Run N' Gun _ A shooting platformer
@Stage\n\nwhen [1 v] key pressed\n\nset [weopons v] to [1]\n\nwhen [2 v] key pressed\n\nset [weopons v] to [2]\n\nwhen [3 v] key pressed\n\nset [weopons v] to [3]\n\nwhen [4 v] key pressed\n\nset [weopons v] to [4]\n\nwhen [6 v] key pressed\nask [Level?] and wait\nset [level_level v] to (answer)\n\nwhen [y v] key pressed\n\nreplace item (6) of [shop_items v] with (join [1] (item (6) of [shop_items v]))\n\nwhen [z v] key pressed\n\nreplace item (5) of [shop_items v] with (join [1] (item (5) of [shop_items v]))\n\nreplace item (1) of [shop_items v] with (join [1] (item (1) of [shop_items v]))\n\nwhen [p v] key pressed\n\nset [shop_money v] to [587439]\n\nwhen flag clicked\nset [stage: time v] to [0]\nforever\n    wait (0.1) seconds\n    change [stage: time v] by ((0.15) / (Effect_Death slow mo))\nend\n\nwhen I receive [next level v]\nif <(Weopons) = [1]> then\n    set [level_amo v] to [6]\nelse\n    if <(Weopons) = [2]> then\n        set [level_amo v] to [3]\n    else\n        if <(Weopons) = [3]> then\n            set [level_amo v] to [30]\n        else\n            if <(Weopons) = [4]> then\n                set [level_amo v] to [3]\n            end\n        end\n    end\nend\n\n@Player\n\ndefine Speed: (speed) Friction: (friction) Jump hight: (jump hight) Gravity: (gravity) Gliding: (gliding)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Effect_Freeze) = [2]>> then\n    change [mouvement_speedx v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Effect_Freeze) = [2]>> then\n    change [mouvement_speedx v] by ((speed) * (-1))\nend\nchange x by ((Mouvement_speedX) / (Effect_Death slow mo))\nif <touching (platform v)?> then\n    change y by (2)\n    if <touching (platform v)?> then\n        change y by (-2)\n        change x by (((Mouvement_speedX) * (-1)) / (Effect_Death slow mo))\n        set [mouvement_speedx v] to [0]\n    end\nelse\n    set [mouvement_speedx v] to ((Mouvement_speedX) * ((friction) / (Effect_Death slow mo)))\nend\nchange y by ((Mouvement_speedY) / (Effect_Death slow mo))\nif <touching (platform v)?> then\n    colision y\n    set [mouvement_speedy v] to [0]\n    if <(Mouvement_lock) = [0]> then\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Effect_Freeze) = [2]>> then\n            set [mouvement_speedy v] to (jump hight)\n            set [mouvement_lock v] to [1]\n        end\n    end\nelse\n    if <(letter (1) of (item (5) of [shop_items v])) = [1]> then\n        if <(Mouvement_lock) = [1]> then\n            if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Mouvement_speedY) < ((jump hight) / (3))>> and <(Effect_Freeze) = [2]>> then\n                set [mouvement_speedy v] to (jump hight)\n                set [mouvement_lock v] to [2]\n            end\n        else\n            if <(Mouvement_lock) = [2]> then\n                set [mouvement_lock v] to [0]\n            end\n        end\n        if <(Mouvement_speedY) < [0]> then\n            if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Effect_Freeze) = [2]>> then\n                change [mouvement_speedy v] by ((((gravity) / (gliding)) * (-1)) / (Effect_Death slow mo))\n            else\n                change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n            end\n        else\n            change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n        end\n    else\n        if <(Mouvement_speedY) < [0]> then\n            if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Effect_Freeze) = [2]>> then\n                change [mouvement_speedy v] by ((((gravity) / (gliding)) * (-1)) / (Effect_Death slow mo))\n            else\n                change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n            end\n        else\n            change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n        end\n        set [mouvement_lock v] to [0]\n    end\nend\n\nwhen I receive [next level v]\nset [level_life v] to [5]\nshow\nclear graphic effects\nPlacing\nforever\n    Sizing\n    if <not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> then\n        if <not <(Level_Life) < [0.1]>> then\n            if <(Level_Moving style) = [1]> then\n                Speed: [0.93] Friction: [0.8] Jump hight: [9] Gravity: [0.6] Gliding: [1]\n            else\n                if <(Level_Moving style) = [2]> then\n                    go to x: (0) y: (-30)\n                end\n            end\n        end\n        if <[1] = (Level_Moving style)> then\n            if <(y position) < [-179]> then\n                if <not <(Level_Enemy killed) = [a]>> then\n                    set [level_life v] to [0]\n                end\n                if <not <(Level_Enemy killed) = [a]>> then\n                    broadcast (Player dead v)\n                    Effect\n                end\n                broadcast (Player Damaged v)\n                hide\n                go to x: (0) y: (0)\n            end\n        else\n            if <(Level_Moving style) = [2]> then\n                if <<(Mouvement_Y) < [-229]> or <((Boss_Smoke X) + (175)) > (Mouvement_X)>> then\n                    if <not <(Level_Enemy killed) = [a]>> then\n                        set [level_life v] to [0]\n                    end\n                    if <not <(Level_Enemy killed) = [a]>> then\n                        broadcast (Player dead v)\n                        Effect\n                    end\n                    broadcast (Player Damaged v)\n                    hide\n                    go to x: (0) y: (0)\n                    set [mouvement_y v] to [-200]\n                    set [boss_smoke x v] to [-65658858494848797489789987797979]\n                end\n            end\n        end\n    end\nend\n\ndefine colision y\nif <(Mouvement_speedY) < [0]> then\n    repeat until <not <touching (platform v)?>>\n        change y by (0.1)\n        set [mouvement_lock v] to [0]\n    end\nelse\n    repeat until <not <touching (platform v)?>>\n        change y by (-0.1)\n    end\nend\n\nwhen flag clicked\nset [weopons v] to [1]\nset [effect_freeze v] to [2]\nhide\nset [volume v] to [50]\n\nwhen I receive [next level v]\nset [level_life v] to [5]\nshow\nwait (3) seconds\nforever\n    if <<touching (enemey bullets v)?> or <<touching (boss v)?> or <touching (boss_square v)?>>> then\n        if <not <(Level_Enemy killed) = [a]>> then\n            change [level_life v] by (-1)\n            broadcast (Player Damaged v)\n            start sound [hitHurt v]\n        end\n        if <(Level_Life) < [0.1]> then\n            broadcast (Player dead v)\n            hide\n            Effect\n        end\n        set [brightness v] effect to (25)\n        wait (0.25) seconds\n        set [brightness v] effect to (0)\n        wait (0.25) seconds\n        set [brightness v] effect to (25)\n        wait (0.25) seconds\n        set [brightness v] effect to (0)\n        wait (0.25) seconds\n        set [brightness v] effect to (25)\n        wait (0.25) seconds\n        set [brightness v] effect to (0)\n        wait (0.25) seconds\n    end\nend\n\ndefine Placing\nif <(Level_level) = [1]> then\n    go to x: (-175) y: (-80)\nelse\n    if <(Level_level) = [2]> then\n        go to x: (-175) y: (-80)\n    else\n        if <(Level_level) = [1]> then\n            go to x: (-175) y: (-80)\n        else\n            if <(Level_level) = [2]> then\n                go to x: (-175) y: (-80)\n            else\n                if <(Level_level) = [22]> then\n                    go to x: (0) y: (-80)\n                else\n                    if <not <(Level_Moving style) = [2]>> then\n                        go to x: (-175) y: (-80)\n                    else\n                        go to x: (0) y: (-30)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\n        show\n    end\nend\n\nset [shop_shop v] to [3]\nbroadcast (Shop_shop v)\n\ndefine Sizing\nif <(Level_Moving style) = [1]> then\n    set size to (75) %\nelse\n    set size to (75) %\nend\n\ndefine Effect\nrepeat (pick random (5) to (20))\n    create clone of (death effect v)\nend\n\nset [level_life v] to [1]\n\n@gun\n\nwhen I receive [next level v]\nshow\ngo to [front v] layer\nforever\n    Sizing\n    if <not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> then\n        if <[0.1] < (Level_Life)> then\n            go to (player v)\n            if <(Home_Home) = [1]> then\n                point towards (mouse-pointer v)\n            end\n            if <(Weopons) = [0]> then\n                hide\n            else\n                if <not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> then\n                    show\n                    if <(Weopons) = [1]> then\n                        switch costume to (handgun v)\n                    else\n                        if <(Weopons) = [2]> then\n                            switch costume to (pump-1 v)\n                        else\n                            if <(Weopons) = [3]> then\n                                switch costume to (ak 47-1 v)\n                            else\n                                if <(Weopons) = [4]> then\n                                    switch costume to (sniper v)\n                                end\n                            end\n                        end\n                    end\n                    if <(direction) < [0]> then\n                        next costume\n                    end\n                end\n            end\n        else\n            hide\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\n        show\n        go to [front v] layer\n    end\nend\n\ndefine Sizing\nif <(Level_Moving style) = [1]> then\n    set size to (11.25) %\nelse\n    set size to (11.25) %\nend\n\nwhen I receive [next level v]\nshow\ngo to [front v] layer\nforever\n    if <[0.1] < (Level_Life)> then\n        if <not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> then\n            if <key (r v) pressed?> then\n                if <(Weopons) = [1]> then\n                    set [level_amo v] to [-]\n                    wait (3) seconds\n                    set [level_amo v] to [6]\n                else\n                    if <(Weopons) = [2]> then\n                        set [level_amo v] to [-]\n                        wait (3) seconds\n                        set [level_amo v] to [3]\n                    else\n                        if <(Weopons) = [3]> then\n                            set [level_amo v] to [-]\n                            wait (3) seconds\n                            set [level_amo v] to [30]\n                        else\n                            if <(Weopons) = [4]> then\n                                set [level_amo v] to [-]\n                                wait (3) seconds\n                                set [level_amo v] to [3]\n                            end\n                        end\n                    end\n                end\n                wait until <not <key (r v) pressed?>>\n            end\n        end\n    else\n        hide\n    end\nend\n\nwhen I receive [shotgun jump v]\n\nchange [mouvement_speedx v] by ((10) * ([cos v] of (direction) ))\nchange [mouvement_speedy v] by ((10) * ([sin v] of (direction) ))\n\n@Platform\n\nwhen flag clicked\nhide\nset [level_level v] to [1]\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [next level v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (Level_level)\nclear graphic effects\nif <<(Level_level) = [1]> or <<(Level_level) = [2]> or <<(Level_level) = [3]> or <<(Level_level) = [4]> or <<(Level_level) = [5]> or <<(Level_level) = [6]> or <<(Level_level) = [7]> or <<(Level_level) = [8]> or <<(Level_level) = [9]> or <<(Level_level) = [10]> or <<(Level_level) = [11]> or <<(Level_level) = [12]> or <<(Level_level) = [13]> or <<(Level_level) = [14]> or <<(Level_level) = [15]> or <<(Level_level) = [16]> or <<(Level_level) = [17]> or <<(Level_level) = [18]> or <<(Level_level) = [19]> or <<(Level_level) = [20]> or <<(Level_level) = [21]> or <<(Level_level) = [22]> or <<(Level_level) = [24]> or >>>>>>>>>>>>>>>>>>>>>>> then\n    set [level_moving style v] to [1]\n    switch costume to (small v)\n    set size to (100) %\n    switch costume to (Level_level)\nelse\n    if <<(Level_level) = [23]> or <<(Level_level) = [a]> or <<(Level_level) = [a]> or <<(Level_level) = [a]> or <<(Level_level) = [a]> or >>>>> then\n        set [level_moving style v] to [2]\n    else\n        switch costume to (error v)\n        set [level_moving style v] to [1]\n    end\nend\nwait (0.1) seconds\nif <(Level_Moving style) = [2]> then\n    switch costume to (small v)\n    set size to (500) %\n    switch costume to (Level_level)\n    go to x: (0) y: (-100)\n    set [mouvement_speedx v] to [0]\n    set [mouvement_speedy v] to [0]\n    if <(Level_level) = [23]> then\n        switch costume to (costume1 v)\n        set [mouvement_x v] to [-950]\n        set [mouvement_y v] to [250]\n    end\n    forever\n        if <not <(Level_Life) < [0.1]>> then\n            Speed: [0.9375] Friction: [0.8] Jump hight: [7.5] Gravity: [0.45] Gliding: [1]\n        end\n    end\nelse\n    switch costume to (small v)\n    set size to (100) %\n    switch costume to (Level_level)\nend\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\n        show\n    end\nend\n\ndefine Speed: (speed) Friction: (friction) Jump hight: (jump hight) Gravity: (gravity) Gliding: (gliding)\na []\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Effect_Freeze) = [2]>> then\n    change [mouvement_speedx v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Effect_Freeze) = [2]>> then\n    change [mouvement_speedx v] by ((speed) * (-1))\nend\nchange x by (((Mouvement_speedX) / (Effect_Death slow mo)) * (-1))\nif <touching (player v)?> then\n    change y by (-2)\n    if <touching (player v)?> then\n        change y by (2)\n        change x by ((Mouvement_speedX) / (Effect_Death slow mo))\n        set [mouvement_speedx v] to [0]\n    end\nelse\n    set [mouvement_speedx v] to ((Mouvement_speedX) * ((friction) / (Effect_Death slow mo)))\nend\nchange y by (((Mouvement_speedY) / (Effect_Death slow mo)) * (-1))\nif <touching (player v)?> then\n    Colision\n    set [mouvement_speedy v] to [0]\n    if <(Mouvement_lock) = [0]> then\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Effect_Freeze) = [2]>> then\n            set [mouvement_speedy v] to (jump hight)\n            set [mouvement_lock v] to [1]\n        end\n    end\nelse\n    if <(letter (1) of (item (5) of [shop_items v])) = [1]> then\n        if <(Mouvement_lock) = [1]> then\n            if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Mouvement_speedY) < ((jump hight) / (3))>> and <(Effect_Freeze) = [2]>> then\n                set [mouvement_speedy v] to (jump hight)\n                set [mouvement_lock v] to [2]\n            end\n        else\n            if <(Mouvement_lock) = [2]> then\n                set [mouvement_lock v] to [0]\n            end\n        end\n        if <(Mouvement_speedY) < [0]> then\n            if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Effect_Freeze) = [2]>> then\n                change [mouvement_speedy v] by ((((gravity) / (gliding)) * (-1)) / (Effect_Death slow mo))\n            else\n                change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n            end\n        else\n            change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n        end\n    else\n        if <(Mouvement_speedY) < [0]> then\n            if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Effect_Freeze) = [2]>> then\n                change [mouvement_speedy v] by ((((gravity) / (gliding)) * (-1)) / (Effect_Death slow mo))\n            else\n                change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n            end\n        else\n            change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n        end\n        set [mouvement_lock v] to [0]\n    end\nend\nset [mouvement_x v] to ((x position) * (-1))\nset [mouvement_y v] to ((y position) * (-1))\n\ndefine Colision\nif <(Mouvement_speedY) < [0.01]> then\n    repeat until <not <touching (player v)?>>\n        change y by (-0.1)\n    end\nelse\n    repeat until <not <touching (player v)?>>\n        change y by (0.1)\n    end\nend\n\ngo to x: (0) y: (0)\n\nset [mouvement_x v] to [-1000]\n\nwhen I receive [shacking effect v]\nchange [mouvement_x v] by (2)\nchange [mouvement_y v] by (-2)\nrepeat (4)\n    wait (0.1) seconds\n    change [mouvement_x v] by (-4)\n    change [mouvement_y v] by (4)\n    wait (0.1) seconds\n    change [mouvement_x v] by (4)\n    change [mouvement_y v] by (-4)\nend\nchange [mouvement_x v] by (-2)\nchange [mouvement_y v] by (2)\n\ndefine a (a)\nif <(Mouvement_X) > ((954) * (8))> then\n    go to x: (((Mouvement_X) * (-1)) - ((1054) * (7))) y: ((Mouvement_Y) * (-1))\n    broadcast (boss replacement v)\nelse\n    if <(Mouvement_X) > ((954) * (7))> then\n        go to x: (((Mouvement_X) * (-1)) - ((1054) * (7))) y: ((Mouvement_Y) * (-1))\n        broadcast (boss replacement v)\n    else\n        if <(Mouvement_X) > ((954) * (6))> then\n            go to x: (((Mouvement_X) * (-1)) - ((1054) * (6))) y: ((Mouvement_Y) * (-1))\n            broadcast (boss replacement v)\n        else\n            if <(Mouvement_X) > ((954) * (5))> then\n                go to x: (((Mouvement_X) * (-1)) - ((1054) * (5))) y: ((Mouvement_Y) * (-1))\n                broadcast (boss replacement v)\n            else\n                if <(Mouvement_X) > ((954) * (4))> then\n                    go to x: (((Mouvement_X) * (-1)) - ((1054) * (4))) y: ((Mouvement_Y) * (-1))\n                    broadcast (boss replacement v)\n                else\n                    if <(Mouvement_X) > ((954) * (3))> then\n                        go to x: (((Mouvement_X) * (-1)) - ((1054) * (3))) y: ((Mouvement_Y) * (-1))\n                        broadcast (boss replacement v)\n                    else\n                        if <(Mouvement_X) > ((954) * (2))> then\n                            go to x: (((Mouvement_X) * (-1)) - ((1054) * (2))) y: ((Mouvement_Y) * (-1))\n                            broadcast (boss replacement v)\n                        else\n                            if <(Mouvement_X) > ((954) * (1))> then\n                                go to x: (((Mouvement_X) * (-1)) - ((-1054) * (1))) y: ((Mouvement_Y) * (-1))\n                                broadcast (boss replacement v)\n                            else\n                                go to x: ((Mouvement_X) * (-1)) y: ((Mouvement_Y) * (-1))\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nset [level_level v] to [7]\n\nset [level_level v] to [23]\n\n@bullets\n\nwhen I receive [next level v]\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\nforever\n    if <(Home_Home) = [1]> then\n        if <not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> then\n            if <<<<<mouse down?> or <key (space v) pressed?>> and <not <(Level_Amo) < [1]>>> and <(Effect_Freeze) = [2]>> and <(Level_Life) > [0]>> then\n                go to (player v)\n                set [mouvement_player bullets x v] to (Mouvement_X)\n                set [mouvement_player bullets y v] to (Mouvement_Y)\n                point towards (mouse-pointer v)\n                change [mouvement_player bullets y v] by (-25)\n                change y by (5)\n                if <(Weopons) = [1]> then\n                    move (5) steps\n                    change [mouvement_player bullets x v] by (([sin v] of (direction) ) * (5))\n                    change [mouvement_player bullets y v] by (([cos v] of (direction) ) * (5))\n                    create clone of (_myself_ v)\n                    change [level_amo v] by (-1)\n                    start sound [laserShoot v]\n                    waiting [1.5] (Stage: Time)\n                else\n                    if <(Weopons) = [2]> then\n                        move (10) steps\n                        change [mouvement_player bullets x v] by (([sin v] of (direction) ) * (10))\n                        change [mouvement_player bullets y v] by (([cos v] of (direction) ) * (10))\n                        change [level_amo v] by (-1)\n                        broadcast (shotgun jump v)\n                        broadcast (shot gun shot v)\n                        repeat (3)\n                            create clone of (_myself_ v)\n                            create clone of (_myself_ v)\n                            create clone of (_myself_ v)\n                            create clone of (_myself_ v)\n                        end\n                        waiting [3] (Stage: Time)\n                    else\n                        if <(Weopons) = [3]> then\n                            move (20) steps\n                            change [mouvement_player bullets x v] by (([sin v] of (direction) ) * (10))\n                            change [mouvement_player bullets y v] by (([cos v] of (direction) ) * (10))\n                            create clone of (_myself_ v)\n                            change [level_amo v] by (-1)\n                            start sound [laserShoot2 v]\n                            waiting [0.125] (Stage: Time)\n                        else\n                            if <(Weopons) = [4]> then\n                                move (25) steps\n                                change [mouvement_player bullets x v] by (([sin v] of (direction) ) * (20))\n                                change [mouvement_player bullets y v] by (([cos v] of (direction) ) * (20))\n                                create clone of (_myself_ v)\n                                change [level_amo v] by (-1)\n                                waiting [4] (Stage: Time)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nset [awdefrgdthfyjukiujyhtgresfafrgsthyjukisrae v] to [5848857686]\nif <(Level_Moving style) = [1]> then\n    show\n    switch costume to (nothing v)\n    set size to (18.75) %\n    switch costume to (costume1 v)\n    if <(Weopons) = [1]> then\n        turn right (pick random (-0.5) to (0.5)) degrees\n    else\n        if <(Weopons) = [2]> then\n            turn right (pick random (-5) to (5)) degrees\n        else\n            if <(Weopons) = [3]> then\n                turn right (pick random (-2) to (2)) degrees\n            end\n        end\n    end\n    repeat until <<<<<touching (_edge_ v)?> or <touching (platform v)?>> or <touching (enemy  v)?>> or <touching (boss v)?>> or <touching (enemey bullets v)?>>\n        if <<not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> and <(Effect_Freeze) = [2]>> then\n            if <(Weopons) = [4]> then\n                move ((15) / (Effect_Death slow mo)) steps\n            else\n                move ((9.5) / (Effect_Death slow mo)) steps\n            end\n        else\n            hide\n        end\n    end\n    set [effect_bullet x v] to (x position)\n    set [effect_bullet y v] to (y position)\n    broadcast (Bullet effect1 v)\n    hide\n    move ((9.5) / (Effect_Death slow mo)) steps\n    wait (0) seconds\n    delete this clone\nelse\n    if <(Level_Moving style) = [2]> then\n        show\n        switch costume to (nothing v)\n        set size to (25) %\n        switch costume to (costume1 v)\n        if <(Weopons) = [1]> then\n            turn right (pick random (-0.5) to (0.5)) degrees\n        else\n            if <(Weopons) = [2]> then\n                turn right (pick random (-5) to (5)) degrees\n            else\n                if <(Weopons) = [3]> then\n                    turn right (pick random (-2) to (2)) degrees\n                end\n            end\n        end\n        repeat until <<<<touching (platform v)?> or <touching (enemy  v)?>> or <touching (boss v)?>> or <touching (enemey bullets v)?>>\n            if <not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> then\n                if <(Weopons) = [4]> then\n                    change [mouvement_player bullets x v] by ((([sin v] of (direction) ) * (15)) / (Effect_Death slow mo))\n                    change [mouvement_player bullets y v] by ((([cos v] of (direction) ) * (15)) / (Effect_Death slow mo))\n                else\n                    change [mouvement_player bullets x v] by ((([sin v] of (direction) ) * (9.5)) / (Effect_Death slow mo))\n                    change [mouvement_player bullets y v] by ((([cos v] of (direction) ) * (9.5)) / (Effect_Death slow mo))\n                end\n                go to x: ((Mouvement_Player Bullets X) - (Mouvement_X)) y: ((Mouvement_Player Bullets Y) - (Mouvement_Y))\n                if <touching (_edge_ v)?> then\n                    hide\n                else\n                    show\n                end\n            else\n                hide\n            end\n        end\n        set [effect_bullet x v] to (x position)\n        set [effect_bullet y v] to (y position)\n        broadcast (Bullet effect1 v)\n        hide\n        if <(Weopons) = [4]> then\n            change [mouvement_player bullets x v] by ((([sin v] of (direction) ) * (15)) / (Effect_Death slow mo))\n            change [mouvement_player bullets y v] by ((([cos v] of (direction) ) * (15)) / (Effect_Death slow mo))\n        else\n            change [mouvement_player bullets x v] by ((([sin v] of (direction) ) * (9.5)) / (Effect_Death slow mo))\n            change [mouvement_player bullets y v] by ((([cos v] of (direction) ) * (9.5)) / (Effect_Death slow mo))\n        end\n        go to x: ((Mouvement_Player Bullets X) - (Mouvement_X)) y: ((Mouvement_Player Bullets Y) - (Mouvement_Y))\n        wait (0) seconds\n        delete this clone\n    end\nend\n\nwhen flag clicked\nhide\nset [level_moving style v] to [0]\nset [awdefrgdthfyjukiujyhtgresfafrgsthyjukisrae v] to [1]\n\nwhen I receive [next level v]\ndelete this clone\n\nturn right (15) degrees\n\nwait ((1) * (Effect_Death slow mo)) seconds\n\nwait ((3) * (Effect_Death slow mo)) seconds\n\nwhen I receive [shacking effect v]\nchange x by (-2)\nchange y by (2)\nrepeat (4)\n    wait (0.1) seconds\n    change x by (4)\n    change y by (-4)\n    wait (0.1) seconds\n    change x by (-4)\n    change y by (4)\nend\nchange x by (2)\nchange y by (-2)\n\nwhen I receive [boss replacement v]\ndelete this clone\n\ndefine waiting (waiting time) (current time)\nrepeat until <(Stage: Time) > ((current time) + (waiting time))>\n    say ((current time) + (waiting time))\nend\n\nwait until <[5] = [50]>\n\nwaiting [0.1] (Stage: Time)\n\n@enemy \n\nwhen I receive [next level v]\nwait (0) seconds\nset [level_enemy killed v] to [0]\nif <(Level_level) = [1]> then\n    Place enemy X: [195] Y [-95] Type [1]\n    wait until <(Level_Enemy killed) = [1]>\n    set [level_enemy killed v] to [a]\n    change [level_level v] by (1)\n    broadcast (Level Finished v)\nelse\n    if <(Level_level) = [2]> then\n        Place enemy X: [124] Y [-94] Type [1]\n        Place enemy X: [-193] Y [100] Type [1]\n        wait until <(Level_Enemy killed) = [2]>\n        set [level_enemy killed v] to [a]\n        change [level_level v] by (1)\n        broadcast (Level Finished v)\n    else\n        if <(Level_level) = [3]> then\n            Place enemy X: [187] Y [-95] Type [2]\n            Place enemy X: [207] Y [54] Type [1]\n            wait until <(Level_Enemy killed) = [2]>\n            set [level_enemy killed v] to [a]\n            change [level_level v] by (1)\n            broadcast (Level Finished v)\n        else\n            if <(Level_level) = [4]> then\n                Place enemy X: [193] Y [-94] Type [1]\n                Place enemy X: [188] Y [100] Type [1]\n                Place enemy X: [-192] Y [101] Type [4]\n                wait until <(Level_Enemy killed) = [3]>\n                set [level_enemy killed v] to [a]\n                change [level_level v] by (1)\n                broadcast (Level Finished v)\n            else\n                if <(Level_level) = [5]> then\n                    Place enemy X: [208] Y [-87] Type [1]\n                    Place enemy X: [112] Y [69] Type [3]\n                    Place enemy X: [-105] Y [69] Type [3]\n                    wait until <(Level_Enemy killed) = [3]>\n                    set [level_enemy killed v] to [a]\n                    change [level_level v] by (1)\n                    broadcast (Level Finished v)\n                else\n                    if <(Level_level) = [6]> then\n                        Place enemy X: [-86] Y [69] Type [1]\n                        Place enemy X: [96] Y [69] Type [1]\n                        Place enemy X: [207] Y [-95] Type [2]\n                        wait until <(Level_Enemy killed) = [3]>\n                        set [level_enemy killed v] to [a]\n                        change [level_level v] by (1)\n                        broadcast (Level Finished v)\n                    else\n                        if <(Level_level) = [7]> then\n                            Place enemy X: [209] Y [-98] Type [3]\n                            Place enemy X: [-209] Y [-18] Type [2]\n                            Place enemy X: [-35] Y [135] Type [1]\n                            wait until <(Level_Enemy killed) = [3]>\n                            set [level_enemy killed v] to [a]\n                            change [level_level v] by (1)\n                            broadcast (Level Finished v)\n                        else\n                            if <(Level_level) = [8]> then\n                                Place enemy X: [180] Y [-98] Type [1]\n                                Place enemy X: [-180] Y [13] Type [2]\n                                Place enemy X: [-175] Y [111] Type [2]\n                                wait until <(Level_Enemy killed) = [3]>\n                                set [level_enemy killed v] to [a]\n                                change [level_level v] by (1)\n                                broadcast (Level Finished v)\n                            else\n                                if <(Level_level) = [9]> then\n                                    Place enemy X: [-44] Y [-100] Type [1]\n                                    Place enemy X: [209] Y [-50] Type [3]\n                                    Place enemy X: [210] Y [9] Type [1]\n                                    Place enemy X: [-211] Y [11] Type [1]\n                                    wait until <(Level_Enemy killed) = [4]>\n                                    set [level_enemy killed v] to [a]\n                                    change [level_level v] by (1)\n                                    broadcast (Level Finished v)\n                                else\n                                    if <(Level_level) = [10]> then\n                                        Place enemy X: [66] Y [-99] Type [1]\n                                        Place enemy X: [209] Y [-99] Type [1]\n                                        Place enemy X: [111 ] Y [53] Type [3]\n                                        Place enemy X: [-94] Y [113] Type [1]\n                                        Place enemy X: [66] Y [53] Type [2]\n                                        wait until <(Level_Enemy killed) = [5]>\n                                        set [level_enemy killed v] to [a]\n                                        change [level_level v] by (1)\n                                        broadcast (Level Finished v)\n                                    else\n                                        if <(Level_level) = [11]> then\n                                            Place enemy X: [189] Y [-98] Type [4]\n                                            wait until <(Level_Enemy killed) = [1]>\n                                            set [level_enemy killed v] to [a]\n                                            change [level_level v] by (1)\n                                            broadcast (Level Finished v)\n                                        else\n                                            if <(Level_level) = [12]> then\n                                                Place enemy X: [189] Y [-98] Type [4]\n                                                Place enemy X: [-28] Y [-31] Type [1]\n                                                Place enemy X: [187] Y [56] Type [3]\n                                                wait until <(Level_Enemy killed) = [3]>\n                                                set [level_enemy killed v] to [a]\n                                                change [level_level v] by (1)\n                                                broadcast (Level Finished v)\n                                            else\n                                                if <(Level_level) = [13]> then\n                                                    Place enemy X: [205] Y [104] Type [4]\n                                                    Place enemy X: [205] Y [8] Type [4]\n                                                    Place enemy X: [205] Y [-99] Type [4]\n                                                    wait until <(Level_Enemy killed) = [3]>\n                                                    set [level_enemy killed v] to [a]\n                                                    change [level_level v] by (1)\n                                                    broadcast (Level Finished v)\n                                                else\n                                                    if <(Level_level) = [14]> then\n                                                        Place enemy X: [205] Y [-104] Type [6]\n                                                        Place enemy X: [199] Y [91] Type [6]\n                                                        Place enemy X: [-204] Y [93] Type [6]\n                                                        wait until <(Level_Enemy killed) = [3]>\n                                                        set [level_enemy killed v] to [a]\n                                                        change [level_level v] by (1)\n                                                        broadcast (Level Finished v)\n                                                    else\n                                                        if <(Level_level) = [15]> then\n                                                            Place enemy X: [209] Y [-98] Type [2]\n                                                            Place enemy X: [176] Y [62] Type [1]\n                                                            Place enemy X: [-67] Y [-6] Type [4]\n                                                            Place enemy X: [-67] Y [86] Type [4]\n                                                            wait until <(Level_Enemy killed) = [4]>\n                                                            set [level_enemy killed v] to [a]\n                                                            change [level_level v] by (1)\n                                                            broadcast (Level Finished v)\n                                                        else\n                                                            if <(Level_level) = [16]> then\n                                                                Place enemy X: [-10] Y [-134] Type [2]\n                                                                Place enemy X: [-10] Y [-114 ] Type [2]\n                                                                Place enemy X: [-10] Y [-94] Type [2]\n                                                                Place enemy X: [11] Y [-134] Type [2]\n                                                                Place enemy X: [11] Y [-114 ] Type [2]\n                                                                Place enemy X: [11] Y [-94] Type [2]\n                                                                Place enemy X: [32] Y [-134] Type [2]\n                                                                Place enemy X: [32] Y [-114 ] Type [2]\n                                                                Place enemy X: [32] Y [-94] Type [2]\n                                                                wait until <(Level_Enemy killed) = [9]>\n                                                                set [level_enemy killed v] to [a]\n                                                                change [level_level v] by (1)\n                                                                broadcast (Level Finished v)\n                                                            else\n                                                                if <(Level_level) = [17]> then\n                                                                    Place enemy X: [198] Y [111] Type [5]\n                                                                    Place enemy X: [128] Y [-98] Type [3]\n                                                                    wait until <(Level_Enemy killed) = [2]>\n                                                                    set [level_enemy killed v] to [a]\n                                                                    change [level_level v] by (1)\n                                                                    broadcast (Level Finished v)\n                                                                else\n                                                                    if <(Level_level) = [18]> then\n                                                                        Place enemy X: [120] Y [-77] Type [7]\n                                                                        Place enemy X: [197] Y [-7] Type [3]\n                                                                        Place enemy X: [197] Y [62] Type [3]\n                                                                        Place enemy X: [197] Y [131] Type [3]\n                                                                        wait until <(Level_Enemy killed) = [4]>\n                                                                        set [level_enemy killed v] to [a]\n                                                                        change [level_level v] by (1)\n                                                                        broadcast (Level Finished v)\n                                                                    else\n                                                                        if <(Level_level) = [19]> then\n                                                                            Place enemy X: [207] Y [-23] Type [5]\n                                                                            Place enemy X: [210] Y [-99] Type [3]\n                                                                            Place enemy X: [-151] Y [69] Type [3]\n                                                                            Place enemy X: [91] Y [78] Type [2]\n                                                                            wait until <(Level_Enemy killed) = [4]>\n                                                                            set [level_enemy killed v] to [a]\n                                                                            change [level_level v] by (1)\n                                                                            broadcast (Level Finished v)\n                                                                        else\n                                                                            if <(Level_level) = [20]> then\n                                                                                Place enemy X: [157] Y [-98] Type [5]\n                                                                                Place enemy X: [-124] Y [2] Type [5]\n                                                                                Place enemy X: [-207] Y [33] Type [5]\n                                                                                Place enemy X: [188] Y [128] Type [7]\n                                                                                wait until <(Level_Enemy killed) = [4]>\n                                                                                set [level_enemy killed v] to [a]\n                                                                                change [level_level v] by (1)\n                                                                                broadcast (Level Finished v)\n                                                                            else\n                                                                                if <(Level_level) = [21]> then\n                                                                                    Place enemy X: [-140] Y [-42] Type [3]\n                                                                                    Place enemy X: [195] Y [-41] Type [2]\n                                                                                    Place enemy X: [26] Y [14] Type [1]\n                                                                                    Place enemy X: [191] Y [73] Type [5]\n                                                                                    Place enemy X: [-139] Y [72] Type [4]\n                                                                                    Place enemy X: [28] Y [124] Type [6]\n                                                                                    wait until <(Level_Enemy killed) = [6]>\n                                                                                    set [level_enemy killed v] to [a]\n                                                                                    change [level_level v] by (1)\n                                                                                    broadcast (Level Finished v)\n                                                                                else\n                                                                                    if <(Level_level) = [22]> then\n                                                                                        Place enemy X: [-191] Y [-77] Type [7]\n                                                                                        Place enemy X: [203] Y [-77] Type [7]\n                                                                                        Place enemy X: [-197] Y [-2] Type [4]\n                                                                                        Place enemy X: [197] Y [-4] Type [4]\n                                                                                        Place enemy X: [197] Y [84] Type [5]\n                                                                                        Place enemy X: [-197] Y [84] Type [5]\n                                                                                        wait until <(Level_Enemy killed) = [6]>\n                                                                                        set [level_enemy killed v] to [a]\n                                                                                        change [level_level v] by (1)\n                                                                                        broadcast (Level Finished v)\n                                                                                    else\n                                                                                        if <(Level_level) = [23]> then\n                                                                                            wait until <(Level_Enemy killed) = [1]>\n                                                                                            set [level_enemy killed v] to [a]\n                                                                                            change [level_level v] by (1)\n                                                                                            broadcast (Level Finished v)\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                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nAdd unlocked level?\n\ndefine Place enemy X: (x) Y (y) Type (type)\nset [enemy_x v] to (x)\nset [enemy_y v] to (y)\nset [enemy_type v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (Enemy_X) y: (Enemy_Y)\nshow\nHp\nset [enemy_timer v] to [0]\nset [enemy_brightness v] to [0]\nif <(Level_level) < [7]> then\n    set size to (100) %\nelse\n    set size to (75) %\nend\nclear graphic effects\nwait (pick random (0.001) to (1.0001)) seconds\nrepeat until <(Enemy_HP) < [0.01]>\n    eenemy\nend\nchange [level_enemy killed v] by (1)\nbroadcast (kill effcet v)\nDeath effect\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine shoot (type)\nif <(type) = [1]> then\n    if <(Enemy_timer) > ((7) * (Effect_Death slow mo))> then\n        set [enemy_shoot type v] to [1]\n        set [enemy_shoot x v] to (x position)\n        set [enemy_shoot y v] to (y position)\n        broadcast (enemy shot v)\n        set [enemy_timer v] to [0]\n    end\nelse\n    if <(type) = [2]> then\n        if <(Enemy_timer) > ((4) * (Effect_Death slow mo))> then\n            set [enemy_shoot type v] to [1]\n            set [enemy_shoot x v] to (x position)\n            set [enemy_shoot y v] to (y position)\n            broadcast (enemy shot v)\n            set [enemy_timer v] to [0]\n        end\n    else\n        if <(type) = [3]> then\n            if <(Enemy_timer) > ((8) * (Effect_Death slow mo))> then\n                set [enemy_shoot type v] to [1]\n                set [enemy_shoot x v] to (x position)\n                set [enemy_shoot y v] to (y position)\n                broadcast (enemy shot v)\n                set [enemy_timer v] to [0]\n            end\n        else\n            if <(type) = [4]> then\n                if <(Enemy_timer) > ((9) * (Effect_Death slow mo))> then\n                    set [enemy_shoot type v] to [2]\n                    set [enemy_shoot x v] to (x position)\n                    set [enemy_shoot y v] to (y position)\n                    broadcast (enemy shot v)\n                    set [enemy_timer v] to [0]\n                end\n            else\n                if <(type) = [5]> then\n                    if <(Enemy_timer) > ((9) * (Effect_Death slow mo))> then\n                        set [enemy_shoot type v] to [3]\n                        set [enemy_shoot x v] to (x position)\n                        set [enemy_shoot y v] to (y position)\n                        broadcast (enemy shot v)\n                        set [enemy_timer v] to [0]\n                    end\n                else\n                    if <(type) = [6]> then\n                        if <(Enemy_timer) > ((6) * (Effect_Death slow mo))> then\n                            set [enemy_shoot type v] to [4]\n                            set [enemy_shoot x v] to (x position)\n                            set [enemy_shoot y v] to (y position)\n                            broadcast (enemy shot v)\n                            set [enemy_timer v] to [0]\n                        end\n                    else\n                        if <(type) = [7]> then\n                            if <(Enemy_timer) > ((8) * (Effect_Death slow mo))> then\n                                set [enemy_shoot type v] to [5]\n                                set [enemy_shoot x v] to (x position)\n                                set [enemy_shoot y v] to (y position)\n                                broadcast (enemy shot v)\n                                set [enemy_timer v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Hp\nif <(Enemy_Type) = [1]> then\n    set [enemy_hp v] to [4]\n    switch costume to (type1 v)\nelse\n    if <(Enemy_Type) = [2]> then\n        set [enemy_hp v] to [3]\n        switch costume to (type2 v)\n    else\n        if <(Enemy_Type) = [3]> then\n            set [enemy_hp v] to [8]\n            switch costume to (type3 v)\n        else\n            if <(Enemy_Type) = [4]> then\n                set [enemy_hp v] to [6.5]\n                switch costume to (type4 v)\n            else\n                if <(Enemy_Type) = [5]> then\n                    set [enemy_hp v] to [6.51]\n                    switch costume to (type5 v)\n                else\n                    if <(Enemy_Type) = [6]> then\n                        set [enemy_hp v] to [5]\n                        switch costume to (type6 v)\n                    else\n                        if <(Enemy_Type) = [7]> then\n                            set [enemy_hp v] to [20]\n                            switch costume to (type7 v)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwait until <(Level_Enemy killed) = [1]>\n\ndefine eenemy\nchange [enemy_timer v] by ((0.1) / (Effect_Death slow mo))\nif <touching (bullets v)?> then\n    if <(Weopons) = [1]> then\n        change [enemy_hp v] by (-1.)\n        set [enemy_brightness v] to [50]\n        set [brightness v] effect to (50)\n    else\n        if <(Weopons) = [2]> then\n            if <(Enemy_brightness) < [2]> then\n                if <[-1] < ((-7) + ((Enemy_Shot gun distance) / (38)))> then\n                    change [enemy_hp v] by (-1)\n                else\n                    change [enemy_hp v] by ((-7) + ((Enemy_Shot gun distance) / (38)))\n                end\n                set [enemy_brightness v] to [50]\n                set [brightness v] effect to (50)\n            end\n        else\n            if <(Weopons) = [3]> then\n                change [enemy_hp v] by (-0.5)\n                set [enemy_brightness v] to [50]\n                set [brightness v] effect to (50)\n            else\n                if <(Weopons) = [4]> then\n                    change [enemy_hp v] by (-6.5)\n                    set [enemy_brightness v] to [50]\n                    set [brightness v] effect to (50)\n                end\n            end\n        end\n    end\nend\nshoot (Enemy_Type)\nchange [brightness v] effect by (((0) - (Enemy_brightness)) / (8))\nchange [enemy_brightness v] by (((0) - (Enemy_brightness)) / (8))\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\nend\n\ndefine Death effect\nset [effect_enemy dies x v] to (x position)\nset [effect_enemy dies y v] to (y position)\nrepeat (pick random (5) to (10))\n    create clone of (enemy kill effect v)\nend\n\ndefine waiting (waiting time) (current time)\nrepeat until <(Stage: Time) > ((current time) + (waiting time))>\n    say ((current time) + (waiting time))\nend\n\nwaiting [] []\n\nwhen I receive [shot gun shot v]\nset [enemy_shot gun distance v] to (distance to [player v])\n\nwhen flag clicked\nset [enemy_shot gun distance v] to [999]\n\nwait until <(Level_Enemy killed) = [4]>\nset [level_enemy killed v] to [a]\nchange [level_level v] by (1)\nbroadcast (Level Finished v)\n\nset drag mode [not draggable v]\n\ndefine Add unlocked level?\nif <(Level_ Level unlocked) < (Level_level)> then\n    set [level_ level unlocked v] to (Level_level)\nend\n\n@enemey bullets\n\nwhen I receive [enemy shot v]\nif <(ujyhgtnfbknidvkmsdmvkj) = [0]> then\n    hide\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Enemy_Shoot Type) = [1]> then\n    set [enemy_bullet brightness effect v] to [0]\n    set [enemy_bullet health v] to [0.1]\n    Normal bullets\nelse\n    if <(Enemy_Shoot Type) = [2]> then\n        set [enemy_bullet brightness effect v] to [0]\n        set [enemy_bullet health v] to [2]\n        Rocket bullets\n    else\n        if <(Enemy_Shoot Type) = [3]> then\n            set [enemy_bullet brightness effect v] to [0]\n            set [enemy_bullet health v] to [88559]\n            Sniper bullet\n        else\n            if <(Enemy_Shoot Type) = [4]> then\n                set [enemy_bullet brightness effect v] to [0]\n                set [enemy_bullet health v] to [0.1]\n                Small bullets\n            else\n                if <(Enemy_Shoot Type) = [5]> then\n                    set [enemy_bullet brightness effect v] to [0]\n                    set [enemy_bullet health v] to [87797794794]\n                    HUGE Bullet\n                else\n                    delete this clone\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset [ujyhgtnfbknidvkmsdmvkj v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\nend\n\ndefine Normal bullets\nset [ujyhgtnfbknidvkmsdmvkj v] to [5324]\nshow\nswitch costume to (nothing v)\nset size to (22.75) %\nswitch costume to (costume1 v)\ngo to x: (Enemy_shoot X) y: (Enemy_shoot Y)\npoint towards (player v)\nturn right (pick random (-2) to (2)) degrees\nrepeat until <<<<touching (_edge_ v)?> or <touching (platform v)?>> or <touching (player v)?>> or <touching (bullets v)?>>\n    move ((6.5) / (Effect_Death slow mo)) steps\n    change [enemy_bullet brightness effect v] by (((0) - (Enemy_bullet brightness effect)) / (8))\n    set [brightness v] effect to (Enemy_bullet brightness effect)\n    if <(Enemy_bullet health) < [0.0000001]> then\n        set [effect_bullet x v] to (x position)\n        set [effect_bullet y v] to (y position)\n        broadcast (Bullet effect1 v)\n        delete this clone\n    end\nend\nwait (0) seconds\nset [effect_bullet x v] to (x position)\nset [effect_bullet y v] to (y position)\nbroadcast (Bullet effect1 v)\ndelete this clone\n\ndefine Rocket bullets\nset [ujyhgtnfbknidvkmsdmvkj v] to [5324]\nshow\nswitch costume to (nothing v)\nset size to (10) %\nswitch costume to (rocket v)\ngo to x: (Enemy_shoot X) y: (Enemy_shoot Y)\npoint towards (player v)\nrepeat until <<<touching (_edge_ v)?> or <touching (platform v)?>> or <touching (player v)?>>\n    if <(costume [number v]) = [16]> then\n        switch costume to (rocket v)\n    else\n        next costume\n    end\n    rocket (direction)\n    change [enemy_bullet brightness effect v] by (((0) - (Enemy_bullet brightness effect)) / (8))\n    set [brightness v] effect to (Enemy_bullet brightness effect)\n    move ((5) / (Effect_Death slow mo)) steps\n    if <(Enemy_bullet health) < [0.0000001]> then\n        set [effect_bullet x v] to (x position)\n        set [effect_bullet y v] to (y position)\n        broadcast (Bullet effect1 v)\n        switch costume to (explosion 1 v)\n        clear graphic effects\n        set size to (60) %\n        set [mosaic v] effect to (0)\n        point in direction (90)\n        set [pixelate v] effect to (25)\n        start sound [explosion v]\n        repeat (4)\n            wait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\n            next costume\n        end\n        wait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\n        delete this clone\n    end\nend\nmove ((4) / (Effect_Death slow mo)) steps\nswitch costume to (explosion 1 v)\nstart sound [explosion v]\nclear graphic effects\nset size to (60) %\npoint in direction (90)\nset [pixelate v] effect to (25)\nrepeat (4)\n    wait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\n    next costume\nend\nwait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\ndelete this clone\n\ndefine rocket (curent direction)\npoint towards (player v)\na (direction) (curent direction)\npoint in direction (curent direction)\nif <not <(Enemy_Rocket) < [2]>> then\n    if <(Enemy_Rocket) > [180]> then\n        turn left ((3.5) / (Effect_Death slow mo)) degrees\n    else\n        turn right ((3.5) / (Effect_Death slow mo)) degrees\n    end\nend\n\ndefine a (number or text) (d)\npoint in direction (d)\nset [enemy_rocket v] to [0]\nrepeat until <<([floor v] of (direction) ) = (round (number or text))> or <(Enemy_Rocket) > [360]>>\n    turn right (1) degrees\n    change [enemy_rocket v] by (1)\nend\n\nwhen I receive [player dead v]\nset [effect_bullet x v] to (x position)\nset [effect_bullet y v] to (y position)\nbroadcast (Bullet effect1 v)\ndelete this clone\n\nwhen I receive [next level v]\nset [effect_bullet x v] to (x position)\nset [effect_bullet y v] to (y position)\nbroadcast (Bullet effect1 v)\ndelete this clone\n\nwhen I start as a clone\nset [enemy_bullet brightness effect v] to [0]\nforever\n    if <touching (bullets v)?> then\n        if <(Weopons) = [1]> then\n            change [enemy_bullet health v] by (-1.)\n            set [enemy_bullet brightness effect v] to [50]\n            set [brightness v] effect to (50)\n        else\n            if <(Weopons) = [2]> then\n                change [enemy_bullet health v] by (-2)\n                set [enemy_bullet brightness effect v] to [50]\n                set [brightness v] effect to (50)\n            else\n                if <(Weopons) = [3]> then\n                    change [enemy_bullet health v] by (-0.5)\n                    set [enemy_bullet brightness effect v] to [50]\n                    set [brightness v] effect to (50)\n                else\n                    if <(Weopons) = [4]> then\n                        change [enemy_bullet health v] by (-5)\n                        set [enemy_bullet brightness effect v] to [50]\n                        set [brightness v] effect to (50)\n                    end\n                end\n            end\n        end\n        wait (0) seconds\n    end\n    if <(Enemy_bullet health) < [0.0000001]> then\n        set [enemy_bullet brightness effect v] to [0]\n        set [brightness v] effect to (0)\n    end\nend\n\ndelete this clone\n\ndefine Sniper bullet\nset [ujyhgtnfbknidvkmsdmvkj v] to [5324]\nshow\nswitch costume to (nothing v)\nset size to (22.75) %\nswitch costume to (costume1 v)\ngo to x: (Enemy_shoot X) y: (Enemy_shoot Y)\npoint towards (player v)\nturn right (pick random (-2) to (2)) degrees\nrepeat until \n    move ((15) / (Effect_Death slow mo)) steps\n    change [enemy_bullet brightness effect v] by (((0) - (Enemy_bullet brightness effect)) / (8))\n    set [brightness v] effect to (Enemy_bullet brightness effect)\n    if <(Enemy_bullet health) < [0.0000001]> then\n        set [effect_bullet x v] to (x position)\n        set [effect_bullet y v] to (y position)\n        broadcast (Bullet effect1 v)\n        wait (1) seconds\n        delete this clone\n    end\nend\nmove ((20) / (Effect_Death slow mo)) steps\nwait (0) seconds\nset [effect_bullet x v] to (x position)\nset [effect_bullet y v] to (y position)\nbroadcast (Bullet effect1 v)\ndelete this clone\n\ndefine Small bullets\nset [ujyhgtnfbknidvkmsdmvkj v] to [5324]\nshow\nswitch costume to (nothing v)\nset size to (16.875) %\nswitch costume to (costume1 v)\ngo to x: (Enemy_shoot X) y: (Enemy_shoot Y)\npoint towards (player v)\nturn right (pick random (-2) to (2)) degrees\nrepeat until <<<<touching (_edge_ v)?> or <touching (platform v)?>> or <touching (player v)?>> or <touching (bullets v)?>>\n    move ((7.5) / (Effect_Death slow mo)) steps\n    change [enemy_bullet brightness effect v] by (((0) - (Enemy_bullet brightness effect)) / (8))\n    set [brightness v] effect to (Enemy_bullet brightness effect)\n    if <(Enemy_bullet health) < [0.0000001]> then\n        set [effect_bullet x v] to (x position)\n        set [effect_bullet y v] to (y position)\n        broadcast (Bullet effect1 v)\n        delete this clone\n    end\nend\nmove ((7.5) / (Effect_Death slow mo)) steps\nwait (0) seconds\nset [effect_bullet x v] to (x position)\nset [effect_bullet y v] to (y position)\nbroadcast (Bullet effect1 v)\ndelete this clone\n\ndefine HUGE Bullet\nset [ujyhgtnfbknidvkmsdmvkj v] to [5324]\nshow\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (Enemy_shoot X) y: (Enemy_shoot Y)\npoint towards (player v)\nturn right (pick random (-2) to (2)) degrees\nrepeat until \n    move ((7.5) / (Effect_Death slow mo)) steps\n    change [enemy_bullet brightness effect v] by (((0) - (Enemy_bullet brightness effect)) / (8))\n    set [brightness v] effect to (Enemy_bullet brightness effect)\n    if <(Enemy_bullet health) < [0.0000001]> then\n        move ((7.5) / (Effect_Death slow mo)) steps\n        switch costume to (explosion 1 v)\n        start sound [explosion v]\n        clear graphic effects\n        set size to (50) %\n        point in direction (90)\n        set [pixelate v] effect to (25)\n        repeat (4)\n            wait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\n            next costume\n        end\n        wait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\n        delete this clone\n    end\nend\nmove ((7.5) / (Effect_Death slow mo)) steps\nswitch costume to (explosion 1 v)\nstart sound [explosion v]\nclear graphic effects\nset size to (50) %\npoint in direction (90)\nset [pixelate v] effect to (25)\nrepeat (4)\n    wait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\n    next costume\nend\nwait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\ndelete this clone\n\n@Play button\n\nwhen flag clicked\nset [level_level v] to [1]\nhide variable [volume v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (125) %\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by (((150) - (size)) / (5))\n    else\n        change size by (((125) - (size)) / (5))\n    end\nend\n\nwhen this sprite clicked\nstop all sounds\nstart sound [blipSelect v]\nset [shop_shop v] to [2]\nbroadcast (Next level v)\nhide\nforever\n    play sound [1 v] until done\n    play sound [2 v] until done\n    play sound [3 v] until done\n    play sound [4 v] until done\n    play sound [5 v] until done\nend\n\nwhen I receive [next level v]\nswitch costume to (costume2 v)\nforever\n    set volume to (Volume) %\nend\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [3]> then\n    show\nelse\n    hide\nend\n\n@Damage effect\n\nwhen flag clicked\nhide\n\nwhen I receive [player damaged v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [pixelate v] effect to (100)\nset [ghost v] effect to (0)\nwait (0.5) seconds\nif <(Level_Life) > [0]> then\n    repeat (50)\n        change [ghost v] effect by (2)\n    end\n    hide\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\nend\n\n@life 1\n\nwhen I receive [player damaged v]\nif <(ZSCdvzzdvzvdss) = [2]> then\n    switch costume to ((Level_Life) + (1))\nend\n\nwhen I receive [next level v]\nif <(ZSCdvzzdvzvdss) = [2]> then\n    point in direction (90)\n    stop [other scripts in sprite v]\n    show\n    go to x: (-195) y: (-145)\n    set size to (60) %\n    switch costume to (5/5 v)\n    go to [front v] layer\nend\n\nwhen flag clicked\nhide\ngo to x: (-195) y: (-145)\nset [zscdvzzdvzvdss v] to [2]\ngo [forward v] (1) layers\ndelete all of [money unlocked v]\nrepeat (23)\n    add [0] to [money unlocked v]\nend\n\nwhen I receive [player dead v]\nhide\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\n        show\n    end\nend\n\nwhen I receive [shacking effect v]\nif <(ZSCdvzzdvzvdss) = [2]> then\n    change x by (-2)\n    change y by (2)\n    repeat (4)\n        wait (0.1) seconds\n        change x by (4)\n        change y by (-4)\n        wait (0.1) seconds\n        change x by (-4)\n        change y by (4)\n    end\n    change x by (2)\n    change y by (-2)\n    go to x: (-195) y: (-145)\nend\n\nwhen I receive [start boss fight v]\nwait (1) seconds\ngo to [front v] layer\n\nwhen I receive [level finished v]\nif <(ZSCdvzzdvzvdss) = [2]> then\n    repeat ((Level_Life) - (item ((Level_level) - (1)) of [money unlocked v]))\n        change [shop_money v] by (1)\n    end\n    if <(Level_Life) > (item ((Level_level) - (1)) of [money unlocked v])> then\n        block name (item ((Level_level) - (1)) of [money unlocked v])\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nset [zscdvzzdvzvdss v] to [wtwgtrw]\ngo to x: (0) y: (0)\nif <(Shop_Shop) = [1]> then\n    hide\nelse\n    show\nend\nswitch costume to (money v)\nset size to (pick random (8) to (10)) %\npoint in direction (pick random (75) to (105))\nclone (pick random (-50) to (50)) (pick random (-50) to (50))\n\ndefine clone (x) (y)\nrepeat (25)\n    if <(Shop_Shop) = [1]> then\n        hide\n    else\n        show\n    end\n    change x by (((x) - (x position)) / (5))\n    change y by (((y) - (y position)) / (5))\nend\ngo to x: (x) y: (y)\nstart sound [pickupCoin v]\nwait (pick random (0.1999999999) to (0.848498498521)) seconds\nhide\nset [effect_bullet x v] to (x position)\nset [effect_bullet y v] to (y position)\nbroadcast (coin effect1 v)\ndelete this clone\n\nnext costume\n\nif <(Shop_Shop) = [1]> then\n    show\nelse\n    hide\nend\n\nwhen I receive [shop_shop v]\ndelete this clone\n\nwhen I receive [level finished v]\ndelete this clone\n\ncreate clone of (_myself_ v)\n\ndefine block name (number or text)\nreplace item ((Level_level) - (1)) of [money unlocked v] with (Level_Life)\nwait (3.75) seconds\nrepeat (20)\n    change x by (((0) - (x position)) / (5))\n    change y by (((0) - (y position)) / (5))\nend\ngo to x: (0) y: (0)\nchange x by (-2)\nchange y by (2)\nrepeat (2)\n    wait (0.1) seconds\n    change x by (4)\n    change y by (-4)\n    wait (0.1) seconds\n    change x by (-4)\n    change y by (4)\nend\nchange x by (2)\nchange y by (-2)\ngo to x: (-195) y: (-145)\nhide\nrepeat ((Level_Life) - (number or text))\n    create clone of (_myself_ v)\nend\n\n@Death effect\n\nwhen flag clicked\nhide\nset [effect_death slow mo v] to [1]\n\nwhen I receive [level finished v]\nstop [other scripts in sprite v]\nchange [effect_death slow mo v] by (1)\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (pick random (7) to (11))\npoint in direction (90)\nturn right (pick random (-20) to (20)) degrees\nset size to (1000) %\nrepeat until <[100] = ([floor v] of (size) )>\n    change size by (((100) - (size)) / (2))\n    go to [front v] layer\nend\nrepeat (50)\n    change [effect_death slow mo v] by (0.2)\nend\nbroadcast (Next level? v)\nrepeat (25)\n    change [ghost v] effect by (4)\nend\n\nwhen I receive [next level v]\nhide\nset [effect_death slow mo v] to [1]\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (costume6 v)\npoint in direction (90)\nturn right (pick random (-5) to (5)) degrees\ngo to (player v)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-10) to (10))\nset size to (pick random (5) to (40)) %\nRandom (pick random (1) to (2))\nset [effect_death effect y v] to (pick random (1) to (7))\nrepeat until <<touching (platform v)?> or <(y position) < [-170]>>\n    change x by ((Effect_Death player X) / (Effect_Death slow mo))\n    change y by ((Effect_Death effect Y) / (Effect_Death slow mo))\n    set [effect_death player x v] to ((Effect_Death player X) / (1.05))\n    change [effect_death effect y v] by (-0.25)\nend\ndelete this clone\n\ndefine Random (number or text)\nif <(number or text) = [1]> then\n    set [effect_death player x v] to (pick random (2) to (7))\nelse\n    set [effect_death player x v] to (pick random (-2) to (-7))\nend\n\ndefine Effect\nrepeat (pick random (5) to (20))\n    create clone of (_myself_ v)\nend\n\nwhen I receive [player dead v]\nchange [effect_death slow mo v] by (1)\nstop [other scripts in sprite v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (pick random (1) to (5))\npoint in direction (90)\nturn right (pick random (-20) to (20)) degrees\nset size to (1000) %\nrepeat until <[100] = ([floor v] of (size) )>\n    change size by (((100) - (size)) / (2))\n    go to [front v] layer\nend\nrepeat (50)\n    change [effect_death slow mo v] by (0.2)\nend\nbroadcast (Retry? v)\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\nend\n\nwhen I receive [next level v]\nwait (1) seconds\nforever\n    if <<(letter (1) of (item (6) of [shop_items v])) = [1]> and <(Effect_Freeze) = [2]>> then\n        if <key (q v) pressed?> then\n            change [effect_death slow mo v] by (((5) - (Effect_Death slow mo)) / (4))\n        else\n            change [effect_death slow mo v] by (((1) - (Effect_Death slow mo)) / (4))\n        end\n    end\nend\n\nreplace item (4) of [shop_items v] with (join [1] (item (4) of [shop_items v]))\n\nreplace item (5) of [shop_items v] with (join [1] (item (5) of [shop_items v]))\n\nwhen I receive [player dead v]\ndelete this clone\n\n@retry button\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nbroadcast (Next level v)\nhide\n\nwhen I receive [retry? v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (-100)\nset size to (125) %\nforever\n    go to [front v] layer\n    if <touching (mouse-pointer v)?> then\n        change size by (((150) - (size)) / (5))\n    else\n        change size by (((125) - (size)) / (5))\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level? v]\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (-100)\nset size to (125) %\nforever\n    go to [front v] layer\n    if <touching (mouse-pointer v)?> then\n        change size by (((150) - (size)) / (5))\n    else\n        change size by (((125) - (size)) / (5))\n    end\nend\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\n        show\n    end\nend\n\n@kill Effects\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\n        show\n    end\nend\n\n@title screen\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (100)\nset size to (125) %\npoint in direction (75)\nforever\n    repeat until <[100] = ([ceiling v] of (direction) )>\n        go to [front v] layer\n        turn right (((100) - (direction)) / (10)) degrees\n        if <touching (mouse-pointer v)?> then\n            change size by (((150) - (size)) / (5))\n        else\n            change size by (((125) - (size)) / (5))\n        end\n    end\n    repeat until <[80] = ([floor v] of (direction) )>\n        go to [front v] layer\n        turn right (((80) - (direction)) / (10)) degrees\n        if <touching (mouse-pointer v)?> then\n            change size by (((150) - (size)) / (5))\n        else\n            change size by (((125) - (size)) / (5))\n        end\n    end\nend\n\nwhen I receive [next level v]\nhide\n\nstop [other scripts in sprite v]\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [3]> then\n    show\nelse\n    hide\nend\n\n@Effect bullet\n\nwhen flag clicked\nhide\nset [sdoioiudczc v] to [0]\n\nwhen I receive [bullet effect1 v]\nif <(sdoioiudczc) = [0]> then\n    create\nend\n\ndefine create\nrepeat (pick random (3) to (5))\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [sdoioiudczc v] to [114efefs]\nshow\nswitch costume to (costume2 v)\nset size to (40) %\npoint in direction (pick random (-180) to (180))\ngo to x: (Effect_bullet X) y: (Effect_bullet Y)\nswitch costume to (costume1 v)\nwaiting [0.15] (Stage: Time)\ndelete this clone\n\nrepeat ((5) * (Effect_Death slow mo))\n    if <not <(Shop_Shop) = [1]>> then\n        move (5) steps\n    end\nend\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\n    end\nend\n\ndefine waiting (waiting time) (current time)\nrepeat until <(Stage: Time) > ((current time) + (waiting time))>\n    move ((5) / (Effect_Death slow mo)) steps\nend\n\n@Shop counter\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n    show\nelse\n    if <(Shop_Shop) = [2]> then\n        hide\n    end\nend\n\nwhen flag clicked\nhide\nset [shop_money v] to [0]\ngo to x: (0) y: (20)\n\n@Shop button\n\nwhen flag clicked\nset [shop_shop v] to [3]\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (-100)\nset size to (125) %\nforever\n    go to [front v] layer\n    if <touching (mouse-pointer v)?> then\n        change size by (((125) - (size)) / (5))\n    else\n        change size by (((100) - (size)) / (5))\n    end\nend\n\nwhen this sprite clicked\nif <(Shop_Shop) = [1]> then\n    set [shop_shop v] to [2]\n    broadcast (Shop_shop v)\nelse\n    if <(Shop_Shop) = [2]> then\n        set [shop_shop v] to [1]\n        broadcast (Shop_shop v)\n    else\n        if <(Shop_Shop) = [2]> then\n            hide\n        end\n    end\nend\n\n\n\nstart sound [intro 2 v]\nplay sound [drop v] until done\n\nwhen I receive [next level v]\nglide (0.2) secs to x: (190) y: (199)\nhide\n\nwhen I receive [retry? v]\nshow\nglide (0.2) secs to x: (190) y: (133)\n\nwhen I receive [next level? v]\nshow\nglide (0.5) secs to x: (190) y: (133)\n\nglide (0.2) secs to x: (190) y: (199)\nhide\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [clones id v] to [9898]\n\nwhen I start as a clone\nforever\n    Costume change (join [A] (letter (clones id) of (Level_Amo)))\n    change size by ((0.2) * ((50) - (size)))\n    if <(clones id) = [1]> then\n        if <(Level_Amo) > [99]> then\n            go to x: (93) y: (-156)\n        else\n            if <(Level_Amo) > [9]> then\n                go to x: (117) y: (-156)\n            else\n                go to x: (141) y: (-156)\n            end\n        end\n    else\n        if <(clones id) = [2]> then\n            if <(Level_Amo) > [99]> then\n                go to x: (117) y: (-156)\n            else\n                if <(Level_Amo) > [9]> then\n                    go to x: (141) y: (-156)\n                end\n            end\n        else\n            if <(clones id) = [3]> then\n                if <(Level_Amo) > [99]> then\n                    go to x: (141) y: (-156)\n                end\n            end\n        end\n    end\n    if <(Shop_Shop) = [2]> then\n        show\n    end\nend\n\nwhen I start as a clone\n\ndefine Costume change (number or text)\nif <not <(costume [name v]) = (number or text)>> then\n    switch costume to (number or text)\n    set size to (75) %\nend\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\n        show\n    end\nend\n\nwhen I receive [next level v]\nif <(clones id) = [9898]> then\n    show\n    set [clones id v] to [0]\n    repeat (3)\n        change [clones id v] by (1)\n        create clone of (_myself_ v)\n    end\n    set [clones id v] to [10]\n    forever\n        go to x: (160) y: (-156)\n        if <(Weopons) = [1]> then\n            switch costume to (costume1 v)\n        else\n            if <(Weopons) = [2]> then\n                switch costume to (costume2 v)\n            else\n                if <(Weopons) = [3]> then\n                    switch costume to (costume3 v)\n                else\n                    if <(Weopons) = [4]> then\n                        switch costume to (costume2 v)\n                    end\n                end\n            end\n        end\n        if <(Shop_Shop) = [2]> then\n            show\n        end\n    end\nelse\n    if <(clones id) = [10]> then\n        show\n        set [clones id v] to [0]\n        repeat (3)\n            change [clones id v] by (1)\n            create clone of (_myself_ v)\n        end\n        set [clones id v] to [10]\n        forever\n            go to x: (160) y: (-156)\n            if <(Weopons) = [1]> then\n                switch costume to (costume1 v)\n            else\n                if <(Weopons) = [2]> then\n                    switch costume to (costume2 v)\n                else\n                    if <(Weopons) = [3]> then\n                        switch costume to (costume3 v)\n                    else\n                        if <(Weopons) = [4]> then\n                            switch costume to (costume2 v)\n                        end\n                    end\n                end\n            end\n            if <(Shop_Shop) = [2]> then\n                show\n            end\n        end\n    else\n        delete this clone\n    end\nend\n\nif  then\nend\n\nwhen I receive [shacking effect v]\nchange x by (-2)\nchange y by (2)\nrepeat (4)\n    wait (0.1) seconds\n    change x by (4)\n    change y by (-4)\n    wait (0.1) seconds\n    change x by (-4)\n    change y by (4)\nend\nchange x by (2)\nchange y by (-2)\n\n@Items\n\nwhen flag clicked\nhide\ndelete all of [shop_items v]\nadd [1Hand gun-] to [shop_items v]\nadd [Pump-] to [shop_items v]\nadd [Ak-47-] to [shop_items v]\nadd [Snipper-] to [shop_items v]\nadd [Slow Motion-] to [shop_items v]\nadd [Double Jump-] to [shop_items v]\nset [shop_ clone id v] to [1]\nrepeat (6)\n    create clone of (_myself_ v)\n    change [shop_ clone id v] by (1)\nend\nforever\n    if <(Shop_Shop) = [1]> then\n        if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n            wait until <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>\n            if <not <(Shop_Item selected) = [6]>> then\n                change [shop_item selected v] by (1)\n            end\n        else\n            if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n                wait until <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>\n                if <not <(Shop_Item selected) = [1]>> then\n                    change [shop_item selected v] by (-1)\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nshow\nforever\n    if <(Shop_Shop) = [1]> then\n        if <(Shop_ Clone ID) = (Shop_Item selected)> then\n            show\n            change size by (((65) - (size)) / (4))\n            change x by (((0) - (x position)) / (2))\n            if <<([floor v] of (x position) ) = [0]> or <([ceiling v] of (x position) ) = [0]>> then\n                if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n                    if <(Shop_ Clone ID) < [5]> then\n                        if <(Weopons) = (Shop_ Clone ID)> then\n                            switch costume to ((-3) + ((Shop_ Clone ID) * (4)))\n                        else\n                            switch costume to ((-2) + ((Shop_ Clone ID) * (4)))\n                        end\n                    else\n                        switch costume to ((-2) + ((Shop_ Clone ID) * (4)))\n                    end\n                else\n                    switch costume to ((-1) + ((Shop_Item selected) * (4)))\n                end\n            end\n        else\n            if <(Shop_ Clone ID) = ((Shop_Item selected) + (1))> then\n                switch costume to ((Shop_ Clone ID) * (4))\n                show\n                change x by (((85) - (x position)) / (2))\n                change size by (((40) - (size)) / (2))\n            else\n                if <(Shop_ Clone ID) = ((Shop_Item selected) - (1))> then\n                    switch costume to ((Shop_ Clone ID) * (4))\n                    show\n                    change size by (((40) - (size)) / (2))\n                    change x by (((-85) - (x position)) / (2))\n                else\n                    set size to (5) %\n                    hide\n                end\n            end\n        end\n    else\n        set size to (5) %\n        hide\n    end\nend\n\nwhen this sprite clicked\nif <(Shop_ Clone ID) = ((Shop_Item selected) + (1))> then\n    change [shop_item selected v] by (1)\nelse\n    if <(Shop_ Clone ID) = ((Shop_Item selected) - (1))> then\n        change [shop_item selected v] by (-1)\n    else\n        if <(Shop_ Clone ID) = (Shop_Item selected)> then\n            set size to (55) %\n            if <(Shop_ Clone ID) = [1]> then\n                if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n                    set [weopons v] to [1]\n                else\n                    if <(Shop_Money) > [0]> then\n                        change [shop_money v] by (-0)\n                        replace item (Shop_ Clone ID) of [shop_items v] with (join [1] (item (Shop_ Clone ID) of [shop_items v]))\n                    end\n                end\n            else\n                if <(Shop_ Clone ID) = [2]> then\n                    if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n                        set [weopons v] to [2]\n                    else\n                        if <(Shop_Money) > [14.9]> then\n                            change [shop_money v] by (-15)\n                            replace item (Shop_ Clone ID) of [shop_items v] with (join [1] (item (Shop_ Clone ID) of [shop_items v]))\n                        end\n                    end\n                else\n                    if <(Shop_ Clone ID) = [3]> then\n                        if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n                            set [weopons v] to [3]\n                        else\n                            if <(Shop_Money) > [24.9]> then\n                                change [shop_money v] by (-25)\n                                replace item (Shop_ Clone ID) of [shop_items v] with (join [1] (item (Shop_ Clone ID) of [shop_items v]))\n                            end\n                        end\n                    else\n                        if <(Shop_ Clone ID) = [4]> then\n                            if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n                                set [weopons v] to [4]\n                            else\n                                if <(Shop_Money) > [34.9]> then\n                                    change [shop_money v] by (-35)\n                                    replace item (Shop_ Clone ID) of [shop_items v] with (join [1] (item (Shop_ Clone ID) of [shop_items v]))\n                                end\n                            end\n                        else\n                            if <(Shop_ Clone ID) = [5]> then\n                                if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n                                    set [weopons v] to (Weopons)\n                                else\n                                    if <(Shop_Money) > [19.9]> then\n                                        change [shop_money v] by (-20)\n                                        replace item (Shop_ Clone ID) of [shop_items v] with (join [1] (item (Shop_ Clone ID) of [shop_items v]))\n                                    end\n                                end\n                            else\n                                if <(Shop_ Clone ID) = [6]> then\n                                    if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n                                        set [weopons v] to (Weopons)\n                                    else\n                                        if <(Shop_Money) > [19.9]> then\n                                            change [shop_money v] by (-20)\n                                            replace item (Shop_ Clone ID) of [shop_items v] with (join [1] (item (Shop_ Clone ID) of [shop_items v]))\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@Death effect2\n\nwhen flag clicked\nhide\nset [effect_ kills effect v] to [1]\n\nwhen I receive [kill effcet v]\nif <(Effect_ kills effect) = [1]> then\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [effect_ kills effect v] to [esfghrr78654]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (pick random (1) to (5))\npoint in direction (90)\nturn right (pick random (-20) to (20)) degrees\nset size to (1000) %\nrepeat until <[70] = ([floor v] of (size) )>\n    change size by (((70) - (size)) / (2))\n    go to [front v] layer\nend\nwait (0.5) seconds\nrepeat (25)\n    change [ghost v] effect by (4)\nend\ndelete this clone\n\ndefine Random (number or text)\nif <(number or text) = [1]> then\n    set [effect_death player x v] to (pick random (2) to (7))\nelse\n    set [effect_death player x v] to (pick random (-2) to (-7))\nend\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\nend\n\nwhen I receive [level finished v]\nwait (0) seconds\ndelete this clone\n\nwhen I receive [player dead v]\nwait (0) seconds\ndelete this clone\n\n@Enemy kill effect\n\nwhen I start as a clone\nstart sound [hitHurt \(1\) v]\nshow\nswitch costume to (costume1 v)\npoint in direction (90)\nturn right (pick random (-5) to (5)) degrees\ngo to x: (Effect_Enemy dies X) y: (Effect_Enemy dies Y)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-10) to (10))\nset size to (pick random (5) to (25)) %\nRandom (pick random (1) to (2))\nset [effect_death effect y v] to (pick random (1) to (4))\nrepeat until <<touching (platform v)?> or <(y position) < [-170]>>\n    change x by ((Effect_Death player X) / (Effect_Death slow mo))\n    change y by ((Effect_Death effect Y) / (Effect_Death slow mo))\n    set [effect_death player x v] to ((Effect_Death player X) / (1.05))\n    change [effect_death effect y v] by (-0.25)\nend\ndelete this clone\n\ndefine Random (number or text)\nif <(number or text) = [1]> then\n    set [effect_death player x v] to (pick random (2) to (4))\nelse\n    set [effect_death player x v] to (pick random (-2) to (-4))\nend\n\nwhen flag clicked\nhide\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nswitch costume to (boss idle v)\nset size to (50) %\nif <(Level_level) = [23]> then\n    switch costume to (boss idle v)\n    set [boss_hp v] to [60]\n    hide\n    wait (0.5) seconds\n    wait until <(Mouvement_X) > [-750]>\n    set [effect_freeze v] to [1]\n    wait (1.5) seconds\n    go to x: (-137) y: (78688476)\n    show\n    repeat until <touching (platform v)?>\n        replacing\n    end\n    set [boss_x v] to [-866.5]\n    set [boss_y v] to [176.5]\n    broadcast (Shacking effect v)\n    wait (0.8) seconds\n    show\n    switch costume to (boss idle v)\n    wait (1) seconds\n    repeat (4)\n        wait (0.1) seconds\n        next costume\n    end\n    repeat (5)\n        wait (0.1) seconds\n        next costume\n        wait (0.1) seconds\n        switch costume to ((costume [number v]) - (1))\n    end\n    repeat (4)\n        wait (0.1) seconds\n        switch costume to ((costume [number v]) - (1))\n    end\n    set [boss_brightness v] to [0]\n    set [effect_freeze v] to [2]\n    broadcast (start boss fight v)\n    repeat until <(Boss_Hp) < [0.001]>\n        go to x: ((Boss_X) - (Mouvement_X)) y: ((Boss_Y) - (Mouvement_Y))\n        Hitbox (costume [number v])\n        hiding? (x position)\n        change [brightness v] effect by (((0) - (Boss_brightness)) / (8))\n        change [boss_brightness v] by (((0) - (Boss_brightness)) / (8))\n    end\n    broadcast (boss death ani;ation glitchfix v)\n    switch costume to (boss_dead v)\n    clear graphic effects\n    change x by (-2)\n    repeat (10)\n        wait (0.1) seconds\n        change x by (4)\n        wait (0.1) seconds\n        change x by (-4)\n    end\n    wait (0.1) seconds\n    change x by (2)\n    set [boss_gravity v] to [12]\n    switch costume to (boss_dead2 v)\n    repeat until <(Boss_Y) < [-300]>\n        go to x: ((Boss_X) - (Mouvement_X)) y: ((Boss_Y) - (Mouvement_Y))\n        change [boss_gravity v] by (-0.5)\n        change [boss_y v] by (Boss_Gravity)\n    end\n    hide\n    broadcast (Shacking effect v)\n    set [level_enemy killed v] to [1]\nelse\n    hide\nend\n\ndefine replacing\nchange y by (-50)\nif <touching (platform v)?> then\n    repeat until <not <touching (platform v)?>>\n        change y by (0.5)\n    end\n    change y by (-8)\nend\n\ndefine hiding? (number or text)\nif <(x position) < [0]> then\n    change x by (-10)\n    if <(x position) = (number or text)> then\n        hide\n    else\n        if <<[249] < (y position)> or <(y position) < [-249]>> then\n            hide\n        else\n            show\n        end\n    end\n    change x by (10)\nelse\n    change x by (10)\n    if <(x position) = (number or text)> then\n        hide\n    else\n        if <<[248] < (y position)> or <(y position) < [-249]>> then\n            hide\n        else\n            show\n        end\n    end\n    change x by (-10)\nend\n\ndefine Attack LAser ( )\nif <( ) = [1]> then\n    show\n    switch costume to (boss idle v)\n    repeat (3)\n        wait ((0.2) * (Effect_Death slow mo)) seconds\n        next costume\n    end\n    wait ((0.1) * (Effect_Death slow mo)) seconds\n    switch costume to (boss laser v)\n    repeat (2)\n        broadcast (Shacking effect v)\n        wait ((0.1) * (Effect_Death slow mo)) seconds\n    end\n    wait ((1) * (Effect_Death slow mo)) seconds\n    switch costume to (growling 3 v)\n    repeat (3)\n        wait ((0.1) * (Effect_Death slow mo)) seconds\n        switch costume to ((costume [number v]) - (1))\n    end\nend\n\ndefine Hitbox (number or text)\nswitch costume to (hitbox v)\nif <touching (bullets v)?> then\n    if <(Weopons) = [1]> then\n        change [boss_hp v] by (-1.)\n        set [boss_brightness v] to [50]\n        set [brightness v] effect to (50)\n    else\n        if <(Weopons) = [2]> then\n            if <(Boss_brightness) < [2]> then\n                if <[-1] < ((-7) + ((Enemy_Shot gun distance) / (38)))> then\n                    change [boss_hp v] by (-1)\n                else\n                    change [boss_hp v] by ((-7) + ((Enemy_Shot gun distance) / (38)))\n                end\n                set [boss_brightness v] to [50]\n                set [brightness v] effect to (50)\n            end\n        else\n            if <(Weopons) = [3]> then\n                change [boss_hp v] by (-0.5)\n                set [boss_brightness v] to [50]\n                set [brightness v] effect to (50)\n            else\n                if <(Weopons) = [4]> then\n                    change [boss_hp v] by (-5)\n                    set [boss_brightness v] to [50]\n                    set [brightness v] effect to (50)\n                end\n            end\n        end\n    end\nend\nswitch costume to (number or text)\n\ndefine Attack Square ( )\nif <( ) = [1]> then\n    repeat (pick random (1) to (3))\n        create clone of (boss_square v)\n    end\nend\n\ndefine Jumping (x)\nbroadcast (boss jump v)\nrepeat until <<(Boss_future X) < (Boss_X)> or <(Boss_X) = (Boss_future X)>>\n    change [boss_x v] by ((((Boss_future X) - (x)) / (30)) / (Effect_Death slow mo))\nend\nset [boss_x v] to (Boss_future X)\n\nwhen I receive [boss jump v]\nset [boss_gravity v] to [12]\nrepeat ((Boss_Gravity) * (2))\n    change [boss_y v] by (Boss_Gravity)\n    change [boss_gravity v] by (-0.5)\nend\nrepeat until <<(Boss_Y) < (Boss_future y)> or <(Boss_Y) = (Boss_future y)>>\n    Jumping 2\nend\n\ndefine Jumping 2\nchange [boss_y v] by ((Boss_Gravity) / (Effect_Death slow mo))\nchange [boss_gravity v] by ((-1.5) / (Effect_Death slow mo))\nif <<(Boss_Y) < (Boss_future y)> or <(Boss_Y) = (Boss_future y)>> then\n    set [boss_y v] to (Boss_future y)\n    Attack Square (pick random (1) to (5))\nend\n\ndefine Jump?\nif <<(Mouvement_X) > [-282]> and <<(Boss_X) = [-866.5]> and <(Boss_Y) = [176.5]>>> then\n    set [boss_future x v] to [-355]\n    set [boss_future y v] to [173]\n    Jumping (Boss_X)\nelse\n    if <<(Mouvement_X) > [-4]> and <<(Boss_X) = [-355]> and <(Boss_Y) = [173]>>> then\n        set [boss_future x v] to [-82]\n        set [boss_future y v] to [166.5]\n        Jumping (Boss_X)\n    else\n        if <<(Mouvement_X) > [242]> and <<(Boss_X) = [-82]> and <(Boss_Y) = [166.5]>>> then\n            set [boss_future x v] to [174]\n            set [boss_future y v] to [168]\n            Jumping (Boss_X)\n        else\n            if <<(Mouvement_X) > [508]> and <<(Boss_X) = [174]> and <(Boss_Y) = [168]>>> then\n                set [boss_future x v] to [446]\n                set [boss_future y v] to [171]\n                Jumping (Boss_X)\n            else\n                if <<(Mouvement_X) > [764]> and <<(Boss_X) = [446]> and <(Boss_Y) = [171]>>> then\n                    set [boss_future x v] to [700]\n                    set [boss_future y v] to [176]\n                    Jumping (Boss_X)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [start boss fight v]\nrepeat until <(Boss_Hp) < [0.001]>\n    Jump?\n    Attack LAser (pick random (1) to ((750) * (Effect_Death slow mo)))\n    Attack Square (pick random (1) to ((600) * (Effect_Death slow mo)))\nend\n\nwhen I receive [boss replacement v]\nif <<(Boss_X) = [700]> and <(Boss_Y) = [176]>> then\n    set [boss_x v] to [-355]\n    set [boss_y v] to [173]\nelse\n    set [boss_x v] to [-650]\n    set [boss_y v] to [171.5]\n    set [boss_future x v] to [-355]\n    set [boss_future y v] to [173]\n    Jumping (Boss_X)\nend\n\nwhen I receive [player dead v]\nstop [other scripts in sprite v]\n\nAttack LAser [1]\n\nAttack Square [1]\n\nif <touching (bullets v)?> then\n    if <(Weopons) = [1]> then\n        set [brightness v] effect to (50)\n    else\n        if <(Weopons) = [2]> then\n        else\n            if <(Weopons) = [3]> then\n                set [brightness v] effect to (50)\n            else\n                if <(Weopons) = [4]> then\n                    set [brightness v] effect to (50)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [shot gun shot v]\nset [boss_shot gun distance v] to (distance to [player v])\n\nwhen I receive [boss death ani;ation glitchfix v]\nrepeat until <not <(Level_level) = [23]>>\n    set x to ((Boss_X) - (Mouvement_X))\nend\n\nwhen I receive [next level v]\n\n@Crossair\n\nwhen flag clicked\nhide\n\nforever\n    go to [front v] layer\n    go to (mouse-pointer v)\nend\n\n@Home\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [home_home v] to [1]\nswitch costume to (costume2 v)\nset [pixelate v] effect to (40)\ngo to x: (-195) y: (140)\nset size to (80) %\n\nwhen I receive [next level v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [pixelate v] effect to (40)\nset [home_home v] to [1]\ngo to x: (-195) y: (140)\nset size to (80) %\nforever\n    if <<not <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>>> and <not <<(Level_level) = [23]> or <(Level_level) = [24]>>>> then\n        if <(Home_Home) = [1]> then\n            if <touching (mouse-pointer v)?> then\n                change size by (((100) - (size)) / (4))\n            else\n                change size by (((80) - (size)) / (4))\n            end\n        end\n        if <(Home_Home) = [1]> then\n            if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                wait until <<not <mouse down?>> and <touching (mouse-pointer v)?>>\n                if <touching (mouse-pointer v)?> then\n                    show\n                    set [pixelate v] effect to (0)\n                    go to [front v] layer\n                    set size to (100) %\n                    switch costume to (costume1 v)\n                    go to x: (0) y: (357)\n                    glide (0.25) secs to x: (0) y: (0)\n                    set [home_home v] to [2]\n                    set [effect_death slow mo v] to [50]\n                end\n            end\n        else\n            if <(Home_Home) = [2]> then\n                set [effect_death slow mo v] to [50]\n                show\n                switch costume to (costume1 v)\n                set [pixelate v] effect to (0)\n                go to x: (0) y: (0)\n                set size to (100) %\n            end\n        end\n    else\n        hide\n    end\nend\n\nwhen I receive [home_continue v]\nstop [other scripts in sprite v]\nset [effect_death slow mo v] to [1]\nglide (0.25) secs to x: (0) y: (357)\nset [home_home v] to [1]\nswitch costume to (costume2 v)\nset [pixelate v] effect to (40)\ngo to x: (-195) y: (140)\nset size to (80) %\nforever\n    if <<not <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>>> and <not <<(Level_level) = [23]> or <(Level_level) = [24]>>>> then\n        if <(Home_Home) = [1]> then\n            if <touching (mouse-pointer v)?> then\n                change size by (((100) - (size)) / (4))\n            else\n                change size by (((80) - (size)) / (4))\n            end\n        end\n        if <(Home_Home) = [1]> then\n            if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                wait until <<not <mouse down?>> and <touching (mouse-pointer v)?>>\n                if <touching (mouse-pointer v)?> then\n                    show\n                    set [pixelate v] effect to (0)\n                    switch costume to (costume1 v)\n                    set size to (100) %\n                    go to [front v] layer\n                    go to x: (0) y: (357)\n                    glide (0.25) secs to x: (0) y: (0)\n                    set [home_home v] to [2]\n                    set [effect_death slow mo v] to [50]\n                end\n            end\n        else\n            if <(Home_Home) = [2]> then\n                set [effect_death slow mo v] to [50]\n                show\n                switch costume to (costume1 v)\n                set [pixelate v] effect to (0)\n                go to x: (0) y: (0)\n                set size to (100) %\n            end\n        end\n    else\n        hide\n    end\nend\n\nwhen I receive [next level v]\nshow\n\nwhen I receive [player dead v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level finished v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>> then\n    hide\nend\n\nwhen I receive [shacking effect v]\nchange x by (-2)\nchange y by (2)\nrepeat (4)\n    wait (0.1) seconds\n    change x by (4)\n    change y by (-4)\n    wait (0.1) seconds\n    change x by (-4)\n    change y by (4)\nend\nchange x by (2)\nchange y by (-2)\ngo to x: (-195) y: (140)\n\nwhen I receive [start boss fight v]\nwait (1) seconds\ngo to [front v] layer\n\n\n\n@Home buttons\n\nwhen flag clicked\nhide\nset [dsfdsfghjbfrvdefwrthyqefdfdsdfssdf v] to [1]\nrepeat (3)\n    create clone of (_myself_ v)\n    change [dsfdsfghjbfrvdefwrthyqefdfdsdfssdf v] by (1)\nend\n\nwhen I start as a clone\nif <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [1]> then\n    switch costume to (continue v)\n    go to x: (-155) y: (75)\n    forever\n        if <(Home_Home) = [2]> then\n            if <not <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>>> then\n                show\n                go to [front v] layer\n                if <touching (mouse-pointer v)?> then\n                    change size by (((65) - (size)) / (4))\n                else\n                    change size by (((50) - (size)) / (4))\n                end\n            else\n                hide\n            end\n        else\n            hide\n        end\n    end\nelse\n    if <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [2]> then\n        switch costume to (music v)\n        go to x: (-155) y: (0)\n        forever\n            if <(Home_Home) = [2]> then\n                if <not <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>>> then\n                    show\n                    go to [front v] layer\n                    if <touching (mouse-pointer v)?> then\n                        change size by (((65) - (size)) / (4))\n                    else\n                        change size by (((50) - (size)) / (4))\n                    end\n                else\n                    hide\n                end\n            else\n                hide\n            end\n        end\n    else\n        if <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [3]> then\n            switch costume to (title screen v)\n            go to x: (-155) y: (-75)\n            forever\n                if <(Home_Home) = [2]> then\n                    if <not <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>>> then\n                        go to [front v] layer\n                        show\n                        if <touching (mouse-pointer v)?> then\n                            change size by (((65) - (size)) / (4))\n                        else\n                            change size by (((50) - (size)) / (4))\n                        end\n                    else\n                        hide\n                    end\n                else\n                    hide\n                end\n            end\n        end\n    end\nend\n\nwhen this sprite clicked\nif <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [1]> then\n    broadcast (Home_Continue v)\n    set [home_home v] to [1]\n    hide\nelse\n    if <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [2]> then\n        broadcast (Home_Music v)\n    else\n        if <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [3]> then\n            set [shop_shop v] to [3]\n            broadcast (Shop_shop v)\n        end\n    end\nend\n\nbroadcast (Home_Continue v)\n\nwhen I receive [home_music v]\nif <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [2]> then\n    show variable [volume v]\nend\n\nwhen I receive [home_continue v]\nhide variable [volume v]\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>> then\n    hide\nend\n\nset [home_home v] to [1]\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [3]> then\n    hide variable [volume v]\nend\n\nset [shop_shop v] to [3]\nbroadcast (Shop_shop v)\n\n@Levels Button\n\nwhen flag clicked\nset [level_ level unlocked v] to [1]\nset [level_clone level select v] to [a]\nset [level_level v] to [1]\nhide variable [volume v]\nshow\nswitch costume to (button v)\ngo to x: (0) y: (-100)\nset size to (125) %\ngo to [front v] layer\nforever\n    if <(costume [number v]) = [1]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((150) - (size)) / (5))\n        else\n            change size by (((125) - (size)) / (5))\n        end\n    else\n        if <touching (mouse-pointer v)?> then\n            change size by (((130) - (size)) / (5))\n        else\n            change size by (((125) - (size)) / (5))\n        end\n    end\nend\n\nwhen this sprite clicked\nif <(Level_Clone level select) = [a]> then\n    if <(costume [number v]) = [1]> then\n        switch costume to (button2 v)\n        set size to (125) %\n        go to x: (0) y: (0)\n        clone\n    else\n        switch costume to (button v)\n        go to x: (0) y: (-100)\n        broadcast (Level selection delete clone v)\n    end\nelse\n    if <not <(costume [number v]) = [3]>> then\n        set [level_level v] to (Level_Clone level select)\n    end\nend\n\nwhen I receive [shop_shop v]\nif <(Level_Clone level select) = [a]> then\n    if <(Shop_Shop) = [3]> then\n        show\n    else\n        hide\n    end\nend\n\ndefine clone\ngo to x: (-155) y: (20)\nset [level_clone level select v] to [1]\nrepeat (3)\n    repeat (7)\n        create clone of (_myself_ v)\n        change [level_clone level select v] by (1)\n        change x by (50)\n    end\n    change y by (-50)\n    set x to (-155)\nend\nrepeat (2)\n    create clone of (_myself_ v)\n    change [level_clone level select v] by (1)\n    change x by (50)\nend\ngo to x: (0) y: (0)\nset [level_clone level select v] to [a]\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (clone locked v)\nforever\n    set [color v] effect to ()\n    if <touching (mouse-pointer v)?> then\n        change size by (((120) - (size)) / (5))\n    else\n        change size by (((100) - (size)) / (5))\n    end\n    if <(Level_level) = (Level_Clone level select)> then\n        set [brightness v] effect to (25)\n    else\n        set [brightness v] effect to (0)\n    end\n    if <<(Level_Clone level select) < (Level_ Level unlocked)> or <(Level_Clone level select) = (Level_ Level unlocked)>> then\n        switch costume to ((Level_Clone level select) + (3))\n    else\n        switch costume to (clone locked v)\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [shop_shop v]\ndelete this clone\n\nwhen I receive [level selection delete clone v]\ndelete this clone\n\nwhen I receive [next level v]\nif <(Level_Clone level select) = [a]> then\n    hide\nend\n\ndefine Color Change\n\n\n\n@Boss_square\n\nwhen flag clicked\nhide\nset [boss_square x v] to [EWSgs]\n\nwhen I start as a clone\nshow\nset [boss_square x v] to ((Boss_X) + (55))\nset [boss_square y v] to ((Boss_Y) + (35))\npoint in direction (44)\nset [boss_square speed x v] to (pick random (5) to (12))\nset [boss_square gravity v] to (pick random (4) to (8))\nrepeat until <(Boss_square Y) < [-200]>\n    turn right ((18) / (Effect_Death slow mo)) degrees\n    change [boss_square x v] by ((Boss_Square Speed x) / (Effect_Death slow mo))\n    change [boss_square y v] by ((boss_square gravity) / (Effect_Death slow mo))\n    change [boss_square gravity v] by ((-0.5) / (Effect_Death slow mo))\n    set [boss_square speed x v] to ((Boss_Square Speed x) / (1.05))\n    go to x: ((Boss_square x) - (Mouvement_X)) y: ((Boss_square Y) - (Mouvement_Y))\n    block name (direction)\nend\ndelete this clone\n\nwhen I receive [boss replacement v]\nset [boss_square x v] to ((Boss_square x) - (954))\nset [boss_square y v] to ((Boss_square Y) - (954))\n\ndefine block name (number or text)\npoint in direction (90)\nif <<(x position) < [240]> and <(x position) > [-239]>> then\n    if <<(y position) < [180]> and <(y position) > [-180]>> then\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\npoint in direction (number or text)\n\n@Boss Smoke\n\nwhen I receive [start boss fight v]\nswitch costume to (costume1 v)\nset size to (150) %\nswitch costume to (smokeee4 v)\nshow\nclear graphic effects\ngo to [front v] layer\nset [boss_smoke x v] to [-1400]\nrepeat until <(Boss_Hp) < [0.001]>\n    go to x: ((Boss_Smoke X) - (Mouvement_X)) y: ((140) - (Mouvement_Y))\n    Showing?\n    if <(Boss_Smoke X) < ((Mouvement_X) - (600))> then\n        set [boss_smoke x v] to ((Mouvement_X) - (600))\n    else\n        change [boss_smoke x v] by ((0.75) / (Effect_Death slow mo))\n    end\nend\nrepeat (100)\n    change [ghost v] effect by (1)\n    go to x: ((Boss_Smoke X) - (Mouvement_X)) y: ((140) - (Mouvement_Y))\nend\nhide\n\nwhen flag clicked\nhide\nset [boss_smoke x v] to [-65658858494848797489789987797979]\n\nwhen I receive [shacking effect v]\nchange x by (-2)\nchange y by (2)\nrepeat (4)\n    wait (0.1) seconds\n    change x by (4)\n    change y by (-4)\n    wait (0.1) seconds\n    change x by (-4)\n    change y by (4)\nend\nchange x by (2)\nchange y by (-2)\n\nwhen I receive [next level v]\nhide\nset [boss_smoke x v] to [-65658858494848797489789987797979]\n\nwhen I receive [boss replacement v]\nset [boss_smoke x v] to ((Boss_Smoke X) - (1054))\n\ndefine Showing?\nif <(x position) > [-585]> then\n    show\nelse\n    hide\nend\n\nwhen I receive [player dead v]\nstop [other scripts in sprite v]\n\n@Effect bullet2\n\nwhen flag clicked\nhide\nset [sdoioiudczc v] to [0]\n\nwhen I receive [coin effect1 v]\nif <(sdoioiudczc) = [0]> then\n    create\nend\n\ndefine create\nrepeat (pick random (3) to (5))\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [sdoioiudczc v] to [114efefs]\nif <(Shop_Shop) = [1]> then\n    hide\nelse\n    show\nend\nswitch costume to (costume2 v)\nset size to (40) %\npoint in direction (pick random (-180) to (180))\ngo to x: (Effect_bullet X) y: (Effect_bullet Y)\nswitch costume to (costume1 v)\nrepeat (7)\n    if <(Shop_Shop) = [1]> then\n        hide\n    else\n        show\n    end\n    if <not <(Shop_Shop) = [1]>> then\n        move (2) steps\n    end\nend\ndelete this clone\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n    hide\nelse\n    if <(Shop_Shop) = [2]> then\n    end\nend\n\n@Money Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [clones id v] to [9898]\n\nwhen I start as a clone\nforever\n    size (costume [number v]) [40]\n    Costume change (join [A] (letter (clones id) of (Shop_Money)))\n    if <(clones id) = [1]> then\n        if <(Shop_Money) > [99]> then\n            go to x: (-190) y: (-160)\n        else\n            if <(Shop_Money) > [9]> then\n                go to x: (-190) y: (-160)\n            else\n                go to x: (-190) y: (-160)\n            end\n        end\n    else\n        if <(clones id) = [2]> then\n            if <(Shop_Money) > [99]> then\n                go to x: (-162.5) y: (-160)\n            else\n                if <(Shop_Money) > [9]> then\n                    go to x: (-162.5) y: (-160)\n                end\n            end\n        else\n            if <(clones id) = [3]> then\n                if <(Shop_Money) > [99]> then\n                    go to x: (-135) y: (-160)\n                end\n            end\n        end\n    end\n    if <(Shop_Shop) = [1]> then\n        show\n    else\n        hide\n        delete this clone\n    end\nend\n\ndefine Costume change (number or text)\nif <not <(costume [name v]) = (number or text)>> then\n    switch costume to (number or text)\n    set size to (60) %\nend\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n    if <(clones id) = [9898]> then\n        show\n        set [clones id v] to [0]\n        repeat (3)\n            change [clones id v] by (1)\n            create clone of (_myself_ v)\n        end\n        set [clones id v] to [10]\n        switch costume to (0 v)\n        go to x: (-205) y: (-160)\n    else\n        if <(clones id) = [10]> then\n            switch costume to (0 v)\n            go to x: (-205) y: (-160)\n        end\n    end\nelse\n    if <<(Shop_Shop) = [2]> or <(Shop_Shop) = [3]>> then\n        set [clones id v] to [9898]\n        hide\n    end\nend\n\nwhen I receive [shacking effect v]\nchange x by (-2)\nchange y by (2)\nrepeat (4)\n    wait (0.1) seconds\n    change x by (4)\n    change y by (-4)\n    wait (0.1) seconds\n    change x by (-4)\n    change y by (4)\nend\nchange x by (2)\nchange y by (-2)\n\nwhen flag clicked\nhide\n\nif <(Shop_Shop) = [1]> then\n    show\nelse\n    hide\nend\n\ndefine size (number or text) (fr)\nswitch costume to (costume1 v)\nchange size by ((0.2) * ((fr) - (size)))\nswitch costume to (number or text)\n\n@Credits\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level_level) = [24]> then\n    set [ghost v] effect to (0)\n    show\n    switch costume to (costume1 v)\n    go to x: (0) y: (-500)\n    repeat until <(y position) > [1247]>\n        change y by (1)\n        go to [front v] layer\n    end\n    hide\n    wait (2) seconds\n    go to x: (0) y: (0)\n    show\n    set [ghost v] effect to (100)\n    switch costume to (costume2 v)\n    repeat (100)\n        go to [front v] layer\n        go to [front v] layer\n        go to [front v] layer\n        go to [front v] layer\n        change [ghost v] effect by (-1)\n    end\n    set [shop_shop v] to [3]\n    broadcast (Shop_shop v)\n    repeat (50)\n        go to [front v] layer\n        go to [front v] layer\n        go to [front v] layer\n        go to [front v] layer\n    end\n    repeat (100)\n        go to [front v] layer\n        go to [front v] layer\n        go to [front v] layer\n        go to [front v] layer\n        change [ghost v] effect by (1)\n    end\n    hide\nelse\n    hide\nend\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume2 v)\nrepeat (100)\n    go to [front v] layer\n    go to [front v] layer\n    go to [front v] layer\n    go to [front v] layer\n    change [ghost v] effect by (-1)\nend\nset [shop_shop v] to [3]\nbroadcast (Shop_shop v)\nrepeat (50)\n    go to [front v] layer\n    go to [front v] layer\n    go to [front v] layer\n    go to [front v] layer\nend\nrepeat (100)\n    go to [front v] layer\n    go to [front v] layer\n    go to [front v] layer\n    go to [front v] layer\n    change [ghost v] effect by (1)\nend\nhide\n\n
PRESS THE GREEN FLAG BEFORE STARTING THE GAME\n\n\nHow to play?\n\nAim with: your cursor\nMove with: arrow keys/WASD\nShoot with: click/ space bar\nReload: R\nYou get coins depending on how much health you have at the end of a level\n\n\nComment jouer?\n\nVise avec: le curseur\nDéplace toi avec: les flèche directionnels/ WASD\nTire avec: click/ bar espace\nRecharger: R\nTu gagne des pièces suivant les point de vie restant à la fin d'un niveau\n\n