Blob's Quest 2 || Platformer
@Stage\n\nwhen I receive [next back v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Blank\n\n@Intro\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nstart sound [Never Mind v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (-90)\nset size to (300) %\nset [sine v] to [30]\nrepeat (40)\n    change size by (((100) - (size)) * (1))\n    turn right (((90) - (direction)) * (0.18)) degrees\nend\nset [glide v] to [7]\nrepeat (20)\n    change y by ((glide) - (1))\n    change [glide v] by (-0.34)\nend\nwait (5.8) seconds\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n    clear graphic effects\n    show\n    go to x: (0) y: (0)\n    point in direction (90)\n    set size to (100) %\n    switch costume to (bg v)\nelse\n    if <(id) = [2]> then\n        id 2\n    else\n        if <(id) = [3]> then\n            id 3\n        else\n            id 4\n        end\n    end\nend\n\ndefine id 2\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n    switch costume to (dot2 v)\n    change [vel v] by ((size) / (50))\n    change size by (vel)\n    switch costume to (dot v)\nend\nbroadcast (Play Scene v)\nbroadcast (Setup v)\n\nbroadcast (Intro Done v)\n\nwhen I receive [setup v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\ndefine id 3\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.2) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n    switch costume to (dot2 v)\n    change [vel v] by ((size) / (50))\n    change size by (vel)\n    switch costume to (smaller dot v)\nend\n\ndefine id 4\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.4) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n    switch costume to (dot2 v)\n    change [vel v] by ((size) / (50))\n    change size by (vel)\n    switch costume to (crazy dot v)\n    turn left (1) degrees\nend\n\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2.4) seconds\ngo to x: (0) y: (-60)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset [rotation v] to [-10]\nrepeat (70)\n    change [ghost v] effect by (rotation)\n    change [rotation v] by (-1)\n    wait (0.01) seconds\nend\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [setup v]\nhide\n\n@Player\n\nwhen flag clicked\nset volume to (100) %\nset [level v] to [1]\nset [deaths v] to [0]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <not <touching (water blue v)?>> then\n    change [y velocity v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    change [x velocity v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    change [x velocity v] by ((0) - (speed))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nif <<touching (level v)?> or <touching (locked v)?>> then\n    repeat until <<not <<touching (level v)?> or <touching (locked v)?>>> or <(Slope) = [-8]>>\n        change [slope v] by (-1)\n        change y by (1)\n    end\nend\nif <<touching (level v)?> or <touching (locked v)?>> then\n    change y by (Slope)\n    repeat until <not <<touching (level v)?> or <touching (locked v)?>>>\n        change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n    end\n    set [x velocity v] to [0]\nend\nchange y by (Y Velocity)\nif <<touching (level v)?> or <touching (locked v)?>> then\n    repeat until <not <<touching (level v)?> or <touching (locked v)?>>>\n        change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n    end\n    set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (level v)?> or <touching (locked v)?>>> then\n    if <not <touching (water blue v)?>> then\n        set [y velocity v] to (jump height)\n    end\nend\nchange y by (1)\nif <touching (water blue v)?> then\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        change [y velocity v] by (0.8)\n    end\n    if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n        change [y velocity v] by (-0.8)\n    end\n    if <touching (water blue v)?> then\n        if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n            change [y velocity v] by (-0.2)\n        end\n    end\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jump rings v)?>> then\n    set [y velocity v] to [11]\nend\n\ndefine Detection\nif <<(x position) = [244]> and <not <(Level) = [21]>>> then\n    broadcast (Next v)\n    start sound [Ding Sound Effect v]\n    set [level v] to ((Level) + (1))\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    go to x: (-215) y: (-70)\nend\nif <<<<<touching (danger v)?> or <touching (lava v)?>> or <<touching color (#ff6969)?> or <touching (saws v)?>>> or <<(y position) = [-179]> or >> and <not <(CHEAT) = [1]>>> then\n    if <<<(Level) = [4]> or <<(Level) = [6]> or <(Level) = [10]>>> or <<(Level) = [11]> or <<(Level) = [14]> or <<(Level) = [17]> or >>>> then\n        broadcast (Reset v)\n    end\n    start sound [Crunch v]\n    set [deaths v] to ((DEATHS) + (1))\n    create clone of (_myself_ v)\n    point in direction (90)\n    go to x: (-215) y: (-70)\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n    start sound [Big Boing v]\n    set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n    set [y velocity v] to [16]\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    point in direction (90)\nend\nset rotation style [left-right v]\n\nrepeat (3)\n    hide\n    wait (0.11) seconds\n    show\n    wait (0.11) seconds\nend\nhide\nwait (0.11) seconds\nshow\n\nwhen I receive [intro done v]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\ngo to [back v] layer\nshow\nswitch costume to (player v)\ngo to x: (-215) y: (-78)\nset rotation style [left-right v]\ngo to [back v] layer\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n    Platformer Physics [2] [0.8] [12.5]\n    Detection\nend\n\nwhen flag clicked\nforever\n    Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n    set [cheat v] to [1]\n    wait (0.3) seconds\nelse\n    if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n        set [cheat v] to [0]\n        wait (0.3) seconds\n    end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n    set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n    set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n    set [x v] to (round (x position))\n    set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nstart sound [Oops v]\nset [deaths v] to ((DEATHS) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-215) y: (-70)\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nwait until <(Level) = [7]>\ngo to x: (-215) y: (-56)\n\nwhen I start as a clone\nclear graphic effects\npoint in direction (90)\nset rotation style [all around v]\nrepeat (10)\n    change y by (6)\n    change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n    if <(username) = [250119code2]> then\nend\n\nchange [level v] by (-1)\n\nwhen flag clicked\nforever\n    if <(username) = [250119code2]> then\nend\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\nwhen flag clicked\ngo [forward v] (1) layers\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo [backward v] (999) layers\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n    switch costume to (Level)\n    go [backward v] (4) layers\nend\n\ngo to [back v] layer\n\nwhen I receive [animation start v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Lava\n\nwhen I start as a clone\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n    go [backward v] (3) layers\n    switch costume to (Level)\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [animation start v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\nforever\n    go [backward v] (1) layers\n    switch costume to (Level)\n    if  then\n        set [ghost v] effect to (30)\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwhen I receive [animation start v]\nhide\n\n@Level Shading\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\nshow\nforever\n    go [backward v] (999) layers\n    set [ghost v] effect to (75)\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Locked\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Level) = [4]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked v)\n\nwhen I receive [reset v]\nshow\nset [ghost v] effect to (0)\n\nwhen I receive [open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [5]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [6]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked2 v)\n\nwhen flag clicked\nwait until <(Level) = [8]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked3 v)\n\nwhen flag clicked\nwait until <(Level) = [10]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked4 v)\n\nforever\n    go to [back v] layer\nend\n\nwhen flag clicked\nwait until <(Level) = [10]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked4 v)\n\nwhen flag clicked\nwait until <(Level) = [11]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked5 v)\n\nwhen I receive [play scene v]\nrepeat (5)\n    hide\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked6 v)\n\nwhen flag clicked\nrepeat (5)\n    hide\nend\n\nwhen flag clicked\nwait until <(Level) = [7]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [14]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked7 v)\n\nwhen flag clicked\nwait until <(Level) = [11]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked5 v)\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [17]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked8 v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    go [forward v] (5) layers\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\n@Key\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [intro done v]\nswitch costume to (costume1 v)\nhide\nwait until <(Level) = [4]>\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nhide\nforever\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [reset v]\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [6]>\nswitch costume to (costume2 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [8]>\nswitch costume to (costume3 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nforever\n    if <(Level) = [9]> then\n        hide\n    end\nend\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [10]>\nswitch costume to (costume4 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [11]>\nswitch costume to (costume5 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [13]>\nswitch costume to (costume6 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [14]>\nswitch costume to (costume7 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [5]>\nhide\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\nwhen flag clicked\nwait until <(Level) = [7]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [17]>\nswitch costume to (costume8 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\n@Water Blue\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    go [backward v] (6) layers\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\n    set [ghost v] effect to (40)\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif  then\n    delete this clone\nend\nif <(Level) = [7]> then\n    Clone At X: [-23] [120] At Size: [100]\nend\nif <(Level) = [9]> then\n    Clone At X: [18] [100] At Size: [110]\nend\nif <(Level) = [10]> then\n    Clone At X: [-36] [-108] At Size: [110]\nend\nif <(Level) = [11]> then\n    Clone At X: [-111] [50] At Size: [90]\nend\nif <(Level) = [13]> then\n    Clone At X: [-191] [60] At Size: [100]\nend\nif <(Level) = [14]> then\n    Clone At X: [30] [100] At Size: [100]\nend\nif <(Level) = [16]> then\n    Clone At X: [-40] [79] At Size: [90]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n    turn right (4) degrees\nend\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@Lasers\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (1) y: (0)\ngo to [back v] layer\nwait until <(Level) = [10]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [10]>>\n    go [backward v] (3) layers\n    set [laser? v] to [0]\n    switch costume to (1 v)\n    wait (2) seconds\n    set [laser? v] to [1]\n    switch costume to (1up v)\n    wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n    go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [11]>\nhide\n\ngo to x: (-106) y: (3)\n\nwhen flag clicked\nforever\n    if <(Level) = [11]> then\n        hide\n    end\nend\n\nwait until \n\n@Skip\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n    go to x: (-198) y: (-154)\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (10)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [intro done v]\nwait (0.8) seconds\n\nwhen this sprite clicked\nbroadcast (Transition v)\nbroadcast (Next v)\nchange [level v] by (1)\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\n@TITLE\n\nwhen flag clicked\nset [screen v] to [1]\ngo [backward v] (99) layers\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n    if <(SCREEN) = [1]> then\n        change [titleturn v] by (1)\n    end\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <(SCREEN) = [0]> then\n        go [backward v] (6) layers\n    end\nend\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nset [screen v] to [0]\nbroadcast (Transition v)\nbroadcast (Intro Done v)\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n            set volume to (100) %\n            start sound [click v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((80) - (size)) / (5))\n        set [brightness v] effect to (5)\n        switch costume to (costume2 v)\n    else\n        change size by (((75) - (size)) / (5))\n        set [brightness v] effect to (0)\n        switch costume to (costume1 v)\n    end\nend\n\n@Instructions\n\nwhen I receive [play scene v]\nset [in v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n            set volume to (100) %\n            start sound [click v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((80) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <mouse down?> then\n            if <(IN) = [0]> then\n                broadcast (IN v)\n                set [in v] to [1]\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((75) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\n\n@title screen\n\nwhen flag clicked\nset [in v] to [0]\nhide\n\nwhen I receive [in v]\nset [in v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [in v] to [0]\nend\n\nwhen flag clicked\nforever\n    if <(IN) = [0]> then\n        go [backward v] (5) layers\n    end\nend\n\n@Instructions2\n\nwhen I receive [play scene v]\nset [in2 v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN2) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n            set volume to (100) %\n            start sound [click v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((80) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <mouse down?> then\n            if <(IN2) = [0]> then\n                broadcast (IN2 v)\n                set [in2 v] to [1]\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((75) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\n@title screen2\n\nwhen flag clicked\nset [in2 v] to [0]\nhide\n\nwhen I receive [in2 v]\nset [in2 v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [in2 v] to [0]\nend\n\nwhen flag clicked\nforever\n    if <(IN2) = [0]> then\n        go [backward v] (5) layers\n    end\nend\n\n@Jump Rings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif  then\n    delete this clone\nend\nif <(Level) = [15]> then\n    Clone At X: [-160] [30] At Size: [90]\nend\nif <(Level) = [16]> then\n    Clone At X: [69] [100] At Size: [90]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n    if <touching (player v)?> then\n        set [brightness v] effect to (10)\n    else\n        clear graphic effects\n    end\nend\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@Mute\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (10)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [play scene v]\nset volume to (40) %\nforever\n    play sound [Owl-City-Fireflies-Instrumental-\(Remake-by-Mike-Kalombo\)-for-Spoofers-Parodies-Youtubecovers\[www.savevid.com\]\(1\) v] until done\nend\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\nwhen this sprite clicked\nif <(volume) = [40]> then\n    set volume to (0) %\n    switch costume to (costume2 v)\nelse\n    switch costume to (costume1 v)\n    set volume to (40) %\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [18]> then\n        hide\n    end\nend\n\n@Lasers2\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (1) y: (0)\ngo to [back v] layer\nwait until <(Level) = [11]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [11]>>\n    go [backward v] (3) layers\n    set [laser? v] to [0]\n    switch costume to (1 v)\n    wait (2) seconds\n    set [laser? v] to [1]\n    switch costume to (1up v)\n    wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n    go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [12]>\nhide\n\ngo to x: (-106) y: (3)\n\nwhen flag clicked\nforever\n    if <(Level) = [12]> then\n        hide\n    end\nend\n\n@Trans\n\nwhen flag clicked\nhide\nwait until <(Level) = [12]>\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (-10)\nend\nset [re v] to [1]\nwait (0.2) seconds\nset [level v] to [13]\nbroadcast (Next back v)\nwait (7) seconds\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (10)\nend\nhide\nset [re v] to [0]\n\ngo to [back v] layer\n\n@Lasers3\n\nwhen flag clicked\nwait until <(Level) = [13]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [13]>>\n    go [backward v] (3) layers\n    set [laser? v] to [0]\n    switch costume to (1 v)\n    wait (2) seconds\n    set [laser? v] to [1]\n    switch costume to (1up v)\n    wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n    go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [14]>\nhide\n\ngo to x: (-106) y: (3)\n\n@Lasers4\n\nwhen flag clicked\nwait until <(Level) = [14]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [14]>>\n    go [backward v] (3) layers\n    set [laser? v] to [0]\n    switch costume to (1 v)\n    wait (2) seconds\n    set [laser? v] to [1]\n    switch costume to (1up v)\n    wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n    go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\ngo to x: (-106) y: (3)\n\n@Trampolines\n\nwhen flag clicked\nhide\n\ndefine insert bouncy at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nforever\n    go [backward v] (2) layers\nend\n\nwhen I receive [done v]\n\nwhen I receive [next v]\nif  then\n    delete this clone\nend\nif <(Level) = [6]> then\n    insert bouncy at [-135] [-72]\nend\nif <(Level) = [7]> then\n    insert bouncy at [-23] [-10]\nend\nif <(Level) = [8]> then\n    insert bouncy at [-87] [-54]\nend\nif <(Level) = [9]> then\n    insert bouncy at [72] [-20]\nend\nif <(Level) = [15]> then\n    insert bouncy at [-63] [-65]\nend\nif <(Level) = [17]> then\n    insert bouncy at [-97] [-63]\n    insert bouncy at [54] [-63]\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n    if <touching (player v)?> then\n        start sound [Big Boing v]\n        repeat (3)\n            next costume\n        end\n        repeat (3)\n            switch costume to ((costume [number v]) - (1))\n        end\n        wait (0.2) seconds\n    end\nend\n\n@Moving Saw\n\nchange x by (10)\n\nwhen flag clicked\nhide\nforever\n    if <(Level) = [15]> then\n    end\nend\n\n@MOVINGSAW\n\ndefine Glide Smoothly to xy (x) (y) Speed (s) Round? (r) GhostFX (gfx)\nif <<<(x) = [0]> or <(x) < [0]>> or <(x) > [0]>> then\n    if <<<(y) = [0]> or <(y) < [0]>> or <(y) > [0]>> then\n        if <<<(s) = [0]> or <(s) < [0]>> or <(s) > [0]>> then\n            if <(r) = [1]> then\n                repeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n                    change x by (((x) - (x position)) / ((7) - (([abs v] of (round (s)) ) mod (5))))\n                    change y by (((y) - (y position)) / ((7) - (([abs v] of (round (s)) ) mod (5))))\n                    change [ghost v] effect by (gfx)\n                end\n            else\n                if <(r) = [0]> then\n                    repeat until <<(x position) = (x)> and <(y position) = (y)>>\n                        change x by (((x) - (x position)) / ((7) - (([abs v] of (round (s)) ) mod (5))))\n                        change y by (((y) - (y position)) / ((7) - (([abs v] of (round (s)) ) mod (5))))\n                        change [ghost v] effect by (gfx)\n                    end\n                else\n                    stop [this script v]\n                end\n            end\n            go to x: (x) y: (y)\n            clear graphic effects\n        else\n            stop [this script v]\n        end\n    else\n        stop [this script v]\n    end\nelse\n    stop [this script v]\nend\nstop [this script v]\n\nwhen flag clicked\nhide\nwait until <(Level) = [15]>\ngo to [back v] layer\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [15]>>\n    Glide Smoothly to xy (-30) (-10) Speed (1) Round? (1) GhostFX (0)\n    Glide Smoothly to xy (-30) (40) Speed (1) Round? (1) GhostFX (0)\nend\nhide\n\nwhen flag clicked\nforever\n    turn right (4) degrees\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [16]> then\n        hide\n    end\nend\n\n@Lasers5\n\nwhen flag clicked\nwait until <(Level) = [15]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [15]>>\n    go [backward v] (3) layers\n    set [laser? v] to [0]\n    switch costume to (1 v)\n    wait (2) seconds\n    set [laser? v] to [1]\n    switch costume to (1up v)\n    wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n    go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\ngo to x: (-106) y: (3)\n\n@Lasers6\n\nwhen flag clicked\nwait until <(Level) = [16]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [16]>>\n    go [backward v] (3) layers\n    set [laser? v] to [0]\n    switch costume to (1up v)\n    wait (2) seconds\n    set [laser? v] to [1]\n    switch costume to (1 v)\n    wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n    go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [17]>\nhide\n\ngo to x: (-106) y: (3)\n\n@Lasers7\n\nwhen flag clicked\nwait until <(Level) = [16]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [16]>>\n    go [backward v] (3) layers\n    set [laser? v] to [0]\n    switch costume to (1 v)\n    wait (2) seconds\n    set [laser? v] to [1]\n    switch costume to (1up v)\n    wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n    go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [17]>\nhide\n\ngo to x: (-106) y: (3)\n\n@Lasers8\n\nwhen flag clicked\nhide\nwait until <(Level) = [17]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [17]>>\n    go [backward v] (3) layers\n    set [laser? v] to [0]\n    switch costume to (1 v)\n    wait (2) seconds\n    set [laser? v] to [1]\n    switch costume to (1up v)\n    wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n    go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\ngo to x: (-106) y: (3)\n\n
★★★ INSTRUCTIONS ★★★ \n• Arrow Keys, WASD, or Tap to move.\n• Get to the right of the screen to advance to the next level.\n• Avoid spikes, lava, saws, lasers, and falling.\n• Trampolines bounce you really high.\n• Swim in water using WASD or Arrow Keys.\n• Collect keys to unlock doors.\n• Jump rings give you a boost when timed properly.