THE JUNGLE: A PLATFORMER⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀#All #Games ⠀⠀⠀⠀⠀

Instructions:                            -THE JUNGLE- \nI have spent so long working on this game. I spent so long on the music (I made it), longer on the code, even longer on the art and animation, and the longest on... wait that's it... I think... Well anyway, the controls are below!\n\n                                -CONTROLS-\nArrow keys: Move the player \nQ: Make a clone\nWASD: Move the clone\nF: Fireball\nZ: Throwing Knife\nM: Mute\n                                   -Bugs-\nIf you find a bug, please report it here: @Bt2021alt \n\n                                 -Updates-\n11/19/21: Released. Beta version. \n\n                            -Future Updates-\nIn the future, I plan to add in:\n-Collecting Knifes\n-Enemies\n-More Levels\n-Better Art\n-Less Bugs\n\n\n\n\n\n                                     -Tags-\n#Yeet #Games #Featured #Platformer #Original #Epic #Awesome #I #Don't #Know #Why #I'm #Doing #This #I'm #Not #Good #At #Coding #Jungle #Tags #Yeet #Games #Featured #Platformer #Original #Epic #Awesome #I #Don't #Know #Why #I'm #Doing #This #I'm #Not #Good #At #Coding #Jungle #Tags#Yeet #Games #Featured #Platformer #Original #Epic #Awesome #I #Don't #Know #Why #I'm #Doing #This #I'm #Not #Good #At #Coding #Jungle #Tags#Yeet #Games #Featured #Platformer #Original #Epic #Awesome #I #Don't #Know #Why #I'm #Doing #This #I'm #Not #Good #At #Coding #Jungle #Tags#Yeet #Games #Featured #Platformer #Original #Epic #Awesome #I #Don't #Know #Why #I'm #Doing #This #I'm #Not #Good #At #Coding #Jungle #Tags #all\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment: "Welcome to the Jungle"

@Stage\n\n@Jeff\n\nwhen I receive [tick- last v]\nif <(x position) > [235]> then\n    change [scene # v] by (1)\n    broadcast (change scene v)\n    set x to (-235)\n    change [player level # v] by (1)\nend\nif <(x position) < [-235]> then\n    change [scene # v] by (-1)\n    broadcast (change scene v)\n    set x to (200)\n    change [player level # v] by (-1)\nend\nif <(y position) > [180]> then\n    change [scene # v] by (100)\n    broadcast (change scene v)\n    set y to (-170)\n    change [player level # v] by (100)\nend\nif <(y position) < [-180]> then\n    change [scene # v] by (-100)\n    broadcast (change scene v)\n    set y to (170)\n    change [player level # v] by (-100)\nend\n\ndefine Move in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((speed x) / (steps))\n    Check touching solid\n    if <(Touching) > [0]> then\n        collide x slope or wall\n    end\n    set [last value v] to (y position)\n    change y by ((speed y) / (steps))\n    change y by ((speed y) / (steps))\n    Check touching solid\n    if <(Touching) > [0]> then\n        Collide y- ceiling or floor\n    end\nend\n\ndefine Check touching solid\nif <<touching (level v)?> or <touching (respect  v)?>> then\n    set [touching v] to [1]\nelse\n    set [touching v] to [0]\nend\n\nwhen I receive [tick player v]\nControls- up and down\ncontrols- left and right\nMove in steps (([abs v] of (speed y) ) + ([abs v] of (speed x) ))\nSet costume\n\ndefine Controls- up and down\nif <key (up arrow v) pressed?> then\n    if <<(wall slide) > [0]> and <(jump) = [0]>> then\n        set [jump v] to [1]\n        set [falling v] to [3]\n        set [wall slide v] to [0]\n        turn right (180) degrees\n        set [speed x v] to (((direction) / (90)) * (7))\n        set [long jump v] to [12]\n    end\n    if <<(falling) < [3]> and <(jump) = [0]>> then\n        set [jump v] to [1]\n        set [falling v] to [3]\n    end\n    if <<(jump) > [0]> and <(jump) < [6]>> then\n        set [speed y v] to [12]\n        change [jump v] by (1)\n    end\nelse\n    set [jump v] to [0]\nend\nchange [speed y v] by (Grav)\nif <(wall slide) > [0]> then\n    Check can wallslide\n    if <(speed y) < [0]> then\n        set [speed y v] to ((speed y) * (.3))\n    end\nend\n\ndefine controls- left and right\nif <(long jump) > [0]> then\n    change [long jump v] by (-1)\n    stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(Key x) = [0]> then\n    if <<(falling) > [2]> and <(wall slide) < [1]>> then\n        set [speed x v] to ((speed x) * (0.95))\n        stop [this script v]\n    end\n    if <([abs v] of (speed x) ) < [1]> then\n        set [frame v] to [0]\n        set [speed x v] to [0]\n    else\n        set [speed x v] to [0]\n    end\nelse\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n        change [speed x v] by (-1.5)\n        change [frame v] by (1)\n    end\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n        change [speed x v] by (1.5)\n        change [frame v] by (1)\n    end\n    set [speed x v] to ((speed x) * (.9))\nend\n\ndefine Reset and begin\nshow\nclear graphic effects\nset [scene # v] to [1]\nset [shadow clone cooldown v] to [0]\nset [shadow clone v] to [0]\nset [scene # v] to [1]\nset [grav v] to [-1.5]\nset [jump v] to [0]\nset [speed y v] to [0]\nset [wall slide v] to [0]\nset [long jump v] to [0]\ngo to x: (-185) y: (100)\nswitch costume to (hitbox v2 v)\nbroadcast (change scene v)\nbroadcast (Game loop v)\n\nwhen I receive [game loop v]\nforever\n    broadcast (Tick first v)\n    broadcast (tick player v)\n    broadcast (Shadow Clone- Tick v)\n    broadcast (Tick- last v)\nend\n\nwhen flag clicked\n\nwhen I receive [tick first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\ndefine Set costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n    switch costume to (hangon01 v)\n    stop [this script v]\nend\nif <(falling) > [1]> then\n    if <(speed y) > [0]> then\n        switch costume to (jump01 v)\n    else\n        switch costume to (run_j2 v)\n    end\n    stop [this script v]\nend\nif <(Frame) > [0]> then\n    switch costume to ((1) + ((Frame) mod (16)))\nelse\n    switch costume to (stand v)\nend\n\ndefine collide x slope or wall\nCheck can wallslide\nchange y by (1)\nCheck touching solid\nif <(Touching) > [0]> then\n    change y by (2)\n    Check touching solid\n    if <(Touching) > [0]> then\n        change y by (-3)\n        set x to (last value)\n        set [speed x v] to [0]\n        stop [this script v]\n    end\n    set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nslip\n\ndefine Collide y- ceiling or floor\nset y to (last value)\nif <(speed y) > [0]> then\n    set [speed y v] to [0]\n    stop [this script v]\nend\nif <(falling) > [0]> then\n    set [falling v] to [0]\n    slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine slip\nchange y by (-2)\nchange x by (1)\nCheck touching solid\nif <(Touching) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (1)\n    stop [this script v]\nend\nchange x by (-2)\nCheck touching solid\nif <(Touching) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (-1)\n    stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\nwhen flag clicked\nset [jump v] to [20]\n\ndefine Check can wallslide\nif <(falling) < [2]> then\n    set [wall slide v] to [0]\n    stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck touching solid\nset [wall slide v] to (Touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\ndefine Shadow clone jutsu\nif <(shadow clone) = [0]> then\n    if <key (q v) pressed?> then\n        set [shadow clone v] to [1]\n        broadcast (Shadow clones v)\n    end\nelse\n    stop [this script v]\nend\n\nwhen I receive [shadow clone- tick v]\nShadow clone jutsu\n\nwhen flag clicked\nforever\n    set [player x v] to (x position)\n    set [player y v] to (y position)\nend\n\nwhen I receive [die v]\nhide\nReset and begin\nset [player level # v] to [1]\n\nwhen flag clicked\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nset [player level # v] to [1]\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [\(intro\) end v]\nshow\n\nwhen I receive [\(intro\) end v]\nforever\n    if <[-35] > (speed y)> then\n        Check touching solid\n        if <(Touching) = [1]> then\n            broadcast (Die v)\n        end\n    end\nend\n\nwhen I receive [\(intro\) end v]\nforever\n    if <touching (danger v)?> then\n        broadcast (Die v)\n    end\nend\n\nwhen I receive [\(intro\) end v]\nReset and begin\n\nwhen I receive [\(intro\) end v]\nforever\n    if <<touching (danger v)?> or <touching (enemy  v)?>> then\n        broadcast (Die v)\n    end\nend\n\nwhen flag clicked\n\nwhen I receive [\(intro\) end v]\nforever\n    if <touching (helicopter  v)?> then\n        hide\n    end\nend\n\n@Level\n\ndefine Stamp outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-10000)\nrepeat (8)\n    move (2) steps\n    stamp\n    move (-2) steps\n    turn right (45) degrees\nend\nclear graphic effects\n\ndefine stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\nerase all\nStamp outline\nstamp shadow\n\nwhen flag clicked\nerase all\nhide\n\nwhen I receive [\(intro\) end v]\nshow\n\nwhen I receive [\(intro\) end v]\nswitch costume to (scene1 v)\nerase all\nStamp outline\nstamp shadow\n\n@Clone\n\ndefine Check touching solid\nif <touching (level v)?> then\n    set [touching sc v] to [1]\nelse\n    set [touching sc v] to [0]\nend\n\nwhen I receive [tick sc v]\nControls- up and down\ncontrols- left and right\nmove in steps sc (([abs v] of (speed y sc) ) + ([abs v] of (speed x sc) ))\nSet costume\n\ndefine Controls- up and down\nif <key (w v) pressed?> then\n    if <<(wall slide sc) > [0]> and <(jump sc) = [0]>> then\n        set [jump sc v] to [1]\n        set [falling sc v] to [3]\n        set [wall slide sc v] to [0]\n        turn right (180) degrees\n        set [speed x sc v] to (((direction) / (90)) * (7))\n        set [long jump sc v] to [12]\n    end\n    if <<(falling sc) < [3]> and <(jump sc) = [0]>> then\n        set [jump sc v] to [1]\n        set [falling sc v] to [3]\n    end\n    if <<(jump sc) > [0]> and <(jump sc) < [6]>> then\n        set [speed y sc v] to [12]\n        change [jump sc v] by (1)\n    end\nelse\n    set [jump sc v] to [0]\nend\nchange [speed y sc v] by (Grav)\nif <(wall slide sc) > [0]> then\n    Check can wallslide\n    if <(speed x sc) < [0]> then\n        set [speed y sc v] to ((speed y sc) * (.3))\n    end\nend\n\ndefine controls- left and right\nif <(long jump sc) > [0]> then\n    change [long jump sc v] by (-1)\n    stop [this script v]\nend\nset [key x sc v] to (<key (d v) pressed?> - <key (a v) pressed?>)\nif <(key x sc) = [0]> then\n    if <<(falling sc) > [2]> and <(wall slide sc) < [1]>> then\n        set [speed x sc v] to ((speed x sc) * (0.95))\n        stop [this script v]\n    end\n    if <([abs v] of (speed x sc) ) < [1]> then\n        set [frame v] to [0]\n        set [speed x sc v] to [0]\n    else\n        set [speed x sc v] to [0]\n    end\nelse\n    if <key (a v) pressed?> then\n        point in direction (-90)\n        change [speed x sc v] by (-1.5)\n        change [frame v] by (1)\n    end\n    if <key (d v) pressed?> then\n        point in direction (90)\n        change [speed x sc v] by (1.5)\n        change [frame v] by (1)\n    end\n    set [speed x sc v] to ((speed x sc) * (.9))\nend\n\ndefine Reset and begin\nshow\nset [grav v] to [-1.5]\nset [jump sc v] to [0]\nset [speed y sc v] to [0]\nset [wall slide sc v] to [0]\nset [long jump sc v] to [0]\ngo to x: (Player x) y: (Player y)\nswitch costume to (hitbox v2 v)\nbroadcast (game loop sc v)\nbroadcast (yeet v)\n\nwhen I receive [game loop sc v]\nforever\n    broadcast (Tick first sc v)\n    broadcast (tick sc v)\nend\n\nwhen flag clicked\nReset and begin\n\nwhen I receive [tick first sc v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\ndefine Set costume\nset rotation style [left-right v]\nif <(wall slide sc) > [0]> then\n    switch costume to (hangon01 v)\n    stop [this script v]\nend\nif <(falling sc) > [1]> then\n    if <(speed y sc) > [0]> then\n        switch costume to (jump01 v)\n    else\n        switch costume to (run_j2 v)\n    end\n    stop [this script v]\nend\nif <(Frame) > [0]> then\n    switch costume to ((1) + ((Frame) mod (16)))\nelse\n    switch costume to (stand v)\n    repeat (10)\n        Check touching solid\n        if <(Touching) < [0]> then\n            switch costume to ((costume [number v]) + (5))\n        end\n        switch costume to (stand5 v)\n    end\nend\n\ndefine collide x slope or wall\nCheck can wallslide\nchange y by (1)\nCheck touching solid\nif <(Touching sc) > [0]> then\n    change y by (2)\n    Check touching solid\n    if <(Touching sc) > [0]> then\n        change y by (-3)\n        set x to (last value sc)\n        set [speed x v] to [0]\n        stop [this script v]\n    end\n    set [speed x v] to ((speed x sc) * (0.8))\nend\nset [speed x v] to ((speed x sc) * (0.95))\nslip\n\ndefine Collide y- ceiling or floor\nset y to (last value sc)\nif <(speed y sc) > [0]> then\n    set [speed y sc v] to [0]\n    stop [this script v]\nend\nif <(falling sc) > [0]> then\n    set [falling sc v] to [0]\n    slip\nend\nset [speed y sc v] to ((speed y sc) * (0.8))\n\ndefine slip\nchange y by (-2)\nchange x by (1)\nCheck touching solid\nif <(Touching sc) < [1]> then\n    set [falling sc v] to [9]\n    change [speed x sc v] by (1)\n    stop [this script v]\nend\nchange x by (-2)\nCheck touching solid\nif <(Touching sc) < [1]> then\n    set [falling sc v] to [9]\n    change [speed x sc v] by (-1)\n    stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\nwhen flag clicked\nset [jump sc v] to [20]\n\ndefine Check can wallslide\nif <(falling sc) < [2]> then\n    set [wall slide sc v] to [0]\n    stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck touching solid\nset [wall slide sc v] to (Touching sc)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [shadow clones v]\nshow\nReset and begin\n\ndefine move in steps sc (number or text)\nchange [falling sc v] by (1)\nrepeat (number or text)\n    set [last value sc v] to (x position)\n    change x by ((speed x sc) / (number or text))\n    Check touching solid\n    if <(Touching sc) > [0]> then\n        collide x slope or wall\n    end\n    set [last value sc v] to (y position)\n    change y by ((speed y sc) / (number or text))\n    change y by ((speed y sc) / (number or text))\n    Check touching solid\n    if <(Touching sc) > [0]> then\n        Collide y- ceiling or floor\n    end\nend\n\nwhen I receive [change scene v]\nwait () seconds\ngo to x: (Player x) y: (Player y)\n\nwhen I receive [shadow clone return v]\nwait (1) seconds\nglide (.5) secs to x: (Player x) y: (Player y)\n\nwhen I receive [tick sc v]\nif <touching (danger v)?> then\n    set [shadow clone v] to [0]\n    hide\nend\n\nwhen flag clicked\nforever\n    if <touching (danger v)?> then\n        hide\n    end\nend\n\nwhen flag clicked\nhide\n\n@Health\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\n\nforever\nend\n\nif <touching (danger v)?> then\nend\n\nbroadcast (Die v)\n\nwhen flag clicked\nset [health v] to [5]\n\nwhen flag clicked\nforever\n    if <(health) = [0]> then\n        broadcast (DEAD DEAD v)\n    end\nend\n\nif <(health) = [0]> then\n\nwhen I receive [die v]\nnext costume\nchange [health v] by (-1)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [tick player v]\ngo to (jeff v)\n\nwhen flag clicked\nhide\n\nwhen I receive [\(intro\) end v]\nshow\n\nwhen flag clicked\nforever\n    if <touching (helicopter  v)?> then\n        hide\n    end\nend\n\n@Dead\n\nwhen flag clicked\nhide\n\nwhen I receive [dead dead v]\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Fireball\n\nwhen flag clicked\nset [fireball cooldown v] to [0]\nset [kunai knife cooldown v] to [0]\nforever\n    go to (jeff v)\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n    end\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n    end\nend\n\nwhen I receive [tick first v]\nswitch costume to (hitbox- fireball v)\n\nwhen flag clicked\n\nwhen I receive [tick player v]\nswitch costume to (fireball1 v)\nCheck touching solid\n\ndefine Check touching solid\nif <touching (level v)?> then\n    set [fireball touch ground v] to [1]\nelse\n    set [fireball touch ground v] to [0]\nend\nif <touching (enemy  v)?> then\n    set [fireball touch enemy v] to [1]\nelse\n    set [fireball touch enemy v] to [0]\nend\n\nwhen [f v] key pressed\nif <(fireball cooldown) = [0]> then\n    create clone of (_myself_ v)\n    if <(speed x) > [0]> then\n        set [speed x v] to ((speed x) + (-1))\n    end\n    if <(speed x) < [0]> then\n        set [speed x v] to ((speed x) + (1))\n    end\n    stop [this script v]\nend\n\nwhen I start as a clone\nshow\nbroadcast (Fireball clone death v)\nrepeat until <<<(fireball touch ground) > [0]> or <touching (_edge_ v)?>> or <(fireball touch enemy) > [0]>>\n    move (35) steps\nend\ndelete this clone\n\nwhen I receive [fireball clone death v]\nset [fireball cooldown v] to [10]\nrepeat (10)\n    change [fireball cooldown v] by (-1)\n    wait (.5) seconds\nend\n\nhide\n\nwhen I start as a clone\nforever\n    show\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    show\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\n@Knifes \n\nwhen flag clicked\nforever\n    go to (jeff v)\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n    end\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n    end\nend\n\nwhen I receive [tick first v]\nswitch costume to (hitbox- kunai knife v)\n\nwhen flag clicked\n\nwhen I receive [tick player v]\nswitch costume to (kunai knife v)\n\nwhen [z v] key pressed\nif <(Kunai knife cooldown) = [0]> then\n    create clone of (_myself_ v)\n    stop [this script v]\nend\n\nwhen I start as a clone\nshow\nbroadcast (Kunai v)\nrepeat until <<<touching (enemy  v)?> or <touching (_edge_ v)?>> or <touching (level v)?>>\n    move (35) steps\n    if <touching (level v)?> then\n        wait (1) seconds\n        delete this clone\n    end\nend\ndelete this clone\n\nwhen I receive [kunai v]\nset [kunai knife cooldown v] to [5]\nrepeat (5)\n    wait (1) seconds\nend\nset [kunai knife cooldown v] to [0]\n\nhide\n\n@Music\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nif <(music yes or no) = [yes]> then\n    stop all sounds\n    switch costume to (costume2 v)\n    set [music yes or no v] to [no]\n    stop [this script v]\nend\nwait (.1) seconds\nif <(music yes or no) = [no]> then\n    set [music yes or no v] to [yes]\n    switch costume to (costume1 v)\nend\n\nwhen flag clicked\n\nwhen [m v] key pressed\nbroadcast (check music v)\n\nwhen I receive [check music v]\nif <(music yes or no) = [yes]> then\n    stop all sounds\n    switch costume to (costume2 v)\n    set [music yes or no v] to [no]\n    stop [this script v]\nend\nwait (.1) seconds\nif <(music yes or no) = [no]> then\n    set [music yes or no v] to [yes]\n    switch costume to (costume1 v)\n    play sound [Jungle Theme v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [\(intro\) end v]\nshow\n\nwhen I receive [\(intro\) end v]\nshow\nset [music yes or no v] to [yes]\nforever\n    if <(music yes or no) = [yes]> then\n        repeat until <(music yes or no) = [no]>\n            play sound [Jungle Theme v] until done\n        end\n    end\nend\n\n@Danger\n\nwhen flag clicked\nforever\n    set y to (([sin v] of ((timer) * (200)) ) * (18))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\n\nwhen flag clicked\nswitch costume to (scene1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [\(intro\) end v]\nshow\n\n@Enemy \n\nforever\n    repeat (13)\n        next costume\n    end\n    switch costume to (run-01 v)\nend\n\nwait () seconds\n\nwhen flag clicked\nset [enemy 1 level # v] to [4]\n\n\n\nwhen flag clicked\nforever\n    if <(Enemy 1 Level #) = (Player level #)> then\n        set rotation style [left-right v]\n        set x to (240)\n        set y to (0)\n        show\n        hide\n        repeat until <<touching (knifes  v)?> or <<touching (fireball v)?> or <touching (jeff v)?>>>\n            change x by (enemy 1 speed x)\n            set [enemy 1 speed x v] to ((10) * (-.8))\n        end\n    else\n        hide\n    end\nend\n\nwhen flag clicked\n\nrepeat until <(Enemy 1 Level #) = (Player level #)>\n    wait (10) seconds\n    change [enemy 1 level # v] by (-1)\nend\n\nwhen flag clicked\nforever\n    if <(enemy 1 speed x) < [0]> then\n        point in direction (-90)\n    end\n    if <(enemy 1 speed x) > [0]> then\n        point in direction (90)\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(Enemy 1 Level #) = (Player level #)> and <(enemy jump) = [0]>> then\n        if <not <touching (level v)?>> then\n            change [enemy 1 speed y v] by (Grav)\n        else\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    forever\n        if <touching (level v)?> then\n            set [enemy 1 speed y v] to [12]\n            set [enemy jump v] to [1]\n        else\n            set [enemy jump v] to [0]\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Enemy 1 Level #) = (Player level #)> then\n        if <<not <touching (level v)?>> and <(enemy jump) = [0]>> then\n            change y by (enemy 1 speed y)\n        else\n            wait (.5) seconds\n            set [enemy 1 speed y v] to [0]\n        end\n    end\nend\n\n@Intro by coolwolftail\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [v]> then\n    show\n    switch costume to (coolwolftail v)\n    set size to (200) %\n    switch costume to (view v)\n    repeat until <(round (size)) = [105]>\n        switch costume to (coolwolftail v)\n        change size by (((105) - (size)) / (10))\n        switch costume to (view v)\n    end\nend\n\nwhen flag clicked\nhide\nwait (.5) seconds\nIntro\n\ndefine clone ID (#)\nset [intro by coolwolftail v] to (#)\ncreate clone of (_myself_ v)\n\ndefine Intro\nbroadcast (FX v)\nset size to (65) %\ngo to x: (0) y: (0)\nhide\nstart sound [Grandtheft & Delaney Jane - Easy Go v]\nclone ID [v]\nclone ID [flash1]\nclone ID [BG]\nclone ID [BG2]\nclone ID [name]\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [flash1]> then\n    show\n    switch costume to (coolwolftail v)\n    set size to (200) %\n    switch costume to (flash v)\n    set [ghost v] effect to (100)\n    repeat (26)\n        change [ghost v] effect by (-1.25)\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [v]> then\n    forever\n        go to [front v] layer\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [flash1]> then\n    forever\n        go to [back v] layer\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [flash1]> then\n    wait (2.999) seconds\n    hide\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [name]> then\n    wait (0.1) seconds\n    show\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [name]> then\n    reset timer\n    wait (4) seconds\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [name]> then\n    forever\n        go to [front v] layer\n        go [backward v] (1) layers\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [BG]> then\n    wait (3) seconds\n    show\n    switch costume to (coolwolftail v)\n    set size to (130) %\n    switch costume to (bg v)\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [BG]> then\n    forever\n        go to [back v] layer\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [BG2]> then\n    forever\n        go to [back v] layer\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [BG2]> then\n    wait (2.88) seconds\n    show\n    switch costume to (coolwolftail v)\n    set size to (115) %\n    switch costume to (bg v)\n    set [clone stuff v] to [1]\n    repeat (50)\n        if <(size) > [100]> then\n            switch costume to (coolwolftail v)\n        else\n            switch costume to (fill v)\n        end\n        change size by (Clone stuff)\n        switch costume to (bg2 v)\n        change [clone stuff v] by (30)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [BG2]> then\n    forever\n        go to [back v] layer\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [BG]> then\n    forever\n        go to x: ((Cam X) * (2)) y: ((Cam Y) * (2))\n        point in direction (Cam Dir)\n        switch costume to (coolwolftail v)\n        set size to (100) %\n        switch costume to (bg v)\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [name]> then\n    reset timer\n    wait (3) seconds\n    repeat (5)\n        change [i guess v] by (30)\n    end\n    repeat (30)\n        change [i guess v] by (((450) - (i guess)) / (6))\n    end\nend\n\nwhen I receive [fx v]\nwait (4) seconds\npoint in direction (90)\nLE THING [0] [0] [10] [40] Effects: [-39] [-10]\npoint in direction (45)\nLE THING [0] [0] [10] [40] Effects: [-39] [100]\n\ndefine LE THING (x) (y) (amount) (size) Effects: (color) (brightness)\ngo to x: (x) y: (y)\nset size to (size) %\nset [size v] to (size)\nrepeat (amount)\n    set [intro by coolwolftail v] to [le]\n    set [color v] effect to (color)\n    set [brightness v] effect to (brightness)\n    create clone of (_myself_ v)\n    turn right ((360) / (amount)) degrees\nend\ngo to x: (0) y: (0)\nset size to (100) %\nset [color v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [le]> then\n    switch costume to (le #1 v)\n    show\n    set [ghost v] effect to (0)\n    set size to (size) %\n    set [clone stuff v] to [5]\n    repeat (23)\n        next costume\n        move (clone stuff) steps\n        change [ghost v] effect by (clone stuff)\n        change [clone stuff v] by (-0.2)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [le]> then\n    forever\n        go to [front v] layer\n        go [backward v] (2) layers\n    end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n    switch costume to (coolwolftail v)\nend\n\nwhen I receive [fx v]\nwait (6) seconds\npoint in direction (90)\nLE THING [230] [0] [20] [40] Effects: [-39] [-10]\npoint in direction (45)\nLE THING [-230] [0] [20] [40] Effects: [-39] [100]\n\nwhen I receive [fx v]\nwait (8) seconds\npoint in direction (90)\nLE THING [0] [180] [20] [40] Effects: [-39] [-10]\npoint in direction (45)\nLE THING [0] [-180] [20] [40] Effects: [-39] [100]\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [le]> then\n    forever\n        set [costume v] to (costume [name v])\n        switch costume to (fill v)\n        switch costume to (costume)\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [le]> then\n    forever\n        if <touching (_edge_ v)?> then\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [sh]> then\n    switch costume to (shockwave v)\n    show\n    set size to (size) %\n    set [fisheye v] effect to (0)\n    set [ghost v] effect to (0)\n    set [brightness v] effect to (100)\n    set [clone stuff v] to [30]\n    repeat (50)\n        change [clone stuff v] by (50)\n        change [fisheye v] effect by (Clone stuff)\n        change [ghost v] effect by (1.9)\n        change size by ((((size) * (2)) - (size)) / (7))\n    end\n    hide\n    delete this clone\nend\n\ndefine Shockwave (x) (y) (size)\ngo to x: (x) y: (y)\nset size to (size) %\nset [size v] to (size)\nclone ID [sh]\ngo to x: (0) y: (0)\n\nwhen I receive [fx v]\nwait (6) seconds\npoint in direction (90)\nShockwave [280] [200] [100]\nShockwave [-280] [-200] [100]\n\nwhen I receive [fx v]\nwait (6.2) seconds\npoint in direction (90)\nShockwave [280] [-200] [100]\nShockwave [-280] [200] [100]\n\nwhen I receive [fx v]\nwait (5) seconds\npoint in direction (90)\nShockwave [280] [200] [100]\nShockwave [-280] [-200] [100]\nShockwave [280] [-200] [100]\nShockwave [-280] [200] [100]\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [name]> then\n    reset timer\n    wait (7) seconds\nend\n\ndefine Shake ()\nset [cam size v] to ((100) + ())\nset [cam dir v] to (((([cos v] of ((600) * (timer)) ) * (0.35)) * (() - ())) + (90))\nset [cam x v] to ((([cos v] of ((700) * (timer)) ) * (0.4)) * (() - ()))\nset [cam y v] to ((([sin v] of ((600) * (timer)) ) * (0.7)) * (() - ()))\n\nwhen I receive [fx v]\nforever\n    TICK\nend\n\ndefine TICK\nShake (Shake)\nchange [shake v] by (((1.5) - (Shake)) / (10))\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [name]> then\n    set [i guess v] to [90]\n    forever\n        if <((Cam Size) + (I geuss 2 \(CWT\))) > [100]> then\n            switch costume to (coolwolftail v)\n        else\n            switch costume to (fill v)\n        end\n        point in direction ((Cam Dir) + ((i guess) - (90)))\n        go to x: (round (Cam X)) y: (round (Cam Y))\n        set size to ((Cam Size) + (I geuss 2 \(CWT\))) %\n        switch costume to (name v)\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [name]> then\n    set [i geuss 2 \(cwt\) v] to [-100]\n    repeat (50)\n        change [i geuss 2 \(cwt\) v] by (((60) - (I geuss 2 \(CWT\))) * (.1))\n    end\nend\n\nwhen I receive [fx v]\n(ﾉ◕ヮ◕)ﾉ*:･ﾟ✧\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [Chevron]> then\n    forever\n        if <(size) > [5000]> then\n            delete this clone\n        end\n        set [brightness v] effect to (5)\n        set [ghost v] effect to (0)\n        point in direction ((Cam Dir) + ((i guess) - (90)))\n        go to x: (Cam X) y: (Cam Y)\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [Chevron]> then\n    set size to (100) %\n    go to x: (0) y: (0)\n    hide\n    repeat until <(size) = (SIZE)>\n        show\n        switch costume to (size hack v)\n        change size by (((SIZE) - (size)) / (10))\n        switch costume to (chevron v)\n    end\nend\n\nwhen I receive [chevron v]\nif <<(costume [number v]) = [36]> and <(Intro By coolwolftail) = [Chevron]>> then\n    set [size v] to ((SIZE) * (2))\n    repeat until <(size) = (SIZE)>\n        set [fisheye v] effect to (0)\n        show\n        switch costume to (size hack v)\n        change size by (((SIZE) - (size)) / (19))\n        switch costume to (chevron v)\n    end\nend\n\nwhen I receive [fx v]\nwait (3) seconds\nset [size v] to [500]\nset [size v] to [1000]\nset size to (100) %\nset [intro by coolwolftail v] to [Chevron]\ncreate clone of (_myself_ v)\n\ndefine Chev\ngo to x: (0) y: (0)\nbroadcast (CHevron v)\nset [size v] to [500]\nset [intro by coolwolftail v] to [Chevron]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n    switch costume to (cube v)\nend\n\ndefine (ﾉ◕ヮ◕)ﾉ*:･ﾟ✧\nset [shake v] to [15]\nwait (3) seconds\nChev\nclone ID [tick]\nset [shake v] to [25]\nwait (1) seconds\nChev\nclone ID [tick]\nset [shake v] to [20]\nwait (1) seconds\nChev\nclone ID [tick]\nset [shake v] to [20]\nwait (.8) seconds\nChev\nclone ID [tick]\nShockwave [-50] [-60] [60]\nset [shake v] to [15]\nwait (0.2) seconds\nChev\nclone ID [tick]\nset [shake v] to [20]\nShockwave [50] [25] [50]\nShockwave [50] [-70] [30]\nwait (0.2) seconds\nChev\nclone ID [tick]\nset [shake v] to [30]\nShockwave [-50] [50] [40]\nwait (0.5) seconds\nChev\nclone ID [tick]\nShockwave [0] [0] [35]\nShockwave [0] [0] [70]\nShockwave [0] [0] [140]\nset [shake v] to [15]\nwait (1.3) seconds\nChev\nclone ID [tick]\nShockwave [-500] [0] [35]\nShockwave [-500] [0] [70]\nShockwave [-500] [0] [140]\nShockwave [500] [0] [35]\nShockwave [500] [0] [70]\nShockwave [500] [0] [140]\nset [shake v] to [20]\nwait (1) seconds\nChev\nclone ID [flash2]\nbroadcast (\(INTRO\) END v)\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [name]> then\n    reset timer\n    wait (6) seconds\n    repeat (6)\n        change [i guess v] by (-25)\n    end\n    repeat (30)\n        change [i guess v] by (((90) - (i guess)) / (7))\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [CE]> then\n    show\n    switch costume to (fill v)\n    set size to (1) %\n    switch costume to (cool effect v)\n    set [clone stuff v] to [1]\n    repeat (50)\n        if <(size) > [100]> then\n            switch costume to (coolwolftail v)\n        else\n            switch costume to (fill v)\n        end\n        change size by (Clone stuff)\n        switch costume to (cool effect v)\n        change [clone stuff v] by (1)\n        turn right (5) degrees\n    end\nend\nif <(Intro By coolwolftail) = [CE2]> then\n    show\n    switch costume to (fill v)\n    set size to (1) %\n    switch costume to (cool effect2 v)\n    set [clone stuff v] to [1]\n    repeat (50)\n        if <(size) > [100]> then\n            switch costume to (coolwolftail v)\n        else\n            switch costume to (fill v)\n        end\n        change size by (Clone stuff)\n        switch costume to (cool effect2 v)\n        change [clone stuff v] by (1)\n        turn right (5) degrees\n    end\nend\n\nwhen I receive [fx v]\nwait (3) seconds\nrepeat (25)\n    clone ID [CE]\n    clone ID [CE2]\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [CE]> then\n    forever\n        go to [front v] layer\n        go [backward v] (2) layers\n        go to x: (Cam X) y: (Cam Y)\n    end\nend\nif <(Intro By coolwolftail) = [CE2]> then\n    forever\n        go to [front v] layer\n        go [backward v] (6) layers\n        go to x: (Cam X) y: (Cam Y)\n    end\nend\n\nwhen I receive [\(intro\) end v]\nif <not <(Intro By coolwolftail) = [flash2]>> then\n    wait (0.5) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [END1]> then\n    go to x: (-30000) y: (0)\n    point in direction (0)\n    set [clone stuff v] to [0]\n    show\n    switch costume to (flash2 v)\n    set [brightness v] effect to (End)\n    repeat (600)\n        change x by (50)\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [END1]> then\n    forever\n        go to [front v] layer\n        point in direction (90)\n    end\nend\n\nwhen I receive [fx v]\nwait (10.) seconds\nclone ID [END3]\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [flash2]> then\n    wait (0.5) seconds\n    show\n    switch costume to (coolwolftail v)\n    set size to (200) %\n    switch costume to (flash v)\n    set [brightness v] effect to (100)\n    set [ghost v] effect to (0)\n    repeat (26)\n        change [ghost v] effect by (5)\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [name]> then\n    wait (8.85) seconds\n    set [end v] to [-15]\n    repeat (15)\n        change [i geuss 2 \(cwt\) v] by (End)\n        change [end v] by (2)\n    end\n    repeat (10)\n        change [i geuss 2 \(cwt\) v] by (End)\n        change [end v] by (60)\n    end\n    repeat (10)\n        change [i geuss 2 \(cwt\) v] by (End)\n        change [end v] by (8-)\n    end\nend\n\nwhen I start as a clone\nif <(Intro By coolwolftail) = [flash2]> then\n    forever\n        go to [front v] layer\n    end\nend\n\n@Helicopter \n\nwhen flag clicked\nhide\nswitch costume to ( v)\n\nwhen flag clicked\ngo to x: (-11) y: (-42)\nforever\n    if <(Player level #) = [12]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (jeff v)?> then\n        switch costume to (costume1 v)\n        glide (3) secs to x: (-11) y: (244)\n        hide\n        wait (1) seconds\n        broadcast (VICTORY!!!!!!! v)\n    end\nend\n\n@Sprite1\n\nwhen I receive [victory!!!!!!! v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [victory!!!!!!! v]\nshow\nsay [THANK YOU!!!]\n\nwhen flag clicked\nforever\n    set y to (([sin v] of ((timer) * (200)) ) * (18))\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n    set y to (([sin v] of ((timer) * (200)) ) * (18))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [victory!!!!!!! v]\nshow\n\n