nend\n\nwhen flag clicked\n\nrepeat (10)\n    turn left (-9) degrees\nend\n\nset rotation style [all around v]\nrepeat (10)\n    turn left (9) degrees\nend\nset rotation style [left-right v]\n\nwhen backdrop switches to [backdrop10 v]\nbroadcast (message1 v)\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [etdfj v]\ngo to x: (-224) y: (-121)\nswitch backdrop to (backdrop1 v)\nset [yv v] to [0]\nset rotation style [left-right v]\nshow\nforever\n    change [yv v] by (-1)\n    change y by (yv)\n    colizhun dtcshn <(yv) > [0]>\n    if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n        walk (1) (-7)\n    end\n    if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n        walk (1) (7)\n    end\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(fall/?) < [3]>> then\n        set [yv v] to [15]\n    end\n    if <touching color (#ffff00)?> then\n        go to x: (207) y: (-80)\n    end\n    if <touching color (#00ff55)?> then\n        switch backdrop to (next backdrop v)\n        set [yv v] to [0]\n        go to x: (-224) y: (-121)\n    end\n    if <touching color (#ff0000)?> then\n        set [yv v] to [0]\n        go to x: (-224) y: (-121)\n    end\n    if <touching color (#ff00bf)?> then\n        set [yv v] to [25]\n    end\n    if <touching color (#ff9400)?> then\n        set [yv v] to [0]\n        go to x: (-224) y: (-121)\n    end\nend\n\ngo to x: (-224) y: (-132)\n\n@Sprite3\n\nwhen I receive [yf v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change size by (10)\n    turn right (36) degrees\nend\nstop [all v]\n\nwhen flag clicked\nset size to (0) %\nset [ghost v] effect to (100)\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (etdfj v)\nhide\n\n
Platformer Starter Project

Instructions: Welcome! You found a CS First Starter Project for the Game Design theme.\n\nWatch this video at CS First to learn how to build it: https://csfirst.withgoogle.com/c/cs-first/en/game-design/platform-game/platform-games-intro-and-design.html\n\nIf you're a teacher: Lesson plans are also available on the CS First site. If you decide to sign up for a CS First account, you'll be able to track your students' progress, order physical materials (kits), and access your students' projects in Scratch.

@Stage\n\n@Platform1\n\n@Platform2\n\n@Platform3\n\n@Monkey2\n\n
Dragon Platformer 

Instructions: Move with the arrow keys and such. Not WASD. Just arrow keys. Avoid red. And the darker sandy color. Get to the other side. If you feel like it go back to the previous level. And whatever you do, don't fall in pits.\nPlease report any glitches!\n\nWhatever you do, DON'T USE TURBO MODE!

@Stage\n\nwhen I receive [message1 v]\nswitch backdrop to (next backdrop v) and wait\n\nwhen I receive [wanna go back? v]\nswitch backdrop to (previous backdrop v) and wait\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-150) y: (-46)\nset [scrollx v] to [0]\nhide variable [scrollx v]\nhide variable [gravity v]\nforever\n    if <key (right arrow v) pressed?> then\n        change [scrollx v] by (-3)\n        move (10) steps\n    end\n    if <key (left arrow v) pressed?> then\n        change [scrollx v] by (3)\n        move (-10) steps\n    end\n    if <<<touching color (#663b00)?> or <touching color (#99ffff)?>> or <touching color (#ffffcc)?>> then\n        set [gravity v] to [0]\n    else\n        change [gravity v] by (-0.4)\n    end\n    if <key (up arrow v) pressed?> then\n        if <<<touching color (#663b00)?> or <touching color (#99ffff)?>> or <touching color (#ffffcc)?>> then\n            set [gravity v] to [6]\n        end\n    end\n    change y by (Gravity)\n    if <<<touching color (#ff0000)?> or <touching color (#ffff99)?>> or <touching (evilsprite v)?>> then\n        set [scrollx v] to [0]\n        go to x: (-150) y: (-46)\n    end\n    if <touching (go forward v)?> then\n        broadcast (message1 v)\n    end\n    if <touching (go back v)?> then\n        broadcast (wanna go back? v)\n    end\nend\n\nwhen I receive [message1 v]\ngo to x: (-150) y: (-46)\n\nwhen I receive [wanna go back? v]\ngo to x: (150) y: (-46)\n\nwhen flag clicked\nforever\n    play sound [medieval1 v] until done\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n    switch costume to (costume1 v)\n    wait (0.25) seconds\n    switch costume to (costume2 v)\n    wait (0.25) seconds\nend\n\n@go forward\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\n\n@go back\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@EvIlSpRiTe\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n
One Tear - A Platformer


@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen backdrop switches to [second story v]\nbroadcast (game part is over v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (second story2 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (second story3 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (second story4 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (thumbnail v)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch backdrop to (storyline p1 v)\nwait (3.5) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\n    wait (0.15) seconds\nend\nclear graphic effects\nnext backdrop\nbroadcast (start v)\n\nwhen backdrop switches to [thumbnail v]\nbroadcast (end v)\nstop [all v]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    play sound [Vexento - Looking Back v] until done\nend\n\nwhen I receive [start v]\ngo to x: (-207) y: (-103)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n    change [y v] by (-1)\n    if <key (left arrow v) pressed?> then\n        change [x v] by (-1)\n    end\n    if <key (right arrow v) pressed?> then\n        change [x v] by (1)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <<touching color (#663b00)?> or <touching color (#4c0099)?>> then\n        change y by (1)\n    end\n    if <<touching color (#663b00)?> or <touching color (#4c0099)?>> then\n        change y by (1)\n    end\n    if <<touching color (#663b00)?> or <touching color (#4c0099)?>> then\n        change y by (1)\n    end\n    if <<touching color (#663b00)?> or <touching color (#4c0099)?>> then\n        change y by (1)\n    end\n    if <<touching color (#663b00)?> or <touching color (#4c0099)?>> then\n        change y by (-4)\n        change x by ((x) * (-1))\n        if <key (up arrow v) pressed?> then\n            set [y v] to [15]\n            if <([abs v] of (x) ) = (x)> then\n                set [x v] to [-10]\n            else\n                set [x v] to [10]\n            end\n        else\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <<touching color (#663b00)?> or <touching color (#4c0099)?>> then\n        change y by ((y) - ((y) * (2)))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <<key (up arrow v) pressed?> and <<touching color (#663b00)?> or <touching color (#4c0099)?>>> then\n        set [y v] to [15]\n    end\n    change y by (1)\n    if <<touching color (#cd0101)?> or <touching color (#7f7f7f)?>> then\n        go to x: (-207) y: (-103)\n    end\n    if <<(x position) = [245]> or <(x position) > [245]>> then\n        broadcast (next level v)\n        go to x: (-207) y: (-103)\n    end\nend\n\nwhen I receive [game part is over v]\nhide\n\n
Dodge, A Platformer

Instructions: Its Here, 2 months early :P\nIve been working on this for about 2 days \n\n-------------------------------------------------\n*arrow keys

@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-174) y: (134)\nforever\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n        move (10) steps\n    end\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n        move (10) steps\n    end\n    if <key (up arrow v) pressed?> then\n        point in direction (0)\n        move (10) steps\n    end\n    if <key (down arrow v) pressed?> then\n        point in direction (180)\n        move (10) steps\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching color (#5d1510)?> then\n        go to x: (-174) y: (134)\n    end\n    if <touching color (#0a5d1a)?> then\n        broadcast (next level v)\n        go to x: (-174) y: (134)\n    end\nend\n\nhide\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nhide\n\nshow\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nhide\n\n
Basic Platformer Physics: Collision [EXAMPLE]

Instructions: This example extends my last example of basic platformer jumping physics with basic collision detecting and resolving.  Click "see inside" so see the code and comments describing the process\n\nleft and right to move\nup to jump

@Stage\n\nwhen flag clicked\nforever\n    if <not <(backdrop [number v]) = []>> then\n        if <(Level) = [1]> then\n            switch backdrop to (backdrop1 v)\n        end\n        if <(Level) = [2]> then\n            switch backdrop to (backdrop2 v)\n        end\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [jumping? v] to [false]\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nset [max velocity v] to [15]\nset [gravity v] to [-1]\nset [move speed v] to [5]\nset rotation style [left-right v]\nforever\n    if <(Jumping?) = [true]> then\n        change y by (Y Velocity)\n        change [y velocity v] by (gravity)\n    end\n    if <(Jumping?) = [false]> then\n        if <key (up arrow v) pressed?> then\n            set [jumping? v] to [true]\n            set [y velocity v] to (max velocity)\n        end\n    end\n    Resolve Y\n    if <key (left arrow v) pressed?> then\n        change [x velocity v] by ((move speed) * (-1))\n        point in direction (-90)\n        change x by (X Velocity)\n    end\n    if <key (right arrow v) pressed?> then\n        change [x velocity v] by (move speed)\n        point in direction (90)\n        change x by (X Velocity)\n    end\n    Resolve X\nend\n\ndefine Resolve Y\nswitch costume to (costume2 v)\nif <touching color (#000000)?> then\n    if <<(Y Velocity) < [0]> or <(Y Velocity) = [0]>> then\n        repeat until <not <touching color (#000000)?>>\n            change y by (1)\n        end\n        set [y velocity v] to [0]\n        set [jumping? v] to [false]\n    end\n    if <[0] < (Y Velocity)> then\n        repeat until <not <touching color (#000000)?>>\n            change y by (-1)\n        end\n        set [y velocity v] to [0]\n        set [jumping? v] to [true]\n    end\nelse\n    if <(Jumping?) = [false]> then\n        change y by (-1)\n        if <not <touching color (#000000)?>> then\n            set [y velocity v] to [0]\n            set [jumping? v] to [true]\n        end\n        change y by (1)\n    end\nend\nswitch costume to (costume1 v)\n\ndefine Resolve X\nswitch costume to (costume2 v)\nif <color (#ff0000) is touching (#000000)?> then\n    if <<(X Velocity) < [0]> or <(X Velocity) = [0]>> then\n        repeat until <not <color (#ff0000) is touching (#000000)?>>\n            change x by (1)\n        end\n    end\n    if <[0] < (X Velocity)> then\n        repeat until <not <color (#ff0000) is touching (#000000)?>>\n            change x by (-1)\n        end\n    end\nend\nif <color (#00ff55) is touching (#000000)?> then\n    repeat until <not <touching color (#000000)?>>\n        change y by (1)\n    end\nend\nset [x velocity v] to [0]\nswitch costume to (costume1 v)\n\n
My Platformer

Instructions: This is my First attempt at a platformer \n\nPlz dont hate\n\nRight arrow Key to go forward Left backwards up arrow = Jump \n\nUse the hair to Jump farther\n\n\n

@Stage\n\n@Platformer head\n\nwhen I receive [go right  v]\nrepeat until <key (right arrow v) pressed?>\n    if <key (left arrow v) pressed?> then\n        turn left (10) degrees\n    end\nend\nbroadcast (go left v)\n\nwhen I receive [go left v]\nrepeat until <key (left arrow v) pressed?>\n    if <key (right arrow v) pressed?> then\n        turn right (10) degrees\n    end\nend\nbroadcast (go right  v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume2 v)\nshow\ngo to x: (-235) y: (-111)\nset [x v] to [0]\nset [y v] to [0]\nforever\n    change [y v] by (-1)\n    if <key (left arrow v) pressed?> then\n        switch costume to (base intro2 v)\n        change [x v] by (-1)\n    end\n    if <key (right arrow v) pressed?> then\n        switch costume to (base intro v)\n        change [x v] by (1)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <touching color (#000008)?> then\n        change y by (1)\n    end\n    if <touching color (#000008)?> then\n        change y by (1)\n    end\n    if <touching color (#000008)?> then\n        change y by (1)\n    end\n    if <touching color (#000008)?> then\n        change y by (1)\n    end\n    if <touching color (#000008)?> then\n        change y by (-4)\n        change x by ((x) * (-1))\n        if <key (up arrow v) pressed?> then\n            set [y v] to [15]\n            if <([abs v] of (x) ) = (x)> then\n                set [x v] to [-10]\n            else\n                set [x v] to [10]\n            end\n        else\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <touching color (#000008)?> then\n        change y by ((y) - ((y) * (2)))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <<key (up arrow v) pressed?> and <touching color (#000008)?>> then\n        set [y v] to [15]\n    end\n    change y by (1)\n    if <touching color (#ff0000)?> then\n        go to x: (-227) y: (41)\n        change [death count v] by (1)\n    end\n    if <(x position) > [222]> then\n        next backdrop\n        go to x: (-235) y: (-111)\n    end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nbroadcast (go right  v)\n\nchange size by (-10)\n\nchange size by (10)\n\nwhen flag clicked\nforever\n    if <touching color (#009933)?> then\n        next backdrop\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching color (#003fff)?> then\n        broadcast (secret v)\n    end\nend\n\nnext backdrop\n\nhide\n\nwhen flag clicked\nforever\n    play sound [TheFatRat_-_Xenogenesis_ v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nshow\n\nshow\nhide\n\nset [ghost v] effect to (-100)\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [secret v]\nstop all sounds\nshow\n\n