StickMan PlatFormer

Instructions: W A S D Or Arrows To Move\nC To Slim\nSpaceBar To Jump Or Increase Bounce Height\nThe Faster You Run The More Jump Height You Have\nR Is To Reset\nHold 0+9  While Clicking The Green Flag To Select The Levels.

@Stage\n\nwhen I receive [level complete v]\nset [receive inputs v] to [Yes]\nswitch backdrop to (Level)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [level complete v]\nstart sound [Bass   v]\n\n@Decorations\n\n@CP Flag\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (80) %\nforever\n    if <<touching (stick player v)?> and <<[0] < (costume [number v])> and <(costume [number v]) < [11]>>> then\n        start sound [Reach Point v]\n        set [check v] to [Yes]\n        repeat (pick random (8) to (10))\n            create clone of (_myself_ v)\n        end\n        set [brightness v] effect to (100)\n        wait (0.065) seconds\n        broadcast (Update Graphic Affects v)\n        wait until <not <touching (stick player v)?>>\n    end\nend\n\nwhen flag clicked\nforever\n    change [flag v] by (1)\n    if <(Flag) > [10]> then\n        set [flag v] to [1]\n    end\n    wait (0.02) seconds\nend\n\nwhen flag clicked\nforever\n    if <(Check) = [Yes]> then\n        switch costume to ((Flag) + (10))\n    else\n        switch costume to (Flag)\n    end\nend\n\nwhen I start as a clone\nset rotation style [all around v]\npoint in direction (pick random (-180) to (180))\nchange y by (30)\nchange y by (pick random (-20) to (20))\nchange x by (pick random (-20) to (20))\nset size to (250) %\nrepeat (50)\n    switch costume to (back up v)\n    change size by (-5)\n    switch costume to (particles v)\nend\nset rotation style [left-right v]\ndelete this clone\n\nwhen I receive [level complete v]\nset [check v] to [No]\npoint in direction (90)\nhide\nif <(Level) = [1]> then\n    go to x: (202) y: (-21)\n    point in direction (-90)\n    show\nend\nif <(Level) = [2]> then\n    go to x: (-172) y: (-111)\n    point in direction (-90)\n    show\nend\nif <(Level) = [3]> then\n    go to x: (-124) y: (-168)\n    show\nend\nif <(Level) = [5]> then\n    go to x: (175) y: (25)\n    show\nend\nif <(Level) = [7]> then\n    go to x: (-193) y: (-142)\n    show\nend\nif <(Level) = [8]> then\n    go to x: (-220) y: (-165)\n    show\nend\nif <(Level) = [9]> then\n    go to x: (-195) y: (-102)\n    show\nend\nif <(Level) = [10]> then\n    go to x: (135) y: (29)\n    show\nend\nif <(Level) = [11]> then\n    go to x: (50) y: (83)\n    point in direction (-90)\n    show\nend\nif <(Level) = [12]> then\n    go to x: (120) y: (84)\n    show\nend\nif <(Level) = [13]> then\n    go to x: (-192) y: (-44)\n    show\nend\nif <(Level) = [18]> then\n    go to x: (-40) y: (-80)\n    show\nend\nif <(Level) = [20]> then\n    go to x: (96) y: (-106)\n    show\nend\nif <(Level) = [22]> then\n    go to x: (152) y: (105)\n    point in direction (-90)\n    show\nend\nif <(Level) = [26]> then\n    go to x: (-10) y: (42)\n    point in direction (-90)\n    show\nend\nif <(Level) = [27]> then\n    go to x: (105) y: (-171)\n    point in direction (-90)\n    show\nend\nif <(Level) = [29]> then\n    go to x: (-140) y: (-54)\n    point in direction (-90)\n    show\nend\nif <(Level) = [30]> then\n    go to x: (0) y: (9)\n    show\nend\nif <(Level) = [31]> then\n    go to x: (-22) y: (50)\n    show\nend\nif <(Level) = [34]> then\n    go to x: (197) y: (-108)\n    point in direction (-90)\n    show\nend\nif <(Level) = [37]> then\n    go to x: (-220) y: (-22)\n    show\nend\nif <(Level) = [39]> then\n    go to x: (0) y: (61)\n    point in direction (-90)\n    show\nend\nif <(Level) = [45]> then\n    go to x: (98) y: (-41)\n    point in direction (-90)\n    show\nend\n\nwhen I receive [level complete v]\nclear graphic effects\nif <<(Level) > [8]> and <(Level) < [17]>> then\n    set [brightness v] effect to (-15)\nend\nif <<<(Level) < [9]> and <(Level) > [0]>> or <<(Level) < [49]> and <(Level) > [40]>>> then\n    set [brightness v] effect to (-40)\nend\n\nwhen I receive [update graphic affects v]\nclear graphic effects\nif <<(Level) > [8]> and <(Level) < [17]>> then\n    set [brightness v] effect to (-15)\nend\nif <<<(Level) < [9]> and <(Level) > [0]>> or <<(Level) < [49]> and <(Level) > [40]>>> then\n    set [brightness v] effect to (-40)\nend\n\n@Main Flag\n\nwhen I receive [level complete v]\npoint in direction (90)\nif <(Level) = [1]> then\n    go to x: (-215) y: (105)\nend\nif <(Level) = [2]> then\n    go to x: (188) y: (131)\n    point in direction (-90)\nend\nif <(Level) = [3]> then\n    go to x: (197) y: (38)\n    point in direction (-90)\nend\nif <(Level) = [4]> then\n    go to x: (-220) y: (41)\nend\nif <(Level) = [5]> then\n    go to x: (-197) y: (36)\nend\nif <(Level) = [6]> then\n    go to x: (193) y: (-86)\n    point in direction (-90)\nend\nif <(Level) = [7]> then\n    go to x: (210) y: (-139)\n    point in direction (-90)\nend\nif <(Level) = [8]> then\n    go to x: (202) y: (96)\n    point in direction (-90)\nend\nif <(Level) = [9]> then\n    go to x: (35) y: (14)\n    point in direction (-90)\nend\nif <(Level) = [10]> then\n    go to x: (-220) y: (81)\nend\nif <(Level) = [11]> then\n    go to x: (220) y: (-156)\n    point in direction (-90)\nend\nif <(Level) = [12]> then\n    go to x: (-231) y: (-154)\nend\nif <(Level) = [13]> then\n    go to x: (-18) y: (107)\n    point in direction (-90)\nend\nif <(Level) = [14]> then\n    go to x: (230) y: (92)\n    point in direction (-90)\nend\nif <(Level) = [15]> then\n    go to x: (-230) y: (-120)\nend\nif <(Level) = [16]> then\n    go to x: (146) y: (-85)\nend\nif <(Level) = [17]> then\n    go to x: (225) y: (-143)\n    point in direction (-90)\nend\nif <(Level) = [18]> then\n    go to x: (230) y: (-132)\n    point in direction (-90)\nend\nif <(Level) = [19]> then\n    go to x: (-200) y: (25)\nend\nif <(Level) = [20]> then\n    go to x: (-215) y: (56)\nend\nif <(Level) = [21]> then\n    go to x: (-80) y: (-63)\n    point in direction (-90)\nend\nif <(Level) = [22]> then\n    go to x: (-215) y: (108)\nend\nif <(Level) = [23]> then\n    go to x: (231) y: (-104)\n    point in direction (-90)\nend\nif <(Level) = [24]> then\n    go to x: (85) y: (-165)\nend\nif <(Level) = [25]> then\n    go to x: (226) y: (42)\n    point in direction (-90)\nend\nif <(Level) = [26]> then\n    go to x: (226) y: (-131)\n    point in direction (-90)\nend\nif <(Level) = [27]> then\n    go to x: (-230) y: (-23)\nend\nif <(Level) = [28]> then\n    go to x: (215) y: (-135)\n    point in direction (-90)\nend\nif <(Level) = [29]> then\n    go to x: (210) y: (47)\n    point in direction (-90)\nend\nif <(Level) = [30]> then\n    go to x: (-225) y: (125)\nend\nif <(Level) = [31]> then\n    go to x: (15) y: (-141)\n    point in direction (-90)\nend\nif <(Level) = [32]> then\n    go to x: (-225) y: (85)\nend\nif <(Level) = [33]> then\n    go to x: (175) y: (-61)\n    point in direction (-90)\nend\nif <(Level) = [34]> then\n    go to x: (-200) y: (89)\nend\nif <(Level) = [35]> then\n    go to x: (-208) y: (-37)\nend\nif <(Level) = [36]> then\n    go to x: (-153) y: (-155)\n    point in direction (-90)\nend\nif <(Level) = [37]> then\n    go to x: (-200) y: (104)\nend\nif <(Level) = [38]> then\n    go to x: (200) y: (-151)\n    point in direction (-90)\nend\nif <(Level) = [39]> then\n    go to x: (175) y: (-146)\n    point in direction (-90)\nend\nif <(Level) = [40]> then\n    go to x: (220) y: (-146)\n    point in direction (-90)\nend\nif <(Level) = [41]> then\n    go to x: (220) y: (-125)\n    point in direction (-90)\nend\nif <(Level) = [42]> then\n    go to x: (215) y: (132)\n    point in direction (-90)\nend\nif <(Level) = [43]> then\n    go to x: (224) y: (38)\n    point in direction (-90)\nend\nif <(Level) = [44]> then\n    go to x: (224) y: (-39)\n    point in direction (-90)\nend\nif <(Level) = [45]> then\n    go to x: (-232) y: (-151)\nend\nif <(Level) = [46]> then\n    go to x: (230) y: (57)\n    point in direction (-90)\nend\n\nwhen flag clicked\nforever\n    if <(Level Selector) = [Regular]> then\n        set [color v] effect to (0)\n    end\n    if <(Level Selector) = [Random]> then\n        set [color v] effect to (40)\n    end\n    if <(Level Selector) = [BackWards]> then\n        set [color v] effect to (80)\n    end\n    if <(Level Selector) = [Same]> then\n        set [color v] effect to (140)\n    end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (80) %\nforever\n    next costume\n    wait (0.02) seconds\nend\n\nwhen [0 v] key pressed\nset [level selector v] to [Regular]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Random]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [BackWards]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Same]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Cave]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Jungle]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Underground Lava]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Beach]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Coral Reef]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Swamp]\nwait until <not <key (0 v) pressed?>>\n\nwhen flag clicked\nset [level selector v] to [Regular]\n\nwhen flag clicked\nforever\n    if <touching (stick player v)?> then\n        Level Select\n    end\nend\n\nwhen I receive [level complete v]\nclear graphic effects\nif <<(Level) > [8]> and <(Level) < [17]>> then\n    set [brightness v] effect to (-15)\nend\nif <<<(Level) < [9]> and <(Level) > [0]>> or <<(Level) < [49]> and <(Level) > [40]>>> then\n    set [brightness v] effect to (-40)\nend\n\ndefine Level Select\nif <(Level Selector) = [Regular]> then\n    change [level v] by (1)\nend\nif <(Level Selector) = [BackWards]> then\n    change [level v] by (-1)\nend\nif <(Level Selector) = [Random]> then\n    set [level v] to (pick random (1) to (46))\nend\nif <(Level Selector) = [Cave]> then\n    set [level v] to (pick random (1) to (8))\nend\nif <(Level Selector) = [Jungle]> then\n    set [level v] to (pick random (9) to (16))\nend\nif <(Level Selector) = [Underground Lava]> then\n    set [level v] to (pick random (17) to (24))\nend\nif <(Level Selector) = [Beach]> then\n    set [level v] to (pick random (25) to (32))\nend\nif <(Level Selector) = [Coral Reef]> then\n    set [level v] to (pick random (33) to (40))\nend\nif <(Level Selector) = [Swamp]> then\n    set [level v] to (pick random (41) to (48))\nend\nbroadcast (Level Complete v)\nbroadcast (Timer v)\n\nwhen [0 v] key pressed\nshow variable [level selector v]\nwait until <not <key (0 v) pressed?>>\nhide variable [level selector v]\n\n@Stick Player\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (45) %\nclear graphic effects\nforever\n    Platform [8] [-1] (Friction) [0.4]\nend\n\ndefine Platform (jump) (gravity) (friction) (speed)\nif <<(costume [number v]) < [30]> and <(costume [number v]) > [16]>> then\n    switch costume to (crouched hit box v)\nelse\n    if <(costume [number v]) = [31]> then\n        switch costume to (squished hit box v)\n    else\n        switch costume to (hit box v)\n    end\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Receive Inputs) = [Yes]>> then\n    if <(costume [number v]) = [3]> then\n        change [xv v] by ((speed) - (0.3))\n        point in direction (90)\n    else\n        change [xv v] by (speed)\n        point in direction (90)\n    end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Receive Inputs) = [Yes]>> then\n    if <(costume [number v]) = [3]> then\n        change [xv v] by (((speed) - (0.3)) * (-1))\n        point in direction (-90)\n    else\n        change [xv v] by ((speed) * (-1))\n        point in direction (-90)\n    end\nend\nset [xv v] to ((XV) * (friction))\nchange x by (XV)\nif <touching (level v)?> then\n    set [slope v] to [0]\n    repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n        change [slope v] by (1)\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by ((Slope) * (-1))\n        repeat ([ceiling v] of ([abs v] of (XV) ) )\n            if <touching (level v)?> then\n                change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n            end\n        end\n        set [xv v] to [0]\n    end\nend\nchange y by (YV)\nif <touching (level v)?> then\n    repeat ([ceiling v] of ([abs v] of (YV) ) )\n        if <touching (level v)?> then\n            change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n        end\n    end\n    if <<<(([abs v] of (YV) ) / (YV)) = [-1]> and <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> and <(Receive Inputs) = [Yes]>> then\n        set [yv v] to ((jump) + (round ([abs v] of ((XV) / (2)) )))\n        start sound [\(M\) Jump v]\n    else\n        set [yv v] to [0]\n    end\nelse\n    change [yv v] by (-1)\n    if <(YV) < [-20]> then\n        set [yv v] to [-20]\n    end\nend\nswitch costume to (Costume)\n\nwhen I receive [restart v]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (45) %\nclear graphic effects\nif <(Level) = [1]> then\n    go to x: (-200) y: (-115)\nend\nif <(Level) = [2]> then\n    go to x: (200) y: (-145)\nend\nif <(Level) = [3]> then\n    go to x: (-218) y: (130)\nend\nif <(Level) = [4]> then\n    go to x: (-205) y: (-143)\nend\nif <(Level) = [5]> then\n    go to x: (-205) y: (-150)\nend\nif <(Level) = [6]> then\n    go to x: (-190) y: (-138)\nend\nif <(Level) = [7]> then\n    go to x: (200) y: (35)\nend\nif <(Level) = [8]> then\n    go to x: (-210) y: (56)\nend\nif <(Level) = [9]> then\n    go to x: (205) y: (101)\nend\nif <(Level) = [10]> then\n    go to x: (-220) y: (-127)\nend\nif <(Level) = [11]> then\n    go to x: (-10) y: (-119)\nend\nif <(Level) = [12]> then\n    go to x: (221) y: (-143)\nend\nif <(Level) = [13]> then\n    go to x: (30) y: (-68)\nend\nif <(Level) = [14]> then\n    go to x: (-232) y: (-145)\nend\nif <(Level) = [15]> then\n    go to x: (0) y: (-109)\nend\nif <(Level) = [16]> then\n    go to x: (-225) y: (-75)\nend\nif <(Level) = [17]> then\n    go to x: (-222) y: (-133)\nend\nif <(Level) = [18]> then\n    go to x: (185) y: (-122)\nend\nif <(Level) = [19]> then\n    go to x: (-202) y: (-129)\nend\nif <(Level) = [20]> then\n    go to x: (-213) y: (-148)\nend\nif <(Level) = [21]> then\n    go to x: (-205) y: (-130)\nend\nif <(Level) = [22]> then\n    go to x: (-220) y: (-77)\nend\nif <(Level) = [23]> then\n    go to x: (-213) y: (-121)\nend\nif <(Level) = [24]> then\n    go to x: (-219) y: (-156)\nend\nif <(Level) = [25]> then\n    go to x: (-226) y: (51)\nend\nif <(Level) = [26]> then\n    go to x: (-229) y: (-43)\nend\nif <(Level) = [27]> then\n    go to x: (233) y: (-27)\nend\nif <(Level) = [28]> then\n    go to x: (-200) y: (-125)\nend\nif <(Level) = [29]> then\n    go to x: (-226) y: (-138)\nend\nif <(Level) = [30]> then\n    go to x: (221) y: (-124)\nend\nif <(Level) = [31]> then\n    go to x: (-230) y: (135)\nend\nif <(Level) = [32]> then\n    go to x: (0) y: (-158)\nend\nif <(Level) = [33]> then\n    go to x: (-175) y: (-52)\nend\nif <(Level) = [34]> then\n    go to x: (-200) y: (-137)\nend\nif <(Level) = [35]> then\n    go to x: (0) y: (-27)\nend\nif <(Level) = [36]> then\n    go to x: (0) y: (-145)\nend\nif <(Level) = [37]> then\n    go to x: (-200) y: (-145)\nend\nif <(Level) = [38]> then\n    go to x: (-200) y: (-142)\nend\nif <(Level) = [39]> then\n    go to x: (-170) y: (-135)\nend\nif <(Level) = [40]> then\n    go to x: (-220) y: (81)\nend\nif <(Level) = [41]> then\n    go to x: (-220) y: (-114)\nend\nif <(Level) = [42]> then\n    go to x: (-190) y: (-137)\nend\nif <(Level) = [43]> then\n    go to x: (-215) y: (-109)\nend\nif <(Level) = [44]> then\n    go to x: (-218) y: (-33)\nend\nif <(Level) = [45]> then\n    go to x: (-185) y: (-143)\nend\nif <(Level) = [46]> then\n    go to x: (-225) y: (-160)\nend\nif <(Check) = [Yes]> then\n    go to x: ([x position v] of [cp flag v]) y: (([y position v] of [cp flag v]) + (20))\nend\n\nwhen I receive [level complete v]\nbroadcast (Restart v)\n\nwhen flag clicked\nforever\n    Quick Costume Check\n    if <key (c v) pressed?> then\n        switch costume to (slim 1 v)\n        set [costume v] to (costume [number v])\n        wait (0.04) seconds\n        switch costume to (slim 2 v)\n        set [costume v] to (costume [number v])\n        wait until <not <key (c v) pressed?>>\n        switch costume to (hit box v)\n        if <touching (level v)?> then\n            change x by (4)\n        end\n        if <touching (level v)?> then\n            change x by (-8)\n        end\n        switch costume to (idle v)\n        set [costume v] to (costume [number v])\n    end\n    if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n        switch costume to (crouched 1/3 v)\n        set [costume v] to (costume [number v])\n        wait (0.04) seconds\n        switch costume to (crouched 2/3 v)\n        set [costume v] to (costume [number v])\n        wait (0.04) seconds\n        switch costume to (crouched v)\n        set [costume v] to (costume [number v])\n        repeat until <<not <key (s v) pressed?>> and <not <key (down arrow v) pressed?>>>\n            if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n                switch costume to ((Walk) + (9))\n                set [costume v] to (costume [number v])\n            else\n                switch costume to (crouched v)\n                set [costume v] to (costume [number v])\n            end\n            Quick Crouch Check\n        end\n        switch costume to (hit box v)\n        if <not <touching (level v)?>> then\n            switch costume to (crouched 2/3 v)\n            set [costume v] to (costume [number v])\n            wait (0.04) seconds\n            switch costume to (crouched 1/3 v)\n            set [costume v] to (costume [number v])\n            wait (0.04) seconds\n        end\n    end\n    if <touching (level v)?> then\n        Crouch Check\n    end\nend\n\nwhen flag clicked\nset [walk v] to [10]\nforever\n    change [walk v] by (1)\n    if <(Walk) > [15]> then\n        set [walk v] to [10]\n    end\n    wait (0.06) seconds\nend\n\ndefine Crouch Check\nswitch costume to (hit box v)\nif <touching (level v)?> then\n    switch costume to (crouched v)\n    set [costume v] to (costume [number v])\nelse\n    switch costume to (Costume)\nend\n\nwhen flag clicked\nforever\n    if <(YV) < [-14]> then\n        wait until <not <(YV) < [-14]>>\n        if <<(YV) = [0]> or <(YV) = [-1]>> then\n            start sound [Landing v]\n        end\n    end\nend\n\nwhen [1 v] key pressed\nask [] and wait\nif < (answer) contains [/Skip Repeat ]?> then\n    repeat (letter (14) of (answer))\n        change [level v] by (1)\n    end\n    broadcast (Level Complete v)\nend\nif <(answer) = [/TP CheckPoint]> then\n    go to x: ([x position v] of [cp flag v]) y: (([y position v] of [cp flag v]) + (20))\n    if <touching (level v)?> then\n        broadcast (Restart v)\n    end\nend\nif < (answer) contains [/Time Add Repeat]?> then\n    repeat (letter (18) of (answer))\n        broadcast (Timer v)\n    end\nend\nif < (answer) contains [/Set Level ]?> then\n    set [level v] to (join (letter (12) of (answer)) (letter (13) of (answer)))\n    broadcast (Level Complete v)\nend\nif < (answer) contains [/Set Size ]?> then\n    set size to (join (join (letter (11) of (answer)) (letter (12) of (answer))) (letter (13) of (answer))) %\nend\nif < (answer) contains [/Time CoolDown ]?> then\n    set [timer cool down v] to (letter (16) of (answer))\nend\n\nwhen flag clicked\nforever\n    if <<<touching (obstacles v)?> or <touching (high end obs v)?>> and <(size) = [45]>> then\n        broadcast (Restart v)\n    end\n    if <<<touching (obstacles v)?> or <touching (high end obs v)?>> and <(size) = [46]>> then\n        create clone of (_myself_ v)\n        set [receive inputs v] to [No]\n        if <(direction) = [90]> then\n            set [xv v] to [-5]\n        else\n            set [xv v] to [5]\n        end\n        set [yv v] to [3]\n        repeat (6)\n            switch costume to (hurt 1 v)\n            set [costume v] to [23]\n        end\n        set size to (45) %\n        clear graphic effects\n        repeat (20)\n            switch costume to (hurt 2 v)\n            set [costume v] to [24]\n        end\n        switch costume to (crouched v)\n        set [costume v] to (costume [number v])\n        wait (0) seconds\n        switch costume to (crouched 2/3 v)\n        set [costume v] to (costume [number v])\n        wait (0) seconds\n        switch costume to (crouched 1/3 v)\n        set [costume v] to (costume [number v])\n        wait (0) seconds\n        set [receive inputs v] to [Yes]\n        repeat (2)\n            set [ghost v] effect to (100)\n            wait (0.1) seconds\n            set [ghost v] effect to (0)\n            wait (0.1) seconds\n        end\n        repeat (5)\n            set [ghost v] effect to (100)\n            wait (0.05) seconds\n            set [ghost v] effect to (0)\n            wait (0.05) seconds\n        end\n    end\nend\n\nwhen I receive [power up! v]\nset size to (46) %\nset [brightness v] effect to (85)\n\nwhen I start as a clone\nswitch costume to (hurt particles v)\nclear graphic effects\nstart sound [Hurt v]\nset size to (100) %\nrepeat (15)\n    change size by (5)\nend\ndelete this clone\n\ndefine Quick Costume Check\nswitch costume to (idle v)\nset [costume v] to (costume [number v])\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n    switch costume to (Walk)\n    set [costume v] to (costume [number v])\nend\nif <(YV) > [2]> then\n    switch costume to (jump 2 v)\n    set [costume v] to (costume [number v])\nend\nif <(YV) > [5]> then\n    switch costume to (jump v)\n    set [costume v] to (costume [number v])\nend\nif <(YV) < [-2]> then\n    switch costume to (fall v)\n    set [costume v] to (costume [number v])\nend\nif <(YV) < [-8]> then\n    switch costume to (fall 2 v)\n    set [costume v] to (costume [number v])\nend\nif <(YV) < [-19]> then\n    switch costume to (fall 3 v)\n    set [costume v] to (costume [number v])\nend\n\ndefine Quick Crouch Check\nif <(YV) > [2]> then\n    switch costume to (crouch jump 1 v)\n    set [costume v] to (costume [number v])\nend\nif <(YV) > [5]> then\n    switch costume to (crouch jump 2 v)\n    set [costume v] to (costume [number v])\nend\nif <(YV) < [-2]> then\n    switch costume to (crouch fall 1 v)\n    set [costume v] to (costume [number v])\nend\nif <(YV) < [-8]> then\n    switch costume to (crouch fall 2 v)\n    set [costume v] to (costume [number v])\nend\nif <(YV) < [-19]> then\n    switch costume to (crouch fall 3 v)\n    set [costume v] to (costume [number v])\nend\n\n@Back Timer\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (back v)\npoint in direction (90)\nforever\n    if <<<<touching (ladders v)?> or <touching (level v)?>> or <touching (stick player v)?>> or <<touching (flag v)?> or <<touching (obstacles v)?> or <touching (trampoline v)?>>>> then\n        set [ghost v] effect to (75)\n    else\n        set [ghost v] effect to (40)\n    end\n    set size to ([size v] of [timer v]) %\n    if <<([direction v] of [timer v]) < [90]> and <([direction v] of [timer v]) > [0]>> then\n        switch costume to (your the best v)\n    end\n    if <<([direction v] of [timer v]) < [180]> and <([direction v] of [timer v]) > [90]>> then\n        switch costume to (your good! v)\n    end\n    if <<([direction v] of [timer v]) < [-10]> and <([direction v] of [timer v]) > [-180]>> then\n        switch costume to (hurry! v)\n    end\n    if <<([direction v] of [timer v]) < [0]> and <([direction v] of [timer v]) > [-10]>> then\n        switch costume to (your are dead v)\n    end\nend\n\nwhen I receive [level complete v]\ngo to x: (-215) y: (155)\nif <(Level) = [30]> then\n    go to x: (215) y: (155)\nend\nif <(Level) = [39]> then\n    go to x: (215) y: (155)\nend\nif <(Level) = [44]> then\n    go to x: (215) y: (155)\nend\n\n@Timer\n\nwhen flag clicked\ngo to x: (-215) y: (155)\nset volume to (100) %\nforever\n    if <<<<touching (ladders v)?> or <touching (level v)?>> or <touching (stick player v)?>> or <<touching (flag v)?> or <<touching (obstacles v)?> or <touching (trampoline v)?>>>> then\n        set [ghost v] effect to (60)\n    else\n        set [ghost v] effect to (10)\n    end\n    go to (back timer v)\n    go to [front v] layer\nend\n\nwhen flag clicked\nset [timer cool down v] to [5]\nset size to (100) %\nforever\n    turn right (1) degrees\n    wait ((Timer Cool Down) / (10)) seconds\n    if <(direction) = [0]> then\n        change [level v] by (-5)\n        if <[1] > (Level)> then\n            set [level v] to [1]\n        end\n        broadcast (Level Complete v)\n        broadcast (Music v)\n        point in direction (1)\n        broadcast (Timer v)\n    end\nend\n\nwhen I receive [level complete v]\nset size to (175) %\nrepeat (15)\n    change size by (-5)\nend\nset size to (100) %\n\nwhen I receive [timer v]\nif <not <<(direction) < [31]> and <(direction) > [0]>>> then\n    turn left (30) degrees\n    if <not <<(direction) < [31]> and <(direction) > [0]>>> then\n        turn left (30) degrees\n        if <<(direction) < [180]> and <(direction) > [120]>> then\n            broadcast (Music v)\n        end\n    end\nend\nif <[0] < (direction)> then\n    wait until <(direction) < [0]>\n    broadcast (Music v)\nend\n\nwhen I receive [level complete v]\nif <<(Level) < [56]> or <(Level) = [56]>> then\n    set [level theme v] to [Sky]\nend\nif <<(Level) < [48]> or <(Level) = [48]>> then\n    set [level theme v] to [Swamp]\nend\nif <<(Level) < [40]> or <(Level) = [40]>> then\n    set [level theme v] to [Water]\nend\nif <<(Level) < [32]> or <(Level) = [32]>> then\n    set [level theme v] to [Beach]\nend\nif <<(Level) < [24]> or <(Level) = [24]>> then\n    set [level theme v] to [Volcano UnderGround]\nend\nif <<(Level) < [16]> or <(Level) = [16]>> then\n    set [level theme v] to [Jungle]\nend\nif <<(Level) < [8]> or <(Level) = [8]>> then\n    set [level theme v] to [Cave]\nend\nif <not <(Level Theme) = (Music)>> then\n    set [music v] to (Level Theme)\n    broadcast (Music v)\nend\n\nwhen I receive [music v]\nstop all sounds\nforever\n    if <(direction) < [0]> then\n        play sound [Timer \(H\) v] until done\n        if <(Music) = [Cave]> then\n            repeat until <not <(Music) = [Cave]>>\n                play sound [Underground H v] until done\n            end\n        end\n        if <(Music) = [Jungle]> then\n            repeat until <not <(Music) = [Jungle]>>\n                play sound [Soda Jungle H v] until done\n            end\n        end\n        if <(Music) = [Volcano UnderGround]> then\n            repeat until <not <(Music) = [Volcano UnderGround]>>\n                play sound [Volcano UnderGround H v] until done\n            end\n        end\n        if <(Music) = [Beach]> then\n            repeat until <not <(Music) = [Beach]>>\n                play sound [Sparkling Waters H v] until done\n            end\n        end\n        if <(Music) = [Water]> then\n            repeat until <not <(Music) = [Water]>>\n                play sound [Underwater H v] until done\n            end\n        end\n        if <(Music) = [Swamp]> then\n            repeat until <not <(Music) = [Swamp]>>\n                play sound [Swamp H v] until done\n            end\n        end\n        if <(Music) = [Sky]> then\n            repeat until <not <(Music) = [Sky]>>\n                play sound [Sky Land H v] until done\n            end\n        end\n    else\n        if <(Music) = [Cave]> then\n            repeat until <not <(Music) = [Cave]>>\n                play sound [Underground v] until done\n            end\n        end\n        if <(Music) = [Jungle]> then\n            repeat until <not <(Music) = [Jungle]>>\n                play sound [Soda Jungle v] until done\n            end\n        end\n        if <(Music) = [Volcano UnderGround]> then\n            repeat until <not <(Music) = [Volcano UnderGround]>>\n                play sound [Volcano UnderGround v] until done\n            end\n        end\n        if <(Music) = [Beach]> then\n            repeat until <not <(Music) = [Beach]>>\n                play sound [Sparkling Waters v] until done\n            end\n        end\n        if <(Music) = [Water]> then\n            repeat until <not <(Music) = [Water]>>\n                play sound [Underwater v] until done\n            end\n        end\n        if <(Music) = [Swamp]> then\n            repeat until <not <(Music) = [Swamp]>>\n                play sound [Swamp v] until done\n            end\n        end\n        if <(Music) = [Sky]> then\n            repeat until <not <(Music) = [Sky]>>\n                play sound [Sky Land v] until done\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset [music v] to [100]\n\nwhen flag clicked\nset [music v] to [100]\nset [level v] to [1]\nif <key (0 v) pressed?> then\n    if <key (9 v) pressed?> then\n        show variable [level v]\n        wait until <not <key (9 v) pressed?>>\n        hide variable [level v]\n    else\n        set [level v] to (pick random (1) to (46))\n    end\nend\nbroadcast (Level Complete v)\nbroadcast (Music v)\npoint in direction (1)\nbroadcast (Timer v)\nswitch costume to (ticker v)\nhide variable [level selector v]\n\nwhen I receive [p-switch active v]\nset volume to (0) %\nwait ((P-Switch Timer) + (0.1)) seconds\nset volume to (100) %\n\nwhen [m v] key pressed\nset volume to (0) %\nwait until <not <key (m v) pressed?>>\nwait until <key (m v) pressed?>\nstop all sounds\nset volume to (100) %\nwait until <not <key (m v) pressed?>>\n\n@Level\n\nwhen I receive [level complete v]\nswitch costume to (Level)\ngo to x: (0) y: (0)\nclear graphic effects\n\n@Obstacles\n\nwhen I receive [level complete v]\nswitch costume to (Level)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I receive [level complete v]\nclear graphic effects\nif <<(Level) > [8]> and <(Level) < [17]>> then\n    set [brightness v] effect to (-15)\nend\n\n@Trampoline\n\nwhen I receive [level complete v]\nswitch costume to (Level)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n    if <<touching (stick player v)?> and <(YV) < [-1]>> then\n        if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n            set [yv v] to ((13) + (round ([abs v] of ((XV) / (2)) )))\n            start sound [Trampoline High Medium v]\n        else\n            set [yv v] to ((11) + (round ([abs v] of ((XV) / (2)) )))\n            start sound [Trampoline Low Fast v]\n        end\n    end\nend\n\nwhen I receive [level complete v]\nclear graphic effects\nif <<(Level) > [0]> and <(Level) < [9]>> then\n    set [brightness v] effect to (-20)\nend\nif <<(Level) > [8]> and <(Level) < [17]>> then\n    set [color v] effect to (pick random (130) to (150))\n    set [brightness v] effect to (-10)\nend\nif <<(Level) > [16]> and <(Level) < [25]>> then\n    set [color v] effect to (pick random (70) to (90))\nend\nif <<(Level) > [40]> and <(Level) < [49]>> then\n    set [brightness v] effect to (-20)\nend\n\n@Ladders\n\nwhen I receive [level complete v]\nswitch costume to (Level)\ngo to x: (0) y: (0)\ngo to [back v] layer\nclear graphic effects\n\nwhen flag clicked\nforever\n    if <touching (stick player v)?> then\n        if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n            set [yv v] to [-1]\n        else\n            set [yv v] to [1]\n            if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n                set [yv v] to [2.5]\n            end\n        end\n    end\nend\n\nwhen I receive [level complete v]\nclear graphic effects\nif <<(Level) > [0]> and <(Level) < [9]>> then\n    set [brightness v] effect to (-25)\nend\nif <<(Level) > [8]> and <(Level) < [17]>> then\n    set [color v] effect to (195)\n    set [brightness v] effect to (-5)\nend\nif <<(Level) > [16]> and <(Level) < [25]>> then\n    set [color v] effect to (pick random (175) to (185))\n    set [brightness v] effect to (-5)\nend\nif <<(Level) > [40]> and <(Level) < [49]>> then\n    set [brightness v] effect to (-30)\nend\n\n@Barrier\n\nwhen I receive [level complete v]\nswitch costume to (Level)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n    wait until <touching (stick player v)?>\n    if <touching (stick player v)?> then\n        set [xv v] to ((XV) * (-5))\n    end\n    wait (0) seconds\nend\n\nwhen I receive [hide barrier v]\nhide\n\nwhen I receive [p-switch active v]\nhide\nwait ((P-Switch Timer) + (0.1)) seconds\nshow\n\nwhen I receive [level complete v]\nif <<<(Level) < [9]> and <(Level) > [0]>> or <<(Level) < [49]> and <(Level) > [40]>>> then\n    set [brightness v] effect to (-30)\nelse\n    clear graphic effects\nend\n\n@Switch\n\nwhen I receive [level complete v]\nswitch costume to (Level)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n    wait until <touching (stick player v)?>\n    if <touching (stick player v)?> then\n        set [pan left/right v] effect to (round (([x position v] of [stick player v]) / (2)))\n        start sound [Flick v]\n        broadcast (Hide Barrier v)\n        hide\n    end\n    wait (0) seconds\nend\n\nwhen I receive [level complete v]\nif <<<(Level) < [9]> and <(Level) > [0]>> or <<(Level) < [49]> and <(Level) > [40]>>> then\n    set [brightness v] effect to (-30)\nelse\n    clear graphic effects\nend\n\n@Water\n\nwhen flag clicked\nforever\n    if <touching (stick player v)?> then\n        set [friction v] to [0.8]\n        if <not <(YV) = [0]>> then\n            change [yv v] by (0.8)\n        end\n        if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n            set [yv v] to [2]\n        end\n        if <(YV) < [-2]> then\n            set [yv v] to [-2]\n        end\n    else\n        set [friction v] to [0.9]\n    end\nend\n\nwhen I receive [level complete v]\nset [ghost v] effect to (50)\nswitch costume to (Level)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    wait until <touching (stick player v)?>\n    play sound (pick random (1) to (2)) until done\n    wait until <not <touching (stick player v)?>>\nend\n\n@High End OBS\n\nwhen I receive [level complete v]\ndelete this clone\n\nwhen I start as a clone\nset size to (100) %\nshow\nif <(Level) = [14]> then\n    switch costume to (spike ball v)\n    set [obs yv v] to [-1]\n    go to x: (185) y: (160)\n    repeat (13)\n        change y by (OBS YV)\n        change [obs yv v] by (-1)\n    end\n    repeat (85)\n        go to x: ((x position) - (2.5)) y: ((y position) - (2.5))\n        turn right (-20) degrees\n    end\n    change y by (-10)\n    repeat (56)\n        change x by (-3)\n        turn right (-15) degrees\n    end\nend\nif <(Level) = [15]> then\n    switch costume to (spike ball v)\n    set [obs yv v] to [-1]\n    repeat (26)\n        wait (0) seconds\n        change y by (OBS YV)\n        change [obs yv v] by (-1)\n    end\nend\nif <(Level) = [17]> then\n    switch costume to (fire bar v)\n    point in direction (pick random (-180) to (180))\n    repeat until <not <(Level) = [17]>>\n        turn right (pick random (8) to (10)) degrees\n    end\nend\nif <(Level) = [19]> then\n    switch costume to (spike bar v)\n    point in direction (90)\n    repeat until <not <(Level) = [19]>>\n        repeat (45)\n            change x by (-8)\n        end\n        wait (0.04) seconds\n        repeat (45)\n            change x by (8)\n        end\n        wait (0.06) seconds\n    end\nend\nif <(Level) = [20]> then\n    switch costume to (spike ball v)\n    repeat until <not <(Level) = [20]>>\n        if <(y position) = [100]> then\n            repeat (50)\n                change x by (-2.25)\n                turn left (11.25) degrees\n            end\n            repeat (50)\n                change x by (2.25)\n                turn left (-11.25) degrees\n            end\n        else\n            repeat (25)\n                change x by (-3)\n                turn left (15) degrees\n            end\n            repeat (25)\n                change x by (3)\n                turn left (-15) degrees\n            end\n        end\n    end\nend\nif <(Level) = [22]> then\n    switch costume to (fire bar v)\n    repeat until <not <(Level) = [22]>>\n        turn left (2.6) degrees\n    end\nend\nif <(Level) = [23]> then\n    if <(costume [number v]) = [1]> then\n        set [obs yv v] to [0]\n        repeat until <not <(Level) = [23]>>\n            change y by (OBS YV)\n            change [obs yv v] by (-1)\n            if <(y position) < [-127]> then\n                set [obs yv v] to (((OBS YV) * (-1)) - (1))\n            end\n        end\n    else\n        set size to (30) %\n        point in direction (-90)\n        switch costume to (fire resting v)\n        wait (pick random (0.0) to (1.0)) seconds\n        repeat until <not <(Level) = [23]>>\n            switch costume to (fire resting v)\n            clear graphic effects\n            wait (0.5) seconds\n            set [color v] effect to (125)\n            wait (0.75) seconds\n            clear graphic effects\n            repeat (5)\n                switch costume to (fire burning v)\n                wait (0.15) seconds\n                switch costume to (fire reverse v)\n                wait (0.15) seconds\n            end\n        end\n    end\nend\nif <(Level) = [39]> then\n    switch costume to (spinning bar v)\n    repeat until <not <(Level) = [39]>>\n        turn left (-2) degrees\n    end\nend\nif <(Level) = [46]> then\n    switch costume to (dark moving spike v)\n    go to [back v] layer\n    go [forward v] (5) layers\n    repeat until <not <(Level) = [46]>>\n        if <(direction) = [-90]> then\n            repeat (15)\n                change x by (2)\n            end\n            wait (0.25) seconds\n            repeat (3)\n                change x by (-10)\n            end\n            wait (0.1) seconds\n        else\n            set size to (200) %\n            repeat (28)\n                change y by (-2)\n            end\n            wait (0.1) seconds\n            repeat (7)\n                change y by (8)\n            end\n            wait (0.25) seconds\n        end\n    end\nend\ndelete this clone\n\nwhen I receive [level complete v]\nclear graphic effects\nwait (0.5) seconds\nif <(Level) = [14]> then\n    switch costume to (spike ball v)\n    repeat until <not <(Level) = [14]>>\n        create clone of (_myself_ v)\n        wait (0.75) seconds\n    end\nend\nif <(Level) = [15]> then\n    switch costume to (spike ball v)\n    repeat until <not <(Level) = [15]>>\n        go to x: (-120) y: (180)\n        create clone of (_myself_ v)\n        wait (0.16) seconds\n        go to x: (120) y: (180)\n        create clone of (_myself_ v)\n        wait (0.16) seconds\n    end\nend\nif <(Level) = [17]> then\n    switch costume to (fire bar v)\n    go to x: (-160) y: (45)\n    create clone of (_myself_ v)\n    go to x: (0) y: (45)\n    create clone of (_myself_ v)\n    go to x: (160) y: (45)\n    create clone of (_myself_ v)\nend\nif <(Level) = [19]> then\n    switch costume to (spike bar v)\n    go to x: (190) y: (-92)\n    create clone of (_myself_ v)\n    go to x: (190) y: (70)\n    create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n    switch costume to (spike ball v)\n    go to x: (93) y: (100)\n    create clone of (_myself_ v)\n    go to x: (-140) y: (59)\n    create clone of (_myself_ v)\nend\nif <(Level) = [22]> then\n    switch costume to (fire bar v)\n    go to x: (0) y: (0)\n    repeat (3)\n        turn right (120) degrees\n        create clone of (_myself_ v)\n    end\nend\nif <(Level) = [23]> then\n    switch costume to (spike ball v)\n    go to x: (33) y: (-23)\n    create clone of (_myself_ v)\n    switch costume to (fire resting v)\n    go to x: (-152) y: (-64)\n    repeat (3)\n        create clone of (_myself_ v)\n        change x by (50)\n    end\nend\nif <(Level) = [39]> then\n    switch costume to (spinning bar v)\n    go to x: (-140) y: (60)\n    create clone of (_myself_ v)\n    go to x: (140) y: (60)\n    create clone of (_myself_ v)\nend\nif <(Level) = [46]> then\n    switch costume to (dark moving spike v)\n    go to x: (-174) y: (38)\n    point in direction (-90)\n    repeat (4)\n        create clone of (_myself_ v)\n        change y by (-56)\n    end\n    go to x: (185) y: (38)\n    repeat (3)\n        create clone of (_myself_ v)\n        change y by (-56)\n    end\n    point in direction (0)\n    go to x: (95) y: (-110)\n    create clone of (_myself_ v)\nend\n\n@ThumbNail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nshow\n\n@Particle\n\nwhen I receive [level complete v]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\npoint in direction (90)\nwait (1) seconds\nforever\n    if <<(Level) < [41]> and <(Level) > [32]>> then\n        switch costume to (bubble v)\n        create clone of (_myself_ v)\n        wait (0.8) seconds\n    end\n    if <<(Level) < [9]> and <(Level) > [0]>> then\n        switch costume to (droplet v)\n        create clone of (_myself_ v)\n        wait (0.6) seconds\n    end\n    if <<(Level) < [25]> and <(Level) > [16]>> then\n        switch costume to (pick random (4) to (5))\n        create clone of (_myself_ v)\n        wait (0.1) seconds\n    end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n    switch costume to (bubble v)\n    set [ghost v] effect to (100)\n    go to [back v] layer\n    show\n    set size to (16) %\n    go to (random position v)\n    repeat until <not <touching (level v)?>>\n        go to (random position v)\n    end\n    repeat until <touching (level v)?>\n        change y by (-2)\n    end\n    set [color v] effect to (pick random (0) to (200))\n    point in direction (pick random (-90) to (90))\n    set [ghost v] effect to (0)\n    repeat (35)\n        change size by (2)\n    end\n    repeat (8)\n        change y by (pick random (1) to (3))\n        move (pick random (0) to (1)) steps\n    end\n    repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n        change y by (pick random (1) to (3))\n        move (pick random (0) to (2)) steps\n    end\n    switch costume to (bubbles pop v)\n    wait (0.08) seconds\nend\nif <(costume [number v]) = [3]> then\n    switch costume to (droplet v)\n    set [ghost v] effect to (100)\n    go to [back v] layer\n    set size to (50) %\n    show\n    go to (random position v)\n    repeat until <not <touching (level v)?>>\n        go to (random position v)\n    end\n    repeat until <touching (level v)?>\n        change y by (2)\n    end\n    change y by (8)\n    set [color v] effect to (0)\n    point in direction (90)\n    set [ghost v] effect to (0)\n    repeat (10)\n        if <not <touching (_edge_ v)?>> then\n            change y by (-1)\n        end\n    end\n    repeat (10)\n        if <<not <touching (_edge_ v)?>> or <not <touching (level v)?>>> then\n            change y by (-3)\n        end\n    end\n    repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n        change y by (-5)\n    end\n    switch costume to (splash v)\n    start sound [Water Drop v]\n    wait (0.2) seconds\nend\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> then\n    switch costume to (pick random (4) to (5))\n    set [ghost v] effect to (100)\n    go to [back v] layer\n    set size to (150) %\n    show\n    go to (random position v)\n    repeat until <not <touching (level v)?>>\n        go to (random position v)\n    end\n    repeat until <touching (level v)?>\n        change y by (-3)\n    end\n    point in direction (pick random (-35) to (35))\n    set [color v] effect to (0)\n    set [ghost v] effect to (0)\n    if <(pick random (1) to (2)) = [1]> then\n        repeat until <<touching (_edge_ v)?> or <(size) < [55]>>\n            turn left (pick random (0) to (1.75)) degrees\n            move (4) steps\n            change size by (pick random (-3.5) to (-2))\n        end\n    else\n        repeat until <<touching (_edge_ v)?> or <(size) < [55]>>\n            turn right (pick random (0) to (1.75)) degrees\n            move (4) steps\n            change size by (pick random (-3.5) to (-2))\n        end\n    end\nend\ndelete this clone\n\nwhen I receive [level complete v]\ndelete this clone\n\n@Timing Obstacles\n\nwhen I start as a clone\nshow\nif <(Level) = [43]> then\n    repeat until <not <(Level) = [43]>>\n        switch costume to (ready v)\n        set [ghost v] effect to (100)\n        wait (pick random (0.2) to (2.0)) seconds\n        repeat (50)\n            change [ghost v] effect by (-2)\n        end\n        switch costume to (shoot v)\n        repeat (2)\n            if <touching (stick player v)?> then\n                broadcast (Restart v)\n            end\n        end\n    end\nend\ndelete this clone\n\nwhen I receive [level complete v]\ndelete this clone\n\nwhen I receive [level complete v]\nwait (0.5) seconds\nif <(Level) = [43]> then\n    switch costume to (ready v)\n    set [ghost v] effect to (0)\n    go to x: (-105) y: (-35)\n    create clone of (_myself_ v)\n    go to x: (36) y: (15)\n    create clone of (_myself_ v)\n    go to x: (175) y: (75)\n    create clone of (_myself_ v)\nend\n\n@P-Switch\n\nwhen flag clicked\nforever\n    if <<touching (stick player v)?> and <(YV) < [-1]>> then\n        broadcast (P-Switch Active v)\n        switch costume to (p-switch pressed v)\n        if <([direction v] of [timer v]) < [0]> then\n            start sound [P Switch H v]\n        else\n            start sound [P Switch v]\n        end\n        set volume to (100) %\n        wait (P-Switch Timer) seconds\n        switch costume to (p-switch v)\n        set volume to (0) %\n        wait (0.25) seconds\n    end\nend\n\nwhen I receive [level complete v]\nset [p-switch timer v] to [10]\nswitch costume to (p-switch v)\npoint in direction (90)\nset size to (30) %\nhide\nif <(Level) = [16]> then\n    set [p-switch timer v] to [10]\n    show\n    go to x: (205) y: (69)\nend\nif <(Level) = [27]> then\n    set [p-switch timer v] to [9]\n    show\n    go to x: (227) y: (-160)\nend\nif <(Level) = [45]> then\n    set [p-switch timer v] to [6]\n    show\n    go to x: (221) y: (15)\n    point in direction (48)\nend\n\nwhen I receive [level complete v]\nif <<<(Level) < [9]> and <(Level) > [0]>> or <<(Level) < [49]> and <(Level) > [40]>>> then\n    set [brightness v] effect to (-40)\nelse\n    clear graphic effects\nend\n\n@Cave Noise\n\nwhen flag clicked\nforever\n    set [pan left/right v] effect to (pick random (-100) to (100))\n    wait (pick random (10) to (20)) seconds\n    start sound (pick random (1) to (19))\nend\n\nwhen I receive [level complete v]\nif <<(Level) < [9]> and <(Level) > [0]>> then\n    set volume to (100) %\nelse\n    set volume to (0) %\nend\n\n@Jungle Noise\n\nwhen flag clicked\nforever\n    play sound (pick random (9) to (10)) until done\n    wait (1) seconds\nend\n\nwhen I receive [level complete v]\nif <<(Level) < [17]> and <(Level) > [8]>> then\n    set volume to (100) %\nelse\n    set volume to (0) %\nend\n\n@Volcano Cave Noises\n\nwhen flag clicked\nforever\n    play sound [Lava Bubbling v] until done\nend\n\nwhen I receive [level complete v]\nif <<(Level) < [25]> and <(Level) > [16]>> then\n    set volume to (100) %\nelse\n    set volume to (0) %\nend\n\n@Swamp Noise\n\nwhen flag clicked\nforever\n    play sound (pick random (7) to (8)) until done\n    wait (1) seconds\nend\n\nwhen I receive [level complete v]\nif <<(Level) < [49]> and <(Level) > [40]>> then\n    set volume to (100) %\nelse\n    set volume to (0) %\nend\n\n@Shield\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [level complete v]\nwait (0.5) seconds\nif <(Level) = [19]> then\n    set size to (70) %\n    go to x: (230) y: (-115)\n    create clone of (_myself_ v)\nend\nif <(Level) = [24]> then\n    set size to (70) %\n    go to x: (-213) y: (-38)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [level complete v]\nset size to (100) %\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n    if <touching (stick player v)?> then\n        broadcast (Power Up! v)\n        start sound [Armor Equiped v]\n        wait until <not <touching (stick player v)?>>\n    end\nend\n\n@Rain\n\nwhen I receive [level complete v]\nset volume to (0) %\nwait (0.2) seconds\nif <<<(Level) > [8]> and <(Level) < [17]>> and <(pick random (1) to (3)) = [2]>> then\n    broadcast (Rain v)\n    forever\n        Rain Generator\n    end\nend\nif <<<(Level) > [24]> and <(Level) < [33]>> and <(pick random (1) to (4)) = [2]>> then\n    broadcast (Rain v)\n    forever\n        Rain Generator\n    end\nend\nif <<<(Level) > [40]> and <(Level) < [49]>> and <(pick random (1) to (3)) = [2]>> then\n    broadcast (Rain v)\n    forever\n        Rain Generator\n    end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>> then\n    go to x: (0) y: (0)\n    go to [front v] layer\n    clear graphic effects\n    wait (0.05) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\nif <<(Rain State) = [Thunder Storm]> and <(pick random (0) to (800)) = [800]>> then\n    go to x: (pick random (-180) to (180)) y: (75)\n    if <(pick random (1) to (4)) = [4]> then\n        switch costume to (heavy lightning light v)\n        create clone of (_myself_ v)\n        set size to (pick random (50) to (100)) %\n        switch costume to (heavy thunder  v)\n        set volume to (pick random (75) to (100)) %\n    else\n        switch costume to (light lightning light v)\n        create clone of (_myself_ v)\n        set size to (pick random (25) to (50)) %\n        switch costume to (ligth thunder  v)\n        set volume to (pick random (55) to (70)) %\n    end\n    Thunder Position\n    clear graphic effects\n    set [brightness v] effect to (pick random (-20) to (0))\n    go to [front v] layer\n    wait (pick random (0.2) to (0.4)) seconds\n    hide\n    set [pitch v] effect to (pick random (-50) to (50))\n    set [pan left/right v] effect to (pick random (-50) to (50))\n    play sound [Thunder v] until done\nelse\n    go to x: (pick random (-235) to (235)) y: (185)\n    set [brightness v] effect to (pick random (-30) to (30))\n    switch costume to (pick random (1) to (3))\n    set [ghost v] effect to (20)\n    go to [front v] layer\n    glide (pick random (0.3) to (1.5)) secs to x: (x position) y: (-185)\nend\ndelete this clone\n\nwhen I receive [level complete v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n    play sound [Rain v] until done\nend\n\nwhen I receive [rain v]\nswitch costume to (dark out v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nif <(pick random (1) to (4)) = [4]> then\n    set [rain state v] to [Thunder Storm]\n    set volume to (100) %\n    repeat (65)\n        change [ghost v] effect by (-1)\n    end\nelse\n    if <(pick random (1) to (3)) = [3]> then\n        set [rain state v] to [Heavy Rain]\n        set volume to (80) %\n        repeat (50)\n            change [ghost v] effect by (-1)\n        end\n    else\n        set [rain state v] to [Rain]\n        set volume to (60) %\n        repeat (30)\n            change [ghost v] effect by (-1)\n        end\n    end\nend\n\ndefine Rain Generator\ncreate clone of (_myself_ v)\nif <(Rain State) = [Heavy Rain]> then\n    create clone of (_myself_ v)\nend\nif <(Rain State) = [Thunder Storm]> then\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\nend\n\ndefine Thunder Position\nrepeat until <touching (_edge_ v)?>\n    change y by (3)\nend\n\n