Winter Omens ~ a platformer ~
@Stage\n\nwhen flag clicked\nforever\n    play sound [Bouncing Around v] until done\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in stage v]\n\nwhen I receive [underworld v]\nstop [other scripts in stage v]\nforever\n    play sound [Underworld v] until done\nend\n\n@Sprite2\n\nwhen I receive [move forward v]\nnext costume\nchange [screenx v] by (1)\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n    switch costume to ((costume [number v]) - (1))\n    change [screenx v] by (-1)\nend\n\nwhen I receive [aw yeah! v]\nset [screenx v] to [1]\nswitch costume to (costumeg v)\ngo to x: (0) y: (0)\nforever\n    if <(ScreenY) = [0]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen I receive [aw yeah! v]\n\nwhen flag clicked\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\nshow\nclear graphic effects\ngo to [front v] layer\nwait (0.9) seconds\nbroadcast (Aw Yeah! v)\nwait (0.1) seconds\nswitch costume to (costume4 v)\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (10)\n    wait (0.01) seconds\nend\nswitch costume to (costume3 v)\nforever\n    go to [front v] layer\nend\n\nforever\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Player Mimic\n\nwhen flag clicked\nhide\n\ndefine Touch Ground\nif <touching (groundcollider v)?> then\n    set [y velocity v] to [0]\n    change y by (1)\nend\n\nwhen I receive [move back v]\nif <not <(Screen Number) = [0]>> then\n    set x to (204)\nend\n\nWalk (90) (10)\n\nforever\n    if <key (w v) pressed?> then\n        if <(JumpPowerUp) = [0]> then\n            set [y velocity v] to [15]\n        end\n        wait until <touching (groundcollider v)?>\n    end\nend\n\nwhen I receive [characteractive v]\nif <<(ScreenX) = [6]> and <(ScreenY) = [-1]>> then\n    hide\n    wait (0.05) seconds\nend\ngo to [front v] layer\nshow\nforever\n    go to (playercollider v)\nend\n\ndefine None\nchange x by (speed)\n\nbroadcast (Aw Yeah! v)\n\nwhen I receive [aw yeah! v]\nset [ghost v] effect to (100)\nwait (0.1) seconds\nclear graphic effects\nswitch costume to (costume1 v)\nforever\n    wait until <(ScreenY) = [-1]>\n    go to [front v] layer\n    switch costume to (costume2 v)\n    wait until <not <(ScreenY) = [-1]>>\n    switch costume to (costume1 v)\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\nforever\n    go to (playercollider v)\n    if <key (a v) pressed?> then\n        turn left (15) degrees\n    end\n    if <key (d v) pressed?> then\n        turn right (15) degrees\n    end\nend\n\nwhen I receive [characteractive v]\nforever\n    go to (playercollider v)\n    if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n        turn left (15) degrees\n    end\n    if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n        turn right (15) degrees\n    end\nend\n\nwhen I receive [endgame v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite4\n\nwhen I receive [aw yeah! v]\nset [jumppowerup v] to [0]\nset size to (30) %\ngo to [front v] layer\ngo to x: (-200) y: (-64)\nforever\n    if <(ScreenX) = [0]> then\n        next costume\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [aw yeah! v]\nwait until <touching (playercollider v)?>\nstart sound [Unlock v]\nset [jumppowerup v] to [1]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@GroundCollider\n\nwhen I receive [aw yeah! v]\nset [screeny v] to [0]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nforever\n    if <(ScreenY) = [0]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n    switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [characteractive v]\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (70)\n\nwhen flag clicked\nhide\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@DeathCollider\n\nwhen I receive [aw yeah! v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nforever\n    if <(ScreenY) = [0]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n    switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Door\n\nwhen I receive [aw yeah! v]\ngo to x: (0) y: (0)\nforever\n    if <<(ScreenY) = [0]> and <(ScreenX) = [6]>> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [door open v]\nstart sound [Truck v]\ngo to x: (0) y: (0)\nglide (5) secs to x: (0) y: (111)\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite5\n\nwhen I receive [aw yeah! v]\nswitch costume to (costume1 v)\ngo to x: (-107) y: (117)\nset size to (10) %\nforever\n    if <<(ScreenX) = [6]> and <(ScreenY) = [0]>> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [aw yeah! v]\nwait until <touching (playercollider v)?>\nswitch costume to (costume2 v)\nstart sound [Lock v]\nbroadcast (Door Open v)\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite6\n\nwhen I receive [aw yeah! v]\ngo to [front v] layer\nset [yellowkey v] to [0]\nset size to (15) %\ngo to x: (177) y: (10)\nforever\n    if <<(ScreenX) = [6]> and <(ScreenY) = [0]>> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [aw yeah! v]\nwait until <touching (playercollider v)?>\nset [yellowkey v] to [1]\nstart sound [Unlock v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite7\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n    switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [aw yeah! v]\nset [screeny v] to [0]\nswitch costume to (costumeg v)\ngo to x: (0) y: (0)\nforever\n    if <(ScreenY) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [aw yeah! v]\nwait until <<(ScreenY) = [1]> and <(ScreenX) = [1]>>\nbroadcast (tonguelair v)\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@GroundCollider2\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n    switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [characteractive v]\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (70)\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [aw yeah! v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nforever\n    if <(ScreenY) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite8\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n    switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [aw yeah! v]\nset [screeny v] to [0]\nswitch costume to (costumeg v)\ngo to x: (0) y: (0)\nforever\n    if <(ScreenY) = [-1]> then\n        show\n    else\n        hide\n    end\nend\n\nhide\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@GroundCollider3\n\nwhen I receive [aw yeah! v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nforever\n    if <(ScreenY) = [-1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n    switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [characteractive v]\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (70)\n\nwhen I receive [move forward v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@PlayerCollider\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nbroadcast (CharacterActive v)\n\nwhen I receive [aw yeah! v]\nset [y v] to [0]\nbroadcast (CharacterActive v)\n\nwhen I receive [move back v]\nset x to (204)\n\ngo to x: (201) y: (-63)\n\nwhen I receive [move forward v]\nset x to (-204)\n\nwhen I receive [move up v]\nset y to (-145)\n\nwhen I receive [move down v]\nset y to (145)\n\nwhen I receive [characteractive v]\nforever\n    wait until <<(x position) < [-235]> or <(x position) > [235]>>\n    if <(x position) < [-235]> then\n        if <(ScreenX) > [0]> then\n            broadcast (Move Back v)\n        end\n    else\n        if <(ScreenX) < [9]> then\n            broadcast (Move Forward v)\n        end\n    end\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (220) y: (-31)\nforever\n    if <touching (groundcollider4 v)?> then\n        change y by (0.5)\n        if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n            if <(JumpPowerUp) = [1]> then\n                set [y v] to [12]\n            else\n                set [y v] to [7]\n            end\n            if <(x) > [0]> then\n                set [x v] to [-10]\n            else\n                set [x v] to [10]\n            end\n        else\n            change x by ((x) * (-1))\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <touching (groundcollider4 v)?> then\n        change y by ((y) * (-1))\n        set [y v] to [0]\n    end\n    change y by (-0.5)\n    if <<touching (groundcollider4 v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n        if <(JumpPowerUp) = [1]> then\n            set [y v] to [12]\n        else\n            set [y v] to [7]\n        end\n    end\n    change y by (0.5)\n    if <<touching (deathcollider v)?> or <touching (deathcollider2 v)?>> then\n        broadcast (Death v)\n    end\n    change [y v] by (-0.5)\n    if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n        point in direction (90)\n        change [x v] by (1)\n    end\n    if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n        point in direction (-90)\n        change [x v] by (-1)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\nend\n\nwhen [s v] key pressed\nif <<(ScreenX) = [5]> and <(ScreenY) = [-1]>> then\n    change x by (pick random (-0.9) to (-0.1))\nend\n\nwhen I receive [characteractive v]\nforever\n    wait until <key (r v) pressed?>\n    wait until <not <key (r v) pressed?>>\n    if <not <<(ScreenX) = [2]> and <(ScreenY) = [1]>>> then\n        broadcast (Death v)\n    end\nend\n\nwhen I receive [endgame v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [characteractive v]\nforever\n    wait until <touching (door2 v)?>\n    if <(SecretDoorOpen) = [0]> then\n        wait until <(x position) < [-200]>\n        change x by (10)\n    end\nend\n\nwhen I receive [characteractive v]\nforever\n    wait until <touching (sprite15 v)?>\n    change x by (10)\nend\n\nwhen I receive [characteractive v]\nshow\nforever\n    wait until <<(y position) < [-175]> or <(y position) > [175]>>\n    if <(y position) < [-175]> then\n        broadcast (Move Down v)\n        change [screeny v] by (-1)\n    else\n        if <<<(ScreenY) = [-1]> and <(ScreenX) = [5]>> or <<<(ScreenY) = [0]> and <(ScreenX) = [4]>> and <<(x position) < [-120]> and <(x position) > [-160]>>>> then\n            change [screeny v] by (1)\n            broadcast (Move Up v)\n        end\n    end\nend\n\nwhen I receive [characteractive v]\nset [ghost v] effect to (100)\nset size to (100) %\nif <(ScreenX) = [7]> then\n    go to x: (-219) y: (99)\nelse\n    go to x: (-204) y: (0)\nend\nforever\n    if <<<touching (groundcollider v)?> or <touching (door v)?>> or <<touching (groundcollider2 v)?> or <<touching (groundcollider3 v)?> or <touching (groundcollider5 v)?>>>> then\n        change y by (0.5)\n        if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n            if <(JumpPowerUp) = [1]> then\n                set [y v] to [12]\n            else\n                set [y v] to [7]\n            end\n            if <(x) > [0]> then\n                set [x v] to [-10]\n            else\n                set [x v] to [10]\n            end\n        else\n            change x by ((x) * (-1))\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <<<<touching (groundcollider v)?> or <touching (door v)?>> or <touching (groundcollider3 v)?>> or <<touching (groundcollider2 v)?> or <touching (groundcollider5 v)?>>> then\n        change y by ((y) * (-1))\n        set [y v] to [0]\n    end\n    change y by (-0.5)\n    if <<<touching (groundcollider v)?> or <<touching (door v)?> or <<touching (groundcollider2 v)?> or <<touching (groundcollider3 v)?> or <touching (groundcollider5 v)?>>>>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n        if <(JumpPowerUp) = [1]> then\n            set [y v] to [12]\n        else\n            set [y v] to [7]\n        end\n    end\n    change y by (0.5)\n    if <<touching (deathcollider v)?> or <touching (deathcollider2 v)?>> then\n        broadcast (Death v)\n    end\n    change [y v] by (-0.5)\n    if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n        point in direction (90)\n        change [x v] by (1)\n    end\n    if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n        point in direction (-90)\n        change [x v] by (-1)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\nend\n\nwhen I receive [underworld v]\nset [y v] to [0]\nset y to (0)\n\n@DeathCollider2\n\nwhen I receive [aw yeah! v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nforever\n    if <(ScreenY) = [-1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n    switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [characteractive v]\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (70)\n\nwhen I receive [move forward v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite9\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n    switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [characteractive v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nforever\n    wait until <<<(ScreenX) = [6]> and <(ScreenY) = [-1]>> or <<(ScreenX) = [3]> and <(ScreenY) = [1]>>>\n    wait (0.1) seconds\n    if <<(ScreenX) = [6]> and <(ScreenY) = [-1]>> then\n        switch costume to (costume3 v)\n    else\n        switch costume to (costume2 v)\n    end\n    go to [front v] layer\n    show\n    wait until <not <<<(ScreenX) = [6]> and <(ScreenY) = [-1]>> or <<(ScreenX) = [3]> and <(ScreenY) = [1]>>>>\n    hide\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite10\n\nwhen I receive [aw yeah! v]\nswitch costume to (costume1 v)\n\nwhen [space v] key pressed\nif <<<(ScreenX) = [7]> and <(ScreenY) = [-1]>> and <([x position v] of [playercollider v]) > [80]>> then\n    hide\n    next costume\n    wait (0.1) seconds\n    if <<<(ScreenX) = [7]> and <(ScreenY) = [-1]>> and <([x position v] of [playercollider v]) > [80]>> then\n        show\n    end\nend\n\nwhen I receive [characteractive v]\ngo to x: (0) y: (0)\nhide\nforever\n    wait until <<<(ScreenX) = [7]> and <(ScreenY) = [-1]>> and <([x position v] of [playercollider v]) > [80]>>\n    wait (0.05) seconds\n    go to [front v] layer\n    show\n    wait until <not <<<(ScreenX) = [7]> and <(ScreenY) = [-1]>> and <([x position v] of [playercollider v]) > [80]>>>\n    hide\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Door2\n\nwhen I receive [aw yeah! v]\nset [secretdooropen v] to [0]\nforever\n    wait until <touching (player mimic v)?>\n    wait (0.5) seconds\n    if <touching (player mimic v)?> then\n        if <(YellowKey) = [1]> then\n            stop [other scripts in sprite v]\n            start sound [Lock v]\n            switch costume to (costume2 v)\n            wait (1) seconds\n            hide\n            set [secretdooropen v] to [1]\n        else\n        end\n    end\nend\n\nwait until <(YellowKey) = [1]>\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [aw yeah! v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n    if <<(ScreenY) = [1]> and <(ScreenX) = [3]>> then\n        show\n    else\n        hide\n    end\nend\n\n@Tonguelair0\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [aw yeah! v]\nhide\n\nwhen I receive [tonguelair v]\nswitch costume to (tonguelair0 v)\ngo to x: (0) y: (0)\nshow\nwait (8) seconds\nswitch costume to (tonguelair21 v)\nwait (3) seconds\nrepeat (18)\n    next costume\n    wait (0.01) seconds\nend\nstop [other scripts in sprite v]\nstart sound [Punch v]\nrepeat (2)\n    next costume\n    wait (0.01) seconds\nend\nbroadcast (EndGame v)\nhide\n\nwhen I receive [tonguelair v]\nstart sound [Button v]\nforever\n    play sound [Ambience v] until done\nend\n\nbroadcast (Tonguelair v)\n\n@GroundCollider4\n\nwhen I receive [tonguelair v]\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [endgame v]\nstop [other scripts in sprite v]\nhide\n\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\n@Tonguelair2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [aw yeah! v]\nhide\n\nbroadcast (Tonguelair v)\n\nwhen I receive [tonguelair v]\nhide\ngo to x: (0) y: (0)\nwait (4) seconds\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (tonguelair1 v)\nset [ghost v] effect to (90)\nwait (0.01) seconds\nset [ghost v] effect to (75)\nwait (0.01) seconds\nset [ghost v] effect to (65)\nwait (0.01) seconds\nset [ghost v] effect to (50)\nwait (0.01) seconds\nclear graphic effects\nwait (2) seconds\nrepeat (20)\n    next costume\n    wait (0.04) seconds\nend\nwait (1) seconds\nhide\n\n@Sprite1\n\nwhen I receive [aw yeah! v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [endgame v]\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nwait (12) seconds\nshow\nclear graphic effects\nrepeat (30)\n    change [brightness v] effect by (-3)\n    wait (0.01) seconds\nend\nhide\nclear graphic effects\n\n@Sprite11\n\nwhen flag clicked\nset [textoverlay v] to [0]\nhide\n\nwhen I receive [aw yeah! v]\nhide\n\nwhen I receive [endgame v]\nset [textoverlay v] to [0]\ngo to x: (0) y: (0)\nshow\nwait (3) seconds\nstart sound [computer beeps2 v]\nglide (0.1) secs to x: (128) y: (0)\n\nset [textoverlay v] to [2]\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [aw yeah! v]\nhide\n\nwhen I receive [endgame v]\ngo to x: (0) y: (-13)\nshow\nwait (5) seconds\nstart sound [computer beeps2 v]\nglide (0.1) secs to x: (128) y: (-13)\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [aw yeah! v]\nhide\n\nwhen I receive [endgame v]\ngo to x: (0) y: (-26)\nshow\nwait (7) seconds\nstart sound [computer beeps2 v]\nglide (0.1) secs to x: (128) y: (-26)\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen I receive [aw yeah! v]\nhide\n\nbroadcast (EndGame v)\n\nwhen I receive [aw yeah! v]\nforever\n    wait until <<(ScreenY) = [1]> and <(ScreenX) = [2]>>\n    broadcast (PassCode v)\n    wait until <not <<(ScreenY) = [1]> and <(ScreenX) = [2]>>>\nend\n\nwhen I receive [endgame v]\ngo to x: (0) y: (-39)\nshow\nwait (10) seconds\nstart sound [computer beeps2 v]\nglide (0.2) secs to x: (239) y: (-39)\n\n@Sprite15\n\nwhen flag clicked\nset [secret code v] to [0]\nhide\n\nwhen I receive [passcode v]\nset [secret code v] to [0]\nforever\n    wait until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>\n    if <key (1 v) pressed?> then\n        if <(Secret Code) = [0]> then\n            change [secret code v] by (1)\n        else\n            set [secret code v] to [0]\n        end\n    else\n        set [secret code v] to [0]\n    end\n    wait until <not <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>>\n    wait until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>\n    if <key (2 v) pressed?> then\n        if <(Secret Code) = [1]> then\n            change [secret code v] by (1)\n        else\n            set [secret code v] to [0]\n        end\n    else\n        set [secret code v] to [0]\n    end\n    wait until <not <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>>\n    wait until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>\n    if <key (4 v) pressed?> then\n        if <(Secret Code) = [2]> then\n            change [secret code v] by (1)\n        else\n            set [secret code v] to [0]\n        end\n    else\n        set [secret code v] to [0]\n    end\n    wait until <not <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>>\n    wait until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>\n    if <key (8 v) pressed?> then\n        if <(Secret Code) = [3]> then\n            change [secret code v] by (1)\n        else\n            set [secret code v] to [0]\n        end\n    else\n        set [secret code v] to [0]\n    end\n    wait (0.1) seconds\n    stop [other scripts in sprite v]\n    repeat (3)\n        switch costume to (costume12 v)\n        start sound [computer beeps1 v]\n        wait (0.1) seconds\n        switch costume to (costume1 v)\n        wait (0.05) seconds\n    end\n    broadcast (PassCode v)\nend\n\nbroadcast (PassCode v)\n\nwhen I receive [passcode v]\nwait until <(Secret Code) = [4]>\nstop [other scripts in sprite v]\nrepeat (3)\n    switch costume to (costume11 v)\n    start sound [computer beeps1 v]\n    wait (0.1) seconds\n    switch costume to (costume1 v)\n    wait (0.05) seconds\nend\nstart sound [Box v]\nhide\n\nwhen I receive [passcode v]\nforever\n    wait until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>\n    start sound [computer beeps2 v]\n    wait until <not <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>>\nend\n\nwhen I receive [passcode v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n    if <key (1 v) pressed?> then\n        switch costume to (costume2 v)\n    else\n        if <key (2 v) pressed?> then\n            switch costume to (costume3 v)\n        else\n            if <key (3 v) pressed?> then\n                switch costume to (costume4 v)\n            else\n                if <key (4 v) pressed?> then\n                    switch costume to (costume5 v)\n                else\n                    if <key (5 v) pressed?> then\n                        switch costume to (costume6 v)\n                    else\n                        if <key (6 v) pressed?> then\n                            switch costume to (costume7 v)\n                        else\n                            if <key (7 v) pressed?> then\n                                switch costume to (costume8 v)\n                            else\n                                if <key (8 v) pressed?> then\n                                    switch costume to (costume9 v)\n                                else\n                                    if <key (9 v) pressed?> then\n                                        switch costume to (costume10 v)\n                                    else\n                                        switch costume to (costume1 v)\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [passcode v]\nshow\nwait until <not <<(ScreenY) = [1]> and <(ScreenX) = [2]>>>\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [aw yeah! v]\nset [secret code v] to [0]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\n@Sprite16\n\nwhen I receive [move back v]\n\nwhen I receive [aw yeah! v]\nwait (2) seconds\nwait until <(ScreenY) < [-90]>\nbroadcast (Underworld v)\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nset [screenx v] to [1]\n\nnext costume\nchange [screenx v] by (1)\n\nwhen I receive [aw yeah! v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n    if <(ScreenY) = [-101]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [underworld v]\nswitch costume to (costume1 v)\nset [screeny v] to [-101]\nset [screenx v] to [0]\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n    switch costume to ((costume [number v]) - (1))\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nrepeat until \n    switch costume to (costume5 v)\n    wait (0.05) seconds\n    switch costume to (costume6 v)\n    wait (0.05) seconds\n    switch costume to (costume7 v)\n    wait (0.05) seconds\n    switch costume to (costume8 v)\n    wait (0.05) seconds\n    switch costume to (costume9 v)\n    wait (0.05) seconds\n    switch costume to (costume8 v)\n    wait (0.05) seconds\n    switch costume to (costume7 v)\n    wait (0.05) seconds\n    switch costume to (costume6 v)\n    wait (0.05) seconds\nend\n\n@GroundCollider5\n\nwhen I receive [move back v]\n\nwhen I receive [aw yeah! v]\nwait (2) seconds\nwait until <(ScreenY) < [-90]>\nbroadcast (Underworld v)\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nset [screenx v] to [1]\n\nif <not <(costume [number v]) = [1]>> then\n    switch costume to ((costume [number v]) - (1))\n    change [screenx v] by (-1)\nend\n\nnext costume\nchange [screenx v] by (1)\n\nwhen I receive [aw yeah! v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n    if <(ScreenY) = [-101]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [underworld v]\nswitch costume to (costume1 v)\nset [screeny v] to [-101]\nset [screenx v] to [0]\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n    switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [move forward v]\nnext costume\n\n
Use arrow keys to move the Panda to the taco.\nAll levels are possible :D (level 1-8 are really easy in my opinion)\nlook out for puddles of water....\nKey R to restart\nbetter played in full screen\nNO TURBO MODE OR ELSE...........................\n\n