Apple Platformer HACKED

Instructions: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=\nInstructions:\nStep 1: Click the green flag.\nStep 2: Click the 'intro' button and watch.\nStep 3: Click the 'start game' button.\n\nHow to play the game:\n- Use arrow keys to move.\n- Avoid the mouse traps.\n- Backpacks are parachutes. Once you collect one, use it by jumping off of something while holding down the 'Z' key and don't let go until you have hit the ground.\n- Purple spheres are shields. Once you collect one, press the 'X' key to use it. Once you have activated it you are invincible for 3 seconds.\n- Springs boost you in the air.\n=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=\nTags:\n#apple #farm #apples #farms #farmer #tree #trees #barn #tractor #truck #house #grass #bush #bushes #windmill #fence #clouds #mountains #sun #mountain #range #log #cabin #fence #red #green #blue #yellow #brown #white #gold #blue #talking #text #to #speech #fruit #tenor #games #game #mouse #trap #pig #bacon #pork #sausage #pink #hills #hill #tag #collar #brick #wall #bricks #walls\n=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=\nUpdates:\nNone yet!\n=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=\n10th on Trending!

@Stage\n\nwhen I receive [intro v]\nset volume to (30) %\nforever\n    play sound [Cartoon Hoedown - Media Right Productions v] until done\nend\n\nwhen I receive [main menu v]\nset volume to (0) %\nstop all sounds\n\nwhen flag clicked\nforever\n    if <<(game) = [start]> and <(black and white?) = [1]>> then\n        set [color v] effect to ((1) / (0))\n        set [pixelate v] effect to (25)\n        set [brightness v] effect to (30)\n    end\nend\n\n@backdrops\n\nwhen I receive [start the game thing-a-ma-bob thing v]\nset volume to (60) %\nforever\n    if <(game) = [start]> then\n        play sound [Epic Background Music  Royalty Free Music v] until done\n    end\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [dun dun dun v]\nnext costume\nwait (0.4) seconds\nnext costume\nwait (0.4) seconds\nnext costume\nwait (1.5) seconds\nswitch costume to (1 v)\n\nwhen I receive [intro v]\nshow\n\nwhen I receive [main menu v]\nhide\n\n@new farmer\n\nwhen flag clicked\nhide\nset [farmer talk v] to [0]\nforever\n    if <(farmer talk) = [1]> then\n        wait (0.05) seconds\n        next costume\n    else\n        switch costume to (farmer 2 v)\n    end\nend\n\nwhen I receive [move farmer v]\nstart sound [Whiz v]\nglide (0.3) secs to x: (302) y: (-30)\nhide\n\nwhen I receive [dun dun dun v]\nstart sound [Dun Dun Dunnn v]\nset size to (125) %\nturn right (10) degrees\nwait (0.4) seconds\nset size to (150) %\nturn right (10) degrees\nwait (0.4) seconds\nset size to (175) %\nturn right (10) degrees\nwait (1.5) seconds\nset size to (100) %\npoint in direction (90)\n\nsay []\nset [farmer talk v] to [1]\nspeak []::tts\nset [farmer talk v] to [0]\nsay []\n\nwhen I receive [intro v]\nwait until <(played part one) = [1]>\nset size to (100) %\npoint in direction (90)\nset [my variable v] to [0]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-73)\nset voice to (tenor v)::tts\nshow\nsay [Hi! I am the new apple farmer. And this is my new farm!]\nset [farmer talk v] to [1]\nspeak [Hi! I am the new apple farmer. And this is my new farm!]::tts\nset [farmer talk v] to [0]\nsay []\nbroadcast (dun dun dun v) and wait\nsay [If you are wondering where the real apple farmer is.]\nset [farmer talk v] to [1]\nspeak [If you are wondering where the real apple farmer is.]::tts\nset [farmer talk v] to [0]\nsay []\nsay [He ran out of money because he wouldn't sell his apples]\nset [farmer talk v] to [1]\nspeak [He ran out of money because he wouldn't sell his apples]::tts\nset [farmer talk v] to [0]\nsay []\nbroadcast (dun dun dun v) and wait\nsay [So I bought the farm.]\nset [farmer talk v] to [1]\nspeak [So I bought the farm.]::tts\nset [farmer talk v] to [0]\nsay []\nbroadcast (dun dun dun v) and wait\nsay [And if you're wondering what happened to the apples...]\nset [farmer talk v] to [1]\nspeak [And if you're wondering what happened to the apples...]::tts\nset [farmer talk v] to [0]\nwait (1) seconds\nsay [They are in this cage!]\nset [farmer talk v] to [1]\nspeak [They are in this cage!]::tts\nset [farmer talk v] to [0]\nsay []\nbroadcast (lower cage of apples v) and wait\nwait (0.5) seconds\nbroadcast (dun dun dun v) and wait\nwait (1) seconds\nsay [I hope the apple farmer doesn't come and stop me from making these apples into apple juice.]\nset [farmer talk v] to [1]\nspeak [I hope the apple farmer doesn't come and stop me from making these apples into apple juice.]::tts\nset [farmer talk v] to [0]\nsay []\nsay [Good thing is I have hidden the key to the cage far away, and set up 79 traps, and built 39 brick walls.]\nset [farmer talk v] to [1]\nspeak [Good thing is I have hidden the key to the cage far away, and set up 79 traps, and built 39 brick walls.]::tts\nset [farmer talk v] to [0]\nsay []\nbroadcast (dun dun dun v) and wait\nsay [Why does that noise keep playing?]\nset [farmer talk v] to [1]\nspeak [Why does that noise keep playing?]::tts\nset [farmer talk v] to [0]\nsay []\nbroadcast (dun dun dun v) and wait\nsay [Seriously stop playing that noise.]\nset [farmer talk v] to [1]\nspeak [Seriously stop playing that noise.]::tts\nset [farmer talk v] to [0]\nsay [...]\nwait (1) seconds\nsay [Finally it stopped!]\nset [farmer talk v] to [1]\nspeak [Finally it stopped!]::tts\nset [farmer talk v] to [0]\nsay []\nwait (0.5) seconds\nbroadcast (dun dun dun v) and wait\nsay [Maybe if I ignore it, it will stop doing it.]\nset [farmer talk v] to [1]\nspeak [Maybe if I ignore it, it will stop doing it.]::tts\nset [farmer talk v] to [0]\nsay []\nwait (3) seconds\nsay [Good.]\nset [farmer talk v] to [1]\nspeak [Good.]::tts\nset [farmer talk v] to [0]\nsay []\nsay [Now where was I?]\nset [farmer talk v] to [1]\nspeak [Now where was I?]::tts\nset [farmer talk v] to [0]\nsay []\nwait (0.2) seconds\nsay [Oh yes, I am going to make delicious apple juice.]\nset [farmer talk v] to [1]\nspeak [Oh yes, I am going to make delicious apple juice.]::tts\nset [farmer talk v] to [0]\nsay []\nwait (0.1) seconds\nsay [I am going to go get my sledge hammer.]\nset [farmer talk v] to [1]\nspeak [I am going to go get my sledge hammer.]::tts\nset [farmer talk v] to [0]\nsay []\nstart sound [Whiz v]\nglide (0.3) secs to x: (314) y: (-73)\nhide\nbroadcast (dumb apple in the cage says something v)\n\n@lock\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [ghost v] effect to (0)\nif <(username) = [loquatsarelife]> then\n    show\n    set [played part one v] to [0]\n    switch costume to (asking v)\n    set [ghost v] effect to (30)\n    go to x: (0) y: (0)\n    ask [] and wait\n    if <(answer) = (item (1) of [cheat password \(do not look!\) v])> then\n        switch costume to (yes v)\n        play sound [Connect v] until done\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        set [played part one v] to [1]\n    else\n        switch costume to (no v)\n        forever\n            play sound [Alert v] until done\n        end\n    end\nelse\n    set [played part one v] to [1]\nend\n\n@cage of apples\n\nwhen flag clicked\nset [lowered cage of apples v] to [0]\nhide\ngo to x: (-150) y: (0)\n\nwhen I receive [lower cage of apples v]\nset [lowered cage of apples v] to [1]\ngo to x: (-150) y: (0)\nshow\nglide (1.08) secs to x: (-150) y: (-200)\n\nwhen I receive [lower cage of apples v]\nswitch costume to (cage of apples talk v)\nplay sound [1 v] until done\nswitch costume to (cage of apples no talk v)\n\nwhen I receive [dun dun dun v]\nif <(lowered cage of apples) = [1]> then\n    hide\n    wait (2.3) seconds\n    show\nend\n\nwhen I receive [dumb apple in the cage says something v]\nwait (0.5) seconds\nset [dumb apple talk v] to [1]\nsay [He is going to squish us!]\nplay sound [2 v] until done\nset [dumb apple talk v] to [0]\nwait (1) seconds\nsay []\nswitch costume to (cage of apples talk2 v)\nset [pitch v] effect to (pick random (0) to (5))\nstart sound [3 v]\nwait (0.02) seconds\nset [pitch v] effect to (pick random (0) to (5))\nstart sound [4 v]\nwait (0.05) seconds\nset [pitch v] effect to (pick random (0) to (5))\nplay sound [5 v] until done\nswitch costume to (cage of apples no talk v)\nsay []\nbroadcast (bring the real apple farmer onto the stage v)\n\nwhen flag clicked\nforever\n    if <(dumb apple talk) = [1]> then\n        switch costume to (cage of apples talk v)\n        wait (0.1) seconds\n        switch costume to (cage of apples no talk v)\n        wait (0.1) seconds\n    end\nend\n\nwhen I receive [main menu v]\nhide\n\n@apple farmer\n\nwhen I receive [bring the real apple farmer onto the stage v]\nset size to (100) %\nshow\nglide (1) secs to x: (0) y: (-148)\nsay [Oh no, The new farmer is going to make my friends into apple juice!]\nset [apple talk v] to [1]\nspeak [Oh no, The new farmer is going to make my friends into apple juice!]::tts\nset [apple talk v] to [0]\nsay []\nsay [I need to stop him!]\nset [apple talk v] to [1]\nspeak [I need to stop him!]::tts\nset [apple talk v] to [0]\nsay []\nwait (0.5) seconds\nsay [All I have to do is find the key to the cage!]\nset [apple talk v] to [1]\nspeak [All I have to do is find the key to the cage!]::tts\nset [apple talk v] to [0]\nsay []\nstart sound [Whiz v]\nglide (0.5) secs to x: (255) y: (-148)\nhide\nbroadcast (fade the screen v) and wait\nbroadcast (main menu v)\nset [game v] to [menu]\n\nsay []\nset [apple talk v] to [1]\nspeak []::tts\nset [apple talk v] to [0]\nsay []\n\nwhen flag clicked\nset [apple talk v] to [0]\nforever\n    if <(apple talk) = [1]> then\n        wait (0.05) seconds\n        switch costume to (apple talk v)\n        wait (0.05) seconds\n        switch costume to (apple no talk v)\n    else\n        switch costume to (apple no talk v)\n    end\nend\n\nwhen I receive [start the game thing-a-ma-bob thing v]\nset [level v] to [1]\nbroadcast (reset level v) and wait\ngo to x: (-200) y: (-80)\nset size to (75.000000000000000000000000000001) %\ngo to [front v] layer\nshow\nset [parachuting? v] to [0]\nset [apple jump speed v] to [0]\nset [apple run speed v] to [0]\nforever\n    if <((2) + (2)) = [4]> then\n        set [apple farmer x v] to (x position)\n        set [apple farmer y v] to (y position)\n        if <(key) = [0]> then\n            if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n                change [apple run speed v] by (1)\n            end\n            if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n                change [apple run speed v] by (-1)\n            end\n            if <key (x v) pressed?> then\n                if <(shields) > [0]> then\n                    broadcast (shield v)\n                    change [shields v] by (-1)\n                end\n            end\n            if <(Apple Jump Speed) < [0]> then\n                if <(parachutes) > [0]> then\n                    if <key (z v) pressed?> then\n                        set [apple jump speed v] to [-2]\n                        point in direction (((Apple Run Speed) * (2)) + (90))\n                    end\n                    set [parachuting? v] to [1]\n                end\n            end\n            if <not <key (z v) pressed?>> then\n                point in direction (90)\n                set [parachuting? v] to [0]\n            end\n        end\n        set [apple run speed v] to ((Apple Run Speed) * (0.9))\n        change x by (Apple Run Speed)\n        if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n            change y by (1)\n            if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n                change y by (1)\n                if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n                    change y by (1)\n                    if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n                        change y by (1)\n                        if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n                            change y by (1)\n                            if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n                                change x by ((Apple Run Speed) * (-1))\n                                change y by (-5)\n                                if <(key) = [0]> then\n                                    if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n                                        start sound (pick random (2) to (4))\n                                        if <(Apple Run Speed) > [0]> then\n                                            set [apple run speed v] to [-10]\n                                        else\n                                            set [apple run speed v] to [10]\n                                        end\n                                        set [apple jump speed v] to [13]\n                                    else\n                                        set [apple jump speed v] to [-5]\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change [apple jump speed v] by (-1)\n        change y by (Apple Jump Speed)\n        if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n            change y by ((Apple Jump Speed) * (-1))\n            set [apple jump speed v] to [0]\n        end\n        change y by (-1)\n        if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n            if <(key) = [0]> then\n                if <key (up arrow v) pressed?> then\n                    start sound (pick random (2) to (4))\n                    set [apple jump speed v] to [13]\n                end\n            end\n        end\n        change y by (1)\n        if <(x position) > [245]> then\n            set [loading? v] to [2]\n            wait (0.001) seconds\n            set [loading? v] to [0]\n            wait (0.5) seconds\n            hide\n            set [apple jump speed v] to [0]\n            set [apple run speed v] to [0]\n            change [level v] by (1)\n            go to x: (-200) y: (-80)\n            broadcast (delete clones v) and wait\n            wait (0.01) seconds\n            broadcast (reset level v) and wait\n            set [loading? v] to [1]\n            wait (0.001) seconds\n            set [loading? v] to [0]\n            show\n        end\n        if <<(trap set off?) = [1]> or <touching (bacon v)?>> then\n            if <(shielding?) = [0]> then\n                broadcast (poor apple! v)\n                wait (0.2) seconds\n                set [loading? v] to [2]\n                wait (0.001) seconds\n                set [loading? v] to [0]\n                hide\n                wait (1) seconds\n                set [delete collectables v] to [1]\n                wait (0.001) seconds\n                set [delete collectables v] to [0]\n                set [apple farmer squished? v] to [1]\n                broadcast (delete clones v) and wait\n                wait (0.01) seconds\n                broadcast (reset level v) and wait\n                set [loading? v] to [1]\n                wait (0.001) seconds\n                set [loading? v] to [0]\n                go to x: (-200) y: (-80)\n                set [apple farmer squished? v] to [0]\n                show\n            end\n        end\n        if <touching (springs v)?> then\n            set [apple jump speed v] to [20]\n        end\n        hide variable [apple run speed v]\n        hide variable [apple jump speed v]\n    else\n        say [MATH IS BROKEN!]\n        play sound [Alert v] until done\n    end\nend\n\nwhen flag clicked\nset size to (100) %\nset voice to (tenor v)::tts\nforever\n    wait until <(parachuting?) = [1]>\n    wait until <(parachuting?) = [0]>\n    change [parachutes v] by (-1)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (60)\nrepeat (4)\n    change [ghost v] effect by (10)\n    if <<(game) = [start]> and <(black and white?) = [1]>> then\n        set [color v] effect to ((1) / (0))\n        set [pixelate v] effect to (25)\n    end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n    if <(game) = [start]> then\n        create clone of (_myself_ v)\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    if <(game) = [start]> then\n        if <(key) = [0]> then\n            wait until <key (r v) pressed?>\n            broadcast (poor apple! v)\n            wait (0.2) seconds\n            set [loading? v] to [2]\n            wait (0.001) seconds\n            set [loading? v] to [0]\n            hide\n            wait (1) seconds\n            set [delete collectables v] to [1]\n            wait (0.001) seconds\n            set [delete collectables v] to [0]\n            set [apple farmer squished? v] to [1]\n            broadcast (delete clones v) and wait\n            wait (0.1) seconds\n            broadcast (reset level v) and wait\n            set [loading? v] to [1]\n            wait (0.001) seconds\n            set [loading? v] to [0]\n            go to x: (-200) y: (-80)\n            set [apple farmer squished? v] to [0]\n            show\n            wait until <not <key (r v) pressed?>>\n        end\n    end\nend\n\nwhen I receive [poor apple! v]\nset [apple jump speed v] to [0]\nset [apple run speed v] to [0]\nhide\n\nwhen flag clicked\nwait (1) seconds\nwait until <(key) = [1]>\nsay [Now that I have the key, I can save my friends!]\nset [apple talk v] to [1]\nspeak [Now that I have the key, I can save my friends!]::tts\nset [apple talk v] to [0]\nsay []\nsay [Thank you for helping me!]\nset [apple talk v] to [1]\nspeak [Thank you for helping me!]::tts\nset [apple talk v] to [0]\nsay []\nstart sound [Whiz v]\nglide (0.3) secs to x: (-250) y: (-117)\nhide\nbroadcast (End v)\n\n@menu\n\nwhen I start as a clone\ngo to [back v] layer\nif <(menu clone ID) = [1]> then\n    forever\n        switch costume to (title v)\n        go to x: (0) y: (125)\n        if <(game) = [menu]> then\n            show\n            if <touching (mouse-pointer v)?> then\n                set size to (110) %\n            else\n                set size to (100) %\n            end\n        else\n            hide\n        end\n    end\nend\nif <(menu clone ID) = [2]> then\n    forever\n        switch costume to (start game v)\n        go to x: (0) y: (0)\n        if <(game) = [menu]> then\n            show\n            if <touching (mouse-pointer v)?> then\n                set size to (110) %\n                set [brightness v] effect to (-10)\n                if <mouse down?> then\n                    if <(played part one) = [1]> then\n                        broadcast (Start the game thing-a-ma-bob thing v)\n                        set [game v] to [start]\n                        switch backdrop to (farmland 2 v)\n                        delete this clone\n                    end\n                end\n            else\n                set size to (100) %\n                set [brightness v] effect to (0)\n            end\n        else\n            hide\n        end\n    end\nend\nif <(menu clone ID) = [3]> then\n    forever\n        switch costume to (play intro v)\n        go to x: (0) y: (-50)\n        if <(game) = [menu]> then\n            show\n            if <touching (mouse-pointer v)?> then\n                set size to (110) %\n                set [brightness v] effect to (-10)\n                if <mouse down?> then\n                    if <(played part one) = [1]> then\n                        broadcast (intro v)\n                        set [game v] to [intro]\n                        delete this clone\n                    end\n                end\n            else\n                set size to (100) %\n                set [brightness v] effect to (0)\n            end\n        else\n            hide\n        end\n    end\nend\n\nwhen flag clicked\nswitch backdrop to (farmland v)\nwait until <(played part one) = [1]>\nhide\nset [game v] to [menu]\nset [menu clone id v] to [0]\nrepeat (3)\n    change [menu clone id v] by (1)\n    create clone of (_myself_ v)\nend\n\n@fade\n\nwhen flag clicked\nset [:\( v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\n    if <(game) = [start]> then\n        if <(loading?) = [2]> then\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n        end\n        if <(loading?) = [1]> then\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n        end\n    end\nend\n\nwhen I receive [fade the screen v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (100)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@walls\n\nwhen flag clicked\nforever\n    switch costume to (level)\n    if <(game) = [start]> then\n        show\n    else\n        hide\n    end\nend\n\n@apple farmer :( \n\nwhen flag clicked\nhide\nhide variable [jump speed v]\nhide variable [run speed v]\n\nwhen I receive [poor apple! v]\nset [:\( v] to [0]\nrepeat (6)\n    change [:\( v] by (1)\n    create clone of (_myself_ v)\nend\nset [:\( v] to [0]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to (apple farmer v)\nif <(:\() = [1]> then\n    switch costume to (costume1 v)\n    set [d: v] to (pick random (1) to (6))\n    set [d: d: v] to (pick random (-5) to (5))\n    repeat until <(y position) < [-160]>\n        change [d: v] by (-1)\n        change y by (D:)\n        turn right (D: D:) degrees\n    end\n    delete this clone\nend\nif <(:\() = [2]> then\n    switch costume to (costume2 v)\n    set [d: v] to (pick random (1) to (6))\n    set [d: d: v] to (pick random (-5) to (5))\n    repeat until <(y position) < [-170]>\n        change [d: v] by (-1)\n        change y by (D:)\n        turn right (D: D:) degrees\n    end\n    delete this clone\nend\nif <(:\() = [3]> then\n    switch costume to (costume3 v)\n    set [d: v] to (pick random (1) to (6))\n    set [d: d: v] to (pick random (-5) to (5))\n    repeat until <(y position) < [-170]>\n        change [d: v] by (-1)\n        change y by (D:)\n        turn right (D: D:) degrees\n    end\n    delete this clone\nend\nif <(:\() = [4]> then\n    switch costume to (costume4 v)\n    set [d: v] to (pick random (1) to (6))\n    set [d: d: v] to (pick random (-5) to (5))\n    repeat until <(y position) < [-155]>\n        change [d: v] by (-1)\n        change y by (D:)\n        turn right (D: D:) degrees\n    end\n    delete this clone\nend\nif <(:\() = [5]> then\n    switch costume to (costume5 v)\n    set [d: v] to (pick random (1) to (6))\n    set [d: d: v] to (pick random (-5) to (5))\n    repeat until <(y position) < [-140]>\n        change [d: v] by (-1)\n        change y by (D:)\n        turn right (D: D:) degrees\n    end\n    delete this clone\nend\nif <(:\() = [6]> then\n    switch costume to (costume6 v)\n    set [d: v] to (pick random (1) to (6))\n    set [d: d: v] to (pick random (-5) to (5))\n    repeat until <(y position) < [-150]>\n        change [d: v] by (-1)\n        change y by (D:)\n        turn right (D: D:) degrees\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nforever\n    if <(delete clones) = [1]> then\n        delete this clone\n    end\nend\n\n@parachutes\n\nwhen flag clicked\nset [parachutes v] to [0]\nset [clone hidden? v] to [0]\nhide\n\ndefine Place a parachute at (x) (y)\nset [parachute x v] to (x)\nset [parachute y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (parachute X) y: (parachute Y)\nwait (0.1) seconds\nforever\n    if <<(game) = [start]> and <(black and white?) = [1]>> then\n        set [color v] effect to ((1) / (0))\n        set [pixelate v] effect to (25)\n    end\n    if <<(delete collectables) = [1]> or <(delete clones) = [1]>> then\n        delete this clone\n    end\n    if <touching (apple farmer v)?> then\n        change [parachutes v] by (1)\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [reset level v]\nset [parachutes v] to [0]\nif <(level) = [4]> then\n    wait (0.1) seconds\n    Place a parachute at [-124] [74]\nend\nif <(level) = [6]> then\n    wait (0.1) seconds\n    Place a parachute at [-131] [-111]\nend\nif <(level) = [8]> then\n    wait (0.1) seconds\n    Place a parachute at [90] [123]\nend\nif <(level) = [12]> then\n    wait (0.1) seconds\n    Place a parachute at [-136] [98]\nend\nif <(level) = [16]> then\n    wait (0.1) seconds\n    Place a parachute at [-34] [53]\nend\n\n@shields\n\nwhen flag clicked\nset [shields v] to [0]\nset [clone hidden? v] to [0]\nset [ghost v] effect to (40)\nhide\n\ndefine Place a shield at (x) (y)\nset [shield x v] to (x)\nset [shield y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (shield X) y: (shield Y)\nset [clone hidden? v] to [0]\nforever\n    if <(delete collectables) = [1]> then\n        delete this clone\n    end\n    if <(delete clones) = [1]> then\n        delete this clone\n    end\n    if <touching (apple farmer v)?> then\n        if <(clone hidden?) = [0]> then\n            change [shields v] by (1)\n            hide\n            set [clone hidden? v] to [1]\n        end\n    end\n    if <(clone hidden?) = [1]> then\n        if <(apple farmer squished?) = [yes]> then\n            show\n            set [clone hidden? v] to [0]\n        end\n    end\nend\n\nwhen I receive [reset level v]\nset [shields v] to [0]\nif <(game) = [start]> then\n    if <(level) = [9]> then\n        wait (0.05) seconds\n        Place a shield at [-132] [75]\n    end\n    if <(level) = [12]> then\n        wait (0.05) seconds\n        Place a shield at [-86] [-53]\n    end\n    if <(level) = [13]> then\n        wait (0.05) seconds\n        Place a shield at [-94] [-41]\n    end\n    if <(level) = [14]> then\n        wait (0.05) seconds\n        Place a shield at [-6] [140]\n    end\n    if <(level) = [15]> then\n        wait (0.05) seconds\n        Place a shield at [-202] [-40]\n    end\n    if <(level) = [18]> then\n        wait (0.05) seconds\n        Place a shield at [79] [-18]\n    end\nend\n\n@shield\n\nwhen I receive [shield v]\ngo to [front v] layer\nshow\nset [shielding? v] to [1]\nswitch costume to (3 v)\nwait (1) seconds\nswitch costume to (2 v)\nwait (1) seconds\nswitch costume to (1 v)\nwait (1) seconds\nset [shielding? v] to [0]\nhide\n\nwhen flag clicked\nforever\n    go to (apple farmer v)\nend\n\nwhen flag clicked\nforever\n    go to (apple farmer v)\nend\n\n@falling platform\n\nwhen flag clicked\nset [clone hidden? v] to [0]\nhide\n\ndefine Build a falling platform at (x) (y)\nset [bridge x v] to (x)\nset [bridge y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (bridge X) y: (bridge Y)\nset [clone hidden? v] to [0]\nforever\n    if <(delete collectables) = [1]> then\n        delete this clone\n    end\n    if <(delete clones) = [1]> then\n        delete this clone\n    end\n    if <(distance to [apple farmer v]) < [40]> then\n        if <(clone hidden?) = [0]> then\n            wait (0.1) seconds\n            repeat (10)\n                change y by (-10)\n                change [ghost v] effect by (10)\n            end\n            hide\n            set [clone hidden? v] to [1]\n        end\n    end\n    if <(clone hidden?) = [1]> then\n        if <(apple farmer squished?) = [yes]> then\n            show\n            set [clone hidden? v] to [0]\n        end\n    end\nend\n\nwhen I receive [reset level v]\nif <(game) = [start]> then\n    if <(level) = [11]> then\n        wait (0.05) seconds\n        Build a falling platform at [-77] [53]\n        wait (0.01) seconds\n        Build a falling platform at [-13] [53]\n        wait (0.01) seconds\n        Build a falling platform at [51] [53]\n        wait (0.01) seconds\n        Build a falling platform at [115] [53]\n        wait (0.01) seconds\n        Build a falling platform at [179] [53]\n        wait (0.01) seconds\n    end\n    if <(level) = [16]> then\n        wait (0.05) seconds\n        Build a falling platform at [169] [92]\n        wait (0.01) seconds\n    end\n    if <(level) = [18]> then\n        wait (0.05) seconds\n        Build a falling platform at [84] [-103]\n        wait (0.01) seconds\n        Build a falling platform at [20] [-103]\n        wait (0.01) seconds\n        Build a falling platform at [-44] [-103]\n        wait (0.01) seconds\n        Build a falling platform at [-107] [-103]\n        wait (0.01) seconds\n    end\n    if <(level) = [19]> then\n        wait (0.05) seconds\n        Build a falling platform at [30] [-64]\n        wait (0.01) seconds\n    end\nend\n\nif <(level) = []> then\n    wait (0.05) seconds\n    Build a falling platform at [] []\n    wait (0.01) seconds\nend\n\n@parachute\n\nwhen flag clicked\nforever\n    go to (apple farmer v)\nend\n\nwhen flag clicked\nforever\n    go to (apple farmer v)\nend\n\nwhen flag clicked\nforever\n    if <(game) = [start]> then\n        point in direction (((Apple Run Speed) * (2)) + (90))\n        if <(parachuting?) = [1]> then\n            show\n        end\n        if <(parachuting?) = [0]> then\n            hide\n        end\n    end\nend\n\n@the key\n\nwhen flag clicked\ngo to x: (0) y: (-50)\nset [key v] to [0]\nforever\n    if <<(level) = [21]> and <(game) = [start]>> then\n        show\n        if <touching (apple farmer v)?> then\n            start sound [Collect v]\n            set [key v] to [1]\n            repeat (10)\n                change [ghost v] effect by (10)\n                change [pixelate v] effect by (25)\n            end\n            stop [this script v]\n        end\n    else\n        hide\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [end v]\nrepeat (100)\n    change [ghost v] effect by (-1)\nend\n\n@Sprite2\n\nwhen [timer v] > (0.1)\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    reset timer\nend\n\nwhen flag clicked\nadd (username) to [players v]\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    go to [front v] layer\n    switch costume to (level)\n    if <(game) = [start]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite4\n\nwhen flag clicked\n\nif <[players v] contains (username)?> then\nelse\n    add (username) to [cheat password \(do not look!\) v]\nend\n\n