Among Us Platformer

Instructions: Arrow keys to move Blue is portal, red is lava, and Yellow is Bouncy. watch out for Imposters! Try to get to the end. More levels coming soon!\n\nHats Added!               Skins added!           Pets Added!\nNew Game! https://scratch.mit.edu/projects/431690415/

@Stage\n\n@blank\n\nset [level v] to [1.5]\n\n@Hitbox\n\nwhen flag clicked\nbroadcast (reset v)\n\ndefine Touch ground <something above>\nchange [in air? v] by (1)\nrepeat until <not <touching (level v)?>>\n    if <something above> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [in air? v] to [0]\n    end\n    set [yv v] to [0]\nend\n\nwhen I receive [reset v]\nset [power v] to [0]\nset size to (20) %\ngo to x: (-210) y: (-60)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n    change [xv v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n    set [xv v] to ((xv) * (.86))\n    change x by (xv)\n    change x by (((0) - (xv)) * <touching (level v)?>)\n    change [yv v] by (-1)\n    change y by (yv)\n    Touch ground <(yv) > [0]>\n    if <key (up arrow v) pressed?> then\n        if <(in air?) < [4]> then\n            set [yv v] to [12]\n            broadcast (up v)\n        end\n    end\n    if  then\n        broadcast (reset v)\n    end\nend\n\nstop [this script v]\n\nwhen flag clicked\nforever\n    set [my x v] to (x position)\n    if <key (right arrow v) pressed?> then\n    if <key (left arrow v) pressed?> then\n    if <touching (details v)?> then\n        broadcast (reset v)\n    end\n    if <touching (enemy ai v)?> then\n        broadcast (reset v)\n    end\n    if <touching color (#0084ff)?> then\n        if <(level) = [1.8]> then\n            go to x: (204) y: (-23)\n        else\n            go to x: (-170) y: (90)\n        end\n    end\n    if <touching (bouncedylbobz v)?> then\n        set [yv v] to [20]\n    end\n    \n        broadcast (reset v)\n    end\nend\n\nif <touching color (#37ff00)?> then\n    set size to (10) %\nend\nif <touching color (#00ffc3)?> then\n    set [power v] to [speed]\nend\n\nif <(power) = [speed]> then\n    repeat until <not <(power) = [speed]>>\n        if <key (left arrow v) pressed?> then\n            change [xv v] by (-2)\n            switch costume to (cyan2 v)\n        end\n        if <key (right arrow v) pressed?> then\n            change [xv v] by (2)\n            switch costume to (cyan v)\n        end\n    end\nend\n\nchange [lives v] by (-1)\n\nchange [lives v] by (-1)\n\ngo to x: (-200) y: (170)\n\nbroadcast (up v)\n\nset size to (100) %\n\nbroadcast (reset v)\n\nchange [lives v] by (-1)\n\nset size to (10) %\n\nchange [ghost v] effect by (10)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [real level v] to [1]\nforever\n    if <(x position) > [220]> then\n        set x to (-200)\n        change [real level v] by (1)\n        broadcast (reset v)\n    end\nend\n\nif <(level) = [1.0]> then\nend\n\nif <(level) = [1.1]> then\n    if <(x position) > [220]> then\n        set x to (-200)\n        set [level v] to [1.2]\n        broadcast (reset v)\n    end\nend\nif <(level) = [1.2]> then\n    if <(x position) > [220]> then\n        set x to (-200)\n        set [level v] to [1.3]\n        broadcast (reset v)\n    end\nend\nif <(level) = [1.3]> then\n    if <(x position) > [220]> then\n        set x to (-200)\n        set [level v] to [1.4]\n        broadcast (reset v)\n    end\nend\nif <(level) = [1.4]> then\n    if <(x position) > [220]> then\n        set x to (-200)\n        set [level v] to [1.5]\n        broadcast (reset v)\n    end\nend\nif <(level) = [1.5]> then\n    if <(x position) > [220]> then\n        set x to (-200)\n        set [level v] to [1.6]\n        broadcast (reset v)\n    end\nend\nif <(level) = [1.6]> then\n    if <(x position) > [220]> then\n        set x to (-200)\n        set [level v] to [1.7]\n        broadcast (reset v)\n    end\nend\nif <(level) = [1.7]> then\n    if <(x position) > [220]> then\n        set x to (-200)\n        set [level v] to [1.8]\n        broadcast (reset v)\n    end\nend\nif <(level) = [1.8]> then\n    if <(x position) > [220]> then\n        set x to (-200)\n        set [level v] to [1.9]\n        broadcast (reset v)\n    end\nend\nif <(level) = [1.9]> then\n    if <(x position) > [220]> then\n        set x to (-200)\n        set [level v] to [1.11]\n        broadcast (reset v)\n    end\nend\nif <(level) = [1.11]> then\n    if <(x position) > [220]> then\n        set x to (-200)\n        set [level v] to [1.12]\n        broadcast (reset v)\n    end\nend\n\nif <touching color (#0084ff)?> then\n    go to x: (-170) y: (90)\nend\nif <touching color (#ffc500)?> then\n    set [yv v] to [20]\nend\nif <touching color (#aeaeae)?> then\n    broadcast (reset v)\nend\nif <touching color (#37ff00)?> then\n    set size to (10) %\nend\nif <touching color (#00ffc3)?> then\n    set [power v] to [speed]\nend\nif <(power) = [speed]> then\n    repeat until <not <(power) = [speed]>>\n        if <key (left arrow v) pressed?> then\n            change [xv v] by (-2)\n            switch costume to (cyan2 v)\n        end\n        if <key (right arrow v) pressed?> then\n            change [xv v] by (2)\n            switch costume to (cyan v)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    set [player x v] to (x position)\n    set [player y v] to (y position)\n    switch costume to (cyan2 v)\nend\n\nwhen I receive [start v]\nswitch costume to (Color)\n\nwhen I receive [ded v]\nbroadcast (reset v)\nhide\nwait (2) seconds\n\nshow\n\nwhen I receive [ded v]\n\nhide\n\nwait (2) seconds\n\nbroadcast (reset v)\n\nshow\n\ngo [forward v] (1) layers\n\nswitch costume to (Color)\nswitch costume to (join (Color) [2])\n\n@level\n\nwhen flag clicked\nset [level v] to [1]\nforever\n    switch costume to (Real level)\n    set [pain level v] to (costume [name v])\nend\n\nset [level v] to [1.5]\n\nswitch costume to (costume3 v)\n\n@player\n\n@enemy ai\n\nwhen flag clicked\nbroadcast (reset v)\n\ndefine Touch ground <something above>\nchange [in air?2 v] by (1)\nrepeat until <not <touching (level v)?>>\n    if <something above> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [in air?2 v] to [0]\n    end\n    set [yv2 v] to [0]\nend\n\ndefine Wall detection, movement, friction (value)\nchange [xv2 v] by (value)\nset [xv2 v] to ((xv2) * (.85))\nchange x by (xv2)\nif <touching (level v)?> then\n    change x by ((0) - (xv2))\n    if <(in air?2) < [4]> then\n        set [yv2 v] to [10]\n    end\nend\n\nwhen I receive [up v]\nwait (0.6) seconds\nif <(in air?2) < [4]> then\n    set [yv2 v] to [10]\nend\n\nwhen I receive [reset v]\nif <(level) = [1.11]> then\n    go to x: (178) y: (160)\nelse\n    go to x: (220) y: (50)\nend\nset [yv2 v] to [0]\nset [xv2 v] to [0]\nforever\n    change [yv2 v] by (-1)\n    change y by (yv2)\n    Touch ground <(yv2) > [0]>\n    if <([x position v] of [art v]) > (x position)> then\n        Wall detection, movement, friction [0.5]\n    else\n        Wall detection, movement, friction [-0.5]\n    end\nend\n\ngo to x: (220) y: (50)\n\nwhen flag clicked\nforever\n    if <(x position) < (My x)> then\n        switch costume to (red v)\n    else\n        switch costume to (red2 v)\n    end\n    if <touching color (#ff0000)?> then\n        switch costume to (ded v)\n        wait (1) seconds\n        if <(level) = [1.11]> then\n            go to x: (178) y: (160)\n        else\n            go to x: (220) y: (50)\n        end\n    end\n    if <touching color (#0084ff)?> then\n        go to x: (-170) y: (0)\n    end\n    if <touching color (#ffc500)?> then\n        set [yv2 v] to [20]\n    end\nend\n\nbroadcast (reset v)\n\nforever\n    change [yv2 v] by (-1)\n    change y by (yv2)\n    Touch ground <(yv2) > [0]>\n    if <([x position v] of [player v]) > (x position)> then\n        Wall detection, movement, friction [0.5]\n    else\n        Wall detection, movement, friction [-0.5]\n    end\nend\n\nset [yv2 v] to [0]\nset [xv2 v] to [0]\n\nwhen flag clicked\nhide\nforever\n    if <<(Real level) = [9]> or <(Real level) = [4]>> then\n        show\n    else\n        hide\n    end\nend\n\n\n\nif <(level) = [1.7]> then\n    hide\nend\nif <(level) = [1.8]> then\n    show\nend\nif <(level) = [1.9]> then\n    hide\nend\nif <(level) = [1.11]> then\n    show\nend\nif <(level) = [1.12]> then\n    hide\nend\n\nhide\n\ngo to x: (178) y: (160)\n\nshow\n\n@Lobby Background\n\nwhen flag clicked\nshow\n\nif <(☁ Pets Unlocked) = [1]> then\n\nswitch costume to (costume3 v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [free rewards v]\nswitch costume to (costume3 v)\n\ngo [forward v] (1) layers\n\n@Start Button\n\nwhen this sprite clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\n\n@Color2\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (Color v)\n\nwhen I receive [start v]\nhide\n\n@player2\n\nwhen flag clicked\nforever\n    switch costume to (Color)\nend\n\nbroadcast (reset v)\n\nchange [lives v] by (-1)\n\ngo to x: (-200) y: (170)\n\nbroadcast (up v)\n\nbroadcast (reset v)\n\nchange [lives v] by (-1)\n\nset size to (10) %\n\nchange [ghost v] effect by (10)\n\ndefine Touch ground <something above>\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\n\n@Color\n\nwhen flag clicked\nshow\nforever\n    go to (mouse-pointer v)\nend\n\nwhen I receive [color v]\nif <touching color (#c60909)?> then\n    set [color v] to [Red]\nend\nif <touching color (#ef7e05)?> then\n    set [color v] to [Orange]\nend\nif <touching color (#f5f556)?> then\n    set [color v] to [Yellow]\nend\nif <touching color (#088029)?> then\n    set [color v] to [Green]\nend\nif <touching color (#0b2ad2)?> then\n    set [color v] to [Blue]\nend\nif <touching color (#35fedd)?> then\n    set [color v] to [Cyan]\nend\nif <touching color (#6b2bbc)?> then\n    set [color v] to [Purple]\nend\nif <touching color (#ed53bb)?> then\n    set [color v] to [Pink]\nend\nif <touching color (#d7e1f0)?> then\n    set [color v] to [White]\nend\nif <touching color (#724718)?> then\n    set [color v] to [Brown]\nend\nif <touching color (#3d464d)?> then\n    set [color v] to [Black]\nend\nif <touching color (#4fef37)?> then\n    set [color v] to [Lime]\nend\n\nwhen I receive [start v]\nhide\n\n@Vent\n\n@Details\n\nwhen flag clicked\nset [level v] to [1.0]\nforever\n    switch costume to (Real level)\nend\n\ngo to (level v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\ngo [backward v] (1) layers\n\nset [level v] to [1.5]\n\n@Background\n\n@Stars\n\nwhen I receive [start v]\ngo to x: (-796) y: (296)\nswitch costume to (pick random (1) to (3))\nforever\n    repeat until <(x position) = [600]>\n        change x by (1)\n        wait (.04) seconds\n    end\n    go to x: (-796) y: (296)\n    next costume\nend\n\nrepeat until <(x position) = [1074]>\n    change x by (1)\n    wait (.04) seconds\nend\ngo to x: (-796) y: (296)\nrepeat until <(x position) = [1074]>\n    change x by (1)\n    wait (.04) seconds\nend\ngo to x: (-796) y: (296)\nrepeat until <(x position) = [1074]>\n    change x by (1)\n    wait (.04) seconds\nend\n\nchange [color v] effect by (1)\n\n@Boi\n\nwhen flag clicked\nhide\nforever\n    go to x: ((Player X) - (19)) y: ((Player Y) - (10))\nend\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nswitch costume to (Color)\nif <(Pet) = [Ya]> then\n    show\nend\n\nwhen flag clicked\nhide\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (Color)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (join (Color) [2])\n    end\nend\n\nwhen I receive [ded v]\n\nstop [other scripts in sprite v]\n\nwhen I receive [reset v]\n\nwait (2) seconds\n\n@Doge\n\nwhen flag clicked\nhide\nforever\n    go to x: ((Player X) - (19)) y: ((Player Y) - (10))\nend\n\ngo to x: (-193) y: (-112)\n\nwhen I receive [start v]\nif <(Pet) = [DOGE]> then\n    show\nend\n\nwhen flag clicked\nhide\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (doge v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (doge2 v)\n    end\nend\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\n@Slug\n\nwhen flag clicked\nhide\nforever\n    go to x: ((Player X) - (19)) y: ((Player Y) - (10))\nend\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nif <(Pet) = [SLUG]> then\n    show\nend\n\nwhen flag clicked\nhide\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (brainslug boi v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (brainslug boi2 v)\n    end\nend\n\n@No button\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (Hide pet v)\nset [pet v] to [0]\n\n@Boi Button\n\nwhen flag clicked\nswitch costume to (boi v)\nshow\n\nswitch costume to (costume2 v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [free rewards v]\n\nswitch costume to (boi v)\n\nwhen this sprite clicked\nbroadcast (BOI v)\nif <(costume [name v]) = [BOI]> then\n    set [pet v] to [Ya]\nend\n\n@Doge button\n\nwhen flag clicked\nswitch costume to (boi v)\nshow\n\nswitch costume to (costume2 v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [free rewards v]\n\nswitch costume to (boi v)\n\nwhen this sprite clicked\nbroadcast (DOGE v)\nif <(costume [name v]) = [BOI]> then\n    set [pet v] to [DOGE]\nend\n\n@Slug Button\n\nwhen flag clicked\nswitch costume to (boi v)\nshow\n\nswitch costume to (costume2 v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [free rewards v]\n\nswitch costume to (boi v)\n\nwhen this sprite clicked\nbroadcast (SLUG v)\nif <(costume [name v]) = [BOI]> then\n    set [pet v] to [SLUG]\nend\n\n@Boi Preview\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nforever\n    hide\nend\n\nwhen flag clicked\nhide\nforever\n    switch costume to (Color)\n    if <(Pet) = [Ya]> then\n        show\n    end\n    if <not <(Pet) = [Ya]>> then\n        hide\n    end\nend\n\nset [pet v] to [0]\n\n@Doge Preveiw\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nforever\n    hide\nend\n\nwhen flag clicked\nhide\nforever\n    switch costume to (Color)\n    if <(Pet) = [DOGE]> then\n        show\n    end\n    if <not <(Pet) = [DOGE]>> then\n        hide\n    end\nend\n\nset [pet v] to [0]\n\n@Slug Preview\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nforever\n    hide\nend\n\nwhen flag clicked\nhide\nforever\n    switch costume to (Color)\n    if <(Pet) = [SLUG]> then\n        show\n    end\n    if <not <(Pet) = [SLUG]>> then\n        hide\n    end\nend\n\nset [pet v] to [0]\n\n@ThumbNail\n\nwhen flag clicked\nhide\n\nshow\n\nwhen I receive [start v]\nhide\n\n@Skip On Off\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\n\nshow\n\nbroadcast (Start v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n    set [skip v] to [on]\nelse\n    set [skip v] to [off]\nend\n\n@Doge2\n\nwhen flag clicked\nhide\nforever\n    go to x: (Player X) y: ((Player Y) + (25))\nend\n\ngo to x: (-193) y: (-112)\n\nwhen I receive [start v]\nif <(Pet) = [DOGE]> then\nend\n\nshow\n\nwhen flag clicked\nhide\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (doge v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (doge2 v)\n    end\nend\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\n@HATTSSS\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [hat v] to [No]\nforever\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        switch costume to (Hat)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        switch costume to (join (Hat) [2])\n    end\nend\n\nset [hat v] to [StickGuy]\n\nwhen I receive [start v]\nswitch costume to (Hat)\nshow\nforever\n    go to (art v)\nend\n\n@Menu Hat\n\nwhen flag clicked\nforever\nend\n\ngo to (player2 v)\n\nwhen flag clicked\nforever\n    switch costume to (Hat)\nend\n\nwhen flag clicked\nshow\n\nif <(Menu) = [open]> then\n\nforever\n\nwhen I receive [start v]\nhide\n\n@No hat\n\nwhen this sprite clicked\nset [hat v] to [No]\n\nwhen flag clicked\nforever\n    if <not <(Menu) = [open]>> then\n        hide\n    end\nend\n\nwhen I receive [menu hat v]\nshow\n\nwhen I receive [menu color v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-71) y: (-96)\nshow\nforever\n    set [mouse v] to (mouse y)\nend\n\nwhen this sprite clicked\nif <<[-55] < (mouse y)> and <(mouse y) < [-20]>> then\n    if <<[-230] < (mouse x)> and <(mouse x) < [-195]>> then\n        set [hat v] to [No]\n    end\n    if <<[-185] < (mouse x)> and <(mouse x) < [-160]>> then\n        set [hat v] to [Hat]\n    end\n    if <<[-150] < (mouse x)> and <(mouse x) < [-119]>> then\n        set [hat v] to [Ballon]\n    end\n    if <<[-115] < (mouse x)> and <(mouse x) < [-80]>> then\n        set [hat v] to [Top Hat]\n    end\nend\nif <<[-95] < (mouse y)> and <(mouse y) < [-60]>> then\n    if <<[-230] < (mouse x)> and <(mouse x) < [-195]>> then\n        set [hat v] to [Knife]\n    end\n    if <<[-185] < (mouse x)> and <(mouse x) < [-160]>> then\n        set [hat v] to [Mira secerity]\n    end\n    if <<[-150] < (mouse x)> and <(mouse x) < [-119]>> then\n        set [hat v] to [Beanie]\n    end\n    if <<[-115] < (mouse x)> and <(mouse x) < [-80]>> then\n        set [hat v] to [Planty]\n    end\nend\nif <<[-130] < (mouse y)> and <(mouse y) < [-95]>> then\n    if <<[-230] < (mouse x)> and <(mouse x) < [-195]>> then\n        set [hat v] to [Crown]\n    end\n    if <<[-185] < (mouse x)> and <(mouse x) < [-160]>> then\n        set [hat v] to [Party]\n    end\n    if <<[-150] < (mouse x)> and <(mouse x) < [-119]>> then\n        set [hat v] to [Police]\n    end\n    if <<[-115] < (mouse x)> and <(mouse x) < [-80]>> then\n        set [hat v] to [BrainSlug]\n    end\nend\n\nwhen I receive [start v]\nhide\n\nwhen [space v] key pressed\nsay (mouse x)\n\nif  then\n\nif <<[-115] < (mouse x)> and <(mouse x) < [-80]>> then\n    set [hat v] to [Top Hat]\nend\n\n@Birde\n\nwhen flag clicked\nhide\nforever\n    go to x: ((Player X) - (19)) y: ((Player Y) - (15))\nend\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nif <(Pet) = [MrBlue]> then\n    show\nend\n\nwhen flag clicked\nhide\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (birde v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (birde2 v)\n    end\nend\n\n@Sprite14\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [pet v] to [MrBlue]\n\n@Slug Preview2\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nforever\n    hide\nend\n\nwhen flag clicked\nset [pet v] to [0]\nhide\nforever\n    switch costume to (Color)\n    if <(Pet) = [MrBlue]> then\n        show\n    end\n    if <not <(Pet) = [MrBlue]>> then\n        hide\n    end\nend\n\ngo to [front v] layer\n\ngo [forward v] (1) layers\n\n@Astro\n\nwhen I receive [start v]\nif <(Skin) = [Astro]> then\n    show\nend\nforever\n    go to (player v)\nend\n\nwhen flag clicked\nhide\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (astronaut v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (astronaut2 v)\n    end\nend\n\nset [skin v] to [0]\n\n@Doc\n\nwhen I receive [start v]\nif <(Skin) = [Doc]> then\n    show\nend\nforever\n    go to (player v)\nend\n\nwhen flag clicked\nhide\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (doc v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (doc2 v)\n    end\nend\n\nset [skin v] to [0]\n\n@Police\n\nwhen I receive [start v]\nif <(Skin) = [Police]> then\n    show\nend\nforever\n    go to (player v)\nend\n\nwhen flag clicked\nhide\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (police v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (police2 v)\n    end\nend\n\nset [skin v] to [0]\n\n@Mira\n\nwhen I receive [start v]\nif <(Skin) = [Mira]> then\n    show\nend\nforever\n    go to (player v)\nend\n\nwhen flag clicked\nset [skin v] to [0]\nhide\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (mira v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (mira2 v)\n    end\nend\n\n@Sprite15\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [skin v] to [Astro]\n\n@Sprite16\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [skin v] to [Doc]\n\n@Sprite17\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [skin v] to [Police]\n\n@Sprite18\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [skin v] to [Mira]\n\n@Preveiw\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\nforever\n    switch costume to (Skin)\nend\n\n@Sprite20\n\nwhen flag clicked\nshow\n\ngo to [front v] layer\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [pet v] to [Frosty]\n\ngo [forward v] (1) layers\n\n@Birde2\n\nwhen flag clicked\nhide\nforever\n    go to x: ((Player X) - (19)) y: ((Player Y) - (15))\nend\n\ngo to x: (-193) y: (-112)\n\ngo to x: (-212) y: (-122)\n\ngo to (player v)\n\nwhen I receive [start v]\nif <(Pet) = [Frosty]> then\n    show\nend\n\nwhen flag clicked\nhide\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (frosty v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (frosty2 v)\n    end\nend\n\n@Slug Preview3\n\ngo to x: (-193) y: (-112)\ngo to (player v)\ngo to x: (-212) y: (-122)\n\nwhen I receive [start v]\nforever\n    hide\nend\n\nwhen flag clicked\nset [pet v] to [0]\nhide\nforever\n    if <(Pet) = [Frosty]> then\n        show\n    end\n    if <not <(Pet) = [Frosty]>> then\n        hide\n    end\nend\n\nswitch costume to (Color)\n\ngo to [front v] layer\n\ngo [forward v] (1) layers\n\n@Sprite19\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [skin v] to [0]\n\n@Art\n\nwhen flag clicked\nbroadcast (reset v)\n\nwhen I receive [reset v]\n\nwhen flag clicked\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (Color)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (join (Color) [2])\n    end\nend\n\nchange [lives v] by (-1)\n\ngo to x: (-200) y: (170)\n\nbroadcast (up v)\n\nbroadcast (reset v)\n\nchange [lives v] by (-1)\n\nset size to (10) %\n\nwhen flag clicked\nset [level v] to [1.0]\nforever\n    go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [start v]\nswitch costume to (Color)\n\nwhen I receive [ded v]\nbroadcast (reset v)\nhide\nwait (2) seconds\n\nshow\n\nwait (2) seconds\n\nbroadcast (reset v)\n\nshow\n\ngo [forward v] (1) layers\n\ndefine Touch ground <something above>\n\n@BounceDYLBOBZ\n\nwhen flag clicked\nset [level v] to [1]\nforever\n    switch costume to (Real level)\n    set [pain level v] to (costume [name v])\nend\n\nset [level v] to [1.5]\n\nswitch costume to (costume3 v)\n\ngo to x: (0) y: (0)\n\ngo [forward v] (1) layers\n\n