☁️ Platformer V.1.3
@Stage\n\nwhen I receive [start game v]\nswitch backdrop to (false v)\n\nwhen I receive [tutorial v]\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen I receive [player-bounce v]\nset [speed y v] to [10]\n\nwhen flag clicked\nbroadcast (Cloud - Setup v) and wait\nclear graphic effects\ndelete all of [collectend v]\nset [active players v] to [1]\nset [colourefekt v] to [1]\nset [hgh v] to [0]\nset [scene# v] to [0]\nset [blinzeln v] to [0]\nhide variable [apple v]\nhide variable [scene# v]\nhide variable [active players v]\nhide variable [lives v]\nhide\nbroadcast (Intro - Starting v) and wait\n\ndefine Muvie-in steps (steps)\nchange [faling 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]\n    stop [this script v]\nend\nset [touching v] to [0]\nset [hit costume v] to (costume [name v])\nif <(hit costume) = [hitbox v2]> then\n    switch costume to (hitbox feet v)\nend\nif <touching (jump through v)?> then\n    if <(jump through) < [1]> then\n        change y by (-6)\n        if <(hit costume) = [hitbox v2]> then\n            switch costume to (hitbox feet2 v)\n        end\n        if <touching (jump through v)?> then\n            set [touching v] to [1]\n        else\n            set [jump through v] to [1]\n        end\n        change y by (6)\n    end\nelse\n    set [jump through v] to [0]\nend\nswitch costume to (hit costume)\n\nwhen I receive [tick-player v]\nMoved-by Moving Platform\nswitch backdrop to <touching (level v)?>\ncontrols-up and down\ncontrals-left and right\nMuvie-in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nset Costume\n\ndefine controls-up and down\nif <<(STICK BUTTON) > [0]> or <key (up arrow v) pressed?>> then\n    if <<(Wall slide) > [0]> and <(jumping) = [0]>> then\n        start sound [Jump v]\n        set [jumping v] to [1]\n        set [faling 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 <<(faling) < [3]> and <(jumping) = [0]>> then\n        start sound [Jump v]\n        set [jumping v] to [1]\n        set [faling 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 contrals-left and right\nif <(long jump) > [0]> then\n    change [long jump v] by (-1)\n    stop [this script v]\nend\nif <(MOBILE) = [0]> then\n    set [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nelse\n    set [key x v] to (STICK X)\nend\nif <([abs v] of (KEY X) ) < [0.3]> then\n    if <<(faling) > [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    change [speed x v] by ((KEY X) * (ACCELEATION))\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)\nend\nset [speed x v] to ((speed x) * (RECISIADE))\n\ndefine reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [faling v] to [99]\nset [wall slide v] to [0]\nset [long jump v] to [0]\nset [jumping v] to [0]\nset [ghost v] effect to (0)\npoint in direction (90)\nhide\nbroadcast (new cat v)\nBegin Scene# (spwan scene) go to x,y: (spwan x) (spwan y)\nshow\n\nwhen I receive [game loop v]\nforever\n    broadcast (Tick-forst v)\n    broadcast (Tick-Platforms v)\n    broadcast (Tick-player v)\n    add (x position) to [my values to send v]\n    add (y position) to [my values to send v]\n    add (costume [number v]) to [my values to send v]\n    add (direction) to [my values to send v]\n    add (Scene#) to [my values to send v]\n    add (chat item) to [my values to send v]\n    broadcast (Cloud - Tick 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 live 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 Chage Scene v)\nbroadcast (change scene v)\nstop [other scripts in sprite v]\nbroadcast (new cat v)\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n    Fix Collision in Derection [0]\nelse\n    Fix Collision in Derection [90]\nend\nset Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Derection (dir)\nset [tempo 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 (tempo)\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-forst 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 <(Wall slide) > [0]> then\n    switch costume to (hangon01 v)\n    stop [this script v]\nend\nif <(faling) > [1]> then\n    if <(speed x) > [0]> then\n        switch costume to (jump01 v)\n    else\n        switch costume to (run_j2 v)\n    end\n    stop [this script v]\nend\nif <(frame) > [0]> then\n    switch costume to ((1) + ([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 <(faling) > [0]> then\n    set [faling 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 [faling 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 [faling 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 <(faling) < [2]> then\n    set [wall slide v] to [0]\n    stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose live v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n    reset and Begin Level\nelse\n    broadcast (Game Over v)\nend\n\ndefine Moved-by Moving Platform\nchange x by (Platform DX)\nchange y by (Platform DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n    Finde Close Space to (x position) (y position) max [16]\n    if <(touching) > [0]> then\n        broadcast (lose live v)\n    end\nend\n\ndefine Finde Close Space to (x) (y) max (max)\nset [tempo 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 (tempo)\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)\nmove (distance) steps\n\nwhen I receive [start game v]\nwait (0) seconds\nshow variable [lives v]\nshow variable [active players v]\nset [chat v] to [0]\nset [lives v] to [25]\nset [jump duration v] to [6]\nset [recisiade v] to [0.8]\nset [gravity v] to [-1.5]\nset [acceleation v] to [1.5]\nset [jump force v] to [12]\nset [spwan scene v] to [1]\nset [spwan x v] to [-150]\nset [spwan y v] to [55]\nreset and Begin Level\nreset timer\n\nwhen I receive [white screen out v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [new cat v]\nwait (0) seconds\nif <(colourefekt) = [1]> then\n    clear graphic effects\nend\nif <(colourefekt) = [2]> then\n    clear graphic effects\n    set [brightness v] effect to (-100)\nend\nif <(colourefekt) = [3]> then\n    clear graphic effects\n    set [color v] effect to (-55)\nend\nif <(colourefekt) = [4]> then\n    clear graphic effects\n    set [color v] effect to (11)\n    set [brightness v] effect to (3)\nend\nif <(colourefekt) = [5]> then\n    clear graphic effects\n    set [brightness v] effect to (100)\nend\nif <(colourefekt) = [6]> then\n    clear graphic effects\n    set [color v] effect to (75)\nend\nif <(colourefekt) = [7]> then\n    clear graphic effects\n    set [brightness v] effect to (-5)\n    set [fjfzjghj v] to [-25]\n    set [color v] effect to (fjfzjghj)\n    forever\n        repeat until <(fjfzjghj) > [13]>\n            change [color v] effect by (0.5)\n            change [fjfzjghj v] by (0.5)\n        end\n        repeat until <[-25] > (fjfzjghj)>\n            change [color v] effect by (-0.5)\n            change [fjfzjghj v] by (-0.5)\n        end\n    end\nend\nif <(colourefekt) = [8]> then\n    clear graphic effects\n    set [color v] effect to (50)\n    set [brightness v] effect to (-10)\nend\nif <(colourefekt) = [9]> then\n    clear graphic effects\n    set [color v] effect to (-85)\nend\nif <(colourefekt) = [10]> then\n    set [color v] effect to (0)\n    set [brightness v] effect to (0)\n    set [pixelate v] effect to (0)\n    set [ghost v] effect to (75)\nend\nif <(colourefekt) = [11]> then\n    clear graphic effects\n    set [pixelate v] effect to (50)\nend\nif <(colourefekt) = [12]> then\n    clear graphic effects\n    set [brightness v] effect to (-5)\n    set [fjfzjghj v] to [80]\n    set [color v] effect to (fjfzjghj)\n    forever\n        repeat until <(fjfzjghj) > [120]>\n            change [color v] effect by (0.5)\n            change [fjfzjghj v] by (0.5)\n        end\n        repeat until <[75] > (fjfzjghj)>\n            change [color v] effect by (-0.5)\n            change [fjfzjghj v] by (-0.5)\n        end\n    end\nend\nif <(colourefekt) = [13]> then\n    clear graphic effects\n    set [brightness v] effect to (-10)\n    set [fjfzjghj v] to [50]\n    set [color v] effect to (fjfzjghj)\n    forever\n        repeat until <[25] > (fjfzjghj)>\n            change [fjfzjghj v] by (-0.5)\n            set [color v] effect to (fjfzjghj)\n        end\n        change [brightness v] effect by (() - ((fjfzjghj) / (10)))\n        repeat until <(fjfzjghj) > [60]>\n            change [fjfzjghj v] by (0.5)\n            set [color v] effect to (fjfzjghj)\n        end\n        change [brightness v] effect by ((fjfzjghj) / (10))\n    end\nend\nif <(colourefekt) = [14]> then\n    clear graphic effects\n    set [brightness v] effect to (-5)\n    set [fjfzjghj v] to [130]\n    set [color v] effect to (fjfzjghj)\n    forever\n        repeat until <(fjfzjghj) > [160]>\n            change [color v] effect by (0.5)\n            change [fjfzjghj v] by (0.5)\n        end\n        repeat until <[125] > (fjfzjghj)>\n            change [color v] effect by (-0.5)\n            change [fjfzjghj v] by (-0.5)\n        end\n    end\nend\nif <(colourefekt) = [15]> then\n    set [brightness v] effect to (0)\n    forever\n        change [color v] effect by (0.3)\n    end\nend\n\nwhen I receive [glücksrad startet v]\nhide\nwait until <(Player warten) = [1]>\nshow\n\nwhen I receive [receivement v]\ngo to [back v] layer\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nshow\n\nset [tutorial v] to [yes]\nset [apple v] to [0]\nset [achements v] to [0]\nset [boss v] to [0]\nset [won v] to [0]\nset [extra lives v] to [0]\nset [monster zerstört v] to [0]\nset [apple counter v] to [0]\nset [try counter v] to [0]\nset [zzz die letzten v] to [0]\nset [actions \(love/fave\) v] to [0]\ndelete all of [completed achievments v]\nrepeat (16)\n    add [0] to [completed achievments v]\nend\ndelete all of [upgrades.price v]\nadd [] to [upgrades.price v]\nrepeat (14)\n    add [1] to [upgrades.price v]\nend\n\nwhen I receive [player say : v]\nif <not <(chat item) = [4]>> then\n    say (item (chat item) of [chat v]) for (3) seconds\n    set [chat item v] to [16]\nelse\n    say (username) for (3) seconds\n    set [chat item v] to [16]\nend\n\n@Cloud Player\n\ndefine Player zählen\nif <((CLOUD TICK) mod (4)) > [0]> then\n    stop [this script v]\nend\nset [active players v] to ((length of [player uids v]) + (1))\nset [player zähler v] to [1]\nrepeat (length of [player uids v])\n    if <(item (Player zähler) of [player uids v]) = []> then\n        change [active players v] by (-1)\n    end\n    change [player zähler v] by (1)\nend\n\nwhen I receive [cloud - tick v]\nPlayer zählen\n\ndefine Write Number (val) to encoded string\nset [val v] to (round (val))\nif <(val) < [0]> then\n    set [val v] to (join [0] ([abs v] of (val) ))\nend\nset [encoded string v] to (join (encoded string) (join (length of (val)) (val)))\n\ndefine val = READ NUMBER from "encoded string"\nset [val v] to []\nrepeat (letter (encoded idx) of (encoded string))\n    change [encoded idx v] by (1)\n    set [val v] to (join (val) (letter (encoded idx) of (encoded string)))\nend\nchange [encoded idx v] by (1)\nif <(letter (1) of (val)) = [0]> then\n    set [val v] to ((0) - (val))\nend\n\nwhen I receive [cloud - setup v]\nhide\nset [cloud tick v] to [0]\ndelete all of [my values to send v]\ndelete all of [cloud values v]\ndelete all of [player uids v]\ndelete all of [player data v]\nadd (join [c] (☁ CLOUD 1)) to [cloud values v]\nadd (join [c] (☁ CLOUD 2)) to [cloud values v]\nadd (join [c] (☁ CLOUD 3)) to [cloud values v]\nadd (join [c] (☁ CLOUD 4)) to [cloud values v]\nadd (join [c] (☁ CLOUD 5)) to [cloud values v]\nadd (join [c] (☁ CLOUD 6)) to [cloud values v]\nadd (join [c] (☁ CLOUD 7)) to [cloud values v]\nadd (join [c] (☁ CLOUD 8)) to [cloud values v]\nset [my player uid v] to (pick random (1) to (9999999))\nset [my username v] to (username)\nset [player # v] to []\n\nwhen I receive [cloud - tick v]\nif <(player #) > []> then\n    Player Clone Tick\n    stop [this script v]\nend\nchange [cloud tick v] by (1)\nProcess Cloud Item [1] value (join [c] (☁ CLOUD 1))\nProcess Cloud Item [2] value (join [c] (☁ CLOUD 2))\nProcess Cloud Item [3] value (join [c] (☁ CLOUD 3))\nProcess Cloud Item [4] value (join [c] (☁ CLOUD 4))\nProcess Cloud Item [5] value (join [c] (☁ CLOUD 5))\nProcess Cloud Item [6] value (join [c] (☁ CLOUD 6))\nProcess Cloud Item [7] value (join [c] (☁ CLOUD 7))\nProcess Cloud Item [8] value (join [c] (☁ CLOUD 8))\nSend my Cloud Date after [4] ticks\n\ndefine Send my Cloud Date after (count) ticks\nif <((CLOUD TICK) mod (count)) > [0]> then\n    stop [this script v]\nend\nset [encoded string v] to []\nWrite Number (MY PLAYER UID) to encoded string\nrepeat (length of [my values to send v])\n    Write Number (item (1) of [my values to send v]) to encoded string\n    delete (1) of [my values to send v]\nend\nset [my channel v] to (pick random (1) to (length of [cloud values v]))\nif <(MY CHANNEL) < [5]> then\n    if <(MY CHANNEL) < [3]> then\n        if <(MY CHANNEL) < [2]> then\n            set [☁ cloud 1 v] to (encoded string)\n        else\n            set [☁ cloud 2 v] to (encoded string)\n        end\n    else\n        if <(MY CHANNEL) < [4]> then\n            set [☁ cloud 3 v] to (encoded string)\n        else\n            set [☁ cloud 4 v] to (encoded string)\n        end\n    end\nelse\n    if <(MY CHANNEL) < [7]> then\n        if <(MY CHANNEL) < [6]> then\n            set [☁ cloud 5 v] to (encoded string)\n        else\n            set [☁ cloud 6 v] to (encoded string)\n        end\n    else\n        if <(MY CHANNEL) < [8]> then\n            set [☁ cloud 7 v] to (encoded string)\n        else\n            set [☁ cloud 8 v] to (encoded string)\n        end\n    end\nend\n\ndefine Process Cloud Item (which?) value (new value)\nif <(new value) = (item (which?) of [cloud values v])> then\n    stop [this script v]\nend\nreplace item (which?) of [cloud values v] with (new value)\nset [encoded string v] to (new value)\nset [encoded idx v] to [2]\nval = READ NUMBER from "encoded string"\nif <<(val) < [1]> or <(val) = (MY PLAYER UID)>> then\n    stop [this script v]\nend\nset [player # v] to (item # of (val) in [player uids v])\nif <(player #) = [0]> then\n    set [player # v] to (item # of [] in [player uids v])\n    if <(player #) = [0]> then\n        add (val) to [player uids v]\n        add [] to [player data v]\n        set [player # v] to (length of [player data v])\n        create clone of (_myself_ v)\n    else\n        replace item (player #) of [player uids v] with (val)\n    end\nend\nreplace item (player #) of [player data v] with (new value)\nset [player # v] to []\n\ndefine Player Clone Tick\nif <(encoded idx) > (length of (encoded string))> then\n    Get Next Data Packet\n    if <(encoded string) = []> then\n        change [inactive v] by (1)\n        if <(inactive) > [150]> then\n            replace item (player #) of [player uids v] with []\n            hide\n        end\n        stop [this script v]\n    end\nend\nset [inactive v] to [0]\nval = READ NUMBER from "encoded string"\nset x to (val)\nval = READ NUMBER from "encoded string"\nset y to (val)\nval = READ NUMBER from "encoded string"\nswitch costume to (val)\nval = READ NUMBER from "encoded string"\npoint in direction (val)\nval = READ NUMBER from "encoded string"\nset [clone scene # v] to (val)\nif <(clone scene #) = (Scene#)> then\n    show\nelse\n    hide\nend\nval = READ NUMBER from "encoded string"\nif <not <(val) = [4]>> then\n    say (item (val) of [chat v]) for (3) seconds\nelse\n    if <(val) = [4]> then\n        say (MY USERNAME) for (3) seconds\n    end\nend\n\ndefine Get Next Data Packet\nset [encoded string v] to (item (player #) of [player data v])\nreplace item (player #) of [player data v] with []\nset [encoded idx v] to [2]\nval = READ NUMBER from "encoded string"\n\nbroadcast (Cloud - Setup v) and wait\nforever\n    add (x position) to [my values to send v]\n    add (y position) to [my values to send v]\n    add (costume [number v]) to [my values to send v]\n    add (direction) to [my values to send v]\n    broadcast (Cloud - Tick v)\nend\n\nwhen I receive [glücksrad startet v]\ngo to [back v] layer\n\nwhen I receive [glücksrad wird versteckt v]\ngo to [front v] layer\ngo [backward v] (5) layers\n\nwhen I receive [change scene v]\nif <(player #) > [0]> then\n    if <(clone scene #) = (Scene#)> then\n        show\n    else\n        hide\n    end\nend\n\nchange [active players v] by (1)\nchange [active players v] by (-1)\n\nwhen I receive [glücksrad startet v]\nhide variable [active players v]\n\nwhen I receive [glücksrad wird versteckt v]\nwait (0.3) seconds\nshow variable [active players v]\n\nwhen I receive [receivement-close v]\nshow variable [active players v]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nforever\n    if <(costume [number v]) = [10]> then\n        switch backdrop to (bühnenbild1 v)\n    end\n    if <not <(costume [number v]) = [10]>> then\n        switch backdrop to (true v)\n    end\nend\n\nwhen I receive [change scene v]\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (join [Scene] (Scene#))\nstamp outline\nstamp shadow\n\ndefine stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (70)\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\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [about to chage scene v]\nerase all\n\nwhen flag clicked\n\nforever\n    if <key (space v) pressed?> then\n        set [scene# v] to [298]\n        switch costume to (scene298 v)\n    end\nend\n\nwhen I receive [tutorial v]\nerase all\nhide\n\n@jump Through\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\nforever\n    if <(costume [number v]) = [10]> then\n        switch backdrop to (bühnenbild1 v)\n    end\n    if <not <(costume [number v]) = [10]>> then\n        switch backdrop to (true v)\n    end\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nshow\ngo to [back v] layer\nswitch costume to (join [Scene] (Scene#))\ngo to x: (0) y: (0)\nstamp outline\nstamp shadow\ngo to x: (0) y: (0)\n\ndefine stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (70)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\ndefine stamp outline\nshow\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\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\n\nwhen I receive [change scene v]\nset rotation style [don't rotate v]\nshow\nset [color v] effect to (0)\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene#))\nif <(Scene#) = [99]> then\n    switch costume to (kostüm v)\n    forever\n        set y to ((5) * ([sin v] of ((timer) * (180)) ))\n    end\nend\nif <(Scene#) = [98]> then\n    switch costume to (kostüm2 v)\n    forever\n        set y to ((5) * ([sin v] of ((timer) * (180)) ))\n    end\nend\nif <(Scene#) = [-305]> then\n    set rotation style [all around v]\n    create clone of (_myself_ v)\n    switch costume to (scene27294657465792846952784 v)\n    go to x: (70) y: (-127)\n    forever\n        repeat (40)\n            change y by (3)\n            turn left (5) degrees\n        end\n        repeat (40)\n            change y by (-3)\n            turn left (5) degrees\n        end\n    end\nend\nif <(Scene#) = [-204]> then\n    set rotation style [all around v]\n    switch costume to (scene27294657465792846952784 v)\n    go to x: (-30) y: (-40)\n    forever\n        repeat (30)\n            change y by (2.666666)\n            turn left (4) degrees\n        end\n        repeat (30)\n            change y by (-2.666666)\n            turn left (4) degrees\n        end\n    end\nend\nif <(Scene#) = [-104]> then\n    switch costume to (kostüm3 v)\n    forever\n        set y to ((5) * ([sin v] of ((timer) * (180)) ))\n    end\nend\nif <(Scene#) = [296]> then\n    switch costume to (kostüm4 v)\n    forever\n        set y to ((5) * ([sin v] of ((timer) * (180)) ))\n    end\nend\nif <(Scene#) = [102]> then\n    switch costume to (kostüm5 v)\n    forever\n        set y to ((5) * ([sin v] of ((timer) * (180)) ))\n    end\nend\nif <(Scene#) = [2]> then\n    go to x: (30) y: (2)\n    switch costume to (scene-293567647495783 v)\n    forever\n        glide (0.5) secs to x: (-401) y: (9)\n        glide (2) secs to x: (30) y: (9)\n    end\nend\n\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwait (0) seconds\n\n@Platform\n\nwhen I receive [change scene v]\nset size to (100) %\npoint in direction (90)\nswitch costume to (kostüm1 v)\ngo to [back v] layer\ngo to [back v] layer\nhide\nif <(Scene#) = [0]> then\n    Spwan [square] at [43] [16] dir [90] turn [1]\nend\nif <(Scene#) = [-304]> then\n    Spwan [kugel] at [-16] [-234] dir [90] turn [1]\nend\nif <(Scene#) = [-305]> then\n    Spwan [Kostüm2] at [-230] [-20] dir [130] turn [-3]\n    Spwan [Kostüm2] at [-230] [111] dir [90] turn [-3]\nend\nif <(Scene#) = [-205]> then\n    Spwan [Kostüm2] at [-105] [-155] dir [45] turn [3]\nend\nif <(Scene#) = [-202]> then\n    Spwan [square2] at [67] [4] dir [128] turn [1]\n    Spwan [Kostüm2] at [-65] [-66] dir [61] turn [2.5]\n    Spwan [Kostüm2] at [-84] [89] dir [61] turn [2.5]\n    Spwan [Kostüm2] at [163] [153] dir [-55] turn [-2.5]\n    Spwan [kugel2] at [160] [-50] dir [61] turn [2]\nend\nif <(Scene#) = [-1]> then\n    Spwan [Key1] at [194] [-101] dir [90] turn []\nend\nif <(Scene#) = [1]> then\n    Spwan [Key5] at [212] [9] dir [90] turn []\nend\nif <(Scene#) = [198]> then\n    Spwan [Key2] at [-135] [-85] dir [90] turn []\n    Animal 1\nend\nif <(Scene#) = [-203]> then\n    Spwan [Key3] at [-5] [-32] dir [90] turn []\nend\nif <(Scene#) = [98]> then\n    set rotation style [all around v]\n    Spwan [Kep1] at [231] [163] dir [180] turn []\nend\nif <(Scene#) = [197]> then\n    Animal 2\nend\nif <(Scene#) = [196]> then\n    Animal 3\nend\nif <(Scene#) = [297]> then\n    Spwan [square2] at [-46] [66] dir [45] turn [1]\n    Spwan [Kostüm2] at [164] [167] dir [61] turn [2.5]\n    Spwan [kugel4] at [118] [-99] dir [0] turn [-1]\n    Spwan [kugel2] at [113] [48] dir [0] turn [2]\n    Spwan [Kostüm2] at [-46] [-88] dir [0] turn [2]\nend\nif <(Scene#) = [100]> then\n    Spwan [Key4] at [190] [97] dir [90] turn []\nend\nif <(Scene#) = [4]> then\n    Spwan [Key6] at [0] [0] dir [90] turn []\nend\nif <(Scene#) = [298]> then\n    Spwan [Key7] at [0] [10] dir [90] turn []\nend\nif <(Scene#) = [5]> then\n    rdstfzguiuzutr\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 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 <[collectend 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\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\ndefine Anamate Platform 2\nshow\nforever\n    glide (1.5) secs to x: (x position) y: ((y position) - (90))\n    wait (0) seconds\n    glide (1) secs to x: (x position) y: ((y position) + (90))\n    wait (0) seconds\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to chage scene v]\ndelete this clone\n\ndefine Spwan (type) at (x) (y) dir (dir) turn (degrees)\nset [eine unwichtige variable v] to [1]\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 <(Eine unwichtige Variable) = [1]> then\n    if < (costume [name v]) contains [Key]?> then\n        Door at (x position) (y position) Key (costume [name v])\n    end\n    if < (costume [name v]) contains [Kep]?> then\n        (x position) (y position) (costume [name v])\n    end\n    if <(turn) > []> then\n        show\n        set rotation style [all around v]\n        forever\n            turn right (turn) degrees\n        end\n    end\n    Anamate Platform 2\nend\nif <(Eine unwichtige Variable) = [0]> then\n    show\n    forever\n        set y to ((-50) + ((32) * ([sin v] of (((x position) * (1.5)) + ((timer) * (80))) )))\n    end\nend\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\ndefine Animal 1\nswitch costume to (kostüm1 v)\nshow\ngo to x: (-37) y: (-136)\nforever\n    wait (1) seconds\n    glide (1) secs to x: (-79) y: (82)\n    wait (1) seconds\n    glide (1) secs to x: (-37) y: (-136)\nend\n\ndefine (x) (y) (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n    if <[collectend v] contains (key name)?> then\n        hide\n        delete this clone\n    else\n        wait until <touching (player v)?>\n        start sound [Low Squeak v]\n    end\nend\n\ndefine Animal 2\ngo to [back v] layer\nswitch costume to (quetsch v)\nshow\ngo to x: (0) y: (159)\nforever\n    wait (0.5) seconds\n    start sound [Stam v]\n    glide (0.2) secs to x: (0) y: (50)\n    wait (0.5) seconds\n    glide (0.4) secs to x: (0) y: (159)\nend\n\ndefine Animal 3\nswitch costume to (kostüm1 v)\nshow\ngo to x: (114) y: (-172)\nforever\n    wait (0.5) seconds\n    glide (2.5) secs to x: (-162) y: (-37)\n    wait (0.5) seconds\n    glide (2.5) secs to x: (114) y: (-172)\nend\n\ndefine rdstfzguiuzutr\ngo to x: (-160) y: (0)\nswitch costume to (5 v)\nset [eine unwichtige variable v] to [0]\nrepeat (10)\n    create clone of (_myself_ v)\n    change x by (29)\nend\n\n@Apple\n\nwhen I receive [change scene v]\nif <(Scene#) = (my sine)> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nset size to (100) %\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]) = [Herz]> then\n        go to [back v] layer\n    end\nend\nset [my sine v] to []\nif <(costume [name v]) = [apple]> then\n    start sound [Chomp v]\n    change [apple v] by (2)\n    change [apple counter v] by (1)\nelse\n    if < (costume [name v]) contains [big apple]?> then\n        start sound [Chomp v]\n        change [apple v] by (10)\n    else\n        if <(costume [name v]) = [Green Flag]> then\n            start sound [Wand v]\n            set [spwan scene v] to (Scene#)\n            set [spwan x v] to ([x position v] of [player v])\n            set [spwan y v] to ([y position v] of [player v])\n        else\n            if <(costume [name v]) = [Herz]> then\n                go to [front v] layer\n                set [extra lives v] to [1]\n                switch costume to (herz2 v)\n                start sound [Wand v]\n                change [lives v] by (1)\n            else\n                if <(costume [name v]) = [Portal]> then\n                    set [won v] to [1]\n                    start sound [Wand v]\n                    add (costume [name v]) to [collectend v]\n                else\n                    start sound [Wand v]\n                    add (costume [name v]) to [collectend v]\n                end\n            end\n        end\n    end\nend\nrepeat (20)\n    change y by (2)\n    change [ghost v] effect by (5)\nend\nhide\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my sine v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my sine v] to []\n\nwhen I receive [start game v]\ndelete all of [collectend v]\nset [frame v] to [0]\nPlace [apple] scene [-204] xy [-189] [-49]\nPlace [apple] scene [296] xy [-4] [116]\nPlace [apple] scene [295] xy [55] [-94]\nPlace [apple] scene [-202] xy [43] [111]\nPlace [apple] scene [297] xy [33] [-10]\nPlace [apple] scene [-2] xy [184] [-72]\nPlace [apple] scene [2] xy [-2] [102]\nPlace [apple] scene [200] xy [181] [-101]\nPlace [apple] scene [5] xy [185] [-105]\nPlace [apple] scene [199] xy [-111] [21]\nPlace [apple] scene [100] xy [117] [132]\nPlace [apple] scene [-305] xy [-56] [-24]\nPlace [apple] scene [-100] xy [-145] [98]\nPlace [apple] scene [-100] xy [-145] [-71]\nPlace [apple] scene [-200] xy [-145] [98]\nPlace [apple] scene [-200] xy [-145] [-71]\nPlace [apple] scene [-300] xy [-145] [98]\nPlace [apple] scene [-300] xy [-145] [-71]\nPlace [apple] scene [-204] xy [87] [-44]\nPlace [apple] scene [1] xy [82] [97]\nPlace [apple] scene [-304] xy [112] [91]\nPlace [apple] scene [1] xy [-216] [98]\nPlace [apple] scene [-2] xy [-77] [-97]\nPlace [apple] scene [2] xy [-109] [100]\nPlace [apple] scene [2] xy [105] [100]\nPlace [apple] scene [-99] xy [103] [36]\nPlace [apple] scene [-99] xy [103] [-122]\nPlace [apple] scene [-199] xy [103] [36]\nPlace [apple] scene [-199] xy [103] [-122]\nPlace [apple] scene [-304] xy [-22] [36]\nPlace [apple] scene [-305] xy [-179] [55]\nPlace [apple] scene [-299] xy [103] [36]\nPlace [apple] scene [-299] xy [103] [-122]\nPlace [apple] scene [0] xy [-165] [-34]\nPlace [apple] scene [0] xy [-165] [108]\nPlace [apple] scene [100] xy [-165] [-90]\nPlace [apple] scene [-399] xy [103] [57]\nPlace [apple] scene [99] xy [150] [78]\nPlace [apple] scene [98] xy [78] [74]\nPlace [apple] scene [98] xy [-105] [43]\nPlace [apple] scene [97] xy [-150] [-105]\nPlace [apple] scene [-3] xy [-150] [30]\nPlace [apple] scene [-3] xy [-150] [-105]\nPlace [apple] scene [-103] xy [-150] [30]\nPlace [apple] scene [-103] xy [-150] [-105]\nPlace [apple] scene [-203] xy [-150] [30]\nPlace [apple] scene [-203] xy [-150] [-105]\nPlace [apple] scene [-303] xy [-150] [25]\nPlace [apple] scene [-205] xy [177] [-48]\nPlace [apple] scene [3] xy [94] [-75]\nPlace [apple] scene [202] xy [28] [-9]\nPlace [apple] scene [101] xy [-101] [-58]\nPlace [apple] scene [199] xy [156] [-128]\nPlace [apple] scene [194] xy [-80] [41]\nPlace [apple] scene [194] xy [-180] [84]\nPlace [apple] scene [195] xy [90] [-125]\nPlace [apple] scene [198] xy [-203] [41]\nPlace [apple] scene [-2] xy [-138] [-28]\nPlace [Green Flag] scene [-205] xy [-53] [-47]\nPlace [Green Flag] scene [3] xy [-115] [15]\nPlace [Green Flag] scene [-304] xy [196] [-88]\nPlace [Green Flag] scene [-1] xy [-153] [-131]\nPlace [Green Flag] scene [99] xy [-126] [111]\nPlace [Green Flag] scene [198] xy [82] [-113]\nPlace [Green Flag] scene [195] xy [6] [-47]\nPlace [Green Flag] scene [295] xy [-59] [-83]\nPlace [Green Flag] scene [297] xy [-166] [-8]\nPlace [Green Flag] scene [298] xy [-166] [-83]\nPlace [Green Flag] scene [-204] xy [177] [-48]\nPlace [Green Flag] scene [97] xy [150] [25]\nPlace [Green Flag] scene [200] xy [-150] [-107]\nPlace [Key1] scene [-201] xy [46] [-50]\nPlace [Key2] scene [198] xy [-160] [127]\nPlace [Key3] scene [-303] xy [-154] [-108]\nPlace [Key4] scene [202] xy [-153] [134]\nPlace [Kep1] scene [-201] xy [46] [-20]\nPlace [big apple] scene [-201] xy [141] [-21]\nPlace [big apple] scene [-400] xy [63] [-54]\nPlace [big apple] scene [202] xy [131] [-15]\nPlace [big apple] scene [-201] xy [-58] [-21]\nPlace [Portal] scene [6] xy [-13] [-63]\nPlace [Herz] scene [100] xy [-12] [72]\nhide\n\nwhen I receive [main menu v]\ndelete this clone\n\nwhen flag clicked\n\nPlace [apple] scene [202] xy [131] [-15]\n\n@Splash streen2\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\nbroadcast (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [main menu v]\nswitch costume to (main menu v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n    repeat until <(Blinzeln) = [ja]>\n        switch costume to (main menu v)\n        wait (pick random (1) to (3)) seconds\n        switch costume to (main menu2 v)\n        wait (0.15) seconds\n    end\nend\n\nwhen I receive [intro - starting v]\nhide\n\nwhen [timer v] > (timer)\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: (-81)\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by ((0.2) * ((110) - (size)))\n    else\n        change size by ((0.2) * ((100) - (size)))\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nhide\nbroadcast (Start Game v)\nset [blinzeln v] to [ja]\nset [hgh v] to [1]\nchange [try counter v] by (1)\nbroadcast (Shop v)\nbroadcast (Player wird Ausgsucht v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen [timer v] > (timer)\nhide\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nset size to (100) %\nset [springen v] to [0]\nset [type v] to [0]\nset [springen2 v] to [0]\nif <(Scene#) = [-2]> then\n    Spwan [Red] at [180] [-146] dir [-90]\nend\nif <(Scene#) = [-1]> then\n    Spwan [Red] at [120] [-146] dir [-90]\nend\nif <(Scene#) = [1]> then\n    Spwan [Red] at [131] [-45] dir [-90]\nend\nif <(Scene#) = [-400]> then\n    Spwan [Red] at [-50] [-110] dir [90]\nend\nif <(Scene#) = [-203]> then\n    Spwan [Red] at [30] [-83] dir [90]\nend\nif <(Scene#) = [295]> then\n    Spwan [Red] at [0] [-111] dir [90]\nend\nif <(Scene#) = [298]> then\n    wait (0.7) seconds\n    repeat (4)\n        repeat (4)\n            wait (0.5) seconds\n            Spwan [Red] at [60] [-129] dir [90]\n            wait (0.5) seconds\n        end\n    end\nend\nif <(Scene#) = [199]> then\n    Spwan [Red] at [-127] [-158] dir [90]\nend\nif <(Scene#) = [201]> then\n    Spwan [Red] at [130] [-110] dir [-90]\n    Spwan [Red] at [80] [-110] dir [-90]\n    Spwan [Red] at [30] [-110] dir [-90]\n    Spwan [Red] at [-20] [-110] dir [-90]\n    Spwan [Red] at [-70] [-110] dir [-90]\nend\nif <(Scene#) = [4]> then\n    wait (0.7) seconds\n    repeat (3)\n        repeat (6)\n            wait (0.5) seconds\n            Spwan [Red] at [60] [-129] dir [-90]\n            wait (0.5) seconds\n        end\n    end\n    repeat (4)\n        wait (0.5) seconds\n        Spwan [Red] at [60] [-129] dir [-90]\n        wait (0.5) seconds\n    end\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [kaputt gemacht v] to [0]\nset [frame v] to [0]\nforever\n    switch costume to (join (type) [1])\n    set rotation style [don't rotate v]\n    Move-Left or Right\n    Move-Down\n    change [frame v] by (0.33)\n    if <(type) = [Boss]> then\n        switch costume to ((costume [number v]) + (([floor v] of (frame) ) mod (5)))\n    else\n        switch costume to ((costume [number v]) + (([floor v] of (frame) ) mod (4)))\n    end\n    set rotation style [left-right v]\n    if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n        Touching Player\n    end\nend\n\nwhen I receive [about to chage scene v]\ndelete this clone\n\ndefine Move-Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <<touching (level v)?> or <touching (jump through v)?>>>\n    change y by (1)\n    set [speed y v] to [0]\nend\n\ndefine Move-Left or Right\nmove (2) steps\nrepeat (4)\n    if <not <<touching (_edge_ v)?> or <touching (level v)?>>> then\n        if <not <<touching (save zones v)?> or <touching (platform v)?>>> then\n            if <not <touching (jump through v)?>> then\n                stop [this script v]\n            end\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 <([speed y v] of [player v]) < [-3]> then\n    change [springen v] by (1)\n    change [springen2 v] by (1)\n    change [kaputt gemacht v] by (1)\n    broadcast (Player-Bounce v)\n    if <(type) = [Boss]> then\n        if <(kaputt gemacht) = [20]> then\n            start sound [Squish Pop v]\n            set [boss v] to [1]\n            switch costume to (join (type) [ squish])\n            wait (0.3) seconds\n            repeat <touching (save zones v)?>\n                change [ghost v] effect by (10)\n            end\n            delete this clone\n        else\n            stop [this script v]\n        end\n    else\n        change [monster zerstört v] by (1)\n        start sound [Squish Pop v]\n        switch costume to (join (type) [ squish])\n        wait (0.3) seconds\n        repeat <touching (save zones v)?>\n            change [ghost v] effect by (10)\n        end\n        delete this clone\n    end\nend\nbroadcast (lose live v)\n\ndefine Spwan (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\nset [type v] to (type)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [change scene v]\nset [springen2 v] to [0]\nforever\n    if <(springen2) = [16]> then\n        add [Key7] to [collectend v]\n        stop [this script v]\n    end\nend\n\nwhen I receive [change scene v]\nset [springen v] to [0]\nforever\n    if <(springen) = [22]> then\n        add [Key6] to [collectend v]\n        stop [this script v]\n    end\nend\n\n@Save Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nset [ghost v] effect to (100)\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene#))\n\nwhen I start as a clone\nif <(Scene#) = [13]> then\n    go to [back v] layer\n    go to x: (0) y: (0)\n    switch costume to (kostüm8 v)\n    show\n    forever\n        change [color v] effect by (3)\n        if <not <(Scene#) = [13]>> then\n            delete this clone\n        end\n    end\nend\n\nif <(Scene#) = [1]> then\n    point in direction (0)\n    go to x: (0) y: (165)\n    switch costume to (kostüm14 v)\n    forever\n        turn right ([sin v] of (((timer) * (70)) + (40)) ) degrees\n    end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@Score\n\nwhen I start as a clone\nshow\nforever\n    change costume to (join [Glow-] (letter (index) of (Apple)))\n    set x to ((((index) - (0.5)) - ((length of (Apple)) / (2))) * ((size) / (2)))\n    change size by ((0.2) * ((50) - (size)))\nend\n\ndefine setup\nhide\nswitch costume to (glow-9 v)\nset size to (100) %\ngo to x: (-154) y: (152)\nset [index v] to [1]\nrepeat (6)\n    create clone of (_myself_ v)\n    change x by ((size) / (2))\n    change [index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n    switch costume to (costume)\n    set size to (80) %\nend\n\nwhen I receive [start game v]\nsetup\n\n@Credits\n\nwhen flag clicked\nhide\n\nwhen I receive [credits v]\nforever\n    play sound [Guitar Chords2 v] until done\nend\n\nwhen I receive [credits v]\nshow\ngo to x: (0) y: (-88888888888888)\nrepeat (800)\n    change y by (1)\nend\nhide\nstop [all v]\n\n@White screen\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n    if <[collectend v] contains [Portal]?> then\n        hide variable [lives v]\n        show\n        go to [front v] layer\n        go [forward v] (999999999) layers\n        set [ghost v] effect to (100)\n        repeat (20)\n            change [ghost v] effect by (-5)\n        end\n        broadcast (White screen out v)\n        set [ghost v] effect to (0)\n        wait (1) seconds\n        repeat (20)\n            change [ghost v] effect by (5)\n        end\n        set [ghost v] effect to (100)\n        broadcast (Credits v)\n        stop [this script v]\n    end\nend\n\n@detector\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n    set [touching2 v] to (costume [name v])\nend\n\nset [actions \(love/fave\) v] to [0]\n\nwhen flag clicked\nif <[2] > (Actions \(love/fave\))> then\n    replace item (15) of [upgrades.price v] with [1]\nend\n\nwhen I receive [start game v]\nforever\n    wait until <(touching2) = [love]>\n    wait (0.2) seconds\n    if <(touching2) = [love]> then\n        change [actions \(love/fave\) v] by (1)\n        stop [this script v]\n    end\nend\n\nwhen I receive [start game v]\nforever\n    wait until <(touching2) = [fave]>\n    wait (0.2) seconds\n    if <(touching2) = [fave]> then\n        change [actions \(love/fave\) v] by (1)\n        stop [this script v]\n    end\nend\n\nwhen I receive [start game v]\nshow\nset [ghost v] effect to (0)\nforever\n    set [touching2 v] to [none]\n    Detect [love] at [-201] [-220]\n    Detect [fave] at [-201] [-220]\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nswitch costume to (red v)\nif <(Actions \(love/fave\)) = [2]> then\n    forever\n        stop [other scripts in sprite v]\n    end\nend\n\nwhen I receive [start game v]\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nreplace item (15) of [upgrades.price v] with []\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (red v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n    change y by ((y position) / (-15))\n    change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n    change y by (((y position) - (-100)) / (-15))\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [start game v]\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nforever\n    change [color v] effect by (0.2)\nend\n\n@Love and fave reminder\n\nwhen I receive [start game v]\nset size to (100) %\nset [color v] effect to (0)\nhide\nwait (1) seconds\nset volume to (50) %\nforever\n    if <(Actions \(love/fave\)) < [2]> then\n        switch costume to (costume1 v)\n        go to x: (0) y: (150)\n        show\n        go to [front v] layer\n        create clone of (_myself_ v)\n        start sound [High Whoosh v]\n        repeat (11)\n            change y by (-6)\n        end\n        repeat (7)\n            change y by (3)\n        end\n        repeat (6)\n            change y by (-2)\n        end\n        wait (5) seconds\n        start sound [High Whoosh v]\n        repeat (17)\n            change y by (7)\n        end\n        hide\n        wait (pick random (10) to (20)) seconds\n    else\n        set [colourefekt v] to [true]\n        broadcast (new cat v)\n        stop [this script v]\n    end\nend\n\nwhen I receive [start game v]\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen I start as a clone\nswitch costume to (stand v)\nset size to (47) %\nforever\n    change [color v] effect by (0.2)\nend\n\nwhen I start as a clone\nforever\n    go to [front v] layer\n    go to x: (([x position v] of [love and fave reminder v]) + (20)) y: (([y position v] of [love and fave reminder v]) + (28))\n    if <([y position v] of [love and fave reminder v]) > [175]> then\n        hide\n    else\n        show\n    end\nend\n\ncreate clone of (_myself_ v)\n\nwhen I receive [glücksrad startet v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@Fire for special Skin\n\nwhen I start as a clone\nswitch costume to (id)\nrepeat until <(costume [name v]) = [yellow smoke6]>\n    next costume\n    wait (0) seconds\nend\n\nwhen I start as a clone\nif <(id) = [yellow smoke]> then\n    clear graphic effects\n    set [color v] effect to (0)\n    set [brightness v] effect to (0)\n    show\n    go [backward v] (10) layers\n    switch costume to (yellow smoke v)\n    set size to ((35) + ((pick random (-40) to (40)) / (10))) %\n    point in direction (90)\n    go to (player v)\n    set [smoke_size_vel v] to [11.5]\n    repeat (13)\n        change size by (smoke_size_vel)\n        change y by (pick random (-5) to (5))\n        change [smoke_size_vel v] by (-1.5)\n        turn right (pick random (-5) to (5)) degrees\n    end\n    delete this clone\nend\n\nwhen I receive [new cat v]\nif <(colourefekt) = [7]> then\n    hide\n    forever\n        go to [back v] layer\n        set [id v] to [yellow smoke]\n        create clone of (_myself_ v)\n    end\nend\nif <(colourefekt) = [12]> then\n    clear graphic effects\n    hide\n    forever\n        go to [back v] layer\n        set [id v] to [blue smoke]\n        create clone of (_myself_ v)\n    end\nend\nif <(colourefekt) = [13]> then\n    clear graphic effects\n    hide\n    forever\n        go to [back v] layer\n        set [id v] to [green smoke]\n        create clone of (_myself_ v)\n    end\nend\nif <(colourefekt) = [14]> then\n    clear graphic effects\n    hide\n    forever\n        go to [back v] layer\n        set [id v] to [pink smoke]\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\nif <(id) = [blue smoke]> then\n    set [color v] effect to (-80)\n    set [brightness v] effect to (-5)\n    show\n    go [backward v] (10) layers\n    switch costume to (yellow smoke v)\n    set size to ((35) + ((pick random (-40) to (40)) / (10))) %\n    point in direction (90)\n    go to (player v)\n    set [smoke_size_vel v] to [11.5]\n    repeat (13)\n        change size by (smoke_size_vel)\n        change [color v] effect by (1)\n        change y by (pick random (-5) to (5))\n        change [smoke_size_vel v] by (-1.5)\n        turn right (pick random (-5) to (5)) degrees\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [pink smoke]> then\n    set [color v] effect to (-60)\n    show\n    go [backward v] (10) layers\n    switch costume to (yellow smoke v)\n    set size to ((35) + ((pick random (-40) to (40)) / (10))) %\n    point in direction (90)\n    go to (player v)\n    set [smoke_size_vel v] to [11.5]\n    repeat (13)\n        change size by (smoke_size_vel)\n        change y by (pick random (-5) to (5))\n        change [smoke_size_vel v] by (-1.5)\n        turn right (pick random (-5) to (5)) degrees\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [green smoke]> then\n    set [color v] effect to (50)\n    set [brightness v] effect to (-10)\n    show\n    go [backward v] (10) layers\n    switch costume to (yellow smoke v)\n    set size to ((35) + ((pick random (-40) to (40)) / (10))) %\n    point in direction (90)\n    go to (player v)\n    set [smoke_size_vel v] to [10.544]\n    repeat (13)\n        change size by (smoke_size_vel)\n        change [color v] effect by (2.6)\n        change y by (pick random (-5) to (5))\n        change [smoke_size_vel v] by (-1.5)\n        turn right (pick random (-5) to (5)) degrees\n    end\n    delete this clone\nend\n\n@Checking Glücksrad\n\nwhen I receive [spin v]\ncheck\ngo to (s b v)\nchange x by (-20)\npoint in direction (180)\nset size to (0) %\ngo to [front v] layer\nshow\nrepeat (10)\n    change size by (10)\n    turn left (9) degrees\nend\nchange [apple v] by (costume [name v])\nwait (1) seconds\nrepeat (10)\n    change size by (-10)\n    turn left (-9) degrees\nend\nhide\n\ndefine check\nif <<([y position v] of [s b v]) > [-5]> and <[5] > ([y position v] of [s b v])>> then\n    switch costume to (10 v)\n    stop [this script v]\nend\nif <<([y position v] of [s b v]) > [-20]> and <[20] > ([y position v] of [s b v])>> then\n    switch costume to (5 v)\n    stop [this script v]\nend\nif <<([y position v] of [s b v]) > [-30]> and <[30] > ([y position v] of [s b v])>> then\n    switch costume to (13 v)\n    stop [this script v]\nend\nif <<([y position v] of [s b v]) > [-50]> and <[50] > ([y position v] of [s b v])>> then\n    switch costume to (2 v)\n    stop [this script v]\nend\nif <<([y position v] of [s b v]) > [-70]> and <[70] > ([y position v] of [s b v])>> then\n    switch costume to (01 v)\n    stop [this script v]\nend\nif <<([y position v] of [s b v]) > [-200]> and <[200] > ([y position v] of [s b v])>> then\n    switch costume to (0 v)\n    stop [this script v]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [glücksrad startet v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [receivement v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [glücksrad wird versteckt v]\nhide\nstop [other scripts in sprite v]\n\n@s b\n\nwhen I start as a clone\nif <(Clone Type) = [no Money]> then\n    if <(Apple) < [49]> then\n        show\n        set [ghost v] effect to (0)\n        repeat (100)\n            change [ghost v] effect by (1)\n        end\n    end\nend\n\ndefine hoch\nchange y by (([cos v] of ((y position) / (1.5)) ) * (-20))\n\ndefine runter\nchange y by (([cos v] of ((y position) / (1.5)) ) * (20))\n\nwhen I receive [glücksrad startet v]\nshow\nset [clone type v] to [bar]\ncreate clone of (_myself_ v)\ngo to [front v] layer\ngo to x: (199) y: (0)\nwait (0.1) seconds\nset [hoch runter v] to [r]\nforever\n    go to [front v] layer\n    switch costume to (pointer v)\n    if <<(Apple) > [49]> and <<<mouse down?> or <key (space v) pressed?>> and <(spin) < [0.1]>>> then\n        wait until <<not <mouse down?>> and <not <key (space v) pressed?>>>\n        broadcast (Back von Shop wird versteckt v)\n        change [apple v] by (-50)\n        repeat until <<mouse down?> or <key (space v) pressed?>>\n            if <(hoch runter) = [h]> then\n                if <[130] < (y position)> then\n                    set [hoch runter v] to [r]\n                else\n                    runter\n                end\n            else\n                if <(y position) < [-130]> then\n                    set [hoch runter v] to [h]\n                else\n                    hoch\n                end\n            end\n        end\n        broadcast (spin v)\n        set [achements v] to [1]\n        wait until <<not <mouse down?>> and <not <key (space v) pressed?>>>\n    else\n        if <<mouse down?> or <key (space v) pressed?>> then\n            set [clone type v] to [no Money]\n            create clone of (_myself_ v)\n            broadcast (schüttel dein speck v)\n            wait until <<not <mouse down?>> and <not <key (space v) pressed?>>>\n        end\n    end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [receivement v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [glücksrad wird versteckt v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(Clone Type) = [bar]> then\n    show\n    switch costume to (bar v)\n    go to [front v] layer\n    go [backward v] (1) layers\n    go to x: (199) y: (0)\n    forever\n        if <(Verstecken) = [1]> then\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Clone Type) = [no Money]> then\n    if <(Apple) < [49]> then\n        show\n        set [ghost v] effect to (0)\n        go to [front v] layer\n        switch costume to (kostüm4 v)\n        point in direction (90)\n        set size to (100) %\n        go to x: (0) y: (-30)\n        glide (2) secs to x: (0) y: (35)\n        hide\n        delete this clone\n    end\nend\n\n@Figur2\n\nwhen I receive [spin v]\nshow\nset [spin v] to [0]\nif <[0] > ([y position v] of [s b v])> then\n    set [spin v] to (((135) + ([y position v] of [s b v])) / (2))\nelse\n    set [spin v] to (((135) - ([y position v] of [s b v])) / (2))\nend\nrepeat until <(spin) < [0.1]>\n    turn right (spin) degrees\n    set [spin v] to ((spin) / (1.03))\n    if <not <(click) = (Ergebnis)>> then\n        set [click v] to (Ergebnis)\n        start sound (pick random (1) to (14))\n    end\nend\nbroadcast (Receivement v)\nhide\nset [spin v] to [0]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [glücksrad startet v]\nset [ergebnis v] to [0]\nset size to (100) %\nclear graphic effects\nswitch costume to (rad v)\ngo to [front v] layer\nwait (0) seconds\nset rotation style [all around v]\nshow\nset [spin v] to [0]\nforever\n    if <(round ((direction) / (30))) = [0]> then\n        set [ergebnis v] to [4]\n    end\n    if <(round ((direction) / (30))) = [1]> then\n        set [ergebnis v] to [3]\n    end\n    if <(round ((direction) / (30))) = [2]> then\n        set [ergebnis v] to [2]\n    end\n    if <(round ((direction) / (30))) = [3]> then\n        set [ergebnis v] to [1]\n    end\n    if <(round ((direction) / (30))) = [4]> then\n        set [ergebnis v] to [12]\n    end\n    if <(round ((direction) / (30))) = [5]> then\n        set [ergebnis v] to [11]\n    end\n    if <<(round ((direction) / (30))) = [6]> or <(round ((direction) / (30))) = [6]>> then\n        set [ergebnis v] to [10]\n    end\n    if <(round ((direction) / (30))) = [-5]> then\n        set [ergebnis v] to [9]\n    end\n    if <(round ((direction) / (30))) = [-4]> then\n        set [ergebnis v] to [8]\n    end\n    if <(round ((direction) / (30))) = [-3]> then\n        set [ergebnis v] to [7]\n    end\n    if <(round ((direction) / (30))) = [-2]> then\n        set [ergebnis v] to [6]\n    end\n    if <(round ((direction) / (30))) = [-1]> then\n        set [ergebnis v] to [5]\n    end\nend\n\nwhen I receive [glücksrad startet v]\ngo to [front v] layer\nhide variable [lives v]\n\nwhen I receive [glücksrad wird versteckt v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Verschönerung\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\ngo to [front v] layer\ngo to x: (0) y: (-18)\nforever\n    go to [front v] layer\nend\n\nwhen I receive [glücksrad startet v]\nset [ghost v] effect to (0)\nshow\nforever\n    go to [front v] layer\nend\n\nwhen I receive [receivement v]\nhide\n\nwhen I receive [glücksrad wird versteckt v]\nhide\nstop [other scripts in sprite v]\n\n@Receive\n\ndefine Schütteln\nswitch costume to (skin7 v)\nshow\nset size to (100) %\nset [schütteln v] to [200]\nrepeat (50)\n    point in direction ((90) + (([sin v] of ((timer) * (schütteln)) ) * (5)))\n    change [schütteln v] by (15)\nend\nglide (0.2) secs to x: (0) y: (250)\nhide\nset [zufällig v] to (pick random (4) to (16))\nif <(item ((Zufällig) - (2)) of [upgrades.price v]) = []> then\n    switch costume to (apfel v)\n    change [apple v] by (30)\nelse\n    switch costume to (Zufällig)\n    replace item ((Zufällig) - (2)) of [upgrades.price v] with []\nend\ngo to x: (0) y: (0)\nshow\nrepeat (4)\n    repeat (7)\n        change size by (1.5)\n    end\n    repeat (7)\n        change size by (-1.5)\n    end\nend\nset [warten v] to [1]\nbroadcast (Receivement-Close v)\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Erzeuge Klon mit Name (name) bei Position X: (x) Y: (y) Größe: (größe)\nset [receive: cstat v] to (name)\ngo to x: (x) y: (y)\nset size to (größe) %\ncreate clone of (_myself_ v)\n\nwhen I receive [receivement v]\nset [warten v] to [0]\nset [aaaaaa v] to (pick random (1) to (3))\nclear graphic effects\nhide\nErzeuge Klon mit Name [Back] bei Position X: [0] Y: [0] Größe: [1]\nErzeuge Klon mit Name [Front] bei Position X: [0] Y: [0] Größe: [1]\nif <<(Ergebnis) = [12]> or <<(Ergebnis) = [7]> or <(Ergebnis) = [4]>>> then\n    wait until <(warten) = [1]>\n    set [player warten v] to (warten)\nelse\n    wait (2) seconds\nend\nbroadcast (Receivement-Close v)\n\nwhen I start as a clone\nif <(Receive: cSTAT) = [Back]> then\n    set size to (1) %\n    if <(aaaaaa) = [3]> then\n        switch costume to (receaveback2 v)\n    else\n        switch costume to (receaveback1 v)\n    end\n    set [ghost v] effect to (100)\n    show\n    repeat (10)\n        ändere Größe um [10]\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen I start as a clone\nif <(Receive: cSTAT) = [Back]> then\n    forever\n        turn right (0.78) degrees\n    end\nend\n\ndefine ändere Größe um (größe)\nswitch costume to (kostüm2 v)\nchange size by (größe)\nif <(aaaaaa) = [2]> then\n    switch costume to (receaveback2 v)\nelse\n    switch costume to (receaveback1 v)\nend\n\nwhen I receive [receivement-close v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(Receive: cSTAT) = [Front]> then\n    switch costume to (kostüm1 v)\n    clear graphic effects\n    point in direction (90)\n    set size to (100) %\n    show\n    start sound [Win v]\n    Äpfel\n    set [verstecken v] to [1]\n    repeat (7)\n        change size by (1.5)\n    end\n    repeat (7)\n        change size by (-1.5)\n    end\n    if <(Ergebnis) = [1]> then\n        replace item ((Ergebnis) + (1)) of [upgrades.price v] with []\n    else\n        if <(Ergebnis) = [2]> then\n            replace item ((Ergebnis) + (1)) of [upgrades.price v] with []\n        else\n            if <(Ergebnis) = [3]> then\n                replace item ((Ergebnis) + (1)) of [upgrades.price v] with []\n            else\n                if <(Ergebnis) = [4]> then\n                    Schütteln\n                else\n                    if <(Ergebnis) = [5]> then\n                        replace item (Ergebnis) of [upgrades.price v] with []\n                    else\n                        if <(Ergebnis) = [6]> then\n                            replace item (Ergebnis) of [upgrades.price v] with []\n                        else\n                            if <(Ergebnis) = [7]> then\n                                Schütteln\n                            else\n                                if <(Ergebnis) = [8]> then\n                                    replace item ((Ergebnis) - (1)) of [upgrades.price v] with []\n                                else\n                                    if <(Ergebnis) = [9]> then\n                                        replace item ((Ergebnis) - (1)) of [upgrades.price v] with []\n                                    else\n                                        if <(Ergebnis) = [10]> then\n                                            replace item ((Ergebnis) - (1)) of [upgrades.price v] with []\n                                        else\n                                            if <(Ergebnis) = [11]> then\n                                                replace item ((Ergebnis) - (1)) of [upgrades.price v] with []\n                                            else\n                                                if <(Ergebnis) = [12]> then\n                                                    Schütteln\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    forever\n        change size by (((100) - (size)) / (5))\n    end\nend\n\nwhen I receive [glücksrad wird versteckt v]\nhide\nset [player warten v] to [1]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Äpfel\nif <<<(Ergebnis) = [2]> or <(Ergebnis) = [1]>> or <(Ergebnis) = [3]>> then\n    if <(item ((Ergebnis) + (1)) of [upgrades.bought v]) = [1]> then\n        switch costume to (apfel v)\n        change [apple v] by (30)\n        stop [this script v]\n    else\n        switch costume to (join [Skin] (Ergebnis))\n    end\nelse\n    if <<(Ergebnis) = [5]> or <(Ergebnis) = [6]>> then\n        if <(item (Ergebnis) of [upgrades.bought v]) = [1]> then\n            switch costume to (apfel v)\n            change [apple v] by (30)\n            stop [this script v]\n        else\n            switch costume to (join [Skin] (Ergebnis))\n        end\n    else\n        if <<<(Ergebnis) = [8]> or <(Ergebnis) = [9]>> or <<(Ergebnis) = [10]> or <(Ergebnis) = [11]>>> then\n            if <(item ((Ergebnis) - (1)) of [upgrades.bought v]) = [1]> then\n                switch costume to (apfel v)\n                change [apple v] by (30)\n                stop [this script v]\n            else\n                switch costume to (join [Skin] (Ergebnis))\n            end\n        end\n    end\nend\n\nwhen flag clicked\nListen durchgehen\n\ndefine Listen durchgehen\ndelete all of [upgrades.bought v]\nadd [0] to [upgrades.bought v]\nset [liste durchgehen v] to [1]\nrepeat ((length of [upgrades.price v]) - (1))\n    insert [0] at (Liste durchgehen) of [upgrades.bought v] \n    if <(item (Liste durchgehen) of [upgrades.price v]) = []> then\n        replace item (Liste durchgehen) of [upgrades.bought v] with [1]\n    end\n    change [liste durchgehen v] by (1)\nend\n\n@Shop\n\nwhen flag clicked\nhide\ngo to x: (213) y: (163)\nset size to (25) %\n\nwhen I receive [shop v]\ngo to [front v] layer\ngo to x: (213) y: (163)\nbroadcast (Go v)\nif <(Apple) > [49]> then\n    switch costume to (shop1 v)\nelse\n    switch costume to (shop v)\nend\nshow\nforever\n    go to [front v] layer\n    if <touching (mouse-pointer v)?> then\n        change size by (((35) - (size)) / (5))\n        if <mouse down?> then\n            broadcast (stop v)\n            broadcast (Glücksrad startet v)\n            set [verstecken v] to [0]\n            hide\n            stop [other scripts in sprite v]\n            switch costume to (back v)\n            go to x: (-219) y: (163)\n            show\n            if <touching (mouse-pointer v)?> then\n                change size by (((35) - (size)) / (5))\n                if <mouse down?> then\n                    broadcast (Glücksrad wird versteckt v)\n                    set [verstecken v] to [1]\n                    hide variable [apple v]\n                    show variable [lives v]\n                    broadcast (Go v)\n                    broadcast (Shop v)\n                end\n            else\n                change size by (((30) - (size)) / (5))\n            end\n        end\n    else\n        change size by (((30) - (size)) / (5))\n    end\nend\n\nwhen I receive [receivement-close v]\nbroadcast (Shop v)\nbroadcast (Game Loop v)\nbroadcast (change scene v)\nshow variable [lives v]\n\nwhen I receive [receivement v]\nhide\ngo to x: (213) y: (163)\n\nwhen I receive [glücksrad startet v]\nshow\n\nwhen I receive [shop soll versteckt werden v]\nhide\n\nwhen I receive [shop soll gezeigt werden v]\nshow\n\nwhen I receive [back von shop wird versteckt v]\nhide\n\nwhen I receive [glücksrad wird versteckt v]\nbroadcast (Game Loop v)\nbroadcast (change scene v)\n\nwhen I receive [lose live v]\nshow variable [lives v]\n\nwhen I receive [go v]\nforever\n    if <<(Apple) > [49]> and <(Apple) < [100]>> then\n        switch costume to (shop1 v)\n    else\n        if <<(Apple) > [99]> and <(Apple) < [150]>> then\n            switch costume to (shop2 v)\n        else\n            if <<(Apple) > [149]> and <(Apple) < [200]>> then\n                switch costume to (shop3 v)\n            else\n                if <<(Apple) > [199]> and <(Apple) < [250]>> then\n                    switch costume to (shop4 v)\n                else\n                    if <<(Apple) > [249]> and <(Apple) < [300]>> then\n                        switch costume to (shop5 v)\n                    else\n                        if <<(Apple) > [299]> and <(Apple) < [350]>> then\n                            switch costume to (shop6 v)\n                        else\n                            if <<(Apple) > [349]> and <(Apple) < [400]>> then\n                                switch costume to (shop7 v)\n                            else\n                                switch costume to (shop v)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@UI background\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [clone v] to [1]\nforever\n    switch costume to (costume1 v)\n    set [ghost v] effect to (10)\n    go to [front v] layer\n    go [backward v] ((50) + (length of [upgrades.price v])) layers\n    set size to (101) %\n    if <(Shop.open?) = [1]> then\n        change [upgrades.x v] by ((() - (Upgrades.x)) / (7))\n        switch costume to (0 v)\n    else\n        change [upgrades.x v] by (((203) - (Upgrades.x)) / (7))\n        switch costume to (203 v)\n        if <(Update?) = [1]> then\n            switch costume to (update v)\n        end\n    end\n    if <<(Upgrades.x) > [200]> and <<((mouse x) - (Upgrades.x)) < [36]> and <<touching (mouse-pointer v)?> and <(Shop.open?) = [0]>>>> then\n        set [ghost v] effect to (25)\n    end\n    go to x: (Upgrades.x) y: (0)\nend\n\ndefine Check for new upgrades\nset [update? v] to [0]\nset [i v] to (ting)\nrepeat until <<(Update?) = [1]> or <not <(length of [upgrades.price v]) > ((i) - (1))>>>\n    if <<not <(Candy) < (item (i) of [upgrades.price v])>> and <(item (i) of [upgrades.bought v]) = [0]>> then\n        set [update? v] to [1]\n        set [ting v] to (i)\n    end\n    change [i v] by (1)\nend\n\nwhen this sprite clicked\nif <(clone) = [1]> then\n    if <((mouse x) - (Upgrades.x)) < [36]> then\n        if <(Shop.open?) = [0]> then\n            if <(Upgrades.x) > [200]> then\n                set [shop.open? v] to [1]\n                set [scroll.y v] to [0]\n                set [hellichkeit v] to [1]\n                broadcast (Shop soll versteckt werden v)\n                start sound [Low Whoosh v]\n            end\n        else\n            set [shop.open? v] to [0]\n            set [hellichkeit v] to [0]\n            broadcast (Shop soll gezeigt werden v)\n            start sound [Low Whoosh v]\n        end\n    end\nend\n\nwhen I receive [player wird ausgsucht v]\nshow\nset [ghost v] effect to (100)\nset [hellichkeit v] to [0]\nset [upgrades.x v] to [203]\nset [shop.open? v] to [0]\nset [clone v] to [0]\ncreate clone of (_myself_ v)\nforever\n    wait until <(Hellichkeit) = [1]>\n    repeat (20)\n        change [ghost v] effect by (-5)\n    end\n    go to [front v] layer\n    go [backward v] (1) layers\n    switch costume to (costume1 v)\n    go to x: (0) y: (1)\n    set size to (100) %\n    Check for new upgrades\n    wait until <(Hellichkeit) = [0]>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\nend\n\nwhen I receive [receivement v]\nhide\n\nwhen I receive [shop v]\nshow\n\nwhen I receive [receivement-close v]\nshow\n\nwhen I receive [glücksrad startet v]\nhide\n\n@Upgrades\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [clone v] to [1]\nchange [clones v] by (1)\nset [ting v] to [0]\nforever\n    show\n    go to [front v] layer\n    go [backward v] (4) layers\n    switch costume to (2 v)\n    set size to (10000000000000) %\n    go to x: ((Upgrades.x) + (120)) y: (((68) - (((Upgrades: id) - (1)) * (75))) - ((4) * (Scroll.y)))\n    set size to (85) %\n    if <not <(Candy) < (item (Upgrades: id) of [upgrades.price v])>> then\n        change [ting v] by (((5) - (ting)) / (5))\n        switch costume to (buy ting v)\n        if <touching (mouse-pointer v)?> then\n            set [ghost v] effect to (10)\n        else\n            set [ghost v] effect to (0)\n        end\n    else\n        change [ting v] by (((-35) - (ting)) / (5))\n        set [ghost v] effect to (0)\n    end\n    set [brightness v] effect to (ting)\n    switch costume to (join (Upgrades: id) [])\nend\n\ndefine Create clones\nset [upgrades: id v] to [1]\nrepeat (length of [upgrades.price v])\n    create clone of (_myself_ v)\n    change [upgrades: id v] by (1)\nend\n\nwhen this sprite clicked\nif <(clone) = [1]> then\n    if <not <(Candy) < (item (Upgrades: id) of [upgrades.price v])>> then\n        switch costume to (buy ting v)\n        if <touching (mouse-pointer v)?> then\n            switch costume to (join (Upgrades: id) [])\n            buy ting id: (Upgrades: id)\n            set [ting v] to [80]\n        end\n    end\n    switch costume to (join (Upgrades: id) [])\nelse\n    set [y diff v] to ((mouse y) - (y position))\n    repeat until <not <mouse down?>>\n        set [scroll.y v] to (((mouse y) - (88)) - (y diff))\n    end\nend\n\ndefine buy ting id: (id)\nreplace item (id) of [upgrades.bought v] with [1]\nstart sound [Magic Spell v]\nset [colourefekt v] to (id)\nbroadcast (new cat v)\n\nwhen [up arrow v] key pressed\nif <(Shop.open?) = [1]> then\n    change [scroll.y v] by (1)\n    if <(Scroll.y) > [0]> then\n        set [scroll.y v] to [0]\n    end\nend\n\nwhen [down arrow v] key pressed\nif <(Shop.open?) = [1]> then\n    change [scroll.y v] by (-1)\n    if <(Scroll.y) < [-222]> then\n        set [scroll.y v] to [-222]\n    end\nend\n\nwhen I receive [player wird ausgsucht v]\nshow\nset [clone v] to [0]\nset [scroll.y v] to [0]\nCreate clones\nforever\n    if <(Scroll.y) > [0]> then\n        set [scroll.y v] to [0]\n    end\n    if <(Scroll.y) < [-222]> then\n        set [scroll.y v] to [-222]\n    end\n    set size to (10000000000000) %\n    switch costume to (scrolling ting v)\n    go to x: ((Upgrades.x) + (227)) y: ((88) + (Scroll.y))\n    go to [front v] layer\n    go [backward v] (1) layers\n    set size to (100) %\nend\n\n@Sprite2\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (0)\nforever\n    go to [back v] layer\n    if <(Scene#) = [-203]> then\n        point in direction (90)\n        go to x: (0) y: (0)\n        if <not <(item # of [Kep1] in [collectend v]) = [0]>> then\n            switch costume to (costume2 v)\n        else\n            switch costume to (costume1 v)\n        end\n        show\n    else\n        if <(Scene#) = [98]> then\n            if <(item # of [Kep1] in [collectend v]) = [0]> then\n                go to x: (300) y: (60)\n                point in direction (-90)\n                switch costume to (costume1 v)\n            else\n                go to x: (95) y: (185)\n                point in direction (90)\n                switch costume to (costume2 v)\n            end\n            show\n        else\n            hide\n        end\n    end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nhide\n\n@Glücksrad Hintergrund\n\nwhen flag clicked\nswitch costume to (glücksrad hintergrund v)\nhide\n\nwhen I receive [glücksrad startet v]\ngo to x: (0) y: (0)\nset [brightness v] effect to (20)\nset [color v] effect to (-15)\nshow\n\nwhen I receive [glücksrad wird versteckt v]\nhide\n\nwhen I receive [receivement v]\nhide\n\n@money\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nchange [clones v] by (1)\nset [id v] to (clones)\nforever\n    go to [front v] layer\n    show\n    set size to (230) %\n    set [color v] effect to (85)\n    set x to (-190)\n    set y to ((((((clones) * (-0.5)) + ((ID) + (1))) - (0.5)) * (-40)) - (-10))\n    switch costume to (letter (ID) of (Apple))\n    if <(length of (Apple)) < (ID)> then\n        change [clones v] by (-1)\n        delete this clone\n    end\n    if <(Verstecken) = [1]> then\n        delete this clone\n    end\nend\n\nwhen flag clicked\nset [verstecken v] to [0]\nhide\n\nwhen I receive [schüttel dein speck v]\nstart sound [ne ne ne v]\nchange x by (-10)\nwait (0.1) seconds\nchange x by (20)\nwait (0.1) seconds\nchange x by (-20)\nwait (0.1) seconds\nchange x by (20)\nwait (0.1) seconds\nchange x by (-10)\n\nwhen I receive [glücksrad startet v]\nset [clones v] to [0]\nset [id v] to [1]\nforever\n    set [color v] effect to (0)\n    show\n    if <(length of (Apple)) > (clones)> then\n        create clone of (_myself_ v)\n    end\n    set size to (230) %\n    set y to ((((((clones) * (-0.5)) + (ID)) - (0.5)) * (-40)) - (-25))\n    set x to (-190)\n    switch costume to (pngegg-2 v)\nend\n\nwhen I receive [glücksrad wird versteckt v]\nwait (0) seconds\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [receivement v]\nwait (0) seconds\nhide\nstop [other scripts in sprite v]\n\n@Achievments\n\ndefine Acheivment id: (id)\nif <(item (id) of [completed achievments v]) = [0]> then\n    replace item (id) of [completed achievments v] with [1]\n    set [achievments: id v] to (id)\n    change [zzz die letzten v] by (1)\n    create clone of (_myself_ v)\n    broadcast (Achievement v)\nend\n\nwhen I start as a clone\nset [t v] to [0]\nset size to (100000) %\ngo to x: (-140) y: (-195)\nshow\nclear graphic effects\nset size to (85) %\ngo to [front v] layer\nif <(Achievments: id) = [13]> then\n    switch costume to (18 v)\nelse\n    if <(Achievments: id) = [6]> then\n        switch costume to (21 v)\n    else\n        if <(Achievments: id) = [12]> then\n            switch costume to (37 v)\n        else\n            switch costume to (Achievments: id)\n        end\n    end\nend\nset [ghost v] effect to (100)\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\nrepeat ((costume [name v]) - (costume [number v]))\n    change [apple v] by (1)\n    wait (0.08) seconds\nend\nrepeat until <(t) > [7]>\n    change [t v] by (0.1)\n    go to [front v] layer\nend\nrepeat (10)\n    change [ghost v] effect by (10)\n    go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [achievement v]\nchange y by (65)\n\nwhen I receive [durchzählen v]\ndurchzählen\n\ndefine durchzählen\nset [freigeschaltet v] to [0]\nset [zählung v] to [0]\nrepeat until <(freigeschaltet) = (length of [upgrades.price v])>\n    change [zählung v] by (1)\n    if <(Zählung) > (length of [upgrades.price v])> then\n        stop [this script v]\n    end\n    if <(item (Zählung) of [upgrades.price v]) = []> then\n        change [freigeschaltet v] by (1)\n    end\nend\n\nwhen I receive [start game v]\nwait (0) seconds\nforever\n    if <(Apple counter) = [1]> then\n        Acheivment id: [1]\n    end\n    if <(Achements) = [1]> then\n        Acheivment id: [2]\n    end\n    if <<(item (7) of [upgrades.price v]) = []> or <<(item (12) of [upgrades.price v]) = []> or <<(item (14) of [upgrades.price v]) = []> or <(item (13) of [upgrades.price v]) = []>>>> then\n        Acheivment id: [3]\n    end\n    if <(Monster zerstört) > [0]> then\n        Acheivment id: [4]\n    end\n    if <(Monster zerstört) > [29]> then\n        Acheivment id: [5]\n    end\n    if <[24] < (Apple counter)> then\n        Acheivment id: [6]\n    end\n    if <not <(item (7) of [completed achievments v]) = [1]>> then\n        broadcast (durchzählen v)\n    end\n    if <(freigeschaltet) = [15]> then\n        Acheivment id: [7]\n    end\n    if <[0] < (item # of [Key3] in [collectend v])> then\n        Acheivment id: [8]\n    end\n    if <(item # of [Key6] in [collectend v]) = [7]> then\n        Acheivment id: [9]\n    end\n    if <(Actions \(love/fave\)) = [2]> then\n        Acheivment id: [10]\n    end\n    if <(won) = [1]> then\n        Acheivment id: [11]\n    end\n    if <(extra Lives) = [1]> then\n        Acheivment id: [13]\n    end\n    if <(Try counter) = [10]> then\n        Acheivment id: [14]\n    end\n    if <(ZZZ die letzten) = ((length of [completed achievments v]) - (1))> then\n        Acheivment id: [15]\n    end\n    if <(won) = [10]> then\n        Acheivment id: [16]\n    end\nend\n\nset [lives v] to [1000]\n\nif <(Boss) = [1]> then\n    Acheivment id: [12]\nend\n\n@irgentwas\n\nwhen I receive [change scene v]\ngo to [back v] layer\nshow\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene#))\ngo to x: (0) y: (0)\nstamp outline\nstamp shadow\nwait (0) seconds\nwait (0) seconds\nwait (0) seconds\ngo to [back v] layer\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\ndefine stamp outline\nshow\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\ndefine stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (70)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\n@Transition\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (black v)\nset size to (100) %\nshow\nrepeat (5)\n    switch costume to (mini v)\n    set size to ((size) * (1.2)) %\n    switch costume to (mask #1 v)\nend\nset size to ((size) * (0.5)) %\nrepeat (2)\n    switch costume to (mini v)\n    set size to ((size) * (1.2)) %\n    switch costume to (mask #2 v)\nend\nrepeat (2)\n    switch costume to (mini v)\n    set size to ((size) * (1.2)) %\n    switch costume to (mask #3 v)\nend\nrepeat (3)\n    switch costume to (mini v)\n    set size to ((size) * (1.2)) %\n    switch costume to (mask #4 v)\nend\nrepeat (5)\n    switch costume to (mini v)\n    set size to ((size) * (1.2)) %\n    switch costume to (mask #5 v)\nend\nhide\n\n@INTRO\n\ndefine Background effect 1\nset size to (1) %\nhide\nswitch costume to (b1 v)\nclear graphic effects\ngo to x: (-240) y: (180)\nrepeat (11)\n    repeat (13)\n        set [clonid v] to [B1]\n        set [cstat v] to [B1]\n        create clone of (_myself_ v)\n        change x by (40)\n    end\n    change y by (-36)\n    set x to (-240)\nend\n\nwhen I start as a clone\nif <(cSTAT) = [B1]> then\n    wait ((([abs v] of (x position) ) + ([abs v] of (y position) )) * (0.0025)) seconds\n    show\n    set size to (1) %\n    Serp to [90] s [5] f [20]\nend\n\nwhen I start as a clone\nif <(cSTAT) = [B1]> then\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    wait ((([abs v] of (x position) ) + ([abs v] of (y position) )) * (0.0015)) seconds\nend\n\ndefine Serp to (xf) s (s) f (t)\nrepeat (t)\n    change size by (((xf) - (size)) / (s))\nend\nset size to (xf) %\n\ndefine set Colour (c) (d) (h)\nset [color v] effect to ((c) * (2))\nset [ghost v] effect to (d)\nset [brightness v] effect to (h)\n\ndefine Lines (l) size (s)\nset size to (s) %\ngo to x: (0) y: (0)\nrepeat (l)\n    set [cstat v] to [E1]\n    create clone of (_myself_ v)\n    turn right ((360) / (l)) degrees\nend\n\nwhen I start as a clone\nif <(cSTAT) = [E1]> then\n    go to [front v] layer\n    set [vel1 v] to [50]\n    forever\n        set [vel1 v] to ((vel1) * (0.8))\n        move (vel1) steps\n    end\nend\n\nwhen I start as a clone\nif <(cSTAT) = [E1]> then\n    show\n    switch costume to (l1 v)\n    repeat (9)\n        next costume\n        wait (0.01) seconds\n    end\n    delete this clone\nend\n\nwait (0.1) seconds\n\nwhen flag clicked\nbroadcast (Intro - Starting v) and wait\n\ndefine createBR\nset [cstat v] to [BRo]\ncreate clone of (_myself_ v)\nset [cstat v] to [BRu]\ncreate clone of (_myself_ v)\n\nwhen I receive [findbr v]\nif <(cSTAT) = [BRo]> then\n    clear graphic effects\n    point in direction (90)\n    switch costume to (blackrand v)\n    show\n    set size to (100) %\n    go to x: (0) y: (49)\n    lerp to (0) (0) at smoothness (4) for (50) frames\nend\nif <(cSTAT) = [BRu]> then\n    clear graphic effects\n    point in direction (-90)\n    switch costume to (blackrand v)\n    show\n    set size to (100) %\n    go to x: (0) y: (-100)\n    lerp to (0) (0) at smoothness (4) for (50) frames\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [BR]?> then\n    hide\n    forever\n        go to [front v] layer\n        go [backward v] (2) layers\n    end\nend\n\ndefine lerp to (xf) (yf) at smoothness (s) for (t) frames\nrepeat (t)\n    change x by (((xf) - (x position)) / (s))\n    change y by (((yf) - (y position)) / (s))\nend\ngo to x: (xf) y: (yf)\n\nwhen I receive [endbr v]\nif <(cSTAT) = [BRo]> then\n    point in direction (90)\n    switch costume to (blackrand v)\n    show\n    set size to (100) %\n    go to x: (0) y: (0)\n    lerp to (0) (49) at smoothness (4) for (50) frames\n    hide\nend\nif <(cSTAT) = [BRu]> then\n    point in direction (-90)\n    switch costume to (blackrand v)\n    show\n    set size to (100) %\n    go to x: (0) y: (0)\n    lerp to (0) (-49) at smoothness (4) for (50) frames\n    hide\nend\n\nwhen I receive [endbr v]\nif < (cSTAT) contains [BR]?> then\n    set [ghost v] effect to (0)\n    wait (0.3) seconds\n    repeat (5)\n        change [ghost v] effect by (20)\n    end\nend\n\nwhen I receive [findbr v]\nif < (cSTAT) contains [BR]?> then\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [BR]?> then\n    wait (0.8) seconds\n    broadcast (findBR v)\n    wait (2) seconds\n    broadcast (endBR v)\nend\n\nwhen I receive [intro - starting v]\nstart sound [Jim Yosef - Fall With Me4 v]\nstop all sounds\nclear sound effects\nstart sound [Jim Yosef - Fall With Me4 v]\nbroadcast (Intro? v) and wait\n\nwhen I receive [resetintro v]\nif <(cSTAT) = [B1]> then\n    wait (0.3) seconds\n    wait ((([abs v] of (x position) ) + ([abs v] of (y position) )) * (0.001)) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\nelse\n    if <(cSTAT) = [Logo]> then\nend\n\nwhen I receive [endname v]\nif < (cSTAT) contains [Background]?> then\n    set [v1 v] to [-10]\n    wait (0.7) seconds\n    set [v1 v] to [10]\n    wait (0.5) seconds\n    set [v1 v] to [-20]\n    repeat (5)\n        change size by (-10)\n        change [ghost v] effect by (20)\n    end\n    delete this clone\nend\n\nwhen I receive [endname v]\nif < (cSTAT) contains [Background]?> then\n    repeat (50)\n        go to [front v] layer\n        change size by (v1)\n        set [v1 v] to ((v1) * (0.8))\n    end\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [skip]?> then\n    forever\n        go to [front v] layer\n        go [forward v] (100) layers\n    end\nend\n\nwhen I receive [whiteshock v]\nif <(cSTAT) = [WS]> then\n    show\n    set [ghost v] effect to (0)\n    wait (0.2) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\nend\n\nwhen I start as a clone\nif <(cSTAT) = [WS]> then\n    set [ghost v] effect to (100)\n    show\n    go to x: (0) y: (0)\n    point in direction (90)\n    set size to (100) %\n    go to [front v] layer\n    switch costume to (kostüm5 v)\n    forever\n        go to [front v] layer\n    end\nend\n\ndefine Partikel (p) links rechts mitte (lmp)\nset [p-lmp v] to (lmp)\nrepeat (p)\n    set [cstat v] to [T1]\n    create clone of (_myself_ v)\n    wait (pick random (0.1) to (0.5)) seconds\nend\n\nwhen I start as a clone\nif <(cSTAT) = [T1]> then\n    switch costume to (join [P] (pick random (1) to (7)))\n    set size to (pick random (20) to (40)) %\n    if <(P-lmp) = [m]> then\n        go to x: (pick random (-178) to (178)) y: (-180)\n    else\n        if <(P-lmp) = [l]> then\n            go to x: (pick random (-190) to (-20)) y: (-180)\n        else\n            go to x: (pick random (-179) to (178)) y: (pick random (-179) to (178))\n        end\n    end\n    set [ghost v] effect to (100)\n    point in direction (pick random (-90) to (90))\n    show\n    set [valp1 v] to (pick random (5) to (9))\n    if <(P-lmp) = [m]> then\n        set [valp3 v] to (pick random (-2) to (2))\n        set [valp2 v] to (pick random (1) to (3))\n    else\n        if <(P-lmp) = [l]> then\n            set [valp3 v] to (pick random (2) to (3))\n            set [valp2 v] to (pick random (1) to (3))\n        else\n            set [valp3 v] to (pick random (-2) to (-3))\n            set [valp2 v] to (pick random (-3) to (3))\n        end\n    end\n    repeat (pick random (80) to (110))\n        turn right (valP1) degrees\n        change x by (valP3)\n        change y by (valP2)\n    end\n    repeat (10)\n        change [ghost v] effect by (10)\n        turn right (valP1) degrees\n        change x by (valP3)\n        change y by (valP2)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(cSTAT) = [T1]> then\n    repeat (pick random (7) to (10))\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen I receive [shake v]\nif < (cSTAT) contains [Background]?> then\n    go to x: (pick random (-50) to (50)) y: (pick random (-20) to (20))\n    repeat (30)\n        set [shake v] to (((shake) * (0.8)) + (((0) - (round (x position))) / (6)))\n        change x by (shake)\n        set [shake2 v] to (((shake2) * (0.7)) + (((0) - (round (y position))) / (6)))\n        change y by (shake2)\n        point in direction ((shake2) + (90))\n    end\nend\n\nwhen I receive [endname v]\nif < (cSTAT) contains [Background]?> then\n    wait (1.3) seconds\nend\n\nwhen I receive [whiteshock v]\nif <(cSTAT) = [WS]> then\n    Partikel [20] links rechts mitte [m]\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [par]?> then\n    go [backward v] (1) layers\n    show\n    set size to (130) %\n    go to x: (0) y: (0)\n    set [v4 v] to [0]\n    set [v5 v] to [0]\n    set [v4 v] to [15]\n    set [v5 v] to (pick random (-50) to (50))\n    repeat (40)\n        change y by (v4)\n        change [v4 v] by (-1)\n        change x by (v5)\n        set [v5 v] to ((v5) * (0.8))\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Background]?> then\n    show\n    set [v1 v] to [0]\n    set size to (1) %\n    go to x: (0) y: (0)\n    set [v1 v] to [20]\n    repeat (50)\n        go to [front v] layer\n        change size by (v1)\n        set [v1 v] to ((v1) * (0.8))\n    end\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [BigBack]?> then\n    go to [front v] layer\n    show\n    set [v2 v] to [0]\n    set size to (100) %\n    go to x: (0) y: (0)\n    set [v2 v] to [70]\n    repeat (15)\n        change y by (v2)\n        set [v2 v] to ((v2) * (0.8))\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Logo]?> then\n    go to [front v] layer\n    reset timer\n    point in direction (90)\n    clear graphic effects\n    show\n    set [v3 v] to [0]\n    set size to (1) %\n    go to x: (0) y: (0)\n    set [v3 v] to [18]\n    repeat (50)\n        change size by (v3)\n        set [v3 v] to ((v3) * (0.8))\n        set y to ((([sin v] of ((timer) * (100)) ) * (29)) + (0))\n    end\n    clear graphic effects\n    go to [front v] layer\n    show\n    go to x: (0) y: (0)\n    point in direction (90)\n    forever\n        go to [front v] layer\n        set y to ((([sin v] of ((timer) * (100)) ) * (29)) + (0))\n    end\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Whisher]?> then\n    go to [front v] layer\n    show\n    set [v2 v] to [0]\n    set size to (100) %\n    set [v2 v] to [70]\n    set [cstat v] to [---]\n    repeat (15)\n        set [v2 v] to ((v2) * (0.8))\n        move (v2) steps\n        create clone of (_myself_ v)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Point]?> then\n    switch costume to (kostüm3 v)\n    show\n    set [v1 v] to [0]\n    set size to (1) %\n    go to x: (0) y: (0)\n    set [v1 v] to [450]\n    repeat (50)\n        switch costume to (point v)\n        change size by (v1)\n        set [v1 v] to ((v1) * (0.8))\n        switch costume to (kostüm2 v)\n    end\nend\n\nwhen I receive [resetintro v]\nif <(cSTAT) = [B1]> then\n    wait (0.2) seconds\n    wait ((([abs v] of (x position) ) + ([abs v] of (y position) )) * (0.001)) seconds\n    set size to (90) %\n    Serp to [1] s [5] f [20]\n    delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [whide]?> then\n    clear graphic effects\n    go to [front v] layer\n    go [backward v] (1) layers\n    switch costume to (cSTAT)\n    show\n    set [v1 v] to [0]\n    set size to (1) %\n    go to x: (0) y: (0)\n    set [v1 v] to [240]\n    repeat (20)\n        go [backward v] (1) layers\n        switch costume to (point v)\n        change size by (v1)\n        set [v1 v] to ((v1) * (0.8))\n        switch costume to (cSTAT)\n    end\n    repeat (4)\n        change [ghost v] effect by (25)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Raster]?> then\n    clear graphic effects\n    set [v2 v] to [0]\n    set [ghost v] effect to (100)\n    go to x: (0) y: (0)\n    set size to (200) %\n    show\n    set [ghost v] effect to (50)\n    forever\n        set y to ((([sin v] of ((timer) * (-100)) ) * (29)) + (0))\n        set [ghost v] effect to ((([sin v] of ((timer) * (-100)) ) * (29)) + (56))\n    end\nend\n\nwhen I receive [resetintro v]\nif < (cSTAT) contains [Logo]?> then\n    point in direction (90)\n    set [v3 v] to [10]\n    repeat (5)\n        change size by (v3)\n        set [v3 v] to ((v3) * (0.8))\n    end\n    set [v3 v] to [-30]\n    repeat (25)\n        turn left (15) degrees\n        change [ghost v] effect by (2)\n        change size by (v3)\n    end\n    delete this clone\nend\n\nwhen I receive [intro? v]\nset [levelselect v] to [0]\nhide variable [vol v]\nreset timer\npoint in direction (90)\nhide\nset [v1 v] to [0]\nset volume to (100) %\nBackground effect 1\nwait (0.3) seconds\nset [cstat v] to [Whisher]\nset [stat v] to (cSTAT)\nclear graphic effects\nhide\nwait (0.8) seconds\nset [v1 v] to [0]\nswitch costume to (kostüm1 v)\ngo to x: (0) y: (0)\nmove (-500) steps\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (0) y: (0)\nmove (-500) steps\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\npoint in direction (90)\nset [cstat v] to [Background]\nset [stat v] to [Background]\nswitch costume to (7 v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nbroadcast (shake v)\nset [cstat v] to [Point]\nset [stat v] to [Point]\nset [brightness v] effect to (-50)\nhide\nset [v1 v] to [0]\nswitch costume to (kostüm2 v)\nrepeat (5)\n    set [v1 v] to [0]\n    go to [front v] layer\n    create clone of (_myself_ v)\n    change [brightness v] effect by (10)\n    wait (0.05) seconds\nend\nbroadcast (Endname v)\nbroadcast (shake v)\nset Colour [60] [] [-40]\nLines [20] size [30]\nwait (0.6) seconds\nbroadcast (shake v)\nset Colour [60] [] [-40]\nLines [10] size [30]\nwait (0.5) seconds\nbroadcast (shake v)\nset Colour [] [] [100]\nLines [4] size [80]\nclear graphic effects\nset [cstat v] to [skip]\nset [stat v] to (cSTAT)\ncreate clone of (_myself_ v)\nset [cstat v] to [Raster]\nset [stat v] to [Raster]\nhide\ngo to [front v] layer\nwait (0.09) seconds\nset [v1 v] to [0]\nswitch costume to (raster v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\nset [cstat v] to [Logo]\nset [stat v] to [Logo]\nhide\nset [v1 v] to [0]\nswitch costume to (logo3 v)\nset [v1 v] to [0]\nhide\ncreate clone of (_myself_ v)\npoint in direction (90)\ncreateBR\nset [cstat v] to [WS]\ncreate clone of (_myself_ v)\nbroadcast (whiteSHOCK v)\nrepeat (3)\n    repeat (2)\n        set Colour [70] [0] [100]\n        Lines [4] size [60]\n        turn right (20) degrees\n        wait (0.1) seconds\n        set Colour [58] [0] [-10]\n        Lines [4] size [60]\n        turn right (20) degrees\n        wait (0.1) seconds\n    end\n    set [cstat v] to [part]\n    set [stat v] to [particle]\n    hide\n    set [v1 v] to [0]\n    switch costume to (kostüm4 v)\n    clear graphic effects\n    repeat (10)\n        go to [front v] layer\n        set [v1 v] to [0]\n        create clone of (_myself_ v)\n        change [brightness v] effect by (15)\n        switch costume to (kostüm4 v)\n    end\n    repeat (2)\n        set Colour [70] [0] [100]\n        Lines [4] size [60]\n        turn right (20) degrees\n        wait (0.1) seconds\n        set Colour [58] [0] [-10]\n        Lines [4] size [60]\n    end\n    clear graphic effects\n    set [cstat v] to [whide]\n    set [stat v] to [whide]\n    hide\n    set [v1 v] to [0]\n    switch costume to (kostüm4 v)\n    clear graphic effects\n    go to [front v] layer\n    set [v1 v] to [0]\n    create clone of (_myself_ v)\n    change [brightness v] effect by (15)\n    switch costume to (kostüm4 v)\n    wait (0.35) seconds\n    create clone of (_myself_ v)\n    wait (0.4) seconds\n    set [v1 v] to [0]\n    create clone of (_myself_ v)\n    wait (0.3) seconds\n    create clone of (_myself_ v)\n    turn right (20) degrees\n    change [brightness v] effect by (15)\n    switch costume to (kostüm4 v)\n    set [cstat v] to [bow]\n    set [stat v] to [bow]\n    hide\n    set [v1 v] to [0]\n    clear graphic effects\n    go to [front v] layer\n    set [v1 v] to [0]\n    create clone of (_myself_ v)\n    change [brightness v] effect by (15)\n    clear graphic effects\n    set [cstat v] to [whide2]\n    set [stat v] to [whide2]\n    hide\n    set [v1 v] to [0]\n    switch costume to (kostüm4 v)\n    clear graphic effects\n    go to [front v] layer\n    set [v1 v] to [0]\n    create clone of (_myself_ v)\nend\nwait (0.5) seconds\nwait (0.5) seconds\nbroadcast (resetIntro v)\nstop [other scripts in sprite v]\nwait (0.8) seconds\nset [cstat v] to [010]\nbroadcast (endOfIntro v)\nstop [this script v]\n\nwhen I start as a clone\nif < (cSTAT) contains [skip]?> then\n    switch costume to (skip v)\n    go to x: (213) y: (-153)\n    change [ghost v] effect by (100)\n    show\n    set size to (50) %\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    repeat until <(LevelSelect) = [home]>\n        clear graphic effects\n        point in direction (90)\n        go to [front v] layer\n        go [forward v] (100) layers\n        if <touching (mouse-pointer v)?> then\n            change size by (((60) - (size)) / (5))\n        else\n            change size by (((50) - (size)) / (5))\n        end\n        if <<touching (mouse-pointer v)?> and <mouse down?>> then\n            stop [other scripts in sprite v]\n            stop [other scripts in sprite v]\n            set [cstat v] to [010]\n            broadcast (endOfIntro v)\n            stop [this script v]\n        end\n    end\n    delete this clone\nend\n\nwhen I receive [endofintro v]\nif <(cSTAT) = [010]> then\n    broadcast (resetIntro v)\n    broadcast (MenuMusic v)\n    broadcast (Menu v)\n    set [levelselect v] to [home]\n    stop [all v]\nend\n\ndelete this clone\n\nbroadcast (tutorial v)\n\nwhen I receive [endofintro v]\nbroadcast (tutorial v)\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\n\nwhen I receive [intro - starting v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [tutorial v]\ngo to [back v] layer\nhide\ngo to x: (0) y: (0)\n\n@t1\n\ndefine animate out\nrepeat (2)\n    change y by (3)\n    change [ghost v] effect by (25)\nend\nrepeat (2)\n    change y by (12)\n    change [ghost v] effect by (25)\nend\n\ndefine animate in\ngo to x: (0) y: (32)\nrepeat (2)\n    change y by (-3)\n    change [ghost v] effect by (-25)\nend\nrepeat (2)\n    change y by (-12)\n    change [ghost v] effect by (-25)\nend\n\nwhen I receive [tutorial v]\nif <(Tutorial) = [none]> then\n    broadcast (main menu v)\nelse\n    wait (0) seconds\n    go to [front v] layer\n    show\n    set [ghost v] effect to (100)\n    switch costume to (t5 v)\n    go to x: (0) y: (0)\n    switch backdrop to (tutorial v)\n    animate in\n    wait (0.7) seconds\n    wait until <<mouse down?> and <(mouse y) < [-100]>>\n    animate out\n    switch costume to (t6 v)\n    animate in\n    wait (0.7) seconds\n    wait until <<mouse down?> and <(mouse y) < [-100]>>\n    animate out\n    switch costume to (t7 v)\n    animate in\n    wait (0.7) seconds\n    wait until <<mouse down?> and <(mouse y) < [-100]>>\n    animate out\n    switch costume to (t8 v)\n    animate in\n    wait (0.7) seconds\n    wait until <<mouse down?> and <(mouse y) < [-100]>>\n    animate out\n    switch costume to (t9 v)\n    animate in\n    wait (0.7) seconds\n    wait until <<mouse down?> and <(mouse y) < [-100]>>\n    animate out\n    switch costume to (t10 v)\n    animate in\n    wait (0.7) seconds\n    wait until <<mouse down?> and <(mouse y) < [-100]>>\n    animate out\n    switch costume to (t11 v)\n    animate in\n    wait (0.7) seconds\n    wait until <<mouse down?> and <(mouse y) < [-100]>>\n    animate out\n    broadcast (main menu v)\n    hide\n    set [tutorial v] to [none]\nend\n\nset [tutorial v] to [yes]\n\nwhen flag clicked\nhide\n\nwhen I receive [endofintro v]\nbroadcast (tutorial v)\n\nwhen [timer v] > (timer)\nhide\n\n@Chat\n\nwhen flag clicked\nhide\nswitch costume to (chat2 v)\nset [chat item v] to [16]\ndelete all of [chat v]\nadd [Hello!] to [chat v]\nadd [This way!] to [chat v]\nadd [Bye!] to [chat v]\nadd [Username] to [chat v]\nadd [Lol] to [chat v]\nadd [It's lagging :\(] to [chat v]\nadd [Which way?] to [chat v]\nadd [Okay!] to [chat v]\nadd [Got to go :\)] to [chat v]\nadd [Kopfstand is cool!!] to [chat v]\nadd [I like this game!!] to [chat v]\nadd [What's your name?] to [chat v]\nadd [Tomorrow again?] to [chat v]\nadd [Yes] to [chat v]\nadd [No] to [chat v]\n\nwhen [e v] key pressed\nif <(hgh) = [1]> then\n    if <(chat) = [0]> then\n        go to x: (-150) y: (40)\n        go to [front v] layer\n        set [ghost v] effect to (100)\n        show\n        hide variable [lives v]\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n        set [chat v] to [1]\n    else\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n        show variable [lives v]\n        set [chat v] to [0]\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <(chat) = [1]> then\n        if <key (1 v) pressed?> then\n            set [chat item v] to [1]\n            broadcast (Player say : v)\n            wait until <not <key (1 v) pressed?>>\n        end\n        if <key (2 v) pressed?> then\n            set [chat item v] to [2]\n            broadcast (Player say : v)\n            wait until <not <key (2 v) pressed?>>\n        end\n        if <key (3 v) pressed?> then\n            set [chat item v] to [3]\n            broadcast (Player say : v)\n            wait until <not <key (3 v) pressed?>>\n        end\n        if <key (4 v) pressed?> then\n            set [chat item v] to [4]\n            broadcast (Player say : v)\n            wait until <not <key (4 v) pressed?>>\n        end\n        if <key (5 v) pressed?> then\n            set [chat item v] to [5]\n            broadcast (Player say : v)\n            wait until <not <key (5 v) pressed?>>\n        end\n        if <key (6 v) pressed?> then\n            set [chat item v] to [6]\n            broadcast (Player say : v)\n            wait until <not <key (6 v) pressed?>>\n        end\n        if <key (7 v) pressed?> then\n            set [chat item v] to [7]\n            broadcast (Player say : v)\n            wait until <not <key (7 v) pressed?>>\n        end\n        if <key (8 v) pressed?> then\n            set [chat item v] to [8]\n            broadcast (Player say : v)\n            wait until <not <key (8 v) pressed?>>\n        end\n        if <key (9 v) pressed?> then\n            set [chat item v] to [9]\n            broadcast (Player say : v)\n            wait until <not <key (9 v) pressed?>>\n        end\n        if <key (0 v) pressed?> then\n            set [chat item v] to [10]\n            broadcast (Player say : v)\n            wait until <not <key (0 v) pressed?>>\n        end\n        if <key (i v) pressed?> then\n            set [chat item v] to [11]\n            broadcast (Player say : v)\n            wait until <not <key (i v) pressed?>>\n        end\n        if <key (w v) pressed?> then\n            set [chat item v] to [12]\n            broadcast (Player say : v)\n            wait until <not <key (w v) pressed?>>\n        end\n        if <key (t v) pressed?> then\n            set [chat item v] to [13]\n            broadcast (Player say : v)\n            wait until <not <key (t v) pressed?>>\n        end\n        if <key (y v) pressed?> then\n            set [chat item v] to [14]\n            broadcast (Player say : v)\n            wait until <not <key (y v) pressed?>>\n        end\n        if <key (n v) pressed?> then\n            set [chat item v] to [15]\n            broadcast (Player say : v)\n            wait until <not <key (n v) pressed?>>\n        end\n    end\nend\n\n@Bouncing icon\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (timer)\nif <(zeichen) = [true]> then\n    wait (0.15) seconds\n    show\n    set size to (100) %\n    set [ghost v] effect to (100)\n    go to x: (203) y: (-144)\n    change y by (-100)\n    forever\n        go to [front v] layer\n        change [ghost v] effect by (-10)\n        set [vel v] to (((vel) * (0.6)) + (((y position) - (-144)) * (-0.2)))\n        change y by (vel)\n    end\nend\n\nwhen [timer v] > (timer)\nif <(zeichen) = [true]> then\n    forever\n        wait until <touching (mouse-pointer v)?>\n        repeat (10)\n            change [brightness v] effect by (5)\n        end\n        wait until <not <touching (mouse-pointer v)?>>\n        repeat (10)\n            change [brightness v] effect by (-5)\n        end\n        clear graphic effects\n    end\nend\n\nwhen [timer v] > (timer)\nif <(zeichen) = [true]> then\n    forever\n        repeat until <touching (mouse-pointer v)?>\n            change size by (((size) - (100)) / (-4))\n        end\n        wait until <not <touching (mouse-pointer v)?>>\n        start sound [Boing v]\n        set size to (100) %\n        set [__stop_effect_size_vel v] to [20]\n        repeat (17)\n            change [__stop_effect_size_vel v] by (-2.5)\n            change size by (__stop_effect_size_vel)\n        end\n    end\nend\n\nwhen I receive [tutorial v]\nreset timer\nforever\n    set [timer v] to ((timer) + (0.1))\n    set [ghost v] effect to (100)\nend\n\n@Sprite5\n\nwhen [timer v] > (timer)\nif <(zeichen) = [true]> then\n    hide variable [lives v]\n    hide variable [active players v]\n    wait (0.1) seconds\n    show\n    set size to (150) %\n    set [ghost v] effect to (100)\n    repeat (100)\n        go to [front v] layer\n        go [backward v] (1) layers\n        change size by (((size) - (100)) / (-3))\n        change [ghost v] effect by (-10)\n        change size by (((size) - (100)) / (-8))\n    end\nend\n\nwhen flag clicked\nset [zeichen v] to [false]\nhide\n\nwhen I receive [tutorial v]\nset [zeichen v] to [true]\nhide\n\nwhen I receive [start game v]\nset [zeichen v] to [true]\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [mobile v] to [0]\nswitch costume to (off v)\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [main menu v]\nwait (0) seconds\ngo to [front v] layer\nshow\nset size to (100) %\ngo to x: (180) y: (-120)\n\nwhen this sprite clicked\nif <(MOBILE) = [0]> then\n    switch costume to (on v)\n    set [mobile v] to [1]\nelse\n    switch costume to (off v)\n    set [mobile v] to [0]\nend\n\n@Stick\n\nwhen flag clicked\nhide\n\ndefine Keyboard Controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <key (space v) pressed?> then\n    change [stick button v] by (1)\nelse\n    set [stick button v] to [0]\nend\n\ndefine Stick Activated\ngo to (mouse-pointer v)\nswitch costume to (jump v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n    Detect Stick Movement\n    Detect Stick Button\nend\nbroadcast (Deactivate Stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n    set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n    set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n    if <(STICK BUTTON) > []> then\n        change [stick button v] by (1)\n    end\nelse\n    set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n    go [forward v] (1) layers\n    set [ghost v] effect to (0)\n    forever\n        go to (stick v)\n        change x by ((STICK X) * (range))\n        change y by ((STICK Y) * (range))\n    end\nend\ngo to x: (175) y: (-120)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n    if <mouse down?> then\n        set [ghost v] effect to (25)\n    else\n        set [ghost v] effect to (75)\n    end\nend\n\nwhen I receive [start game v]\nif <(MOBILE) = [1]> then\n    go to [front v] layer\n    show\n    set size to (80) %\n    set [ghost v] effect to (80)\n    set [range v] to ((size) / (2.5))\n    forever\n        switch costume to (base v)\n        go to x: (-175) y: (-120)\n        repeat until <not <mouse down?>>\n            Keyboard Controls\n        end\n        repeat until <mouse down?>\n            Keyboard Controls\n        end\n        if <(distance to [mouse-pointer v]) < (size)> then\n            Stick Activated\n        end\n    end\nend\n\n
When playing mobile, the game is much harder. I hope you can still play it well.\n\nnew cool game:https://scratch.mit.edu/projects/878405360/\ninstructions\n====================================\n● CONTROL  [arrow keys],\n● SHOP - [mouse] is used to buy new skins.\n● PLAYER - [mouse] to select skins.\n● WHEEL OF FORTUNE- [mouse],[space]\nto spin the wheel of fortune.\n● KILL - [arrow keys] jump on the head of the enemy.\n● WALL JUMP - [arrow keys] jump against the wall and then press the arrow pointing up.\n●CHAT - press "e"\n\n\n\nCredit =======================================\nThanks to @griffpatch for the\nTutorial “How to program a platformer\ngames".\nThanks to @griffpatch for the\nTutorial “Great number\nSwitch"\nThanks to @griffpatch for the\nTutorial "\nCreate Your Own Cloud Platformer! Learn with Scratch"\nThanks to @hern1 for the portal costume and the key costumes and the\nWhite screen, credits sprites\nThanks to @kevin_eleven_1234 for the "Fire for special skin" sprite.\nThanks to @Coltroc for the player select sprite and the achievements sprite.\nThanks to j@onutlatderzwei for everything Wheel of Fortune related.\nThanks to @alphabetica for the tutorial.\nThanks to @AsterixDavid for the nice Intro.\nThanks to @TimMcCool for the Bouncing icon.\n\nHave fun playing!------- @kopfstand\n\n\n\nTags :#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending