GPT007/Scratch-platformers-10k huggingface dataset:
Platformer Engine

Instructions: Arrow keys or WASD to move. You can use turbo mode by shift clicking the flag, but it goes crazy!\nFeel free to take the script! I don't mind!

@Stage\n\n@Player\n\nwhen flag clicked\nshow\nforever\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by (1)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by (-1)\n    end\n    set [xv v] to ((Xv) * (0.9))\n    change x by (Xv)\n    if <touching color (#000000)?> then\n        change y by (2)\n        if <touching color (#000000)?> then\n            change y by (2)\n            if <touching color (#000000)?> then\n                change y by (2)\n                if <touching color (#000000)?> then\n                    change y by (2)\n                    if <touching color (#000000)?> then\n                        change y by (2)\n                        if <touching color (#000000)?> then\n                            change y by (-5)\n                            change x by ((Xv) * (-1))\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-5]\n                                else\n                                    set [xv v] to [5]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [yv v] by (-1)\n    change y by (Yv)\n    if <touching color (#000000)?> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        set [yv v] to [15]\n    end\n    change y by (1)\nend\n\nwhen flag clicked\nset size to (20) %\ngo to x: (-162) y: (7)\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nforever\n    if <(y position) = [-202]> then\n        go to x: (-162) y: (18)\n    end\nend\n\n@Platform\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nshow\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    if <(username) = [ToaJaller]> then\n        broadcast (hide v)\n        show\n    else\n        hide\n    end\nend\n\n
Sushi Platformer

Instructions: ⓦⓔⓛⓒⓞⓜⓔ~ (◕◡◕✿)\n\nHello everyone! Welcome to Sushi platformer! Use arrow keys to control! You are the sushi! If you are stuck or in a wall, press space to respawn. Have fun! And I promise that every level is 100% possible! :) Enjoy x\n\n\n

@Stage\n\nwhen flag clicked\nforever\n    play sound [lion's theme - steven universe ost v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen backdrop switches to [backdrop27 v]\nswitch backdrop to (next backdrop v)\nstop\n\ndefine stop\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (-199) y: (41)\nforever\n    if <key (right arrow v) pressed?> then\n        turn right (5) degrees\n        change [xv v] by (1)\n    end\n    if <key (left arrow v) pressed?> then\n        turn left (5) degrees\n        change [xv v] by (-1)\n    end\n    set [xv v] to ((Xv) * (0.9))\n    change x by (Xv)\n    if <touching color (#ffff99)?> then\n        change y by (1)\n        if <touching color (#ffff99)?> then\n            change y by (1)\n            if <touching color (#ffff99)?> then\n                change y by (1)\n                if <touching color (#ffff99)?> then\n                    change y by (1)\n                    if <touching color (#ffff99)?> then\n                        change y by (1)\n                        if <touching color (#ffff99)?> then\n                            change x by ((Xv) * (-1))\n                            change y by (-5)\n                            if <key (up arrow v) pressed?> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-5]\n                                else\n                                    set [xv v] to [5]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [yv v] by (-1)\n    change y by (Yv)\n    if <touching color (#ffff99)?> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching color (#ffff99)?> then\n        if <key (up arrow v) pressed?> then\n            set [yv v] to [15]\n        end\n    end\n    change y by (1)\n    if <touching color (#ff0000)?> then\n        go to x: (-209) y: (31)\n    end\n    if <touching color (#ffff00)?> then\n        broadcast (message1 v) and wait\n        go to x: (-209) y: (31)\n    end\nend\n\nwhen [space v] key pressed\ngo to x: (-209) y: (31)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Scrolling Platformer Engine (UPDATED)


@Stage\n\n@Sprite1\n\ndefine physics | controls on? <controls?> | speed: (speed) | friction: (friction) | jump height: (height) | gravity: (gravity)\nchange y by (-5)\nif <<controls?> and <key (right arrow v) pressed?>> then\n    change [x vel v] by ((speed) * (-1))\nend\nif <<controls?> and <key (left arrow v) pressed?>> then\n    change [x vel v] by (speed)\nend\nchange y by (y vel)\nif <touching (ground v)?> then\n    repeat ([abs v] of (y vel) )\n        if <touching (ground v)?> then\n            change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n        end\n    end\n    if <<controls?> and <<<key (space v) pressed?> or <key (up arrow v) pressed?>> and <not <[0] > (y vel)>>>> then\n        set [jumping? v] to [1]\n        set [y vel v] to ((-1) * (height))\n    else\n        set [y vel v] to [0]\n        set [jumping? v] to [0]\n    end\nelse\n    change [y vel v] by (gravity)\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n    set [old y v] to (y position)\n    repeat (([abs v] of (x vel) ) + (1))\n        if <touching (ground v)?> then\n            change y by (-1)\n        end\n    end\n    if <touching (ground v)?> then\n        set y to (old y)\n        repeat ([ceiling v] of ([abs v] of (x vel) ) )\n            if <touching (ground v)?> then\n                change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n            end\n        end\n    end\nend\nset [x vel v] to ((x vel) * (friction))\nchange y by (5)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (500) %\nswitch costume to (costume2 v)\nset [x vel v] to [0]\nset [y vel v] to [0]\ndie\nforever\n    physics | controls on? <[true] = [true]> | speed: [2] | friction: [0.8] | jump height: [10] | gravity: [1]\nend\n\nif <<key (up arrow v) pressed?> and <controls?>> then\n    set [y vel v] to ((-1) * (height))\n    set [jumping? v] to [1]\n    set [x vel v] to ((([abs v] of (x vel) ) / (x vel)) * (-20))\nelse\n    set [x vel v] to [0]\nend\n\ndefine die\ngo to x: (0) y: (-40)\n\nwhen [r v] key pressed\ndie\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen [p v] key pressed\ngo to x: (0) y: (0)\nshow\n\n
Bendy and the Ink Machine Platformer

Instructions: A platformer based on the game Bendy And The Ink Machine.\n\nDon't forget to love and fave!\n\nNovember 2017 --- I added a bunch of levels\n\n

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n    play sound [BENDY AND THE INK MACHINE SONG \(Build Our Machine\) LYRIC VIDEO - DAGames.mp3 v] until done\nend\n\nwhen I receive [new level v]\nnext backdrop\n\n@Sprite1\n\nwhen flag clicked\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [jump v] to [0]\nset [costume v] to [1]\ngo to x: (-164) y: (-81)\nforever\n    switch costume to (bendy2 v)\n    if <key (right arrow v) pressed?> then\n        change [x vel v] by (1.5)\n    end\n    if <key (left arrow v) pressed?> then\n        change [x vel v] by (-1.5)\n    end\n    change x by (x vel)\n    if <touching color (#000000)?> then\n        change x by ((x vel) * (-1))\n        set [x vel v] to [0]\n    end\n    set [x vel v] to ((x vel) * (0.8))\n    if <<key (up arrow v) pressed?> and <<(Jump) = [1]> and <(y vel) = [0]>>> then\n        set [y vel v] to [10]\n        set [jump v] to [0]\n    end\n    change [y vel v] by (-1)\n    change y by (y vel)\n    if <touching color (#000000)?> then\n        change y by ((y vel) * (-1))\n        set [y vel v] to [0]\n        set [jump v] to [1]\n        if <(x position) > [225]> then\n            set x to (-235)\n            broadcast (New Level v)\n        end\n    end\n    switch costume to (Costume)\nend\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [ink]>\nwait until <(y position) < [-180]>\nset y to (240)\nbroadcast (New Level v)\nrepeat until <(backdrop [name v]) = [backdrop9]>\n    if <(y position) < [-180]> then\n        set y to (180)\n        switch backdrop to (backdrop7 v)\n    end\nend\nwait until <(backdrop [name v]) = [end]>\nset [costume v] to [2]\n\n
Fidget Spinner Platformer

Instructions: @snow-cannon told me it fun to make a fidget spinner platformer\nSo pretty much use the arrow keys to get to right side of the screen\nsrsly go follow @snow-cannon!

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (1) seconds\nrepeat (23)\n    next backdrop\nend\nwait (0.5) seconds\nrepeat (6)\n    next backdrop\nend\nwait (0.5) seconds\nrepeat (35)\n    next backdrop\nend\nwait (0.5) seconds\nwait (1) seconds\nnext backdrop\n\nwhen I receive [next stage v]\nnext backdrop\n\n@Sprite1\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen backdrop switches to [backdrop66 v]\nshow\npoint in direction (90)\npoint in direction (90)\ngo to x: (-217) y: (69)\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nforever\n    change [y v] by (-1)\n    if <key (left arrow v) pressed?> then\n        change [x v] by (-0.8)\n    end\n    if <key (right arrow v) pressed?> then\n        change [x v] by (0.8)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <<touching color (#00ff55)?> or <touching color (#000000)?>> then\n        change y by (1)\n    end\n    if <<touching color (#00ff55)?> or <touching color (#000000)?>> then\n        change y by (1)\n    end\n    if <<touching color (#00ff55)?> or <touching color (#000000)?>> then\n        change y by (1)\n    end\n    if <<touching color (#00ff55)?> or <touching color (#000000)?>> then\n        change y by (1)\n    end\n    if <<touching color (#00ff55)?> or <touching color (#000000)?>> then\n        change y by (-4)\n        change x by ((x) * (-1))\n        if <key (up arrow v) pressed?> then\n            set [y v] to [12]\n            if <([abs v] of (x) ) = (x)> then\n                set [x v] to [-7]\n            else\n                set [x v] to [7]\n            end\n        else\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <<touching color (#00ff55)?> or <touching color (#000000)?>> then\n        change y by ((y) - ((y) * (2)))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <<key (up arrow v) pressed?> and <<touching color (#00ff55)?> or <touching color (#000000)?>>> then\n        set [y v] to [12]\n    end\n    change y by (1)\n    if <touching color (#ff9999)?> then\n        go to x: (-227) y: (69)\n    end\n    if <(x position) > [239]> then\n        go to x: (-227) y: (69)\n        broadcast (Next Stage v)\n    end\n    if <touching color (#003fff)?> then\n        set [y v] to [23]\n    end\nend\n\nwhen flag clicked\nset [turn spd v] to [0]\nforever\n    if <key (left arrow v) pressed?> then\n        turn left (15) degrees\n    end\n    if <key (right arrow v) pressed?> then\n        turn right (15) degrees\n    end\nend\n\nwhen backdrop switches to [backdrop66 v]\nforever\n    play sound [\[Drumstep\] - Pegboard Nerds - Try This \[Monstercat Release\].mp3 v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\n\n
Ball - A Platformer Game

Instructions: Arrows To move\nI TESTED AND YES ALL LEVELS ARE POSSIBLE JUST TRY HARDER! :)\n06/29/17 - Project was Shared and Had 4 Views at the Time.\n12/15/18 - Visuals Upgraded, A Couple Levels were Buffed, 2 New Levels.\n

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (go v)\nforever\n    play sound [587069_-Endgame-.mp3 v] until done\nend\n\n@Player\n\nwhen I receive [go v]\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n    change [y v] by (-1)\n    if <key (left arrow v) pressed?> then\n        change [x v] by (-1)\n    end\n    if <key (right arrow v) pressed?> then\n        change [x v] by (1)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <touching color (#000000)?> then\n        change y by (1)\n    end\n    if <touching color (#000000)?> then\n        change y by (1)\n    end\n    if <touching color (#000000)?> then\n        change y by (1)\n    end\n    if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n        change y by (1)\n    end\n    if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n        change y by (-4)\n        change x by ((x) * (-1))\n        if <key (up arrow v) pressed?> then\n            set [y v] to [17]\n            if <([abs v] of (x) ) = (x)> then\n                set [x v] to [-10]\n            else\n                set [x v] to [10]\n            end\n        else\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n        change y by ((y) - ((y) * (2)))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <<key (up arrow v) pressed?> and <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>>> then\n        set [y v] to [15]\n    end\n    change y by (1)\n    if <<touching color (#1d1d1d)?> or <touching color (#cc0000)?>> then\n        go to x: (-217) y: (-20)\n    end\n    if <(x position) > [222]> then\n        switch backdrop to (next backdrop v)\n        go to x: (-217) y: (-20)\n        if <<(x position) > [222]> and <(backdrop [name v]) = [backdrop18]>> then\n            broadcast (stopp v)\n            stop [all v]\n        end\n    end\nend\n\n
No If Blocks: Platformer


@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [l v] to [1]\na\n\ndefine a\nswitch backdrop to (l)\na\n\n@Sprite1\n\ndefine physics\nchange [xv v] by (<key (right arrow v) pressed?> * (2))\nchange [xv v] by (<key (left arrow v) pressed?> * (-2))\nset [xv v] to ((xv) * (0.7))\nchange x by (xv)\nrepeat until <not <touching color (#000000)?>>\n    change x by ((<(xv) < [0]> * (2)) - (1))\n    set [xv v] to ((xv) * <touching color (#000000)?>)\nend\nchange [yv v] by (-0.5)\nchange y by (yv)\nrepeat until <not <touching color (#000000)?>>\n    change y by ((<(yv) < [0]> * (2)) - (1))\n    set [yv v] to ((yv) * <touching color (#000000)?>)\nend\nchange y by (-1)\nchange [yv v] by (<<key (up arrow v) pressed?> and <touching color (#000000)?>> * ((10) - (yv)))\nchange y by (1)\nchange [l v] by <(x position) > [240]>\nset [a v] to <<(y position) < [-180]> or <<(x position) > [240]> or <touching color (#ff0000)?>>>\nchange [xv v] by (() - ((a) * (xv)))\nchange [yv v] by (() - ((a) * (yv)))\ngo to x: ((x position) - (((x position) + (130)) * (a))) y: ((y position) - ((y position) * (a)))\n\nwhen flag clicked\nwait (0) seconds\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-130) y: (0)\nforever\n    physics\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
No Control Blocks: Platformer


@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [l v] to [1]\nbroadcast (loop v)\nbroadcast (loop2 v)\n\nwhen I receive [loop2 v]\nswitch backdrop to (l)\nbroadcast (loop2 v)\n\n@Sprite1\n\ndefine physics\nchange [xv v] by (<key (right arrow v) pressed?> * (2))\nchange [xv v] by (<key (left arrow v) pressed?> * (-2))\nset [xv v] to ((xv) * (0.7))\nchange x by (xv)\nset [a v] to <touching color (#000000)?>\nchange x by (() - ((a) * (xv)))\nchange [xv v] by (() - ((a) * (xv)))\nchange [yv v] by (-0.5)\nchange y by (yv)\nset [a v] to <touching color (#000000)?>\nchange y by (() - ((a) * (yv)))\nchange [yv v] by (() - ((a) * (yv)))\nchange y by (-1)\nchange [yv v] by (<<key (up arrow v) pressed?> and <touching color (#000000)?>> * ((10) - (yv)))\nchange y by (1)\nchange [l v] by <(x position) > [240]>\nset [a v] to <<(y position) < [-180]> or <<(x position) > [240]> or <touching color (#ff0000)?>>>\nchange [xv v] by (() - ((a) * (xv)))\nchange [yv v] by (() - ((a) * (yv)))\ngo to x: ((x position) - (((x position) + (130)) * (a))) y: ((y position) - ((y position) * (a)))\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-130) y: (0)\n\nwhen I receive [loop v]\nphysics\nbroadcast (loop v)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Platformer

Instructions: -Click the green flag and then click 'play'\n-Up arrow key to jump\n-Left and right arrow keys to move\n-Avoid red\n-Touch green to go to the next level

@Stage\n\n@Play\n\nwhen flag clicked\nshow\nset [# of deaths v] to [0]\nswitch backdrop to (backdrop1 v)\n\nwhen this sprite clicked\nhide\nbroadcast (go v)\n\n@Player\n\nwhen I receive [go v]\ngo to x: (-218) y: (65)\nset [level v] to [1]\nswitch costume to (player v)\nswitch backdrop to (backdrop2 v)\nshow\ngo to x: (-218) y: (65)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n    change [y v] by (-1)\n    if <key (left arrow v) pressed?> then\n        change [x v] by (-1)\n    end\n    if <key (right arrow v) pressed?> then\n        change [x v] by (1)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <touching color (#000000)?> then\n        change y by (1)\n    end\n    if <touching color (#000000)?> then\n        change y by (1)\n    end\n    if <touching color (#000000)?> then\n        change y by (1)\n    end\n    if <touching color (#000000)?> then\n        change y by (1)\n    end\n    if <touching color (#000000)?> then\n        change y by (-4)\n        change x by ((x) * (-1))\n        if <key (up arrow v) pressed?> then\n            set [y v] to [17]\n            if <([abs v] of (x) ) = (x)> then\n                set [x v] to [-10]\n            else\n                set [x v] to [10]\n            end\n        else\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <touching color (#000000)?> then\n        change y by ((y) - ((y) * (2)))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n        set [y v] to [15]\n    end\n    change y by (1)\n    if <<touching color (#ff0000)?> or <<touching color (#ff1b1b)?> or <touching color (#ff0a0a)?>>> then\n        change [# of deaths v] by (1)\n        go to x: (-218) y: (65)\n    end\n    if <touching color (#00ff55)?> then\n        change [level v] by (1)\n        switch backdrop to (next backdrop v)\n        go to x: (-218) y: (65)\n    end\nend\n\nwhen flag clicked\nswitch costume to (player v)\nforever\n    play sound [Epic Soundtrack Music \(instrumental\) - 1 Minute Originals.mp3 v] until done\nend\n\n
Sonic Platformer Physics


@Stage\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (-90)\ngo to x: (24) y: (-19)\nset rotation style [left-right v]\nswitch costume to (idle \(l\) v)\nset size to (150) %\nset [yv v] to [0]\nset [xv v] to [0]\nset [falling v] to [10]\nforever\n    switch costume to (hitbox v)\n    change [yv v] by (-1.5)\n    change y by (Yv)\n    Touch Ground <(Yv) > [0]>\n    set [xv v] to ((Xv) * (0.85))\n    if <key (a v) pressed?> then\n        change [xv v] by (-2)\n    end\n    if <key (d v) pressed?> then\n        change [xv v] by (2)\n    end\n    if <(Xv) < [-.1]> then\n        Walk (-90) (Xv)\n    else\n        if <(Xv) > [.1]> then\n            Walk (90) (Xv)\n        else\n            if <(falling) < [3]> then\n                set [frame v] to [0]\n            end\n        end\n    end\n    if <key (w v) pressed?> then\n        if <<(jump) = [0]> and <(falling) < [3]>> then\n            set [yv v] to [18]\n            set [falling v] to [6]\n            set [jump v] to [1]\n            start sound [jump v]\n        end\n    else\n        set [jump v] to [0]\n    end\n    Set Costume\nend\n\ndefine Touch Ground <>\nchange [falling v] by (1)\nrepeat until <not <touching color (#000000)?>>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling v] to [0]\n    end\n    set [yv v] to [0]\nend\n\ndefine Set Costume\nif <(falling) < [6]> then\n    if <(frame) = [0]> then\n        switch costume to (idle \(l\) v)\n    else\n        switch costume to ([floor v] of ((2) + ((frame) mod (8))) )\n    end\nelse\n    change [frame v] by (1.5)\n    switch costume to ([floor v] of ((10) + ((frame) mod (7))) )\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#000000)?>>>\n    change y by (1)\n    change [slope v] by (1)\nend\nif <(slope) = [8]> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\nend\nif <(falling) < [3]> then\n    if <(speed) > [0]> then\n        change [frame v] by ((speed) / (-8))\n    else\n        change [frame v] by ((speed) / (8))\n    end\nend\n\nwhen flag clicked\nforever\n    play sound [01-01- Windfall.mp3 v] until done\nend\n\n@Sprite2\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nrepeat until <(distance to [sprite1 v]) < [35]>\n    switch costume to (ringsmallani1 v)\n    repeat (3)\n        next costume\n        if <(distance to [sprite1 v]) > [34]> then\n            wait (0.04) seconds\n        end\n    end\nend\nstart sound [ring v]\nswitch costume to (glint v)\nset size to (70) %\nrepeat (5)\n    change y by (2)\nend\ndelete this clone\n\ndefine Clone\nrepeat (3)\n    create clone of (_myself_ v)\n    change x by (40)\nend\n\nwhen flag clicked\nhide\nset size to (170) %\ngo to x: (-200) y: (-84)\nClone\ngo to x: (135) y: (-83)\nClone\n\n