Scratch Cat's Platformer | Hard parkour

Instructions: Use the arrow key to move. \nSo I update the slide and crouch so you can press the key down at the slope and you slide, if you are not at the slope you crouch.\nI also update a new effect when die.\nThe new update, mobile-friendly\nHard game.

@Stage\n\nwhen flag clicked\nset [pitch effect v] to [0]\nset [music v] to [100]\n\nwhen flag clicked\nforever\n    set volume to (Music) %\n    set [pitch v] effect to (PITCH EFFECT)\nend\n\nwhen I receive [main menu v]\nforever\n    play sound [griffpatch v] until done\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\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    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 (platform v)?>> then\n    set [touching v] to [1]\nelse\n    set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed y) ) + ([abs v] of (speed x) ))\nSlide\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <(STICK Y) > [0.5]>> then\n    if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n        start sound [Jump v]\n        set [jumping 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 <(jumping) = [0]>> then\n        start sound [Jump v]\n        set [jumping v] to [1]\n        set [falling v] to [3]\n    end\n    if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n        change [jumping v] by (1)\n        set [speed y v] to (JUMP FORCE)\n    end\nelse\n    set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n    Check Can Wall Slide\n    if <(speed y) < [0]> then\n        set [speed y v] to ((speed y) * (0.6))\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 <not <(STICK X) = [0]>> then\n    set [key x v] to (round (STICK X))\nend\nif <(KEY X) = [0]> then\n    if <<(falling) > [2]> and <(wall slide) < [1]>> then\n        set [speed x v] to ((speed x) * (0.98))\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        change [frame v] by (0.5)\n    end\nelse\n    if <not <<key (down arrow v) pressed?> or <(STICK Y) < [-0.5]>>> then\n        change [speed x v] by ((KEY X) * (ACCELERATION))\n        if <not <(direction) = ((KEY X) * (90))>> then\n            set [wall slide v] to [0]\n        end\n        point in direction ((KEY X) * (90))\n        change [frame v] by (1)\n    end\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin level\nset [music v] to [100]\nset [invulnerable v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n    broadcast (Tick - First v)\n    broadcast (Tick - Platforms v)\n    broadcast (Tick - Player v)\n    broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n    Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n    Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n    Begin Scene # ((SCENE #) + (100)) go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n    Begin Scene # ((SCENE #) + (-100)) go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n    broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n    set x to (x)\nend\nif <(y) > []> then\n    set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n    Fix Collision in Direction [0]\nelse\n    Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n    Check Touching Solid\n    if <(touching) < [1]> then\n        point in direction (temp)\n        stop [this script v]\n    end\n    move (distance) steps\n    turn right (180) degrees\n    change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(Slide) = [1]> then\n    switch costume to (slide v)\n    stop [this script v]\nend\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 <<key (down arrow v) pressed?> or <(STICK Y) < [-0.5]>> then\n    switch costume to (crouch v)\n    stop [this script v]\nend\nif <(frame) > [0]> then\n    switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n    switch costume to (hit angle 0 v)\n    repeat (5)\n        Check Touching Solid\n        if <(touching) < [1]> then\n            switch costume to ((costume [number v]) + (5))\n            stop [this script v]\n        end\n        next costume\n    end\n    switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n    change y by (1)\n    Check Touching Solid\n    if <(touching) > [0]> then\n        change y by (-2)\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\ndefine Check Can Wall Slide\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)\n\nwhen I receive [lose life v]\nset [music v] to [100]\nset [pitch effect v] to [0]\nset [frame v] to [0]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [hurt v]\nset [speed y v] to [20]\nrepeat until <(y position) < [-160]>\n    change [pitch effect v] by (-1)\n    change [speed y v] by (-1)\n    change y by (speed y)\n    change [frame v] by (0.25)\n    switch costume to ((35) + ([floor v] of ((frame) mod (3)) ))\nend\nhide\nwait (0.5) seconds\nshow\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n    set [pitch effect v] to [0]\n    Reset and Begin level\nelse\n    broadcast (Game Over v)\nend\nsay []\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n    Find Closest Space to (x position) (y position) max [16]\n    if <(touching) > [0]> then\n        broadcast (Lose Life v)\n    end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n    repeat (16)\n        go to x: (x) y: (y)\n        move (distance) steps\n        Check Touching Solid\n        if <(touching) < [1]> then\n            point in direction (temp)\n            stop [this script v]\n        end\n        turn right (22.5) degrees\n    end\n    change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\nstop [this script v]\n\nwhen I receive [start game v]\nshow\nset [slide v] to [0]\nset [gravity v] to [-1.2]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-125]\nset [spawn y v] to [55]\nReset and Begin level\n\ndefine Slide\nset [slide v] to [0]\nswitch costume to (hit angle 0 v)\nCheck Touching Solid\nif <(touching) = [1]> then\n    if <<key (down arrow v) pressed?> or <(STICK Y) < [-0.5]>> then\n        set [slide v] to [1]\n        if <<(direction) = [90]> or <(STICK X) > [0]>> then\n            change [speed x v] by (2)\n            point in direction (90)\n        else\n            change [speed x v] by (-2)\n            point in direction (-90)\n        end\n    end\n    stop [this script v]\nend\nset [slide v] to [0]\n\nwhen I receive [player bounce v]\nset [speed y v] to [16]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n    move (3) steps\n    stamp\n    move (-3) steps\n    turn right (45) degrees\nend\nclear graphic effects\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nif <(SCENE #) = [3]> then\n    forever\n        set y to ((3) * ([sin v] of ((timer) * (180)) ))\n    end\nend\n\n@Platform\n\nwhen I receive [change scene v]\nswitch costume to (rectange v)\ngo to [back v] layer\nhide\nif <(SCENE #) = [4]> then\n    Spawn [Key 1] at [-24] [52] dir [90] turn []\n    Door at [-24] [52] key [Key 1]\nend\nif <(SCENE #) = [3]> then\n    Spawn [Key 2] at [42] [-45] dir [90] turn []\nend\nif <(SCENE #) = [0]> then\n    Spawn [Square] at [-95] [-20] dir [90] turn [10]\n    Spawn [Circle] at [0] [0] dir [90] turn [10]\n    Spawn [Circle] at [95] [-20] dir [90] turn [10]\nend\nif <(SCENE #) = [2]> then\n    Spawn [Plunk] at [0] [-20] dir [90] turn [7]\nend\n\ndefine Animate Platform\nswitch costume to (square v)\nshow\nforever\n    wait (1) seconds\n    glide (2) secs to x: (x position) y: ((y position) - (90))\n    wait (1) seconds\n    glide (1) secs to x: (x position) y: ((y position) + (90))\n    wait (1) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n    change y by (4)\n    if <touching (player v)?> then\n        Rotation Maths CCW ((0) - (turn))\n    end\nelse\n    if <(new y) > (last y)> then\n        change y by (1)\n    else\n        set y to ((last y) + (1))\n    end\n    if <touching (player v)?> then\n        set [platform dx v] to ((new x) - (last x))\n        set [platform dy v] to ((new y) - (last y))\n    end\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nswitch costume to (rectange v)\ngo to x: (102) y: (87)\npoint in direction (0)\nforever\n    wait (0.5) seconds\n    glide (0.5) secs to x: (102) y: (-25)\n    wait (1) seconds\n    glide (2) secs to x: (102) y: (87)\nend\n\ndefine Animate 3\nswitch costume to (rectange v)\ngo to x: (-130) y: (-64)\npoint in direction (90)\nforever\n    wait (1) seconds\n    glide (2) secs to x: (15) y: (-64)\n    wait (1) seconds\n    glide (2) secs to x: (-130) y: (-64)\nend\n\ndefine Animate 4\nswitch costume to (wide v)\ngo to x: (-198) y: (-54)\npoint in direction (90)\nforever\n    wait (1) seconds\n    glide (5) secs to x: (219) y: (-54)\n    wait (1) seconds\n    glide (5) secs to x: (-198) y: (-54)\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n    wait until <touching (player v)?>\n    if <[collected v] contains (key name)?> then\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (4)\n        end\n        wait (1) seconds\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (-4)\n        end\n        start sound [Crunch v]\n    else\n        start sound [Low Squeak v]\n    end\n    wait until <not <touching (player v)?>>\nend\n\ndefine Animate (x) (y) (x2) (y2) (time)\nshow\npoint in direction (90)\ngo to x: (x) y: (y)\nforever\n    wait (0.5) seconds\n    glide (time) secs to x: (x2) y: (y2)\n    wait (0.5) seconds\n    glide (time) secs to x: (x) y: (y)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key]?> then\n    Door at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n    show\n    set rotation style [all around v]\n    forever\n        turn right (turn) degrees\n    end\nend\nAnimate Platform\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n    change y by ((0.5) * ([sin v] of (frame) ))\n    change [frame v] by (5)\n    if < (costume [name v]) contains [Coin]?> then\n        switch costume to ((7) + ([floor v] of ((((frame) / (7)) + (0.1)) mod (6)) ))\n    end\nend\nset [my scene v] to []\nif < (costume [name v]) contains [Coin]?> then\n    start sound [Collect v]\n    change [apples v] by (1)\nelse\n    if <(costume [name v]) = [Green Flag]> then\n        start sound [Wand v]\n        set [spawn scene v] to (SCENE #)\n        set [spawn x v] to ([x position v] of [player v])\n        set [spawn y v] to ([y position v] of [player v])\n    else\n        start sound [Wand v]\n        add (costume [name v]) to [collected v]\n    end\nend\nrepeat (20)\n    change y by (2)\n    change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [apples v] to [0]\nset [frame v] to [0]\nhide\nPlace [Coin] scene [1] xy [155] [-25]\nPlace [Coin] scene [1] xy [-27] [43]\nPlace [Coin] scene [2] xy [16] [-65]\nPlace [Coin] scene [103] xy [-132] [48]\nPlace [Key 1] scene [103] xy [192] [4]\nPlace [Key 2] scene [0] xy [-160] [-75]\nPlace [Coin] scene [104] xy [124] [-150]\nPlace [apple big] scene [5] xy [100] [-4]\nPlace [Green Flag] scene [2] xy [160] [-50]\nPlace [Green Flag] scene [4] xy [138] [57]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Splash Screen\n\nwhen flag clicked\nwait (0) seconds\ngo to x: (0) y: (0)\nswitch costume to (slide v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-78)\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by ((0.2) * ((110) - (size)))\n        set [brightness v] effect to (10)\n    else\n        change size by ((0.2) * ((100) - (size)))\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nset [pitch effect v] to [0]\nbroadcast (Start Game v)\n\n@Enemy\n\nwhen I receive [change scene v]\nif <(SCENE #) = [1]> then\n    if <([x position v] of [player v]) < [0]> then\n        Spawn [Red] at [200] [-87] dir [-90] type [Red]\n    else\n        Spawn [Red] at [100] [0] dir [90] type [Red]\n    end\n    Spawn [Red] at [120] [0] dir [90] type [Red]\nend\nif <(SCENE #) = [2]> then\n    Spawn [Red] at [162] [-76] dir [-90] type [Red]\n    Spawn [Red] at [100] [-76] dir [90] type [Red]\nend\nif <(SCENE #) = [4]> then\n    Spawn [Red] at [101] [50] dir [-90] type [Red]\nend\nif <(SCENE #) = [5]> then\n    Spawn [Red] at [115] [-72] dir [-90] type [Red]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n    change [frame v] by (0.25)\n    set rotation style [don't rotate v]\n    Move Down\n    Move Left - Right\n    switch costume to ((1) + (([floor v] of (frame) ) mod (3)))\n    set rotation style [left-right v]\n    Find Closest Space to (x position) (y position) max [16]\n    if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n        Touching Player\n    end\nend\n\ndefine Move Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n    change y by (1)\n    set [speed y v] to [0]\nend\n\ndefine Move Left - Right\nmove (2) steps\nrepeat (4)\n    if <not <<<<touching (level v)?> or <touching (_edge_ v)?>> or <touching (platform v)?>> or <touching (danger v)?>>> then\n        if <not <touching (safe zone v)?>> then\n            stop [this script v]\n        end\n    end\n    change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([falling v] of [player v]) < [1]> then\n    if <([slide v] of [player v]) = [0]> then\n        broadcast (Lose Life v)\n    else\n        Squish\n    end\nelse\n    Squish\nend\n\ndefine Spawn (type) at (x) (y) dir (dir) type (type)\ngo to x: (x) y: (y)\npoint in direction (dir)\nset [type v] to (type)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n    repeat (16)\n        go to x: (x) y: (y)\n        move (distance) steps\n        Check Touching Solid\n        if <(touching) < [1]> then\n            point in direction (temp)\n            stop [this script v]\n        end\n        turn right (22.5) degrees\n    end\n    change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\nSquish\nstop [this script v]\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n    set [touching v] to [1]\nelse\n    set [touching v] to [0]\nend\n\ndefine Squish\nbroadcast (Player Bounce v)\nstart sound [Squish Pop v]\nswitch costume to (red4 v)\nwait (0.3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Safe Zone\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nif <(SCENE #) = [3]> then\n    forever\n        set y to ((3) * ([sin v] of ((timer) * (180)) ))\n    end\nend\n\n@Control Stick\n\nwhen flag clicked\ngo to [front v] layer\nset [myself v] to [Control Stick]\nset size to (140) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n    set [stick power v] to []\n    set [stick x v] to [0]\n    set [stick y v] to [0]\n    repeat until <mouse down?>\n        go to (myself)\n    end\n    if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n        Stick Drag\n    else\n        wait until <not <mouse down?>>\n    end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n    go to (mouse-pointer v)\n    point towards (myself)\n    turn right (180) degrees\n    set [stick direction v] to (direction)\n    set [stick power v] to (distance to [(myself) v])\n    if <(STICK POWER) > (max stick)> then\n        move ((max stick) - (STICK POWER)) steps\n        set [stick power v] to (max stick)\n    end\n    set [stick power v] to ((STICK POWER) / (max stick))\n    set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n    set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\n