Latte: A Platformer
@Stage\n\nwhen I receive [next level v]\nif <(Level #) < [11]> then\n    next backdrop\nend\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 4 v)\n\nwhen flag clicked\nforever\n    if <(Level #) = [0]> then\n        switch backdrop to (blue sky 2 4 v)\n    end\nend\n\nwhen flag clicked\nforever\n    play sound [Autumn Gold v] until done\nend\n\nwhen flag clicked\nforever\n    if <(Level #) = [11]> then\n        switch backdrop to (blue sky 2 2 v)\n    end\nend\n\n@KoalaKodingLogo 1\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\npoint in direction (0)\nset size to (0) %\nshow\nrepeat (150)\n    // Bounce | X [0] Y [55] Size [100] Direction [90]\nend\n\ndefine // Bounce | X (x) Y (y) Size (size) Direction (direction)\nset [bounce x v] to (((bounce x) * (0.7)) + (((x) - (x position)) * (0.1)))\nset [bounce y v] to (((bounce y) * (0.7)) + (((y) - (y position)) * (0.1)))\nset [bounce size v] to (((bounce size) * (0.7)) + (((size) - (size)) * (0.1)))\nset [bounce dir v] to (((Bounce dir) * (0.7)) + (((direction) - (direction)) * (0.1)))\nchange x by (bounce x)\nchange y by (bounce y)\nturn right (Bounce dir) degrees\nchange size by (bounce size)\n\nwhen flag clicked\nwait (1.12) seconds\nrepeat (100)\n    change [ghost v] effect by (1)\n    change [pixelate v] effect by (1)\nend\n\nwhen flag clicked\nrepeat (5)\n    go to [front v] layer\nend\n\n@KoalaKodingLogo 2\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-348) y: (-105)\nglide (1) secs to x: (0) y: (-105)\nwait (.12) seconds\nrepeat (100)\n    change [ghost v] effect by (1)\n    change [pixelate v] effect by (1)\nend\nhide\ngo to [back v] layer\n\nwhen flag clicked\nrepeat (5)\n    go to [front v] layer\nend\n\n@KoalaKodingLogo 4\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (348) y: (-105)\nglide (1) secs to x: (0) y: (-105)\nwait (.12) seconds\nrepeat (100)\n    change [ghost v] effect by (1)\n    change [pixelate v] effect by (1)\nend\nhide\ngo to [back v] layer\n\nwhen flag clicked\nrepeat (5)\n    go to [front v] layer\nend\n\n@KoalaKodingLogo 3\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (1) seconds\nrepeat (100)\n    change [ghost v] effect by (1)\n    change [pixelate v] effect by (1)\nend\nhide\ngo to [back v] layer\n\n@ThumbnailChefs\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n    go to [front v] layer\nend\n\n@Player\n\nwhen I receive [next level v]\nset [change? v] to [1]\nReset All\nset [change? v] to [0]\n\nwhen I receive [start game v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nReset All\ngo to [front v] layer\nforever\n    if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n        change [x v v] by (.9)\n        switch costume to (center2 v)\n    end\n    if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n        switch costume to (center3 v)\n        change [x v v] by (-.9)\n    end\n    set [x v v] to ((X v) * (0.9))\n    change x by (X v)\n    if <touching (ground v)?> then\n        change y by (2)\n        if <touching (ground v)?> then\n            change y by (2)\n            if <touching (ground v)?> then\n                change y by (2)\n                if <touching (ground v)?> then\n                    change y by (2)\n                    if <touching (ground v)?> then\n                        change y by (2)\n                        if <touching (ground v)?> then\n                            change x by ((X v) * (-2))\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n                                if <(X v) > [0]> then\n                                    set [x v v] to [-5]\n                                else\n                                    set [x v v] to [5]\n                                end\n                                set [y v v] to [13]\n                            else\n                                set [x v v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y v v] by (-0.8)\n    change y by (Y v)\n    if <touching (ground v)?> then\n        change y by ((Y v) * (-1))\n        set [y v v] to [0]\n    end\n    change y by (-1)\n    if <touching (ground v)?> then\n        if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n            set [y v v] to [12]\n        end\n    end\n    change y by (1)\n    if <<<<<<<<touching (fly >:\) v)?> or <touching (eggnog >:\) v)?>> or <touching (knife >:\) v)?>> or <touching (paper airplane >:\) v)?>> or <touching (mouse >:\) v)?>> or <touching (water >:\) v)?>> or <touching (drone >:\) v)?>> and <(dead?) = [0]>> then\n        start sound [Chef Win v]\n        broadcast (RESET v)\n    end\nend\n\nwhen I receive [start game v]\nforever\n    set [direction v] to (direction)\nend\n\nwhen I receive [start game v]\nset [change? v] to [0]\nforever\n    if <<(x position) = [240]> and <(dead?) = [0]>> then\n        broadcast (NEXT LEVEL v)\n        change [level v] by (1)\n    end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\ndefine Spin off screen\nbroadcast (RESET v)\nif <[0] = [0]> then\n    delete this clone\nend\nset [dead v] to [1]\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nset [dead v] to [0]\nReset All\n\nwhen I receive [reset v]\ngo to x: (-200) y: (75)\nclear graphic effects\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\ndelete this clone\n\nwhen flag clicked\nwait (12) seconds\nbroadcast (START GAME v)\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nset [ghost v] effect to (100)\nwait (.5) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n    if <<(Level #) = [1]> and <<(x position) > [-143]> and <<(x position) < [-2]> and <(y position) < [65]>>>> then\n        broadcast (RESET v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(Level #) = [1]> and <<(x position) > [70]> and <<(x position) < [211]> and <(y position) < [65]>>>> then\n        broadcast (RESET v)\n    end\nend\n\nwhen flag clicked\nforever\n    if on edge, bounce\n    point in direction (90)\nend\n\nwhen flag clicked\nforever\n    if <(Level #) = [6]> then\n        go to x: (-50) y: (-122)\n        wait until <not <(Level #) = [6]>>\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level #) = [7]> then\n        go to x: (200) y: (75)\n        wait until <not <(Level #) = [7]>>\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(Level #) < [5]> and <[215] < (x position)>> then\n        wait (0) seconds\n        broadcast (NEXT LEVEL v)\n        wait (1) seconds\n        wait (0) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    if <<<(Level #) = [6]> or <(Level #) > [6]>> and <(x position) < [-215]>> then\n        wait (0) seconds\n        broadcast (NEXT LEVEL v)\n        wait (1) seconds\n        wait (0) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(Level #) = [5]> and <[-25] < (x position)>> then\n        wait (0) seconds\n        broadcast (NEXT LEVEL v)\n        wait (1) seconds\n        wait (0) seconds\n    end\nend\n\ndefine Reset All\nif <(Level #) = [6]> then\n    Reset All 1\n    stop [this script v]\nend\nif <[6] < (Level #)> then\n    Reset All 2\n    stop [this script v]\nend\ngo to x: (-200) y: (75)\nclear graphic effects\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nplay sound [Level Up v] until done\n\nwhen I receive [reset v]\nif <(Level #) = [6]> then\n    Reset All 1\nend\n\nwhen flag clicked\nwait until <(Level #) = [11]>\nwait (.5) seconds\nrepeat (25)\n    change [ghost v] effect by (4)\nend\n\nwhen flag clicked\nforever\n    if <(Level #) = [11]> then\n        hide\n    end\nend\n\ndefine Reset All 1\nif <[6] < (Level #)> then\n    Reset All 2\n    stop [this script v]\nend\nif <(Level #) < [5]> then\n    Reset All\n    stop [this script v]\nend\ngo to x: (-50) y: (-122)\nclear graphic effects\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\ndefine Reset All 2\ngo to x: (200) y: (75)\nclear graphic effects\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [reset v]\nif <(Level #) < [5]> then\n    Reset All\nend\n\nwhen I receive [reset v]\nif <[6] < (Level #)> then\n    Reset All 2\nend\n\nwhen I receive [reset v]\nplay sound [Buzzer v] until done\n\n@Ground\n\nwhen flag clicked\nset [level # v] to [0]\nswitch costume to (ground costume 2 v)\n\nwhen I receive [next level v]\nif <(Level #) < [11]> then\n    change [level # v] by (1)\n    start sound [Next Level v]\n    next costume\nend\n\nwhen flag clicked\nforever\n    if <(Level #) = [0]> then\n        switch backdrop to (blue sky 2 4 v)\n        switch costume to (ground costume 2 v)\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume4 v)\nwait (6) seconds\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\nswitch costume to (costume2 v)\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nwait (1.5) seconds\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\nswitch costume to (costume3 v)\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nwait (1.5) seconds\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\nswitch costume to (costume6 v)\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nwait (1.5) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait until <(Level #) = [11]>\nset [ghost v] effect to (100)\nshow\nwait (0.5) seconds\nrepeat (25)\n    change [ghost v] effect by (-4)\nend\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (100)\nshow\nwait (0.5) seconds\nrepeat (25)\n    change [ghost v] effect by (-4)\nend\n\n@Fly >:)\n\nwhen I start as a clone\nif <(Level #) = [0]> then\n    go to x: (100) y: (200)\n    forever\n        if <(Level #) = [0]> then\n            show\n            point in direction (-90)\n            glide (2) secs to x: (135) y: (120)\n            point in direction (90)\n            glide (2) secs to x: (-135) y: (120)\n        else\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    show\n    switch costume to (fly1 v)\n    wait (.1) seconds\n    switch costume to (fly2 v)\n    wait (.1) seconds\n    switch costume to (fly3 v)\n    wait (.1) seconds\nend\n\nwhen flag clicked\nforever\n    if <(Level #) = [1]> then\n        switch costume to (fly1 v)\n        create clone of (_myself_ v)\n        wait until <not <(Level #) = [1]>>\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nif <(Level #) = [1]> then\n    go to x: (100) y: (200)\n    forever\n        if <(Level #) = [1]> then\n            show\n            point in direction (-90)\n            glide (2) secs to x: (135) y: (110)\n            point in direction (90)\n            glide (2) secs to x: (-135) y: (110)\n        else\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <<(DEAD) = [1]> and <(Level #) = [1]>> then\n        hide\n        delete this clone\n    end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nforever\n    if <(Level #) = [5]> then\n        switch costume to (fly1 v)\n        create clone of (_myself_ v)\n        wait until <not <(Level #) = [5]>>\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nif <(Level #) = [5]> then\n    go to x: (-20) y: (120)\n    forever\n        if <(Level #) = [5]> then\n            show\n            point in direction (90)\n            glide (3) secs to x: (-220) y: (110)\n            point in direction (-90)\n            glide (3) secs to x: (-20) y: (110)\n        else\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Level #) = [0]> then\n    wait until <not <(Level #) = [0]>>\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Level #) = [1]> then\n    wait until <not <(Level #) = [1]>>\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Level #) = [5]> then\n    wait until <not <(Level #) = [5]>>\n    delete this clone\nend\n\nwhen I start as a clone\nif <<<(Level #) = [5]> or <(Level #) = [0]>> or <(Level #) = [1]>> then\n    repeat until <not <<<(Level #) = [5]> or <(Level #) = [0]>> or <(Level #) = [1]>>>\n        start sound [fly v]\n        wait (2.70) seconds\n        start sound [fly v]\n        wait (2.70) seconds\n        start sound [fly v]\n        wait (2.70) seconds\n        start sound [fly v]\n        wait (2.70) seconds\n        start sound [fly v]\n        wait (2.70) seconds\n        start sound [fly v]\n        wait (2.70) seconds\n        start sound [fly v]\n        wait (2.70) seconds\n        start sound [fly v]\n        wait (2.70) seconds\n    end\nend\n\nwhen I start as a clone\nif <<<(Level #) = [5]> or <(Level #) = [0]>> or <(Level #) = [1]>> then\n    wait until <not <<<(Level #) = [5]> or <(Level #) = [0]>> or <(Level #) = [1]>>>\n    stop all sounds\nend\n\nwhen I start as a clone\nif <(Level #) = [0]> then\n    hide\n    wait (13) seconds\n    show\nend\n\nwhen flag clicked\nwait (12.5) seconds\nswitch costume to (fly1 v)\ncreate clone of (_myself_ v)\n\n@Knife >:)\n\nwhen flag clicked\nforever\n    if <(Level #) = [3]> then\n        switch costume to (knife v)\n        create clone of (_myself_ v)\n        wait (1.2) seconds\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nif <(Level #) = [3]> then\n    forever\n        if <(Level #) = [3]> then\n            clear graphic effects\n            show\n            set y to (282)\n            set x to (pick random (-150) to (140))\n            glide (.5) secs to x: (x position) y: (112)\n            wait (.5) seconds\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            delete this clone\n        else\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nif <(Level #) = [3]> then\n    wait until <not <(Level #) = [3]>>\n    delete this clone\nend\n\nwhen I start as a clone\nwait (.5) seconds\nplay sound [Snap v] until done\n\n@Eggnog >:)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nif <(Level #) = [8]> then\n    go to x: (-100) y: (49)\n    forever\n        if <(Level #) = [8]> then\n            show\n            glide (1.5) secs to x: (120) y: (49)\n            glide (1.5) secs to x: (-120) y: (49)\n        else\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level #) = [8]> then\n        switch costume to (eggnog v)\n        create clone of (_myself_ v)\n        wait until <not <(Level #) = [8]>>\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level #) = [10]> then\n        switch costume to (eggnog1 v)\n        create clone of (_myself_ v)\n        switch costume to (eggnog2 v)\n        create clone of (_myself_ v)\n        wait until <not <(Level #) = [10]>>\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nif <<(Level #) = [10]> and <(costume [name v]) = [Eggnog1]>> then\n    go to x: (120) y: (49)\n    forever\n        if <(Level #) = [10]> then\n            show\n            glide (2.5) secs to x: (-120) y: (49)\n            glide (2.5) secs to x: (120) y: (49)\n        else\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nif <<(Level #) = [10]> and <(costume [name v]) = [Eggnog2]>> then\n    go to x: (-120) y: (49)\n    forever\n        if <(Level #) = [10]> then\n            show\n            glide (2.5) secs to x: (120) y: (49)\n            glide (2.5) secs to x: (-120) y: (49)\n        else\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Level #) = [8]> then\n    wait until <not <(Level #) = [8]>>\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Level #) = [10]> then\n    wait until <not <(Level #) = [10]>>\n    delete this clone\nend\n\n@Mouse >:)\n\nwhen flag clicked\nforever\n    if <(Level #) = [2]> then\n        switch costume to (mouse v)\n        create clone of (_myself_ v)\n        wait until <not <(Level #) = [2]>>\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nif <(Level #) = [2]> then\n    forever\n        if <(Level #) = [2]> then\n            go to [back v] layer\n            show\n            switch costume to (mouse v)\n            wait (.01) seconds\n            switch costume to (mouse2 v)\n            wait (.01) seconds\n            switch costume to (mouse3 v)\n            wait (.01) seconds\n            switch costume to (mouse4 v)\n            wait (.01) seconds\n            switch costume to (mouse5 v)\n            wait (.01) seconds\n            switch costume to (mouse6 v)\n            wait (.01) seconds\n            switch costume to (mouse7 v)\n            wait (.01) seconds\n            switch costume to (mouse8 v)\n            wait (.01) seconds\n            switch costume to (mouse9 v)\n            wait (.01) seconds\n            switch costume to (mouse10 v)\n            wait (.01) seconds\n            switch costume to (mouse11 v)\n            wait (.01) seconds\n            switch costume to (mouse12 v)\n            wait (.01) seconds\n            switch costume to (mouse13 v)\n            wait (.01) seconds\n            switch costume to (mouse14 v)\n            wait (.01) seconds\n            switch costume to (mouse15 v)\n            wait (.01) seconds\n            wait (1) seconds\n            switch costume to (mouse15 v)\n            wait (.01) seconds\n            switch costume to (mouse14 v)\n            wait (.01) seconds\n            switch costume to (mouse13 v)\n            wait (.01) seconds\n            switch costume to (mouse12 v)\n            wait (.01) seconds\n            switch costume to (mouse11 v)\n            wait (.01) seconds\n            switch costume to (mouse10 v)\n            wait (.01) seconds\n            switch costume to (mouse9 v)\n            wait (.01) seconds\n            switch costume to (mouse8 v)\n            wait (.01) seconds\n            switch costume to (mouse7 v)\n            wait (.01) seconds\n            switch costume to (mouse6 v)\n            wait (.01) seconds\n            switch costume to (mouse5 v)\n            wait (.01) seconds\n            switch costume to (mouse4 v)\n            wait (.01) seconds\n            switch costume to (mouse3 v)\n            wait (.01) seconds\n            switch costume to (mouse2 v)\n            wait (.01) seconds\n            switch costume to (mouse v)\n            wait (.01) seconds\n            wait (1) seconds\n        else\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nif <(Level #) = [2]> then\n    wait until <not <(Level #) = [2]>>\n    delete this clone\nend\n\n@Paper Airplane >:)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nforever\n    if <(Level #) = [9]> then\n        switch costume to (paper airplane v)\n        create clone of (_myself_ v)\n        wait until <not <(Level #) = [9]>>\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nif <(Level #) = [9]> then\n    go to x: (-100) y: (49)\n    forever\n        if <(Level #) = [9]> then\n            show\n            point in direction (90)\n            switch costume to (paper airplane v)\n            glide (1.5) secs to x: (100) y: (pick random (48) to (60))\n            switch costume to (paper airplane2 v)\n            glide (1.5) secs to x: (-100) y: (pick random (48) to (60))\n        else\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Level #) = [9]> then\n    wait until <not <(Level #) = [9]>>\n    delete this clone\nend\n\n@Water >:)\n\nwhen flag clicked\nforever\n    if <(Level #) = [4]> then\n        switch costume to (water1 v)\n        create clone of (_myself_ v)\n        wait until <not <(Level #) = [4]>>\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nif <(Level #) = [4]> then\n    forever\n        if <(Level #) = [4]> then\n            show\n            switch costume to (water1 v)\n            wait (.01) seconds\n            switch costume to (water2 v)\n            wait (.01) seconds\n            switch costume to (water3 v)\n            wait (.01) seconds\n            wait (5) seconds\n            switch costume to (water4 v)\n            wait (.01) seconds\n            switch costume to (water5 v)\n            wait (.01) seconds\n            switch costume to (water6 v)\n            wait (.01) seconds\n            switch costume to (waterblank v)\n            wait (.01) seconds\n            wait (.7) seconds\n        else\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nif <(Level #) = [4]> then\n    wait until <not <(Level #) = [4]>>\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Level #) = [4]> then\n    forever\n        if <(Level #) = [4]> then\n            play sound [water v] until done\n            wait (.9) seconds\n        else\n            hide\n            delete this clone\n        end\n    end\nend\n\n@Drone >:)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nforever\n    if <(Level #) = [6]> then\n        switch costume to (drone v)\n        create clone of (_myself_ v)\n        wait until <not <(Level #) = [6]>>\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nif <(Level #) = [6]> then\n    go to x: (-100) y: (50)\n    forever\n        if <(Level #) = [6]> then\n            show\n            point in direction (90)\n            glide (pick random (.75) to (2)) secs to x: (pick random (-25) to (-200)) y: (pick random (-50) to (150))\n            glide (pick random (.75) to (2)) secs to x: (pick random (-25) to (-200)) y: (pick random (-50) to (150))\n        else\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level #) = [7]> then\n        switch costume to (drone v)\n        create clone of (_myself_ v)\n        wait until <not <(Level #) = [7]>>\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nif <(Level #) = [7]> then\n    go to x: (-100) y: (50)\n    forever\n        if <(Level #) = [7]> then\n            show\n            point in direction (90)\n            glide (pick random (.75) to (2)) secs to x: (pick random (140) to (-200)) y: (pick random (10) to (150))\n            glide (pick random (.75) to (2)) secs to x: (pick random (140) to (-200)) y: (pick random (10) to (150))\n        else\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Level #) = [6]> then\n    wait until <not <(Level #) = [6]>>\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Level #) = [7]> then\n    wait until <not <(Level #) = [7]>>\n    delete this clone\nend\n\nwhen I start as a clone\nif <<(Level #) = [6]> or <(Level #) = [7]>> then\n    repeat until <not <<(Level #) = [6]> or <(Level #) = [7]>>>\n        start sound [drone v]\n        wait (2.35) seconds\n        start sound [drone v]\n        wait (2.35) seconds\n        start sound [drone v]\n        wait (2.35) seconds\n        start sound [drone v]\n        wait (2.35) seconds\n        start sound [drone v]\n        wait (2.35) seconds\n        start sound [drone v]\n        wait (2.35) seconds\n        start sound [drone v]\n        wait (2.35) seconds\n        start sound [drone v]\n        wait (2.35) seconds\n    end\nend\n\n
Latte: A Platformer\nTwo and a half days in the making... \nKoalaKoding presents, "Latte: A Platformer" \nTest your skills and overcome various obstacles and enemies with this fresh and original platformer gameplay!\n\nInstructions: \nRYou are a brave and delicious latte who wants to survive the holiday season. You have to run, jump and dodge your way through a perilous kitchen full of enemies and obstacles. Can you make it to the fridge before someone drinks you or spills you? Hurry up and find out in this exciting and fun game!\n\nObstacles to Avoid: \nFlies, Knifes, Eggnogs, Mice, Paper Airplanes, Water and Mini Quadcopter Drones!\n\nThank you for playing! Make sure to like and favorite this game. Also, feel free to remix this game as well! Please follow me for future games!