Magnet Platformer
@Stage\n\nwhen I receive [game start v]\nswitch backdrop to (haunted future night city v)\nforever\n    play sound [recording1 v] until done\nend\n\nwhen I receive [game over v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nset [volume v] to [15]\nswitch backdrop to (backdrop1 v)\nforever\n    set volume to (Volume) %\nend\n\nwhen flag clicked\nreset timer\nforever\n    set [timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Timer)\nswitch backdrop to (backdrop1 v)\n\n@lag reducter\n\n@Player\n\nwhen I start as a clone\nrepeat (20)\n    change [ghost v] effect by (7)\n    change size by (-5)\nend\ndelete this clone\n\nwhen I receive [game start v]\nset [x vel. v] to [0]\nforever\n    set rotation style [left-right v]\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <<mouse down?> and <((mouse x) - (10)) < (x position)>>>> then\n        point in direction (-90)\n        change x by (-5)\n        if <<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> then\n            change [distance v] by (5)\n        end\n    else\n        if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <<mouse down?> and <(x position) < ((mouse x) + (10))>>>> then\n            point in direction (90)\n            change x by (5)\n            if <<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> then\n                change [distance v] by (5)\n            end\n        end\n    end\nend\n\nwhen I receive [game start v]\nset [y v] to [0]\nset [y v] to (y)\nforever\n    change x by (x)\n    if <not <touching (ground v)?>> then\n        change y by (-5)\n    else\n    end\nend\n\nwhen I receive [game start v]\npen up\nerase all\nforever\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n        set [jump detection v] to [1]\n        repeat (10)\n            change y by (Jump)\n            change [jump v] by (-2)\n        end\n        set [jump v] to [20]\n    else\n        if <touching (ground v)?> then\n            set [jump detection v] to [0]\n        end\n    end\nend\n\nwhen I receive [game start v]\nforever\n    if <not <touching (ground v)?>> then\n        set [jump detection v] to [1]\n    end\nend\n\nwhen I receive [game start v]\nset size to (100) %\nforever\n    if <touching (spike v)?> then\n        go to x: (-210) y: (-65)\n    end\nend\n\nwhen I receive [game start v]\nset [play again? v] to [0]\nwait (1.2) seconds\nrepeat until <(Game over) = [1]>\n    create clone of (_myself_ v)\nend\n\nforever\n\nwhen I receive [reset v]\npen up\nerase all\nset [jump detection v] to [0]\nset [jump v] to [20]\ngo to x: (-210) y: (-55)\npoint in direction (90)\nset [x v] to [0]\nset [distance v] to [0]\n\nwhen I receive [game start v]\nswitch backdrop to (haunted future night city v)\nforever\n    if <<<[0] < (x position)> and <touching (_edge_ v)?>> and <not <([costume # v] of [ground v]) = ([abs v] of ([sqrt v] of (100) ) )>>> then\n        broadcast (Next Level v) and wait\n    end\nend\n\nwhen I receive [game start v]\nforever\n    if <<<mouse down?> and <(x position) < ((mouse x) + (10))>> and <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n        point in direction (90)\n        change x by (6)\n        if <<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> then\n            change [distance v] by (5)\n        end\n    end\n    if <<<mouse down?> and <((mouse x) - (10)) < (x position)>> and <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n        point in direction (-90)\n        change x by (-6)\n        if <<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> then\n            change [distance v] by (5)\n        end\n    end\nend\n\nwhen I receive [game start v]\nforever\n    if <<<mouse down?> and <((y position) + (20)) < (mouse y)>> and <touching (ground v)?>> then\n        set [jump detection v] to [1]\n        repeat (12)\n            change y by (Jump)\n            change [jump v] by (-2)\n        end\n        set [jump v] to [20]\n    else\n        if <touching (ground v)?> then\n            set [jump detection v] to [0]\n        end\n    end\nend\n\nwhen I receive [game start v]\nshow\nrepeat (3)\n    set [ghost v] effect to (100)\n    wait (0.2) seconds\n    set [ghost v] effect to (0)\n    wait (0.2) seconds\nend\n\nwhen I receive [game start v]\nset [game over v] to [0]\nforever\n    if <<<[0] < (x position)> and <touching (_edge_ v)?>> and <([costume # v] of [ground v]) = ([abs v] of ([sqrt v] of (100) ) )>> then\n        set [game over v] to [1]\n        broadcast (game over v) and wait\n    end\nend\n\nwhen I receive [game over v]\nrepeat (2)\n    hide\nend\nrepeat until <[2] = [1]>\n    if <(Game over) = [0]> then\n        show\n    end\nend\n\nstop [other scripts in sprite v]\n\n\n\nstamp\n\nforever\n\ngo to x: (117) y: (76)\n\nwhen I receive [game start v]\nshow\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\nwhen I receive [game start v]\nforever\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<mouse down?> and <((mouse x) - (10)) < (x position)>>> then\n        point in direction (-90)\n        change x by (-5)\n        if <<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> then\n            change [distance v] by (5)\n        end\n    end\n    if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<mouse down?> and <(x position) < ((mouse x) + (10))>>> then\n        point in direction (90)\n        change x by (5)\n        if <<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> then\n            change [distance v] by (5)\n        end\n    end\nend\n\n@Ground\n\nwhen I receive [game start v]\nshow\nswitch costume to (level1 v)\n\nwhen I receive [reset v]\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Reset v)\n\nswitch costume to (level10 v)\n\nswitch costume to (level6 v)\n\nwhen I receive [game over v]\nhide\nrepeat until <(Play again?) = [1]>\n    if <(((Minutes) * (60)) + (Seconds)) < (☁ High score)> then\n        set [☁ high score v] to (((Minutes) * (60)) + (Seconds))\n        set [☁ personal best v] to (join (join (join (letter (1) of (Minutes)) (letter (2) of (Minutes))) [:]) (join (letter (1) of (Seconds)) (letter (2) of (Seconds))))\n        wait (1) seconds\n        if <<not <(letter (length of (Seconds)) of (Seconds)) = [0]>> and <not <((☁ High score) - ((Minutes) * (60))) = (Seconds)>>> then\n            set [seconds v] to ((Seconds) - (1))\n        end\n    end\nend\n\nset [time v] to [0]\n\nwhen flag clicked\nswitch costume to (level1 v)\nrepeat (2)\n    hide\nend\n\nset [☁ high score v] to [56656]\n\nif  then\n\nforever\n    if <<touching (detector right v)?> and <mouse down?>> then\n        set [x v] to [-6]\n    else\n        if <<touching (detector left v)?> and <mouse down?>> then\n            set [x v] to [6]\n        else\n            if <touching (detector right v)?> then\n                set [x v] to [-5]\n            else\n                if <touching (detector left v)?> then\n                    set [x v] to [5]\n                end\n            end\n        end\n    end\nend\n\n@detector right\n\nwhen I receive [reset v]\nforever\n    go to (player v)\nend\n\nwhen I receive [game start v]\nshow\nrepeat (3)\n    set [ghost v] effect to (100)\n    wait (0.2) seconds\n    set [ghost v] effect to (0)\n    wait (0.2) seconds\nend\n\nwhen I receive [game over v]\nhide\n\nrepeat (10)\nend\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\nwhen I receive [game start v]\nforever\n    if <<<<touching (ground v)?> or <touching (gate v)?>> and <mouse down?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n        set [x v] to [-5]\n    else\n        if <<<touching (ground v)?> or <touching (gate v)?>> and <mouse down?>> then\n            set [x v] to [-6]\n        else\n            if <<<touching (ground v)?> or <touching (gate v)?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n                set [x v] to [-5]\n            else\n                set [check left v] to [1]\n            end\n        end\n    end\nend\n\n@detector left\n\nwhen I receive [reset v]\nforever\n    go to (player v)\nend\n\nwhen I receive [game start v]\nshow\nrepeat (3)\n    set [ghost v] effect to (100)\n    wait (0.2) seconds\n    set [ghost v] effect to (0)\n    wait (0.2) seconds\nend\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\nwhen I receive [game start v]\nforever\n    if <(Check left) = [1]> then\n        if <<<<touching (ground v)?> or <touching (gate v)?>> and <mouse down?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n            set [x v] to [5]\n        else\n            if <<<touching (ground v)?> or <touching (gate v)?>> and <mouse down?>> then\n                set [x v] to [6]\n            else\n                if <<<touching (ground v)?> or <touching (gate v)?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n                    set [x v] to [5]\n                else\n                    set [check left v] to [0]\n                    set [x v] to [0]\n                end\n            end\n        end\n    end\nend\n\n@Spike\n\nwhen I receive [game start v]\nshow\nforever\n    if <([costume # v] of [ground v]) = [2]> then\n        go to x: (-87) y: (-82)\n        switch costume to (costume2 v)\n        show\n    else\n        if <([costume # v] of [ground v]) = [4]> then\n            go to x: (10) y: (50)\n            switch costume to (costume1 v)\n            show\n        else\n            if <([costume # v] of [ground v]) = [5]> then\n                go to x: (7) y: (-82)\n                switch costume to (costume3 v)\n                show\n            else\n                if <([costume # v] of [ground v]) = [6]> then\n                    go to x: (45) y: (-80)\n                    switch costume to (costume4 v)\n                    show\n                else\n                    if <([costume # v] of [ground v]) = [9]> then\n                        go to x: (-139) y: (-4)\n                        switch costume to (costume5 v)\n                        show\n                    else\n                        if <([costume # v] of [ground v]) = [8]> then\n                            go to x: (2) y: (-82)\n                            switch costume to (costume4 v)\n                            show\n                        else\n                            if <([costume # v] of [ground v]) = [10]> then\n                                go to x: (3) y: (-81)\n                                switch costume to (costume6 v)\n                                show\n                            else\n                                hide\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nswitch costume to (costume4 v)\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n@Sprite1\n\nwhen I receive [game start v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Reset v)\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n@Clock\n\nwhen I receive [game start v]\ngo to [front v] layer\nshow\ngo [backward v] (1) layers\n\nforever\nend\n\nwhen I receive [game over v]\nrepeat until <(Game over) = [0]>\n    hide\nend\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n@Hand tick\n\nwhen I receive [game start v]\nshow\npoint in direction (90)\nreset timer\nforever\n    wait ((1) / (150)) seconds\n    turn right (1) degrees\nend\n\nwhen I receive [reset v]\nclear graphic effects\nshow\nforever\n    go to (clock v)\nend\n\nwhen I receive [game start v]\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nforever\n    go to [front v] layer\nend\n\nwhen I receive [reset v]\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [game over v]\nrepeat until <(Game over) = [0]>\n    hide\nend\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n@second\n\nwhen I receive [game start v]\nshow\nset [time v] to [0]\nset [seconds v] to [0]\nwait (1) seconds\nforever\n    repeat until <(Game over) = [1]>\n        change [seconds v] by (1)\n        wait (1) seconds\n    end\nend\n\nwhen I receive [game start v]\nswitch costume to (costume5 v)\nforever\n    switch costume to ((letter (length of (Seconds)) of (Seconds)) + (1))\nend\n\nwhen I receive [game start v]\nset [minutes v] to [0]\nforever\n    if <(letter ((length of (Seconds)) - (1)) of (Seconds)) = [6]> then\n        set [seconds v] to [0]\n        change [minutes v] by (1)\n    end\n    if <(length of (Seconds)) = [1]> then\n        set [seconds v] to (join [0] (Seconds))\n    end\n    if <(length of (Minutes)) = [1]> then\n        set [minutes v] to (join [0] (Minutes))\n    end\nend\n\nwhen I receive [game start v]\nforever\n    set [time v] to (join (Minutes) (Seconds))\nend\n\nwhen I receive [reset v]\nrepeat until <(Game over) = [1]>\n    go to x: (230) y: (155)\nend\n\nforever\n\nwhen I receive [game start v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [game over v]\ngo to x: (170) y: (105)\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n\n\n@second2\n\nwhen I receive [game start v]\nshow\nswitch costume to (costume5 v)\nforever\n    switch costume to ((letter ((length of (Seconds)) - (1)) of (Seconds)) + (1))\nend\n\nwhen I receive [reset v]\n\nforever\nend\n\nwhen I receive [game start v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [game over v]\n\nhide\n\nwhen I receive [game over v]\ngo to x: (155) y: (105)\n\nwhen I receive [reset v]\nrepeat until <(Game over) = [1]>\n    go to x: (210) y: (155)\nend\n\ngo to x: (230) y: (155)\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n@Sprite2\n\nwhen I receive [reset v]\n\nforever\n    go to x: (230) y: (155)\nend\n\nwhen I receive [game start v]\nshow\nforever\n    go to [front v] layer\nend\n\nwhen I receive [game over v]\n\nhide\n\nwhen I receive [game over v]\ngo to x: (140) y: (105)\n\nwhen I receive [reset v]\nrepeat until <(Game over) = [1]>\n    go to x: (198) y: (155)\nend\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n@second3\n\nwhen I receive [game start v]\nswitch costume to (costume5 v)\nforever\n    switch costume to ((letter (length of (Minutes)) of (Minutes)) + (1))\nend\n\nwhen I receive [reset v]\n\nforever\n    go to x: (230) y: (155)\nend\n\nwhen I receive [game start v]\nshow\nforever\n    go to [front v] layer\nend\n\nwhen I receive [game over v]\ngo to x: (125) y: (105)\n\nwhen I receive [reset v]\nrepeat until <(Game over) = [1]>\n    go to x: (185) y: (155)\nend\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n@second4\n\nwhen I receive [game start v]\nshow\nswitch costume to (costume5 v)\nforever\n    switch costume to ((letter ((length of (Minutes)) - (1)) of (Minutes)) + (1))\nend\n\nwhen I receive [reset v]\n\nforever\n    go to x: (230) y: (155)\nend\n\nwhen I receive [game start v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [game over v]\ngo to x: (110) y: (105)\n\nhide\n\nwhen I receive [game over v]\n\nwhen I receive [reset v]\nrepeat until <(Game over) = [1]>\n    go to x: (170) y: (155)\nend\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\nif <not <(Seconds) = [0]>> then\n    set [seconds v] to ((Seconds) - (1))\nend\n\n@Battery\n\nwhen I receive [reset v]\nset [distance v] to [0]\nhide\nswitch costume to (costume1 v)\nforever\n    if <([costume # v] of [ground v]) = [7]> then\n        go to x: (212) y: (-152)\n        show\n        forever\n            if <(Distance) = [0]> then\n                switch costume to (costume1 v)\n            end\n            if <(Distance) = [200]> then\n                switch costume to (costume2 v)\n            end\n            if <(Distance) = [500]> then\n                switch costume to (costume3 v)\n            end\n            if <(Distance) = [1000]> then\n                switch costume to (costume4 v)\n            end\n            if <<(Distance) = [2000]> or <[2000] < (Broadcaster)>> then\n                switch costume to (costume5 v)\n                set [distance v] to [0]\n                set [broadcaster v] to [1]\n                broadcast (Full Battery v)\n                broadcast (Battrey2 v)\n                stop [this script v]\n            end\n        end\n    end\nend\n\nwhen I receive [battrey2 v]\nset [distance v] to [0]\nhide\nswitch costume to (costume1 v)\nforever\n    if <([costume # v] of [ground v]) = [8]> then\n        go to x: (212) y: (-152)\n        show\n        forever\n            if <(Distance) = [0]> then\n                switch costume to (costume1 v)\n            end\n            if <(Distance) = [200]> then\n                switch costume to (costume2 v)\n            end\n            if <(Distance) = [500]> then\n                switch costume to (costume3 v)\n            end\n            if <(Distance) = [1000]> then\n                switch costume to (costume4 v)\n            end\n            if <<(Distance) = [2000]> or <[2000] < (Broadcaster)>> then\n                switch costume to (costume5 v)\n                set [distance v] to [0]\n                set [broadcaster v] to [2]\n                broadcast (Full Battery v)\n                broadcast (Battery3 v)\n                stop [this script v]\n            end\n        end\n    end\nend\n\nhide\n\nwhen I receive [game start v]\nforever\n    if <not <<<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> and <not <(Game over) = [1]>>>> then\n        hide\n    else\n        show\n    end\nend\n\nchange [broadcaster v] by (1)\nchange [broadcaster v] by (1)\n\nswitch costume to (costume1 v)\n\nwhen I receive [battery3 v]\nset [distance v] to [0]\nhide\nswitch costume to (costume1 v)\nforever\n    if <([costume # v] of [ground v]) = [10]> then\n        go to x: (212) y: (-152)\n        show\n        forever\n            if <(Distance) = [0]> then\n                switch costume to (costume1 v)\n            end\n            if <(Distance) = [200]> then\n                switch costume to (costume2 v)\n            end\n            if <(Distance) = [500]> then\n                switch costume to (costume3 v)\n            end\n            if <(Distance) = [1000]> then\n                switch costume to (costume4 v)\n            end\n            if <<(Distance) = [2000]> or <[2000] < (Broadcaster)>> then\n                switch costume to (costume5 v)\n                set [distance v] to [0]\n                set [broadcaster v] to [3]\n                broadcast (Full Battery v)\n                stop [this script v]\n            end\n        end\n    else\n    end\nend\n\nswitch costume to (costume1 v)\n\nwhen I receive [game over v]\nhide\n\nstop [this script v]\n\nwhen I receive [reset v]\nset [distance v] to [0]\n\nwhen I receive [game start v]\nset [broadcaster v] to [0]\n\n@Gate\n\nwhen I receive [game start v]\ngo to [back v] layer\ngo [forward v] (2) layers\nhide\ngo to x: (186) y: (26)\nforever\n    if <([costume # v] of [ground v]) = [7]> then\n        go to x: (186) y: (26)\n        repeat until <not <([costume # v] of [ground v]) = [7]>>\n            show\n        end\n    else\n        if <([costume # v] of [ground v]) = [8]> then\n            go to x: (186) y: (26)\n            repeat until <not <([costume # v] of [ground v]) = [8]>>\n                show\n            end\n        else\n            if <([costume # v] of [ground v]) = [10]> then\n                go to x: (186) y: (26)\n                repeat until <not <([costume # v] of [ground v]) = [10]>>\n                    show\n                end\n                hide\n            else\n                hide\n            end\n        end\n    end\nend\n\nwhen I receive [full battery v]\ngo to x: (186) y: (26)\nif <<<([costume # v] of [ground v]) = [7]> and <(Broadcaster) = [1]>> and <([costume # v] of [battery v]) = [5]>> then\n    wait until <<<([costume # v] of [ground v]) = [7]> and <(Broadcaster) = [1]>> and <([costume # v] of [battery v]) = [5]>>\n    go to x: (186) y: (26)\n    go to x: (186) y: (26)\n    glide (0.5) secs to x: (186) y: (290)\nelse\n    if <<<([costume # v] of [ground v]) = [8]> and <(Broadcaster) = [2]>> and <([costume # v] of [battery v]) = [5]>> then\n        wait until <<<([costume # v] of [ground v]) = [8]> and <(Broadcaster) = [2]>> and <([costume # v] of [battery v]) = [5]>>\n        go to x: (186) y: (26)\n        go to x: (186) y: (26)\n        glide (0.5) secs to x: (186) y: (290)\n    else\n        if <<<([costume # v] of [ground v]) = [ 10]> and <(Broadcaster) = [3]>> and <([costume # v] of [battery v]) = [5]>> then\n            wait until <<<([costume # v] of [ground v]) = [10]> and <(Broadcaster) = [3]>> and <([costume # v] of [battery v]) = [5]>>\n            go to x: (186) y: (26)\n            go to x: (186) y: (26)\n            glide (0.5) secs to x: (186) y: (290)\n        else\n            go to x: (186) y: (26)\n            broadcast (Full Battery v)\n        end\n    end\nend\n\ngo to x: (186) y: (26)\n\nstop [this script v]\n\nwhen I receive [game start v]\n\nforever\n    if <<touching (detector right v)?> and <not <mouse down?>>> then\n        set [x v] to [-5]\n    end\nend\n\nchange x by (x)\n\nrepeat until <[] = [2]>\n    change y by (2)\nend\n\nwhen I receive [full battery2 v]\ngo to x: (186) y: (26)\nif  then\n    wait (1) seconds\nend\nstop [this script v]\n\nrepeat until <([costume # v] of [ground v]) = [9]>\nend\n\nchange y by (2)\n\nwhen I receive [full battery 3 v]\ngo to x: (186) y: (26)\nif  then\nend\nstop [this script v]\n\nrepeat until <([costume # v] of [ground v]) = [11]>\n    change y by (2)\nend\ngo to x: (186) y: (26)\n\nwhen I receive [game start v]\n\nforever\n    if <<touching (detector right v)?> and <mouse down?>> then\n        set [x v] to [-6]\n    else\n        set rotation style [left-right v]\n        point in direction (90)\n    end\nend\n\nwhen I receive [game over v]\nrepeat until <(Play again?) = [1]>\n    hide\n    go to [back v] layer\nend\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\nwait (1) seconds\n\nwait (1) seconds\n\nwait until \ngo to x: (186) y: (26)\n\ngo to x: (186) y: (26)\n\n@Attraction \n\nwhen I receive [reset v]\nforever\n    go to (player v)\nend\n\nwhen I receive [reset v]\nrepeat until <(Game over) = [1]>\n    wait (5) seconds\n    show\n    wait (0.15) seconds\n    hide\nend\n\nwhen I receive [game over v]\nhide\nhide\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n@Sprite3\n\nwhen I receive [game over v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [game start v]\nhide\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\nwhen [timer v] > (Timer)\ngo to x: (0) y: (-320)\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\nglide (1) secs to x: (0) y: (0)\n\n@seconds pb\n\nwhen I receive [game start v]\nswitch costume to (costume5 v)\nforever\n    switch costume to ((letter (length of (☁ Personal Best)) of (☁ Personal Best)) + (1))\nend\n\nwhen I receive [game start v]\nhide\nforever\n    go to x: (170) y: (55)\nend\n\nwhen I receive [game start v]\nforever\n    go to [back v] layer\nend\n\nwhen I receive [game over v]\nshow\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n@10secs\n\nwhen I receive [game start v]\nswitch costume to (costume5 v)\nforever\n    switch costume to ((letter ((length of (☁ Personal Best)) - (1)) of (☁ Personal Best)) + (1))\nend\n\nwhen I receive [reset v]\nforever\n    go to x: (155) y: (55)\nend\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [game over v]\nshow\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n@colon\n\nwhen I receive [reset v]\nforever\n    go to x: (140) y: (55)\nend\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [game over v]\nshow\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n@minutes\n\nwhen I receive [game start v]\nswitch costume to (costume5 v)\nforever\n    switch costume to ((letter ((length of (☁ Personal Best)) - (3)) of (☁ Personal Best)) + (1))\nend\n\nwhen I receive [reset v]\nforever\n    go to x: (125) y: (55)\nend\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [game over v]\nshow\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n@10mins\n\nwhen I receive [game start v]\nswitch costume to (costume5 v)\nforever\n    switch costume to ((letter ((length of (☁ Personal Best)) - (4)) of (☁ Personal Best)) + (1))\nend\n\nwhen I receive [reset v]\nforever\n    go to x: (110) y: (55)\nend\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [game over v]\nshow\nforever\n    go to [front v] layer\nend\n\nbroadcast (game over v)\n\nset [☁ personal best v] to [01:00]\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\n@Play again button\n\nwhen I receive [game over v]\nshow\ngo to x: (0) y: (-28)\nrepeat until <(Game over) = [0]>\n    go to [front v] layer\n    set [mouse xy v] to (join (mouse x) (join [/] (mouse y)))\n    if <<<touching (mouse-pointer v)?> and <mouse down?>> or <<<<[86] > (mouse x)> and <(mouse x) > [-91]>> and <<(mouse y) < [6]> and <[-49] < (mouse y)>>> and <mouse down?>>> then\n        change size by (-10)\n        wait (0.05) seconds\n        change size by (10)\n        set [play again? v] to [1]\n        broadcast (Game start v)\n        broadcast (Reset v)\n        broadcast (Game start v)\n        broadcast (Reset v)\n        hide\n        set [game over v] to [0]\n    end\nend\n\nwhen I receive [game start v]\nhide\nset [play again? v] to [0]\n\nwhen flag clicked\nrepeat (2)\n    hide\nend\n\nrepeat (2)\n\n@Sprite4\n\nwhen flag clicked\nset [thumbnail hide? v] to [0]\ngo to x: (0) y: (0)\nrepeat (2)\n    show\nend\nset language to (en v)::tts\nset voice to (tenor v)::tts\nspeak (join [welcome] (username))::tts\nwait (7) seconds\nif <(Thumbnail hide?) = [hide]> then\n    stop [this script v]\nelse\n    speak [What ARE YOU  WAITING FOR?!]::tts\n    wait (4) seconds\n    if <(Thumbnail hide?) = [hide]> then\n        stop [this script v]\n    else\n        speak [CLICK THE PLAY BUTTON!!!]::tts\n        wait (2) seconds\n        if <(Thumbnail hide?) = [hide]> then\n            stop [this script v]\n        else\n            speak [The Green button there.]::tts\n            wait (1) seconds\n            if <(Thumbnail hide?) = [hide]> then\n                stop [this script v]\n            else\n                speak [JUST CLICK THAAT!!!!!!!!!!]::tts\n                wait (1) seconds\n                if <(Thumbnail hide?) = [hide]> then\n                    stop [this script v]\n                else\n                    speak [FAAAAaaaaaāāāāāāāaaaaaaaaaaaaAAASTT!!!!!!!]::tts\n                    wait (1) seconds\n                    if <(Thumbnail hide?) = [hide]> then\n                        stop [this script v]\n                    else\n                        speak [Ok, then check out my other PROJECTS!]::tts\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [game start v]\nset [thumbnail hide? v] to [hide]\nhide\n\nspeak [WAITING FOR?!]::tts\n\n@Play-Button-715x715\n\nwhen I receive [game start v]\nhide\n\nwhen flag clicked\nrepeat (2)\n    go to [front v] layer\n    show\nend\n\nwhen this sprite clicked\nchange size by (-10)\nwait (0.05) seconds\nchange size by (10)\nrepeat (2)\n    broadcast (Reset v)\n    broadcast (Game start v)\nend\n\nwhen this sprite clicked\nplay sound [Tap Conga v] until done\n\n
Rules are In the game\nYou are magnetised and the ground is a metal,\nHence, you can stick to it. To come out, press left or 'a' for a short interval then go to the required direction.\nThe whole game is tested and is compatible for mobile.\nAll levels are Possible.\n-----------------------------------------------------------------------\nCLOUD VARIABLES ARE ADDED!!!!!!!