Panda Quest (A Mario-Style Platform Game)
@Stage\n\nwhen I receive [nextlevel v]\nset volume to (0) %\nstop all sounds\nwait (3) seconds\nset volume to (50) %\nstop [other scripts in stage v]\n\nwhen I receive [level1_forest/bamboo v]\nstop all sounds\nwait (3) seconds\nset volume to (50) %\nforever\n    play sound [Level1 v] until done\nend\n\nwhen I receive [level2_mountain/floating v]\nstop all sounds\nwait (3) seconds\nset volume to (50) %\nforever\n    play sound [Chinese Music v] until done\nend\n\n@Intro\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nswitch costume to (_scene1 v)\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nswitch costume to (_scene2 v)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nswitch costume to (_scene3 v)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nswitch costume to (_scene4 v)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nswitch costume to (_scene4 v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nbroadcast (mainmenu v)\nwait until <<(Level) = [3]> and <<(Scroll_Y) < [-1584]> and <(Scroll_X) < [-1950]>>>\nshow\nbroadcast (cutscene2 v)\nset [ghost v] effect to (100)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nswitch costume to (_scene5 v)\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nswitch costume to (_scene6 v)\nclear graphic effects\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nswitch costume to (_scene7 v)\nclear graphic effects\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nswitch costume to (_scene9 v)\nclear graphic effects\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nclear graphic effects\nswitch costume to (_scene10 v)\n\n@Start_Menu\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n    broadcast (select_level v)\n    hide\nend\nif <(costume [number v]) = [4]> then\n    broadcast (start_game v)\n    broadcast (level1_forest/bamboo v)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\nif <(costume [number v]) = [5]> then\n    broadcast (start_game v)\n    broadcast (level2_mountain/floating v)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\nif <(costume [number v]) = [7]> then\n    broadcast (start_game v)\n    broadcast (level3_snowy v)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen I receive [select_level v]\nif <(costume [number v]) = [1]> then\n    repeat (10)\n        change [brightness v] effect by (10)\n    end\nend\nif <(costume [number v]) = [5]> then\n    go to [front v] layer\n    show\n    clear graphic effects\nend\n\nwhen I receive [select_level v]\nclear graphic effects\nif <(costume [number v]) = [6]> then\n    switch costume to (bamboo forest v)\n    create clone of (_myself_ v)\n    switch costume to (floating mountain v)\n    create clone of (_myself_ v)\n    switch costume to (snowy v)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (-90) y: (46)\nshow\nset [ghost v] effect to (0)\nset [start no start v] to [no start]\nif <(costume [number v]) = [4]> then\n    go to [front v] layer\n    show\n    set x to (-300)\n    set y to (100)\n    clear graphic effects\n    set [y_vel v] to [0]\n    repeat (16.5)\n        change [y_vel v] by (2)\n    end\nend\nif <(costume [number v]) = [5]> then\n    go to [front v] layer\n    show\n    set x to (-300)\n    set y to (0)\n    clear graphic effects\n    set [y_vel v] to [0]\n    repeat (16.5)\n        change [y_vel v] by (2)\n    end\nend\nif <(costume [number v]) = [7]> then\n    go to [front v] layer\n    show\n    set x to (-300)\n    set y to (-100)\n    clear graphic effects\n    set [y_vel v] to [0]\n    repeat (16.5)\n        change [y_vel v] by (2)\n    end\nend\nforever\n    if <(costume [number v]) = [1]> then\n        go to x: (0) y: (0)\n    end\n    if <(costume [number v]) = [2]> then\n        go to x: (0) y: (-120)\n        if <(start no start) = [no start]> then\n            if <touching (mouse-pointer v)?> then\n                set [brightness v] effect to (20)\n                repeat until <(size) = [130]>\n                    change size by (5)\n                end\n            end\n            if <not <touching (mouse-pointer v)?>> then\n                set [brightness v] effect to (0)\n                repeat until <(size) = [100]>\n                    change size by (-5)\n                end\n            end\n        end\n    end\n    if <(costume [number v]) = [4]> then\n        if <(start no start) = [no start]> then\n            if <touching (mouse-pointer v)?> then\n                set [brightness v] effect to (20)\n                repeat until <(size) = [130]>\n                    change size by (5)\n                end\n            end\n            if <not <touching (mouse-pointer v)?>> then\n                set [brightness v] effect to (0)\n                repeat until <(size) = [100]>\n                    change size by (-5)\n                end\n            end\n        end\n    end\n    if <(costume [number v]) = [5]> then\n        if <(start no start) = [no start]> then\n            if <touching (mouse-pointer v)?> then\n                set [brightness v] effect to (20)\n                repeat until <(size) = [130]>\n                    change size by (5)\n                end\n            end\n            if <not <touching (mouse-pointer v)?>> then\n                set [brightness v] effect to (0)\n                repeat until <(size) = [100]>\n                    change size by (-5)\n                end\n            end\n        end\n    end\n    if <(costume [number v]) = [7]> then\n        if <(start no start) = [no start]> then\n            if <touching (mouse-pointer v)?> then\n                set [brightness v] effect to (20)\n                repeat until <(size) = [130]>\n                    change size by (5)\n                end\n            end\n            if <not <touching (mouse-pointer v)?>> then\n                set [brightness v] effect to (0)\n                repeat until <(size) = [100]>\n                    change size by (-5)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [level1_forest/bamboo v]\nset [start no start v] to [start]\nif <(costume [number v]) = [1]> then\n    repeat (10)\n        set size to (100) %\n        change [brightness v] effect by (10)\n    end\n    switch costume to (fade v)\n    repeat (10)\n        set size to (100) %\n        change [ghost v] effect by (10)\n    end\nend\nif <<<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> or <(costume [number v]) = [7]>> then\n    repeat (10)\n        set size to (100) %\n        change [brightness v] effect by (10)\n    end\n    hide\nend\n\nwhen I receive [start_game v]\nset [start no start v] to [start]\nif <(costume [number v]) = [1]> then\n    repeat (10)\n        set size to (100) %\n        go to [front v] layer\n        change [brightness v] effect by (10)\n    end\n    switch costume to (fade v)\n    repeat (10)\n        set size to (100) %\n        go to [front v] layer\n        change [ghost v] effect by (10)\n    end\nend\nif <(costume [number v]) = [2]> then\n    repeat (10)\n        set size to (100) %\n        change [brightness v] effect by (10)\n    end\n    hide\nend\nif <<<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> or <(costume [number v]) = [7]>> then\n    repeat (10)\n        set size to (100) %\n        change [ghost v] effect by (10)\n    end\n    hide\nend\n\nwhen I receive [mainmenu v]\ngo to x: (0) y: (0)\nswitch costume to (start v)\ncreate clone of (_myself_ v)\nswitch costume to (play v)\ncreate clone of (_myself_ v)\nswitch costume to (costume5 v)\nhide\n\nwhen I start as a clone\nforever\n    if <(costume [number v]) = [4]> then\n        set [y_vel v] to ((Y_Vel) * (0.9))\n        change x by (Y_Vel)\n    end\n    if <(costume [number v]) = [5]> then\n        set [y_vel v] to ((Y_Vel) * (0.9))\n        change x by (Y_Vel)\n    end\n    if <(costume [number v]) = [7]> then\n        set [y_vel v] to ((Y_Vel) * (0.9))\n        change x by (Y_Vel)\n    end\nend\n\nwhen I receive [cutscene2 v]\nhide\n\n@Player\n\nwhen I receive [start_game v]\nset rotation style [left-right v]\nset [walk_frame_speed v] to [0]\nset [moving_ability v] to [yes]\ngo to (hitbox v)\nshow\nset size to (40) %\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\nset [death_costume v] to [0]\nwait (3) seconds\nset [death_costume v] to [0]\nwait (3) seconds\ngo to [front v] layer\nswitch costume to (stand_1 v)\nforever\n    go to (hitbox v)\nend\n\nwhen I receive [start_game v]\nforever\n    set [fall_costume v] to [20]\n    wait (0.1) seconds\n    set [fall_costume v] to [21]\n    wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\nset [death_costume v] to [0]\nset [enemy_sensor v] to [1]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    set [climb_costume v] to [26]\n    wait (0.1) seconds\n    set [climb_costume v] to [27]\n    wait (0.1) seconds\n    set [climb_costume v] to [28]\n    wait (0.1) seconds\n    set [climb_costume v] to [29]\n    wait (0.1) seconds\nend\n\nwhen I receive [start_game v]\nset [pound_costume v] to [-]\nforever\n    set [walk_costume v] to [2]\n    repeat until <(Walk_Costume) = [18]>\n        change [walk_costume v] by (2)\n        wait (Walk_Frame_Speed) seconds\n    end\nend\n\nwhen I receive [turn_pound v]\nset rotation style [all around v]\nrepeat (9)\n    turn left (40) degrees\nend\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine Respawn Player\nset size to (10) %\nset [moving_ability v] to [no]\nrepeat (7)\n    set [death_costume v] to [0]\n    switch costume to (death_1 v)\n    change size by (13)\nend\nset [death/life v] to [not die]\nset [death_costume v] to [0]\nset size to (50) %\nhide\nset [death/life v] to [not die]\nwait (2) seconds\nset [scroll_x v] to (Position_X)\nset [scroll_y v] to (Position_Y)\nset [moving_ability v] to [yes]\nset [death/life v] to [not die]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [start_game v]\nforever\n    if <(Death_Costume) > [0]> then\n        switch costume to (Death_Costume)\n    end\nend\n\nwhen I receive [lose_all_lives v]\nRespawn Player\n\nwhen I receive [hit_top v]\nrepeat until <(In_Air) = [0]>\n    switch costume to (Fall_Costume)\nend\n\nwhen I receive [select_level v]\nhide\n\nwhen I receive [level2_mountain/floating v]\ngo [backward v] (40) layers\nshow\nwait (0.9) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [nextlevel v]\nhide\n\ndefine Set_Correct_Costume\nif <<(Pound_Costume) = [-]> and <(Wall_Jump) = [-]>> then\n    if <not <touching (ladder v)?>> then\n        if <<not <(Death_Costume) > [0]>> and <(Death/Life) = [not die]>> then\n            if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>>> and <not <touching (ladder v)?>>> then\n                switch costume to (jump v)\n            end\n            if <<<(In_Air) > [1]> and <<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>>> and <not <touching (ladder v)?>>> then\n                switch costume to (Fall_Costume)\n            end\n            if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n                point in direction (-90)\n            end\n            if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n                point in direction (90)\n            end\n            if <<(In_Air) > [10]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n                switch costume to (Fall_Costume)\n            end\n            if <<touching (ladder v)?> and <not <touching (levels_hitbox v)?>>> then\n                switch costume to (Climb_Costume)\n            end\n            if <<<touching (ladder v)?> and <touching (levels_hitbox v)?>> and <<not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> and <not <<key (a v) pressed?> or <key (d v) pressed?>>>>> then\n                switch costume to (stand_1 v)\n            end\n            if <<<(In_Air) > [1]> and <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> and <not <touching (moving_platform v)?>>> then\n                switch costume to (Fall_Costume)\n            end\n        end\n    end\n    if <(Death/Life) = [not die]> then\n        set size to (40) %\n        if <<(In_Air) < [10]> and <not <(Death_Costume) > [0]>>> then\n            if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>>> then\n                point in direction (-90)\n                if <not <(In_Air) > [0]>> then\n                    switch costume to (Walk_Costume)\n                end\n            end\n            if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>>> then\n                point in direction (90)\n                if <not <(In_Air) > [0]>> then\n                    switch costume to (Walk_Costume)\n                end\n            end\n        end\n        if <<<<not <key (a v) pressed?>> and <<not <key (d v) pressed?>> and <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>>>> and <(In_Air) = [0]>> and <(Death_Costume) = [0]>> then\n            switch costume to (stand_1 v)\n        end\n        if <<key (up arrow v) pressed?> and <touching (ladder v)?>> then\n            switch costume to (Climb_Costume)\n            go to [front v] layer\n        end\n    end\n    if <(Death/Life) = [die]> then\n        switch costume to (death_1 v)\n    end\nend\nif <(Pound_Costume) = [+]> then\n    switch costume to (pound_1 v)\nend\nif <(Pound_Costume) = [next pound]> then\n    switch costume to (pound_2 v)\nend\nif <(Wall_Jump) = [+]> then\n    switch costume to (wall_jump_1 v)\nend\n\nwhen I receive [start_game v]\nforever\n    set [enemy_sensor v] to [1]\n    if <(Death/Life) = [not die]> then\n        if <(Enemy_Sensor) = [1]> then\n            if <touching (levels_danger v)?> then\n                wait (0.1) seconds\n                if <touching (levels_danger v)?> then\n                    Die\n                end\n            end\n            if <<<touching (enemy v)?> and <<not <(costume [number v]) = [21]>> and <not <(costume [number v]) = [22]>>>> and <<not <(costume [number v]) = [30]>> and <not <(costume [number v]) = [31]>>>> then\n                wait (0.1) seconds\n                if <<<touching (enemy v)?> and <<not <(costume [number v]) = [21]>> and <not <(costume [number v]) = [22]>>>> and <<not <(costume [number v]) = [30]>> and <not <(costume [number v]) = [31]>>>> then\n                    wait (0.1) seconds\n                    if <<<touching (enemy v)?> and <<not <(costume [number v]) = [21]>> and <not <(costume [number v]) = [22]>>>> and <<not <(costume [number v]) = [30]>> and <not <(costume [number v]) = [31]>>>> then\n                        wait (0.1) seconds\n                        if <<<touching (enemy v)?> and <<not <(costume [number v]) = [21]>> and <not <(costume [number v]) = [22]>>>> and <<not <(costume [number v]) = [30]>> and <not <(costume [number v]) = [31]>>>> then\n                            Die\n                        end\n                    end\n                end\n            end\n            if <touching (enemy_coconut v)?> then\n                Die\n            end\n        end\n    end\nend\n\ndefine Die\nset [enemy_sensor v] to [0]\nset [death_costume v] to [23]\nwait (0.1) seconds\nset [death_costume v] to [24]\nwait (0.1) seconds\nbroadcast (lose_life v)\nset [death_costume v] to [25]\nwait (3) seconds\nset [death_costume v] to [24]\nwait (0.1) seconds\nset [death_costume v] to [23]\nwait (0.1) seconds\nset [death_costume v] to [0]\nwait (0.1) seconds\nrepeat (6)\n    set [ghost v] effect to (100)\n    wait (0.1) seconds\n    set [ghost v] effect to (0)\n    wait (0.1) seconds\nend\nset [enemy_sensor v] to [1]\n\nwhen I receive [platform_crush v]\nRespawn Player\n\nwhen I receive [start_game v]\nforever\n    Set_Correct_Costume\nend\n\nwhen I receive [level3_snowy v]\nshow\n\nwhen I receive [start_game v]\n\nset x to ([x position v] of [hitbox v])\n\nwhen I receive [cutscene2 v]\nhide\n\nwhen I receive [level3_snowy v]\ngo to (hitbox v)\n\n@Hitbox\n\nwhen I receive [hit_top v]\nswitch costume to (hitbox v)\nchange [scroll_y v] by (21)\nset [in_air v] to [10]\nwait until <touching (levels_hitbox v)?>\n\nwhen I receive [start_game v]\ngo to x: (0) y: (0)\nset [level_status v] to [Not_End]\nshow\nset [ghost v] effect to (100)\nforever\n    Move\n    if <<<(In_Air) > [3]> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> and <(Wall_Jump) = [-]>> then\n        broadcast (Turn_Pound v)\n        set [pound_costume v] to [+]\n        set [scroll_y v] to (Scroll_Y)\n        wait (0.3) seconds\n        repeat until <<touching (levels_hitbox v)?> or <touching (moving_platform v)?>>\n            set [pound_costume v] to [+]\n            change [scroll_y v] by (20)\n        end\n        set [pound_costume v] to [next pound]\n        repeat (2)\n            change [scroll_y v] by (-20)\n            wait (0.01) seconds\n            change [scroll_y v] by (20)\n            wait (0.01) seconds\n        end\n        wait (0.4) seconds\n        set [pound_costume v] to [-]\n    end\n    if <(Level_Status) = [Not_End]> then\n        if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Scroll_X) = [-7690]>> then\n            change x by (5)\n        end\n        if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Scroll_X) = [-7690]>> then\n            change x by (-5)\n        end\n        if <(x position) < [0]> then\n            set x to (0)\n        end\n    end\nend\n\nwhen I receive [start_game v]\nforever\n    if <<(Wall_Jump) = [+]> and <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>>> then\n        repeat (3)\n            change [scroll_y v] by (-20)\n            change [scroll_x v] by (-10)\n        end\n        set [in_air v] to [0]\n    end\nend\n\nwhen I receive [start_game v]\nforever\n    if <<(Wall_Jump) = [+]> and <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>>> then\n        repeat (3)\n            change [scroll_y v] by (-20)\n            change [scroll_x v] by (10)\n        end\n        set [in_air v] to [0]\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start_game v]\nforever\n    repeat until <<not <touching (levels_hitbox v)?>> and <not <touching (moving_platform v)?>>>\n        set [speed_y v] to [-20]\n    end\n    if <not <touching (levels_hitbox v)?>> then\n        change [speed_y v] by (0.3)\n    end\nend\n\nwhen I receive [start_game v]\nset rotation style [left-right v]\nset [scroll_x v] to [0]\ngo to x: (0) y: (0)\nshow\nset size to (40) %\nset [scroll_y v] to [-30]\nforever\n    set [ghost v] effect to (100)\n    repeat until <<not <touching (levels_hitbox v)?>> and <not <touching (moving_platform v)?>>>\n        set [in_air v] to [0]\n    end\n    change [in_air v] by (1)\nend\n\nwhen I receive [start_game v]\nforever\n    show\n    set [ghost v] effect to (100)\n    if <<<<<not <touching (levels_hitbox v)?>> and <not <touching (ladder v)?>>> and <(Pound_Costume) = [-]>> and <(Wall_Jump) = [-]>> and <not <touching (moving_platform v)?>>> then\n        change [scroll_y v] by (9)\n    end\n    if <<(Wall_Jump) = [+]> and <<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>>> then\n        set [in_air v] to [9]\n        change [scroll_y v] by (1)\n    end\nend\n\nwhen I receive [level2_mountain/floating v]\nwait until <(x position) > [215]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [0] to [position_y v]\nadd [0] to [position_x v]\nset [level_status v] to [End]\nbroadcast (nextLevel v)\nwait (1) seconds\nset [level_status v] to [Not_End]\nbroadcast (Reset_Lives v)\nbroadcast (Level3_Snowy v)\ngo to x: (0) y: (0)\nstop [this script v]\n\nwhen I receive [level1_forest/bamboo v]\nwait until <(x position) > [215]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [0] to [position_y v]\nadd [0] to [position_x v]\nset [level_status v] to [End]\nbroadcast (nextLevel v)\nwait (1) seconds\nset [level_status v] to [Not_End]\nbroadcast (Reset_Lives v)\nbroadcast (Level2_Mountain/Floating v)\ngo to x: (0) y: (0)\nstop [this script v]\n\nwhen I receive [level3_snowy v]\nset [level v] to [3]\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\n\nwhen I receive [nextlevel v]\nif <(Level) = [1]> then\n    go to x: (0) y: (0)\nend\nif <(Level) = [2]> then\n    go to x: (0) y: (0)\nend\n\nwhen I receive [start_game v]\nif <(Level) = [1]> then\n    go to x: (0) y: (0)\nend\nif <(Level) = [2]> then\n    go to x: (0) y: (0)\nend\n\ndefine Move\nif <(Wall_Jump) = [-]> then\n    if <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(In_Air) < [11]>> and <not <([costume # v] of [player v]) > [22]>>> and <not <touching (ladder v)?>>> then\n        change [scroll_y v] by (Speed_Y)\n    end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ladder v)?>> then\n    change [scroll_y v] by (-10)\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <touching (ladder v)?>> then\n    change [scroll_y v] by (10)\nend\n\nwhen I receive [level3_snowy v]\ngo to x: (0) y: (0)\n\n@Levels_Hitbox\n\nwhen I receive [level1_forest/bamboo v]\nrepeat (1)\n    delete this clone\nend\nCreate Proper Clones (23) (1)\n\ndefine Create Proper Clones (\(number_of_clones\)) (starting costume)\nswitch costume to (starting costume)\nrepeat ((\(number_of_clones\)) - (1))\n    create clone of (_myself_ v)\n    next costume\nend\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level2_mountain/floating v]\nswitch costume to (bamboo1 v)\nrepeat (1)\n    delete this clone\nend\n\nwhen I receive [start_game v]\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\n\nwhen I receive [level2_mountain/floating v]\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [0] to [position_y v]\nadd [0] to [position_x v]\nwait until <(Scroll_X) < [-4310]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [35.5] to [position_y v]\nadd [-4310] to [position_x v]\nwait until <(Scroll_X) < [-6870]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [-647] to [position_y v]\nadd [-6880] to [position_x v]\n\nwhen I receive [level2_mountain/floating v]\nrepeat (1)\n    delete this clone\nend\nCreate Proper Clones (22) (24)\n\nwhen I start as a clone\nif <(costume [number v]) = [46]> then\n    set size to (100) %\nend\n\nwhen I receive [level1_forest/bamboo v]\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [0] to [position_y v]\nadd [0] to [position_x v]\nwait until <(Scroll_X) < [-2090]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [-206.6] to [position_y v]\nadd [-2090] to [position_x v]\nwait until <(Scroll_X) < [-3509]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [-166] to [position_y v]\nadd [-3520] to [position_x v]\nwait until <(Scroll_X) < [-6590]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [-500] to [position_y v]\nadd [-6590] to [position_x v]\n\nwhen I start as a clone\nshow\nforever\n    set [ghost v] effect to (100)\n    if <(costume [number v]) = [1]> then\n        Position (0) (0)\n    end\n    if <(costume [number v]) = [2]> then\n        Position (1) (0)\n    end\n    if <(costume [number v]) = [3]> then\n        Position (1) (0.8)\n    end\n    if <(costume [number v]) = [4]> then\n        Position (2) (0)\n    end\n    if <(costume [number v]) = [5]> then\n        Position (3) (0)\n    end\n    if <(costume [number v]) = [6]> then\n        Position (3.5) (3.6)\n    end\n    if <(costume [number v]) = [7]> then\n        go to x: ((Scroll_X) + ((480) * (3))) y: ((Scroll_Y) + ((480) * (0.7)))\n    end\n    if <(costume [number v]) = [8]> then\n        go to x: ((Scroll_X) + ((480) * (2))) y: ((Scroll_Y) + ((480) * (1)))\n    end\n    if <(costume [number v]) = [9]> then\n        go to x: ((Scroll_X) + ((480) * (1))) y: ((Scroll_Y) + ((480) * (1)))\n    end\n    if <(costume [number v]) = [10]> then\n        Position (4.7) (3.6)\n    end\n    if <(costume [number v]) = [11]> then\n        Position (5.5) (3.6)\n    end\n    if <(costume [number v]) = [12]> then\n        Position (6.5) (3.6)\n    end\n    if <(costume [number v]) = [13]> then\n        Position (7.5) (6.04)\n    end\n    if <(costume [number v]) = [14]> then\n        Position (8.4) (11)\n    end\n    if <(costume [number v]) = [15]> then\n        Position (9.4) (11)\n    end\n    if <(costume [number v]) = [16]> then\n        Position (9.4) (7)\n    end\n    if <(costume [number v]) = [17]> then\n        Position (10.4) (7)\n    end\n    if <(costume [number v]) = [18]> then\n        Position (11.1) (12.53)\n    end\n    if <(costume [number v]) = [19]> then\n        Position (12.1) (14)\n    end\n    if <(costume [number v]) = [20]> then\n        Position (13) (13)\n    end\n    if <(costume [number v]) = [21]> then\n        Position (14) (13)\n    end\n    if <(costume [number v]) = [22]> then\n        Position (15) (13)\n    end\n    if <(costume [number v]) = [23]> then\n        Position (16) (13)\n    end\nend\n\nwhen I receive [level3_snowy v]\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [0] to [position_y v]\nadd [0] to [position_x v]\n\nwhen I start as a clone\nshow\nclear graphic effects\nforever\n    if <(costume [number v]) = [24]> then\n        Position (0) (0)\n    end\n    if <(costume [number v]) = [25]> then\n        Position (0.7) (0)\n    end\n    if <(costume [number v]) = [26]> then\n        Position (1.6) (0)\n    end\n    if <(costume [number v]) = [27]> then\n        Position (3) (0)\n    end\n    if <(costume [number v]) = [28]> then\n        Position (3.4) (4)\n    end\n    if <(costume [number v]) = [29]> then\n        Position (3.8) (6)\n    end\n    if <(costume [number v]) = [30]> then\n        Position (4.5) (9)\n    end\n    if <(costume [number v]) = [31]> then\n        Position (5.5) (9)\n    end\n    if <(costume [number v]) = [32]> then\n        Position (6.5) (8)\n    end\n    if <(costume [number v]) = [33]> then\n        Position (7.5) (6)\n    end\n    if <(costume [number v]) = [34]> then\n        Position (8.5) (0)\n    end\n    if <(costume [number v]) = [35]> then\n        Position (8.6) (9)\n    end\n    if <(costume [number v]) = [36]> then\n        Position (9.5) (3)\n    end\n    if <(costume [number v]) = [37]> then\n        Position (10.2) (4.3)\n    end\n    if <(costume [number v]) = [38]> then\n        Position (11.2) (8)\n    end\n    if <(costume [number v]) = [39]> then\n        Position (11.2) (16)\n    end\n    if <(costume [number v]) = [40]> then\n        Position (11.8) (22)\n    end\n    if <(costume [number v]) = [41]> then\n        Position (12.4) (22)\n    end\n    if <(costume [number v]) = [42]> then\n        Position (13.3) (22)\n    end\n    if <(costume [number v]) = [43]> then\n        Position (14.4) (23)\n    end\n    if <(costume [number v]) = [44]> then\n        Position (14.86) (40)\n    end\n    if <(costume [number v]) = [45]> then\n        Position (16.2) (50)\n    end\nend\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n    delete this clone\nend\nCreate Proper Clones (1) (57)\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\n\ndefine Position (x) (y)\ngo to x: ((Scroll_X) + ((480) * (x))) y: ((Scroll_Y) + ((30) * (y)))\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nif <(costume [number v]) = [57]> then\n    switch costume to (costume1 v)\n    set size to (1000) %\n    switch costume to (snowmain2 v)\nend\nforever\n    if <(costume [number v]) = [58]> then\n        Position (0) (0)\n    end\n    if <(costume [number v]) = [46]> then\n        Position (0) (0)\n    end\n    if <(costume [number v]) = [47]> then\n        Position (0) (0)\n    end\n    if <(costume [number v]) = [48]> then\n        Position (1) (0)\n    end\n    if <(costume [number v]) = [49]> then\n        Position (1) (9)\n    end\n    if <(costume [number v]) = [50]> then\n        Position (2.4) (9)\n    end\n    if <(costume [number v]) = [51]> then\n        Position (3.4) (9)\n    end\n    if <(costume [number v]) = [52]> then\n        Position (2) (0)\n    end\n    if <(costume [number v]) = [53]> then\n        Position (3) (0)\n    end\n    if <(costume [number v]) = [54]> then\n        Position (4) (0)\n    end\n    if <(costume [number v]) = [55]> then\n        Position (5.4) (9)\n    end\n    if <(costume [number v]) = [56]> then\n        Position (6.4) (3)\n    end\nend\n\n@Levels\n\nwhen I receive [level1_forest/bamboo v]\nrepeat (1)\n    delete this clone\nend\nset [level v] to [1]\nCreate Proper Clones (23) (1)\n\ndefine Create Proper Clones (\(number_of_clones\)) (starting costume)\nswitch costume to (starting costume)\nrepeat ((\(number_of_clones\)) - (1))\n    create clone of (_myself_ v)\n    next costume\nend\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level2_mountain/floating v]\nswitch costume to (costume1b v)\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\nrepeat (1)\n    delete this clone\nend\n\nwhen I receive [level2_mountain/floating v]\nrepeat (1)\n    delete this clone\nend\nCreate Proper Clones (22) (24)\n\nwhen I start as a clone\nshow\nforever\n    if <(costume [number v]) = [1]> then\n        Position (0) (0)\n    end\n    if <(costume [number v]) = [2]> then\n        Position (1) (0)\n    end\n    if <(costume [number v]) = [3]> then\n        Position (1) (0.8)\n    end\n    if <(costume [number v]) = [4]> then\n        Position (2) (0)\n    end\n    if <(costume [number v]) = [5]> then\n        Position (3) (0)\n    end\n    if <(costume [number v]) = [6]> then\n        Position (3.5) (3.6)\n    end\n    if <(costume [number v]) = [7]> then\n        go to x: ((Scroll_X) + ((480) * (3))) y: ((Scroll_Y) + ((480) * (0.7)))\n    end\n    if <(costume [number v]) = [8]> then\n        go to x: ((Scroll_X) + ((480) * (2))) y: ((Scroll_Y) + ((480) * (1)))\n    end\n    if <(costume [number v]) = [9]> then\n        go to x: ((Scroll_X) + ((480) * (1))) y: ((Scroll_Y) + ((480) * (1)))\n    end\n    if <(costume [number v]) = [10]> then\n        Position (4.7) (3.6)\n    end\n    if <(costume [number v]) = [11]> then\n        Position (5.5) (3.6)\n    end\n    if <(costume [number v]) = [12]> then\n        Position (6.5) (3.6)\n    end\n    if <(costume [number v]) = [13]> then\n        Position (7.5) (6.04)\n    end\n    if <(costume [number v]) = [14]> then\n        Position (8.4) (11)\n    end\n    if <(costume [number v]) = [15]> then\n        Position (9.4) (11)\n    end\n    if <(costume [number v]) = [16]> then\n        Position (9.4) (7)\n    end\n    if <(costume [number v]) = [17]> then\n        Position (10.4) (7)\n    end\n    if <(costume [number v]) = [18]> then\n        Position (11.1) (12.53)\n    end\n    if <(costume [number v]) = [19]> then\n        Position (12.1) (14)\n    end\n    if <(costume [number v]) = [20]> then\n        Position (13) (13)\n    end\n    if <(costume [number v]) = [21]> then\n        Position (14) (13)\n    end\n    if <(costume [number v]) = [22]> then\n        Position (15) (13)\n    end\n    if <(costume [number v]) = [23]> then\n        Position (16) (13)\n    end\nend\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n    delete this clone\nend\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n    delete this clone\nend\nCreate Proper Clones (1) (47)\nhide\n\nif <(username) = [chipm0nk]> then\n\nwhen I start as a clone\nforever\n    if <(costume [number v]) = [46]> then\n        Position (0) (0)\n    end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [47]> then\n    switch costume to (costume1 v)\n    set size to (1000) %\n    switch costume to (snowmain2 v)\nend\nforever\n    if <(costume [number v]) = [47]> then\n        Position (0) (0)\n    end\n    if <(costume [number v]) = [24]> then\n        Position (0) (0)\n    end\n    if <(costume [number v]) = [25]> then\n        Position (0.7) (0)\n    end\n    if <(costume [number v]) = [26]> then\n        Position (1.6) (0)\n    end\n    if <(costume [number v]) = [27]> then\n        Position (3) (0)\n    end\n    if <(costume [number v]) = [28]> then\n        Position (3.4) (4)\n    end\n    if <(costume [number v]) = [29]> then\n        Position (3.8) (6)\n    end\n    if <(costume [number v]) = [30]> then\n        Position (4.5) (9)\n    end\n    if <(costume [number v]) = [31]> then\n        Position (5.5) (9)\n    end\n    if <(costume [number v]) = [32]> then\n        Position (6.5) (8)\n    end\n    if <(costume [number v]) = [33]> then\n        Position (7.5) (6)\n    end\n    if <(costume [number v]) = [34]> then\n        Position (8.5) (0)\n    end\n    if <(costume [number v]) = [35]> then\n        Position (8.6) (9)\n    end\n    if <(costume [number v]) = [36]> then\n        Position (9.5) (3)\n    end\n    if <(costume [number v]) = [37]> then\n        Position (10.2) (4.3)\n    end\n    if <(costume [number v]) = [38]> then\n        Position (11.2) (8)\n    end\n    if <(costume [number v]) = [39]> then\n        Position (11.2) (16)\n    end\n    if <(costume [number v]) = [40]> then\n        Position (11.8) (22)\n    end\n    if <(costume [number v]) = [41]> then\n        Position (12.4) (22)\n    end\n    if <(costume [number v]) = [42]> then\n        Position (13.3) (22)\n    end\n    if <(costume [number v]) = [43]> then\n        Position (14.4) (23)\n    end\n    if <(costume [number v]) = [44]> then\n        Position (14.86) (40)\n    end\n    if <(costume [number v]) = [45]> then\n        Position (16.2) (50)\n    end\nend\n\ndefine Position (x) (y)\ngo to x: ((Scroll_X) + ((480) * (x))) y: ((Scroll_Y) + ((30) * (y)))\n\nwhen I receive [nextlevel v]\nrepeat (1)\n    delete this clone\nend\n\nwhen I receive [cutscene2 v]\nhide\n\n@Moving_Platform\n\nwhen flag clicked\nset [my_y_moving_platform v] to [3.3]\nhide\n\nwhen I receive [level1_forest/bamboo v]\nshow\nforever\n    if <(Level) = [1]> then\n        if <(Scroll_X) > [-4000]> then\n            switch costume to (mp1 v)\n            Position (7.63) (My_Y_Moving_Platform)\n        end\n        if <(Scroll_X) < [-4000]> then\n            switch costume to (mp1 v)\n            Position (10.423) ((My_Y_Moving_Platform) - (1.6))\n        end\n    end\nend\n\nwhen I receive [level2_mountain/floating v]\nshow\nforever\n    if <(Level) = [2]> then\n        if <(Scroll_X) > [-1500]> then\n            show\n            switch costume to (mp2 v)\n            Position (My_X_Moving_Platform) (-3)\n        end\n    end\nend\n\nwhen I receive [level2_mountain/floating v]\nset [level v] to [2]\nforever\n    if <(Level) = [2]> then\n        set [my_x_moving_platform v] to [2.1]\n        set [moving_x v] to [Right]\n        repeat (53)\n            change [my_x_moving_platform v] by (0.01)\n        end\n        set [moving_x v] to [Stop]\n        wait (2) seconds\n        set [moving_x v] to [Left]\n        repeat (53)\n            change [my_x_moving_platform v] by (-0.01)\n        end\n        set [moving_x v] to [Stop]\n        wait (2) seconds\n    end\nend\n\nwhen I receive [level2_mountain/floating v]\nshow\nwait (0.5) seconds\nforever\n    if <(Level) = [2]> then\n        if <<(Scroll_X) < [-3001]> and <(Scroll_X) > [-6000]>> then\n            show\n            repeat until <<<touching (player v)?> and <([costume # v] of [player v]) = [31]>> or <(Scroll_X) > [-750]>>\n                switch costume to (mp3 v)\n                Position (8.13) (2)\n            end\n            if <<(Scroll_X) < [-3001]> and <(Scroll_X) > [-6000]>> then\n                repeat until <touching (_edge_ v)?>\n                    change y by (-30)\n                end\n                hide\n                stop [this script v]\n            end\n        end\n    end\nend\n\ndefine Position (x) (y)\nset x to ((Scroll_X) + ((480) * (x)))\nset y to ((Scroll_Y) + ((30) * (y)))\n\nwhen I receive [level1_forest/bamboo v]\nforever\n    if <(Level) = [1]> then\n        set [moving_y v] to [Up]\n        repeat (40)\n            change [my_y_moving_platform v] by (0.2)\n        end\n        wait (2) seconds\n        set [moving_y v] to [Down]\n        repeat (40)\n            change [my_y_moving_platform v] by (-0.2)\n        end\n        set [my_y_moving_platform v] to [3.3]\n        wait (2) seconds\n    end\nend\n\nwhen I receive [level2_mountain/floating v]\nforever\n    if <(Scroll_X) < [-6500]> then\n        set [moving_y v] to [Up]\n        repeat (120)\n            change [my_y_moving_platform v] by (0.2)\n        end\n        wait (2) seconds\n        set [moving_y v] to [Down]\n        repeat (120)\n            change [my_y_moving_platform v] by (-0.2)\n        end\n        set [my_y_moving_platform v] to [3.3]\n        wait (2) seconds\n    end\nend\n\nwhen I receive [level2_mountain/floating v]\nshow\nforever\n    if <(Level) = [2]> then\n        if <(Scroll_X) < [-6500]> then\n            show\n            switch costume to (mp4 v)\n            Position (14.8) ((My_Y_Moving_Platform) + (16))\n        end\n    end\n    if <<(Scroll_X) < [-4220]> and <(Scroll_X) > [-5000]>> then\n        hide\n    end\nend\n\nwhen I receive [level3_snowy v]\nforever\n    if <(Level) = [3]> then\n        if <<(Scroll_X) > [-2500]> and <(Scroll_Y) < [0]>> then\n            show\n            switch costume to (mp5 v)\n            Position ((My_X_Moving_Platform) + (2.06)) (15)\n        end\n    end\n    if <(Level) = [3]> then\n        if <(Scroll_Y) > [1000]> then\n            show\n            switch costume to (mp5 v)\n            Position (1.2) ((My_Y_Moving_Platform) - (55))\n        end\n    end\nend\n\nwhen I receive [level3_snowy v]\nset [level v] to [3]\nforever\n    if <(Level) = [3]> then\n        set [my_x_moving_platform v] to [2.1]\n        if <<(Scroll_X) > [-2500]> and <(Scroll_Y) < [0]>> then\n            set [moving_x v] to [Left]\n            if <<(Scroll_X) > [-2500]> and <(Scroll_Y) < [0]>> then\n                repeat (80)\n                    if <<(Scroll_X) > [-2500]> and <(Scroll_Y) < [0]>> then\n                        change [my_x_moving_platform v] by (-0.01)\n                    end\n                end\n                set [moving_x v] to [Stop]\n                wait (2) seconds\n                set [moving_x v] to [Right]\n                if <<(Scroll_X) > [-2500]> and <(Scroll_Y) < [0]>> then\n                    repeat (80)\n                        if <<(Scroll_X) > [-2500]> and <(Scroll_Y) < [0]>> then\n                            change [my_x_moving_platform v] by (0.01)\n                        end\n                    end\n                    set [moving_x v] to [Stop]\n                    wait (2) seconds\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [level3_snowy v]\nset [level v] to [3]\nforever\n    if <(Level) = [3]> then\n        if <(Scroll_Y) > [1000]> then\n            set [my_y_moving_platform v] to [13]\n            set [moving_y v] to [Down]\n            repeat (60)\n                change [my_y_moving_platform v] by (-0.2)\n                set [moving_y v] to [Down]\n            end\n            set [moving_y v] to [Stop]\n            wait (2) seconds\n            set [moving_y v] to [Up]\n            repeat (60)\n                change [my_y_moving_platform v] by (0.2)\n            end\n            set [moving_y v] to [Stop]\n            wait (2) seconds\n        end\n    end\nend\n\nwhen I receive [level3_snowy v]\nset [level v] to [3]\nforever\n    if <not <(Scroll_Y) < [0]>> then\n        set [moving_x v] to [Stop]\n    end\nend\n\nset [moving_y v] to [Up]\n\n@Player_Sensor\n\nwhen I start as a clone\nshow\nforever\n    set size to ([size v] of [hitbox v]) %\n    if <(costume [number v]) = [3]> then\n        set [ghost v] effect to (100)\n        point in direction (90)\n        go to (hitbox v)\n        if <<<touching (moving_platform v)?> and <(Moving_Y) = [Up]>> or <touching (levels_hitbox v)?>> then\n            broadcast (hit_top v)\n        end\n    end\nend\n\nwhen I receive [start_game v]\nrepeat (1)\n    delete this clone\nend\ngo to (hitbox v)\nswitch costume to (sensor_left v)\ncreate clone of (_myself_ v)\nswitch costume to (sensor_right v)\ncreate clone of (_myself_ v)\nswitch costume to (sensor_top v)\ncreate clone of (_myself_ v)\nswitch costume to (sensor_bottom v)\ncreate clone of (_myself_ v)\nswitch costume to (sensor_top2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sensor_bottom2 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nforever\n    set size to ([size v] of [hitbox v]) %\n    if <(costume [number v]) = [6]> then\n        set [ghost v] effect to (100)\n        point in direction (90)\n        go to (hitbox v)\n        if <<<<touching (moving_platform v)?> and <(Moving_Y) = [Down]>> and <([y position v] of [moving_platform v]) < (([y position v] of [hitbox v]) + (50))>> and <([costume # v] of [moving_platform v]) = [1]>> then\n            broadcast (platform_crush v)\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    set size to ([size v] of [hitbox v]) %\n    if <(costume [number v]) = [7]> then\n        set [ghost v] effect to (100)\n        point in direction (90)\n        go to (hitbox v)\n        if <<<(In_Air) > [5]> and <touching (levels_hitbox v)?>> and <([direction v] of [player v]) = [-90]>> then\n            repeat until <<(In_Air) = [0]> or <not <touching (levels_hitbox v)?>>>\n                set [wall_jump v] to [+]\n            end\n            set [wall_jump v] to [-]\n        end\n    end\nend\n\nwhen I start as a clone\nshow\nforever\n    set [ghost v] effect to (100)\n    if <not <([costume # v] of [player v]) > [22]>> then\n        set size to ([size v] of [hitbox v]) %\n        if <(costume [number v]) = [1]> then\n            point in direction (90)\n            go to (hitbox v)\n            if <<(Scroll_X) > [-7690]> and <(Moving_Ability) = [yes]>> then\n                if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n                    if <<not <touching (levels_hitbox v)?>> and <not <touching (moving_platform v)?>>> then\n                        change [scroll_x v] by (-10)\n                    end\n                end\n                if <<<touching (levels_hitbox v)?> or <touching (moving_platform v)?>> and <<([direction v] of [hitbox v]) = [90]> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n                    change [scroll_x v] by (10)\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nshow\nforever\n    set [ghost v] effect to (100)\n    if <not <([costume # v] of [player v]) > [22]>> then\n        set size to ([size v] of [hitbox v]) %\n        if <(costume [number v]) = [2]> then\n            point in direction (90)\n            go to (hitbox v)\n            if <<(Scroll_X) > [-7690]> and <(Moving_Ability) = [yes]>> then\n                if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n                    if <<not <touching (levels_hitbox v)?>> and <not <touching (moving_platform v)?>>> then\n                        change [scroll_x v] by (10)\n                    end\n                end\n                if <<<touching (levels_hitbox v)?> or <touching (moving_platform v)?>> and <<([direction v] of [hitbox v]) = [-90]> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n                    change [scroll_x v] by (-10)\n                end\n            end\n            if <<<(Scroll_X) = [-7690]> and <key (left arrow v) pressed?>> and <([x position v] of [hitbox v]) = [0]>> then\n                set [scroll_x v] to [-7680]\n            end\n        end\n    end\nend\n\nif <(Level) < [3]> then\nelse\n    if <<(Scroll_X) > [-2130]> and <(Moving_Ability) = [yes]>> then\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            if <<not <touching (levels_hitbox v)?>> and <not <touching (moving_platform v)?>>> then\n                change [scroll_x v] by (10)\n            end\n        end\n        if <<<touching (levels_hitbox v)?> or <touching (moving_platform v)?>> and <<([direction v] of [hitbox v]) = [-90]> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n            change [scroll_x v] by (-10)\n        end\n        if <(Level) < [3]> then\n        else\n            if <<<(Scroll_X) = [-2130]> and <key (left arrow v) pressed?>> and <([x position v] of [hitbox v]) = [0]>> then\n                set [scroll_x v] to [-2130]\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    set size to ([size v] of [hitbox v]) %\n    if <(costume [number v]) = [4]> then\n        set [ghost v] effect to (100)\n        point in direction (90)\n        go to (hitbox v)\n        if <touching (levels_hitbox v)?> then\n            change [scroll_y v] by (-5)\n        end\n        if <<touching (moving_platform v)?> and <(Moving_Y) = [Up]>> then\n            change [scroll_y v] by (-7)\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    set size to ([size v] of [hitbox v]) %\n    if <(costume [number v]) = [5]> then\n        set [ghost v] effect to (100)\n        point in direction (90)\n        go to (hitbox v)\n        if <<<(In_Air) > [5]> and <touching (levels_hitbox v)?>> and <([direction v] of [player v]) = [90]>> then\n            repeat until <<(In_Air) = [0]> or <not <touching (levels_hitbox v)?>>>\n                set [wall_jump v] to [+]\n            end\n            set [wall_jump v] to [-]\n        end\n    end\nend\n\nwhen I start as a clone\nshow\nforever\n    set [ghost v] effect to (100)\n    set size to ([size v] of [hitbox v]) %\n    if <(costume [number v]) = [8]> then\n        point in direction (90)\n        go to (hitbox v)\n        if <<touching (moving_platform v)?> and <<([costume # v] of [moving_platform v]) = [2]> or <([costume # v] of [moving_platform v]) = [6]>>> then\n            if <(Moving_X) = [Right]> then\n                change [scroll_x v] by (-4.9)\n            end\n            if <(Moving_X) = [Left]> then\n                change [scroll_x v] by (4.9)\n            end\n            if <(Moving_X) = [Stop]> then\n                change [scroll_x v] by (0)\n            end\n        end\n    end\n    if <(Scroll_X) < [-7690]> then\n        set [scroll_x v] to [-7680]\n    end\nend\n\n@Screen\n\nwhen I receive [level3_snowy v]\nerase all\nshow\n\nwhen I receive [select_level v]\nerase all\nhide\n\nwhen I receive [nextlevel v]\nerase all\nhide\n\nwhen I receive [level2_mountain/floating v]\nerase all\nshow\n\nwhen flag clicked\nerase all\nhide\ngo to [front v] layer\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen I receive [start_game v]\nshow\nforever\n    go to x: (0) y: (0)\n    go to [front v] layer\n    hide\n    show\n    reset timer\nend\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (200) layers\nswitch costume to (cloud v)\ncreate clone of (_myself_ v)\nswitch costume to (forest v)\ncreate clone of (_myself_ v)\nswitch costume to (extra2 v)\ncreate clone of (_myself_ v)\nswitch costume to (snowy v)\ncreate clone of (_myself_ v)\nswitch costume to (empty v)\nhide\n\nwhen I receive [level1_forest/bamboo v]\nif <not <(costume [number v]) = [1]>> then\n    show\nend\nstop [other scripts in sprite v]\nforever\n    if <(costume [number v]) = [2]> then\n        go to [front v] layer\n        go [backward v] (3) layers\n        set [ghost v] effect to (70)\n        set x to (650)\n        set y to (pick random (-200) to (200))\n        glide (80) secs to x: (-350) y: (y position)\n    end\n    if <(costume [number v]) = [3]> then\n        go [backward v] (100) layers\n        go to x: (0) y: (0)\n    end\n    if <<(costume [number v]) = [4]> or <(costume [number v]) = [8]>> then\n        hide\n    end\n    if <(costume [number v]) = [5]> then\n        hide\n    end\nend\n\nwhen I receive [level2_mountain/floating v]\nif <not <(costume [number v]) = [1]>> then\n    show\nend\nstop [other scripts in sprite v]\nforever\n    if <(costume [number v]) = [2]> then\n        go to [front v] layer\n        go [backward v] (3) layers\n        set [ghost v] effect to (70)\n        set x to (650)\n        set y to (pick random (-200) to (200))\n        glide (80) secs to x: (-350) y: (y position)\n    end\n    if <<(costume [number v]) = [4]> or <(costume [number v]) = [8]>> then\n        show\n        go [backward v] (100) layers\n        go to x: (0) y: (0)\n    end\n    if <(costume [number v]) = [3]> then\n        hide\n    end\n    if <(costume [number v]) = [5]> then\n        hide\n    end\nend\n\nwhen I receive [level3_snowy v]\nif <not <(costume [number v]) = [1]>> then\n    show\nend\nwait (0.2) seconds\nstop [other scripts in sprite v]\nforever\n    if <(costume [number v]) = [2]> then\n        show\n        go to [front v] layer\n        go [backward v] (3) layers\n        set [ghost v] effect to (70)\n        set x to (650)\n        set y to (pick random (-200) to (200))\n        glide (80) secs to x: (-350) y: (y position)\n    end\n    if <(costume [number v]) = [5]> then\n        show\n        go [backward v] (100) layers\n        set [ghost v] effect to (0)\n        go to x: (0) y: (0)\n    end\n    if <<<(costume [number v]) = [4]> or <(costume [number v]) = [8]>> or <(costume [number v]) = [3]>> then\n        hide\n    end\n    go to [back v] layer\nend\n\nwhen I receive [cutscene2 v]\nhide\ndelete this clone\n\n@Bamboo\n\ndefine Bamboo_Clones (start) (bamboo)\nswitch costume to (start)\nrepeat (bamboo)\n    create clone of (_myself_ v)\n    next costume\nend\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nhide\n\nwhen I start as a clone\nshow\nclear graphic effects\nwait until <touching (player v)?>\nchange [bamboo v] by (1)\nbroadcast (coin count v)\ndelete this clone\n\ndefine Position (x) (y)\ngo to x: ((Scroll_X) + ((480) * (x))) y: ((Scroll_Y) + ((480) * (y)))\n\nwhen I receive [level2_mountain/floating v]\nrepeat (1)\n    delete this clone\nend\nBamboo at X (0.8) Y (0.14)\nBamboo at X (5) Y (0.5)\nBamboo at X (6.2) Y (0.64)\nBamboo at X (6.2) Y (0.64)\nBamboo at X (8.4) Y (-0.05)\nBamboo at X (11.04) Y (0.45)\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nhide\n\ndefine Bamboo at X (x) Y (y)\nswitch costume to (lev_1_a v)\nset [bamboox v] to (x)\nset [bambooy v] to (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level1_forest/bamboo v]\nrepeat (1)\n    delete this clone\nend\nBamboo at X (0.8) Y (0.42)\nBamboo at X (2.9) Y (0.07)\nBamboo at X (2.7) Y (0.72)\nBamboo at X (9.7) Y (1.45)\nBamboo at X (11) Y (0.87)\nBamboo at X (1) Y (1.2)\n\nif <(costume [number v]) = [1]> then\n    Position (0.8) (0.42)\nend\nif <(costume [number v]) = [2]> then\n    Position (2.9) (0.07)\nend\nif <(costume [number v]) = [3]> then\n    Position (2.7) (0.72)\nend\nif <(costume [number v]) = [4]> then\n    Position (9.7) (1.45)\nend\nif <(costume [number v]) = [5]> then\n    Position (11) (0.87)\nend\nif <(costume [number v]) = [6]> then\n    Position (1) (1.2)\nend\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n    delete this clone\nend\n\nwhen I start as a clone\nshow\nforever\n    go to x: ((Scroll_X) + ((480) * (BambooX))) y: ((Scroll_Y) + ((480) * (BambooY)))\nend\n\nchange [score_keeper v] by (1)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n    delete this clone\nend\nBamboo at X (1.3) Y (0)\nBamboo at X (1.5) Y (0)\nBamboo at X (1.7) Y (0)\nBamboo at X (4) Y (1)\nBamboo at X (4.2) Y (1)\nBamboo at X (4.4) Y (1)\n\n@Rain\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nshow\nforever\n    set size to (40) %\n    switch costume to (costume1 v)\n    set [ghost v] effect to (60)\n    set y to (160)\n    set x to (pick random (-200) to (200))\n    repeat until <touching (levels_hitbox v)?>\n        change y by (-5)\n        if <key (left arrow v) pressed?> then\n            change x by (5)\n        end\n        if <key (right arrow v) pressed?> then\n            change x by (-5)\n        end\n        if <touching (_edge_ v)?> then\n            hide\n        end\n    end\n    switch costume to (costume2 v)\n    if <not <touching (levels_hitbox v)?>> then\n        hide\n    end\n    wait (0.1) seconds\n    switch costume to (costume3 v)\n    if <not <touching (levels_hitbox v)?>> then\n        hide\n    end\n    wait (0.1) seconds\n    switch costume to (costume4 v)\n    if <not <touching (levels_hitbox v)?>> then\n        hide\n    end\n    wait (0.1) seconds\n    switch costume to (costume5 v)\n    if <not <touching (levels_hitbox v)?>> then\n        hide\n    end\n    wait (0.1) seconds\n    switch costume to (costume6 v)\n    if <not <touching (levels_hitbox v)?>> then\n        hide\n    end\n    wait (0.1) seconds\n    switch costume to (costume7 v)\n    if <not <touching (levels_hitbox v)?>> then\n        hide\n    end\n    wait (0.1) seconds\n    delete this clone\nend\n\nwhen I receive [rain v]\nset y to (160)\nshow\ngo to [front v] layer\nforever\n    create clone of (_myself_ v)\n    wait (0.1) seconds\n    hide\nend\n\nbroadcast (rain v)\n\n@Scorekeeper\n\nwhen flag clicked\nhide\nforever\n    switch costume to (scorekeeper v)\n    go to x: (0) y: (0)\n    go to [front v] layer\n    go [backward v] (10) layers\nend\n\nwhen I receive [start_game v]\nset [score_keeper v] to [1]\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n    go [backward v] (50) layers\nend\nif <(costume [number v]) = [2]> then\n    go [backward v] (40) layers\nend\nshow\n\nwhen I receive [level2_mountain/floating v]\nshow\n\nwhen I receive [nextlevel v]\nswitch costume to (00 v)\nhide\n\nwhen I start as a clone\nhide\nforever\n    go to x: (-13) y: (-4)\n    switch costume to ((Score_Keeper) + (1))\n    go to [front v] layer\nend\n\nwhen I receive [select_level v]\nhide\n\nwhen I receive [lose_all_lives v]\nswitch costume to (00 v)\n\ncreate clone of (_myself_ v)\nhide\nforever\n    switch costume to (scorekeeper v)\n    go to x: (0) y: (0)\n    go [backward v] (50) layers\n    go to [front v] layer\nend\n\nwhen I receive [level3_snowy v]\nshow\n\nwhen I receive [cutscene2 v]\nhide\n\n@Lives\n\nwhen flag clicked\nswitch costume to (3 v)\nset size to (60) %\npoint in direction (90)\nset rotation style [left-right v]\ngo [backward v] (200) layers\nhide\nset [death/life v] to [not die]\nforever\n    go to x: (-130) y: (115)\n    if <(costume [number v]) = [4]> then\n        set [death/life v] to [die]\n        broadcast (Lose_All_Lives v)\n        wait (2.5) seconds\n        set [death/life v] to [not die]\n        switch costume to (3 v)\n    end\nend\n\nwhen I receive [lose_life v]\nLose_Life\n\nwhen I receive [platform_crush v]\nswitch costume to (0 v)\n\ndefine Lose_Life\nnext costume\nwait (0.25) seconds\nswitch costume to ((costume [number v]) - (1))\nwait (0.25) seconds\nnext costume\nwait (0.25) seconds\nswitch costume to ((costume [number v]) - (1))\nwait (0.25) seconds\nnext costume\n\nwhen I receive [start_game v]\nswitch costume to (3 v)\nshow\nwait (1.6) seconds\ngo to [front v] layer\nforever\n    wait (0.3) seconds\nend\n\nwhen I receive [select_level v]\nhide\n\nwhen I receive [reset_lives v]\nswitch costume to (3 v)\n\nwhen I receive [nextlevel v]\nhide\n\nwhen I receive [level2_mountain/floating v]\nswitch costume to (3 v)\nshow\n\nwhen I receive [lose_all_lives v]\nswitch costume to (0 v)\nwait (1) seconds\nswitch costume to (3 v)\n\nwhen I receive [level3_snowy v]\nswitch costume to (3 v)\nshow\n\nwhen I receive [cutscene2 v]\nhide\n\n@ladder\n\nwhen flag clicked\nhide\n\nwhen I receive [start_game v]\nforever\n    if <(costume [number v]) = [1]> then\n        go to x: ((Scroll_X) + ((480) * (2.57))) y: ((Scroll_Y) + ((480) * (0.7)))\n    end\nend\n\n@Levels_Danger\n\nwhen flag clicked\nhide\n\ndefine None\ngo to x: ((Scroll_X) + ((480) * (x))) y: ((Scroll_Y) + ((30) * (y)))\n\ndefine None\nswitch costume to (starting_costume)\nrepeat (clones)\n    create clone of (_myself_ v)\n    next costume\nend\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (6) layers\nforever\n    if <(costume [number v]) = [8]> then\n        Levels_Dangers_Position (0.7) (0.2)\n    end\n    if <(costume [number v]) = [9]> then\n        Levels_Dangers_Position (7.6) (3.9)\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(costume [number v]) = [1]> then\n        Levels_Dangers_Position (1.7) (0)\n    end\n    if <(costume [number v]) = [2]> then\n        Levels_Dangers_Position (3.5) (3.88)\n    end\n    if <(costume [number v]) = [3]> then\n        Levels_Dangers_Position (2.45) (8.84)\n    end\n    if <(costume [number v]) = [4]> then\n        Levels_Dangers_Position (4.3) (6.1)\n    end\n    if <(costume [number v]) = [5]> then\n        Levels_Dangers_Position (6.05) (3.95)\n    end\n    if <(costume [number v]) = [6]> then\n        Levels_Dangers_Position (10) (18.57)\n    end\n    if <(costume [number v]) = [7]> then\n        Levels_Dangers_Position (14) (10.6)\n    end\nend\n\nwhen I receive [level2_mountain/floating v]\nrepeat (1)\n    delete this clone\nend\nLevels_Dangers_Clones (8) (1)\n\nwhen I receive [level1_forest/bamboo v]\nrepeat (1)\n    delete this clone\nend\nLevels_Dangers_Clones (1) (6)\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n    delete this clone\nend\n\n@Fade\n\nwhen flag clicked\nset [scroll_y v] to [0]\nset [scroll_x v] to [0]\n\nwhen I receive [start_game v]\nhide\n\nwhen I start as a clone\nforever\n    if <(costume [number v]) = [1]> then\n        go to x: (0) y: (-500)\n        if <(Level) < [3]> then\n            repeat until <(y position) > [-1]>\n                go to x: (0) y: ((Scroll_Y) + ((480) * (-0.3)))\n                go to [front v] layer\n                hide\n            end\n        else\n            repeat until <(y position) > [20]>\n                go to x: (0) y: ((Scroll_Y) + ((820) * (-2.5)))\n                go to [front v] layer\n                hide\n            end\n        end\n        go to x: (0) y: (-324)\n        broadcast (lose_all_lives v)\n        wait (1) seconds\n        broadcast (reset_lives v)\n        set [scroll_x v] to (Position_X)\n        set [scroll_y v] to (Position_Y)\n    end\nend\n\nwhen I start as a clone\nhide\n\nwhen I receive [nextlevel v]\nif <(costume [number v]) = [2]> then\n    show\n    go to x: (0) y: (0)\n    go to [front v] layer\n    repeat (10)\n        go to [front v] layer\n        change [ghost v] effect by (-10)\n    end\n    repeat (40)\n        go to [front v] layer\n        change [ghost v] effect by (2.5)\n    end\n    hide\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nhide\nwait (0.1) seconds\nforever\n    if <(costume [number v]) = [2]> then\n        show\n        go to x: (0) y: (0)\n    end\nend\n\n@Enemy\n\nwhen flag clicked\nset [dead/notdead v] to [Notdead]\nset size to (80) %\nhide\n\nwhen I start as a clone\nforever\n    if <<(Enemy_Type) = [15]> or <(Enemy_Type) = [0]>> then\n        set x to ((Scroll_X) + ((480) * ((X_Enemy) + (Scroll_X_Enemy))))\n        set y to ((Scroll_Y) + ((480) * (Scroll_Y_Enemy)))\n    else\n        set x to ((Scroll_X) + ((480) * (Scroll_X_Enemy)))\n        set y to ((Scroll_Y) + ((480) * (Scroll_Y_Enemy)))\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<(Enemy_Type) = [15]> or <(Enemy_Type) = [0]>> then\n        if <(distance to [hitbox v]) > [240]> then\n            set [x_enemy v] to [1]\n            repeat (50)\n                if <(distance to [hitbox v]) > [240]> then\n                    change [x_enemy v] by (0.005)\n                    point in direction (90)\n                    switch costume to ((Walk_Costume_Enemy) + (Enemy_Type))\n                end\n            end\n            repeat (50)\n                if <(distance to [hitbox v]) > [240]> then\n                    change [x_enemy v] by (-0.005)\n                    point in direction (-90)\n                    switch costume to ((Walk_Costume_Enemy) + (Enemy_Type))\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<<touching (hitbox v)?> and <([y position v] of [hitbox v]) > ((y position) + (10))>> and <<<([costume # v] of [player v]) = [21]> or <([costume # v] of [player v]) = [20]>> or <<([costume # v] of [player v]) = [30]> or <([costume # v] of [player v]) = [31]>>>> then\n        wait (0.01) seconds\n        if <<<touching (hitbox v)?> and <([y position v] of [hitbox v]) > ((y position) + (10))>> and <<<([costume # v] of [player v]) = [21]> or <([costume # v] of [player v]) = [20]>> or <<([costume # v] of [player v]) = [30]> or <([costume # v] of [player v]) = [31]>>>> then\n            if <(costume [number v]) < [14]> then\n                set [dead/notdead v] to [Dead]\n                switch costume to (squishleopard1 v)\n                wait (0.1) seconds\n                switch costume to (squishleopard2 v)\n                wait (0.1) seconds\n                repeat (5)\n                    change [ghost v] effect by (20)\n                end\n                repeat (1)\n                    delete this clone\n                end\n                wait (0.1) seconds\n                set [dead/notdead v] to [Notdead]\n            end\n            if <<(costume [number v]) > [15]> and <(costume [number v]) < [29]>> then\n                set [dead/notdead v] to [Dead]\n                switch costume to (squishjackal1 v)\n                wait (0.1) seconds\n                switch costume to (squishjackal2 v)\n                wait (0.1) seconds\n                repeat (5)\n                    change [ghost v] effect by (20)\n                end\n                repeat (1)\n                    delete this clone\n                end\n                wait (0.1) seconds\n                set [dead/notdead v] to [Notdead]\n            end\n        end\n    end\nend\n\nwhen I receive [level1_forest/bamboo v]\nrepeat (1)\n    delete this clone\nend\nSnowLeopard At x (4.5) y (0.45)\nSnowLeopard At x (10) y (0.86)\nwait (3) seconds\nSnowLeopard At x (10) y (0.86)\nSnowLeopard At x (-0.5) y (1.17)\nSnowLeopard At x (14) y (0.97)\n\nwhen I start as a clone\nset [x_enemy v] to [1]\nshow\nclear graphic effects\nwait (pick random (1) to (3)) seconds\nforever\n    if <<(Enemy_Type) = [15]> or <(Enemy_Type) = [0]>> then\n        if <(Dead/Notdead) = [Notdead]> then\n            if <<(distance to [hitbox v]) < [240]> and <(distance to [hitbox v]) > [40]>> then\n                point towards (hitbox v)\n                if <(direction) > [0]> then\n                    point in direction (90)\n                    if <(X_Enemy) < [2.1]> then\n                        change [x_enemy v] by (0.005)\n                        switch costume to ((Walk_Costume_Enemy) + (Enemy_Type))\n                    end\n                    if <(X_Enemy) > [2.1]> then\n                        if <(Enemy_Type) = [15]> then\n                            switch costume to (stand_jackal v)\n                        end\n                        if <(Enemy_Type) = [0]> then\n                            switch costume to (stand_leopard v)\n                        end\n                    end\n                end\n                if <(direction) < [0]> then\n                    point in direction (-90)\n                    if <(X_Enemy) > [0.75]> then\n                        change [x_enemy v] by (-0.005)\n                        switch costume to ((Walk_Costume_Enemy) + (Enemy_Type))\n                    end\n                    if <(X_Enemy) < [0.75]> then\n                        if <(Enemy_Type) = [15]> then\n                            switch costume to (stand_jackal v)\n                        end\n                        if <(Enemy_Type) = [0]> then\n                            switch costume to (stand_leopard v)\n                        end\n                    end\n                end\n                if <(direction) = [0]> then\n                    if <(Enemy_Type) = [15]> then\n                        switch costume to (stand_jackal v)\n                    end\n                    if <(Enemy_Type) = [0]> then\n                        switch costume to (stand_leopard v)\n                    end\n                end\n            end\n            if <(distance to [hitbox v]) < [40]> then\n                if <(Enemy_Type) = [15]> then\n                    switch costume to (stand_jackal v)\n                end\n                if <(Enemy_Type) = [0]> then\n                    switch costume to (stand_leopard v)\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(x position) > [230]> then\n        hide\n    end\n    if <<(x position) > [-240]> and <(x position) < [240]>> then\n        show\n    end\n    if <(x position) < [-240]> then\n        hide\n    end\nend\n\nwhen I receive [lose_all_lives v]\nwait (0) seconds\nif <(Level) = [1]> then\n    repeat (1)\n        delete this clone\n    end\n    SnowLeopard At x (4.5) y (0.45)\n    SnowLeopard At x (10) y (0.86)\n    wait (3) seconds\n    SnowLeopard At x (10) y (0.86)\n    SnowLeopard At x (-0.5) y (1.17)\n    SnowLeopard At x (14) y (0.97)\nend\nif <(Level) = [2]> then\n    repeat (1)\n        delete this clone\n    end\n    Jackal at X (3.5) Y (0.436)\n    Jackal at X (9.1) Y (0.175)\n    Monkey at X (13.3) Y (1.293)\n    Monkey at X (10.8) Y (0.18)\n    Monkey at X (14.5) Y (2.5)\nend\nif <(Level) = [3]> then\n    repeat (1)\n        delete this clone\n    end\nend\n\nwhen I receive [level2_mountain/floating v]\nrepeat (1)\n    delete this clone\nend\nwait (2) seconds\nJackal at X (3.5) Y (0.436)\nJackal at X (9.1) Y (0.175)\nMonkey at X (13.3) Y (1.293)\nMonkey at X (10.8) Y (0.18)\nMonkey at X (14.5) Y (2.5)\n\nwhen I start as a clone\nforever\n    point towards (hitbox v)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nset size to (80) %\nset [dead/notdead v] to [notdead]\nset [walk_costume_enemy v] to [2]\nforever\n    change [walk_costume_enemy v] by (1)\n    if <(Walk_Costume_Enemy) = [1]> then\n        change [walk_costume_enemy v] by (1)\n    end\n    if <(Walk_Costume_Enemy) = [13]> then\n        set [walk_costume_enemy v] to [2]\n    end\n    wait (0.05) seconds\nend\n\nset [scroll_x_enemy v] to [15.25]\nset [scroll_y_enemy v] to [2.48]\ncreate clone of (_myself_ v)\n\ndefine SnowLeopard At x (x) y (y)\nset [enemy_type v] to [0]\nset [scroll_x_enemy v] to (x)\nset [scroll_y_enemy v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n    if <(Enemy_Type) = [30]> then\n        if <<touching (sword v)?> and <<([costume # v] of [sword v]) = [2]> or <([costume # v] of [sword v]) = [3]>>> then\n            broadcast (deadcoconut v)\n            delete this clone\n        end\n    end\nend\n\ndefine Jackal at X (x) Y (y)\nset [enemy_type v] to [15]\nset [scroll_x_enemy v] to (x)\nset [scroll_y_enemy v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Monkey at X (x) Y (y)\nset [enemy_type v] to [30]\nset [scroll_x_enemy v] to (x)\nset [scroll_y_enemy v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n    if <(Enemy_Type) = [30]> then\n        if <<(distance to [hitbox v]) < [240]> and <(distance to [hitbox v]) > [40]>> then\n            switch costume to (monkey1 v)\n            repeat (13)\n                next costume\n                wait (0) seconds\n                if <(costume [number v]) = [41]> then\n                    broadcast (throwcoconut v)\n                end\n            end\n            switch costume to (monkey1 v)\n            wait (0.3) seconds\n        end\n    end\nend\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n    delete this clone\nend\nMonkey at X (1.7) Y (0.94)\nMonkey at X (2.7) Y (0.94)\nMonkey at X (4.5) Y (-0.03)\nSnowLeopard At x (0.7) y (-0.07)\nSnowLeopard At x (2.5) y (-2.53)\n\nshow\n\ndelete this clone\n\n@Enemy_Coconut\n\nwhen I start as a clone\nhide\nforever\n    go to x: ((Scroll_X) + ((480) * ((Scroll Coconut X) + (Coconut X)))) y: ((Scroll_Y) + ((480) * (Scroll Coconut Y)))\nend\n\nwhen I receive [throwcoconut v]\nif <<(costume [number v]) = [1]> and <(distance to [player v]) < [400]>> then\n    switch costume to (coconut v)\n    create clone of (_myself_ v)\n    hide\n    switch costume to (coconut_spawn v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level2_mountain/floating v]\nhide\nrepeat (1)\n    delete this clone\nend\nswitch costume to (coconut_spawn v)\nCoconut at X (13.3) Y (1.293)\nCoconut at X (10.8) Y (0.18)\nCoconut at X (14.5) Y (2.5)\nswitch costume to (clear v)\nhide\n\ndefine Coconut at X (x) Y (y)\nset [scroll coconut x v] to (x)\nset [scroll coconut y v] to (y)\ncreate clone of (_myself_ v)\n\nset [scroll coconut x v] to [13.3]\nset [scroll coconut y v] to [1.293]\ncreate clone of (_myself_ v)\nset [scroll coconut x v] to [10.8]\nset [scroll coconut y v] to [0.18]\ncreate clone of (_myself_ v)\nset [scroll coconut x v] to [14.5]\nset [scroll coconut y v] to [2.5]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n    set [ghost v] effect to (100)\nend\nif <(costume [number v]) = [2]> then\n    clear graphic effects\n    show\n    set rotation style [left-right v]\n    point towards (player v)\n    set [coconut x v] to [0]\n    repeat until <<touching (_edge_ v)?> or <touching (levels_hitbox v)?>>\n        if <(direction) > [0]> then\n            change [coconut x v] by (0.03)\n        else\n            change [coconut x v] by (-0.03)\n        end\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nforever\n    if <<(distance to [sword v]) < [50]> and <<([costume # v] of [sword v]) = [3]> or <([costume # v] of [sword v]) = [2]>>> then\n        delete this clone\n    end\nend\n\nwhen I receive [level3_snowy v]\nhide\nrepeat (1)\n    delete this clone\nend\nswitch costume to (coconut_spawn v)\nCoconut at X (1.7) Y (0.94)\nCoconut at X (2.7) Y (0.94)\nCoconut at X (4.5) Y (-0.03)\nswitch costume to (clear v)\nhide\n\nCoconut at X (2.6) Y (-3.449)\n\nwhen I receive [deadcoconut v]\nif <<(distance to [sword v]) < [50]> and <<([costume # v] of [sword v]) = [3]> or <([costume # v] of [sword v]) = [2]>>> then\n    delete this clone\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\n@Instructions\n\nwhen flag clicked\n\nwhen I receive [level1_forest/bamboo v]\nrepeat (1)\n    delete this clone\nend\nClone (1) at X (0.1) Y (-2)\nClone (2) at X (1.2) Y (0)\nClone (3) at X (1.65) Y (3)\nClone (4) at X (2.85) Y (2.5)\nClone (5) at X (4.75) Y (8.4)\nClone (6) at X (7.2) Y (6.04)\n\nwhen I start as a clone\nforever\n    if <(distance to [player v]) < [80]> then\n        if <(size) < [50]> then\n            show\n            change size by (10)\n        else\n            show\n        end\n    else\n        if <(size) > [20]> then\n            change size by (-10)\n        else\n            if <(size) < [20]> then\n                hide\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    go to x: ((Scroll_X) + ((480) * (InstrucX))) y: ((Scroll_Y) + ((30) * (InstrucY)))\nend\n\ndefine Clone (costumenumber) at X (x) Y (y)\nswitch costume to (costumenumber)\nset [instrucx v] to (x)\nset [instrucy v] to (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level2_mountain/floating v]\nrepeat (1)\n    delete this clone\nend\nClone (7) at X (3.86) Y (7.5)\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n    delete this clone\nend\nClone (8) at X (2.7) Y (0.1)\n\n@BambooCount\n\nwhen flag clicked\nset [bamboo v] to [0]\nhide\n\ndefine number of coins\ncreate clones\n\nwhen I start as a clone\nswitch costume to (letter (Bamboo number) of (Bamboo))\nshow\nforever\n    go to [front v] layer\n    go [backward v] (3) layers\nend\n\nwhen I receive [start_game v]\nrepeat (1)\n    delete this clone\nend\nbroadcast (coin count v)\n\ngo to [front v] layer\n\nwhen I receive [coin count v]\nrepeat (1)\n    delete this clone\nend\nnumber of coins\n\ndefine create clones\nset [bamboo number v] to [0]\ngo to x: (136) y: (101)\nif <(Bamboo) < [10]> then\n    switch costume to (costume0 v)\n    create clone of (_myself_ v)\n    change x by (22)\n    switch costume to (costume0 v)\n    create clone of (_myself_ v)\n    change x by (22)\nend\nif <<(Bamboo) < [100]> and <(Bamboo) > [9]>> then\n    switch costume to (costume0 v)\n    create clone of (_myself_ v)\n    change x by (22)\nend\nrepeat (length of (Bamboo))\n    change [bamboo number v] by (1)\n    create clone of (_myself_ v)\n    change x by (22)\nend\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n    delete this clone\nend\nhide\n\nwhen I receive [cutscene2 v]\nhide\n\n@Sword\n\nwhen I receive [level3_snowy v]\nswitch costume to (icicle v)\nrepeat until <touching (hitbox v)?>\n    point in direction (90)\n    switch costume to (icicle v)\n    show\n    go to x: ((Scroll_X) + ((480) * (3.18))) y: ((Scroll_Y) + ((360) * (0.15)))\nend\nbroadcast (sword v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [sword v]\nforever\n    if <key (space v) pressed?> then\n        set size to (75) %\n        point in direction ([direction v] of [player v])\n        show\n        if <(direction) = [90]> then\n            switch costume to (slash v)\n            repeat (12)\n                turn right (30) degrees\n            end\n        else\n            switch costume to (slash2 v)\n            repeat (12)\n                turn left (30) degrees\n            end\n        end\n        switch costume to (icicle v)\n        hide\n        wait until <not <key (space v) pressed?>>\n    end\nend\n\nwhen I receive [sword v]\nswitch costume to (icicle v)\nforever\n    go to (hitbox v)\nend\n\n@Red Panda\n\n@Characters\n\nwhen flag clicked\nhide\n\n
100,000+ views!! :O\nAnd 4500+ loves!!! :D Thanks, everyone!\n\nEnglish:\nInstructions are in the game.\n\nI recommend you play 'Bamboo Forest' (level 1) first if you don't know how to play.\n\nPlease comment about any problems interfering with the game.\n\nFrancais:\nLes instructions sont dans le jeu.\n\nJe vous recommande de jouer d'abord à 'Bamboo Forest' (niveau 1) si vous ne savez pas comment jouer.\n\nS'il vous plaît signaler tout problème interférant avec le jeu.