FOSSIL PLATFORMER #games #platformer #all 
@Stage\n\nwhen I receive [enter game v]\nplay sound [forest v] until done\nswitch backdrop to (the real v)\nforever\n    play sound [forest v] until done\nend\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Report\n\nwhen flag clicked\nhide variable [data v]\nhide\n\nwhen I receive [error v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nshow variable [data v]\n\n@Object - Water Effect\n\nwhen flag clicked\nset [local type v] to [1]\nhide\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n    go to (hitbox v)\n    set [local type v] to [2]\n    set [ghost v] effect to (75)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\nend\nif <(Local Type) = [2]> then\n    show\n    change y by (-16)\n    change x by (pick random (-6) to (6))\n    switch costume to (variant 1 v)\n    set [local glidex v] to (pick random (3) to (-3.001))\n    set [local glidey v] to (pick random (6) to (0.5))\n    repeat (60)\n        change x by (Local GlideX)\n        change y by (Local GlideY)\n        change [local glidey v] by (-0.35)\n        change size by (-1)\n        if <touching (_edge_ v)?> then\n            delete this clone\n        end\n    end\n    delete this clone\nend\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\n@GameName\n\nwhen flag clicked\nforever\n    switch backdrop to (the real v)\nend\n\nwhen I receive [mainmenu v]\nrepeat (26)\nswitch costume to (indesign1 v)\ngo to x: (-20) y: (129)\nchange x by (6)\nchange y by (-6)\nset [brightness v] effect to (-50)\ncreate clone of (_myself_ v)\nchange x by (-6)\nchange y by (6)\nclear graphic effects\ncreate clone of (_myself_ v)\nrepeat (20)\ngo to x: (60) y: (81)\nswitch costume to (indesign2 v)\nchange x by (3)\nchange y by (-3)\nset [brightness v] effect to (-50)\ncreate clone of (_myself_ v)\nchange x by (-3)\nchange y by (3)\nclear graphic effects\ncreate clone of (_myself_ v)\nrepeat (35)\ngo to x: (0) y: (-166)\ngo to [front v] layer\nswitch costume to (indesign3 v)\nchange x by (3)\nchange y by (-3)\nset [brightness v] effect to (-100)\nset [local glide v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-3)\nchange y by (3)\nclear graphic effects\nset [local glide v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [enter game v]\ndelete this clone\n\nwhen I receive [gameend v]\ngo to x: (0) y: (-166)\nwait (3) seconds\nset [ghost v] effect to (100)\nswitch costume to (ct v)\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (4) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nswitch costume to (ct4 v)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (6) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nswitch costume to (ct2 v)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nstart sound [aplausses v]\nwait (4) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nswitch costume to (ct3 v)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\ncreate clone of (_myself_ v)\nset [time v] to (round ((Time) / (30)))\nshow variable [time v]\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n    wait until <not <<mouse down?> or <key (space v) pressed?>>>\n    wait until <<mouse down?> or <key (space v) pressed?>>\n    stop [other scripts in sprite v]\n    set [ghost v] effect to (0)\n    if <(Local Glide) = [1]> then\n        start sound [Click v]\n    end\n    repeat (10)\n        hide\n        wait (0) seconds\n        show\n    end\n    if <(Local Glide) = [1]> then\n        broadcast (FadeBlack v)\n        repeat (20)\n        broadcast (DeleteCC v)\n        broadcast (Enter Game v)\n    end\n    stop [this script v]\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n    set [ghost v] effect to (0)\n    repeat (20)\n        go to [front v] layer\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\nif <(costume [number v]) = [3]> then\n    show\n    forever\n        repeat (10)\n        set [ghost v] effect to (0)\n        repeat (10)\n        set [ghost v] effect to (75)\n    end\nend\ngo to [front v] layer\nset [ghost v] effect to (100)\nchange x by (-76)\nchange y by (-76)\nshow\nset [local glide v] to [8]\nrepeat (20)\n    change x by (Local Glide)\n    change y by (Local Glide)\n    change [local glide v] by (-0.4)\n    change [ghost v] effect by (-5)\n    wait (0) seconds\nend\n\nwhen flag clicked\nhide variable [time v]\nhide\n\n@Object - Bubble\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nset [local glide2 v] to [0]\ngo to (hitbox v)\nchange y by (10)\nshow\nchange x by (pick random (-4) to (4))\nrepeat until <not <touching (object - water v)?>>\n    change y by (10)\n    if <touching (object - water v)?> then\n        change y by (-10)\n    else\n        delete this clone\n    end\n    change y by (Local Glide2)\n    change [local glide2 v] by (0.1)\n    if <(y position) > [171]> then\n        delete this clone\n    end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Object - Collectables\n\nwhen flag clicked\nset [data v] to [0]\nset [key v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nshow\nif <(Local Data) = [1]> then\n    switch costume to (door locked v)\n    if <(Key) = [2]> then\n        delete this clone\n    end\n    wait until <touching (hitbox v)?>\n    if <(Key) = [0]> then\n        forever\n            if <touching (hitbox v)?> then\n                broadcast (fireout v)\n            end\n        end\n    end\n    if <(Key) = [1]> then\n        switch costume to (door opened v)\n        start sound [SYS-DOOR0 v]\n        set [key v] to [2]\n        set [local data v] to [11]\n        repeat (20)\n            change y by (-1)\n            change [ghost v] effect by (5)\n        end\n        delete this clone\n    end\nend\nif <(Local Data) = [11]> then\n    switch costume to (door open mold v)\n    turn left (pick random (0) to (35)) degrees\n    repeat (10)\n        change x by (3)\n        change [ghost v] effect by (10)\n        change y by (4)\n        turn right (15) degrees\n    end\n    delete this clone\nend\nif <(Local Data) = [2]> then\n    switch costume to (key v)\n    wait until <touching (hitbox v)?>\n    start sound [SYS-DOOR2 v]\n    switch costume to (text v)\n    go to [front v] layer\n    set [local glide v] to [4]\n    change [key v] by (1)\n    repeat (10)\n        change y by (Local Glide)\n        change [local glide v] by (-0.4)\n    end\n    wait (1) seconds\n    delete this clone\nend\n\n@Object - SpringBoard\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nset [brightness v] effect to (-25)\nshow\nswitch costume to (variant1-1 v)\nif <(Local Data) = [1]> then\n    switch costume to (variant1 v)\nend\nforever\n    wait until <touching (hitbox v)?>\n    switch costume to (variant1-2 v)\n    start sound [SYS-TIGGER-JP v]\n    broadcast (Spring! v)\n    wait until <not <touching (hitbox v)?>>\n    wait until <touching (hitbox v)?>\n    switch costume to (variant1-1 v)\n    wait until <not <touching (hitbox v)?>>\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Object - Wood Platform\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nshow\nif <(Local Data2) = [1]> then\n    switch costume to (variant1 v)\n    forever\n        change y by (6)\n        CheckWater\n        change y by (-5)\n    end\nend\nif <(Local Data2) = [2]> then\n    switch costume to (variant1 v)\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data2 v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\ndefine CheckWater\nrepeat (10)\n    if <not <touching (object - water v)?>> then\n        change y by (-1)\n    end\nend\n\n@Object - Water2\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I start as a clone\nQuickDelete\nset [ghost v] effect to (50)\nswitch costume to (variant2 v)\nchange y by (-5)\ngo [backward v] (333) layers\nshow\n\ndefine QuickDelete\ngo to x: (0) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nif <(Tile) = [11]> then\n    delete this clone\nend\nif <(Tile) = [19]> then\n    set [ghost v] effect to (100)\nend\nif <(Tile) = [26]> then\n    delete this clone\nend\n\n@Object - Sign\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\ndefine Still there?\nif <(Player readingText?) = [0]> then\n    start sound [SYS-CLOSE v]\n    repeat (10)\n        change [ghost v] effect by (10)\n        change size by (-10)\n    end\n    delete this clone\nend\n\ndefine CheckData\nif <(Local Data) = [1]> then\n    switch costume to (speechbb 1 v)\nend\nif <(Local Data) = [2]> then\n    switch costume to (speechbb 2 v)\nend\nif <(Local Data) = [3]> then\n    switch costume to (speechbb 2 v)\nend\nif <(Local Data) = [4]> then\n    switch costume to (speechbb 2 v)\nend\nif <(Local Data) > [4]> then\n    switch costume to (speechbb 2 v)\nend\n\ndefine FirstSign?\nif <(Local Data) = [1]> then\n    repeat (95)\nend\n\nwhen I receive [mainmenu v]\nswitch costume to (sign v)\ngo to x: (-108) y: (-88)\ngo [backward v] (9999) layers\nshow\n\nwhen I receive [enter game v]\nhide\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n    QuickDelete\n    show\n    set size to (100) %\n    switch costume to (sign v)\n    FirstSign?\n    forever\n        wait until <touching (hitbox v)?>\n        set [local type v] to [2]\n        create clone of (_myself_ v)\n        set [player readingtext? v] to [1]\n        wait until <not <touching (hitbox v)?>>\n        set [player readingtext? v] to [0]\n    end\nend\nif <(Local Type) = [2]> then\n    change y by (35)\n    if <(x position) < [-94]> then\n        set x to (-94)\n    end\n    set [ghost v] effect to (100)\n    CheckData\n    set size to (20) %\n    go to [front v] layer\n    start sound [SYS-CANSEL v]\n    repeat (4)\n        change size by (20)\n        change [ghost v] effect by (-25)\n        Still there?\n    end\n    repeat (2)\n        change size by (-5)\n        Still there?\n        wait (0) seconds\n        change size by (5)\n        Still there?\n    end\n    set [local type v] to [3]\n    create clone of (_myself_ v)\n    forever\n        Still there?\n    end\nend\nif <(Local Type) = [3]> then\n    set [ghost v] effect to (100)\n    switch costume to ((Local Data) + (3))\n    change y by (-10)\n    go to [front v] layer\n    repeat (5)\n        change [ghost v] effect by (-20)\n        Still there?\n        change y by (2)\n    end\n    forever\n        Still there?\n    end\nend\n\n@Object - Water\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n    QuickDelete\n    change y by (-5)\n    set [ghost v] effect to (75)\n    show\n    if <(Local Data) = [1]> then\n        switch costume to (variant1 v)\n    end\n    add [0] to [spawn area x,y v]\n    add [0] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - water2 v)\n    forever\n        set [local glide v] to [0]\n        forever\n            repeat (10)\n                change [local glide v] by (-0.1)\n                change y by (Local Glide)\n            end\n            forever\n                repeat (20)\n                    change [local glide v] by (0.1)\n                    change y by (Local Glide)\n                end\n                repeat (20)\n                    change [local glide v] by (-0.1)\n                    change y by (Local Glide)\n                end\n            end\n        end\n    end\nend\n\ndefine QuickDelete\ngo to x: (0) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nif <(Tile) = [11]> then\n    set [water present? v] to [0]\n    delete this clone\nend\nif <(Tile) = [19]> then\n    switch costume to (variant2 v)\n    glide (0.8) secs to x: (0) y: (240)\nend\nif <(Tile) = [22]> then\n    switch costume to (variant2 v)\n    glide (0.6) secs to x: (0) y: (240)\nend\nif <(Tile) = [23]> then\n    switch costume to (variant2 v)\n    wait (0.2) seconds\n    glide (0.6) secs to x: (0) y: (0)\nend\nif <(Tile) = [26]> then\n    set [water present? v] to [0]\n    delete this clone\nend\n\n@Block\n\nwhen I receive [enter game v]\nforever\n    point towards (mouse-pointer v)\n    if <key (left arrow v) pressed?> then\n        walk [-7]\n    end\n    if <key (right arrow v) pressed?> then\n        walk [7]\n    end\n    if <<key (up arrow v) pressed?> or <(In Air?) > [8]>> then\n        set [y vel v] to [14]\n    end\nend\n\nswitch costume to (costume1 v)\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (tile v)?>> or <(Ground Lift) = [8]>>\n    change y by (1)\n    change [ground lift v] by (1)\nend\nif <(Ground lift) = [8]> then\n    change x by ((-1) * (steps))\n    change y by (-8)\nend\n\nwhen I start as a clone\nshow\nset [brightness v] effect to (0)\nset size to (100) %\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset rotation style [don't rotate v]\nset [y vel v] to [0]\nforever\n    change [y vel v] by (-2)\n    change y by (Y Vel)\n    change [in air? v] by (1)\n    handle ground <[0] < (Y Vel)>\nend\n\ndefine handle ground <moving up>\nforever\n    repeat until <not <touching (tile v)?>>\n        if <moving up> then\n            change y by (-5)\n        else\n            change y by (1)\n            set [in air? v] to [0]\n        end\n        set [y vel v] to [0]\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [mainmenu v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (-83)\nshow\nset [local blinkrandom v] to [-45]\nforever\n    change [local blinkrandom v] by (0.5)\n    if <(Local BlinkRandom) = [222]> then\n        set [local blinkrandom v] to [0]\n    end\n    if <(Local BlinkRandom) = [7]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [34]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [42]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [84]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [126]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [134]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [198]> then\n        Blink\n    end\nend\n\ndefine Blink\nrepeat (5)\n    go to (hitbox v)\n    next costume\nend\nrepeat (5)\n    go to (hitbox v)\n    switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [enter game v]\nswitch costume to (costume1 v)\nshow\nset [local blinkrandom v] to [-45]\nforever\n    change [local blinkrandom v] by (0.5)\n    go to (hitbox v)\n    if <(Local BlinkRandom) = [222]> then\n        set [local blinkrandom v] to [0]\n    end\n    if <(Local BlinkRandom) = [7]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [34]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [42]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [84]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [126]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [134]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [198]> then\n        Blink\n    end\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [enter game v]\nforever\n    if <touching (danger v)?> then\n        broadcast (TryAgain! v)\n    end\nend\n\nswitch costume to (costume2 v)\n\npoint in direction (90)\n\npoint in direction (-90)\n\n@Tile Bg\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nhide\ngo [backward v] (999) layers\nset [local fromlr v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (Tile)\nif <(Local FromLR) = [1]> then\n    go to x: (466) y: (0)\n    show\n    glide (0.8) secs to x: (0) y: (0)\nelse\n    if <(Local FromLR) = [2]> then\n        go to x: (-466) y: (0)\n        show\n        glide (0.8) secs to x: (0) y: (0)\n    else\n        if <(Local FromLR) = [3]> then\n            go to x: (0) y: (-346)\n            show\n            glide (0.8) secs to x: (0) y: (0)\n        else\n            go to x: (0) y: (346)\n            show\n            glide (0.8) secs to x: (0) y: (0)\n        end\n    end\nend\nwait until <<<(Next?) = [1]> or <(Next?) = [-1]>> or <<(Next?) = [-2]> or <(Next?) = [2]>>>\nif <(Next?) = [1]> then\n    set [local fromlr v] to [1]\n    create clone of (_myself_ v)\n    glide (0.78) secs to x: (-466) y: (0)\n    delete this clone\nelse\n    if <(Next?) = [-1]> then\n        set [local fromlr v] to [2]\n        create clone of (_myself_ v)\n        glide (0.78) secs to x: (466) y: (0)\n        delete this clone\n    else\n        if <(Next?) = [2]> then\n            set [local fromlr v] to [3]\n            create clone of (_myself_ v)\n            glide (0.78) secs to x: (0) y: (346)\n            delete this clone\n        else\n            set [local fromlr v] to [4]\n            create clone of (_myself_ v)\n            glide (0.78) secs to x: (0) y: (-346)\n            delete this clone\n        end\n    end\nend\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Object - KillZone\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data4) = [1]> then\n    switch costume to (variant1 v)\nend\nif <(Local Data4) = [2]> then\n    switch costume to (variant2 v)\nend\nforever\n    wait until <<touching (hitbox v)?> and <(AlreadyDon?) = [0]>>\n    set [alreadydon? v] to [1]\n    repeat (2)\n    end\n    set [alreadydon? v] to [0]\n    if <<(Local Data4) = [1]> or <(Local Data4) = [2]>> then\n        start sound [SYS-PO-FALL v]\n        broadcast (TryAgain! v)\n        set [saved inwater v] to [3]\n    end\n    wait (0) seconds\n    wait (0) seconds\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data4 v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@FadeBlack\n\nwhen flag clicked\nhide\n\nwhen I receive [fadeblack v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (blkscreen v)\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (0.8) seconds\nrepeat (100)\n    change [ghost v] effect by (1)\nend\nhide\n\nwhen I receive [fadeblack - fast v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (blkscreen v)\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (0.8) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [flashwhite v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (white v)\nshow\nrepeat (50)\n    change [ghost v] effect by (-2)\nend\nwait (2) seconds\nswitch backdrop to (end v)\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\n\n@Object - Teleporter\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data) = [1]> then\n    switch costume to (variant1 v)\nend\nif <(Local Data) = [2]> then\n    switch costume to (variant1 v)\nend\nif <(Local Data) = [3]> then\n    switch costume to (variant2 v)\nend\nif <(Local Data) = [4]> then\n    switch costume to (variant2 v)\nend\nif <(Local Data) = [5]> then\n    switch costume to (variant2 v)\nend\nif <(Local Data) = [6]> then\n    switch costume to (variant1 v)\nend\nif <(Local Data) = [7]> then\n    switch costume to (variant1 v)\nend\nrepeat (10)\nend\nwait until <touching (hitbox v)?>\nif <(Local Data) = [1]> then\n    set [next? v] to [1]\n    change [tile v] by (1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\nif <(Local Data) = [2]> then\n    set [next? v] to [-1]\n    change [tile v] by (-1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\nif <(Local Data) = [3]> then\n    set [next? v] to [2]\n    change [tile v] by (1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\nif <(Local Data) = [4]> then\n    set [next? v] to [-2]\n    change [tile v] by (1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\nif <(Local Data) = [5]> then\n    set [next? v] to [2]\n    change [tile v] by (-1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\nif <(Local Data) = [6]> then\n    set [next? v] to [-1]\n    change [tile v] by (1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\nif <(Local Data) = [7]> then\n    set [next? v] to [1]\n    change [tile v] by (-1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Tile\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nhide\nset [tile v] to [1]\nset [next? v] to [0]\nset [local fromlr v] to [0]\nset [map scrollfinished? v] to [1]\nset [water present? v] to [0]\ncreate clone of (_myself_ v)\nwait (0) seconds\nforever\n    wait until <(Map ScrollFinished?) = [1]>\n    Part1\n    Part2\n    Part3\n    Part4\n    Part5\n    Part6\n    Part7\n    Part8\n    wait until <(Map ScrollFinished?) = [0]>\nend\n\nwhen I start as a clone\nswitch costume to (Tile)\nif <(Local FromLR) = [1]> then\n    go to x: (466) y: (0)\n    show\n    glide (0.8) secs to x: (0) y: (0)\nelse\n    if <(Local FromLR) = [2]> then\n        go to x: (-466) y: (0)\n        show\n        glide (0.8) secs to x: (0) y: (0)\n    else\n        if <(Local FromLR) = [3]> then\n            go to x: (0) y: (-346)\n            show\n            glide (0.8) secs to x: (0) y: (0)\n        else\n            go to x: (0) y: (346)\n            show\n            glide (0.8) secs to x: (0) y: (0)\n        end\n    end\nend\nset [map scrollfinished? v] to [1]\nwait until <<<(Next?) = [1]> or <(Next?) = [-1]>> or <<(Next?) = [-2]> or <(Next?) = [2]>>>\nif <(Next?) = [1]> then\n    set [next? v] to [0]\n    set [local fromlr v] to [1]\n    create clone of (_myself_ v)\n    glide (0.78) secs to x: (-466) y: (0)\n    delete this clone\nelse\n    if <(Next?) = [-1]> then\n        set [next? v] to [0]\n        set [local fromlr v] to [2]\n        create clone of (_myself_ v)\n        glide (0.78) secs to x: (466) y: (0)\n        delete this clone\n    else\n        if <(Next?) = [2]> then\n            set [next? v] to [0]\n            set [local fromlr v] to [3]\n            create clone of (_myself_ v)\n            glide (0.78) secs to x: (0) y: (346)\n            delete this clone\n        else\n            set [next? v] to [0]\n            set [local fromlr v] to [4]\n            create clone of (_myself_ v)\n            glide (0.78) secs to x: (0) y: (-346)\n            delete this clone\n        end\n    end\nend\n\ndefine Part1\nif <(Tile) = [1]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-125] to [spawn area x,y v]\n    add [-87] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - sign v)\n    add [-28] to [spawn area x,y v]\n    add [-58] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - eventzone v)\nend\nif <(Tile) = [2]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-90] to [spawn area x,y v]\n    add [-87] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - sign v)\nend\nif <(Tile) = [3]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-40] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [31] to [spawn area x,y v]\n    add [-96] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - torch v)\n    add [-90] to [spawn area x,y v]\n    add [-87] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - sign v)\nend\n\ndefine Part3\nif <(Tile) = [8]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [20] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [100] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\nend\nif <(Tile) = [9]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-136] to [spawn area x,y v]\n    add [-120] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-86] to [spawn area x,y v]\n    add [-120] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-36] to [spawn area x,y v]\n    add [-120] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [14] to [spawn area x,y v]\n    add [-120] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [64] to [spawn area x,y v]\n    add [-120] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [114] to [spawn area x,y v]\n    add [-120] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [0] to [spawn area x,y v]\n    add [-40] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - wood platform v)\n    add [-194] to [spawn area x,y v]\n    add [13] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - sign v)\nend\nif <(Tile) = [10]> then\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [180] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-10] to [spawn area x,y v]\n    add [25] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - springboard v)\n    if <(Water Present?) = [0]> then\n        add [0] to [spawn area x,y v]\n        add [0] to [spawn area x,y v]\n        add [1] to [spawn type v]\n        create clone of (object - water v)\n        set [water present? v] to [1]\n    end\n    add [-59] to [spawn area x,y v]\n    add [25] to [spawn area x,y v]\n    add [6] to [spawn type v]\n    create clone of (object - sign v)\nend\n\ndefine Part4\nif <(Tile) = [11]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [12]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-144] to [spawn area x,y v]\n    add [-124] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - torch v)\n    add [115] to [spawn area x,y v]\n    add [-79] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - torch v)\n    add [115] to [spawn area x,y v]\n    add [-129] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-106] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [-50] to [spawn area x,y v]\n    add [-115] to [spawn area x,y v]\n    add [7] to [spawn type v]\n    create clone of (object - sign v)\nend\nif <(Tile) = [13]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-62] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-10] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\n    add [102] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\n    add [150] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\n    add [102] to [spawn area x,y v]\n    add [36] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - springboard v)\n    add [0] to [spawn area x,y v]\n    add [180] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [180] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - teleporter v)\nend\n\ndefine Part5\nif <(Tile) = [14]> then\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [120] to [spawn area x,y v]\n    add [-2] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - collectables v)\n    add [60] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [-119] to [spawn area x,y v]\n    add [35] to [spawn area x,y v]\n    add [8] to [spawn type v]\n    create clone of (object - sign v)\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [15]> then\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [16]> then\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [85] to [spawn area x,y v]\n    add [-130] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\n    if <(Key) = [0]> then\n        add [147] to [spawn area x,y v]\n        add [41] to [spawn area x,y v]\n        add [2] to [spawn type v]\n        create clone of (object - collectables v)\n    end\nend\nif <(Tile) = [17]> then\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [18]> then\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [0] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - water v)\nend\nif <(Tile) = [19]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [32] to [spawn area x,y v]\n    add [-178] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - killzone v)\n    add [41] to [spawn area x,y v]\n    add [83] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - eventzone v)\nend\n\ndefine Part6\nif <(Tile) = [20]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-52] to [spawn area x,y v]\n    add [-131] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [3] to [spawn area x,y v]\n    add [-131] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [96] to [spawn area x,y v]\n    add [-131] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [147] to [spawn area x,y v]\n    add [-131] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-107] to [spawn area x,y v]\n    add [16] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - urchin v)\n    add [50] to [spawn area x,y v]\n    add [8] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - urchin v)\nend\nif <(Tile) = [21]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [32] to [spawn area x,y v]\n    add [-178] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - killzone v)\n    add [-24] to [spawn area x,y v]\n    add [76] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - urchin v)\n    add [102] to [spawn area x,y v]\n    add [76] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - urchin v)\nend\nif <(Tile) = [22]> then\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [180] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [32] to [spawn area x,y v]\n    add [-178] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - killzone v)\n    add [-89] to [spawn area x,y v]\n    add [-121] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - springboard v)\n    add [159] to [spawn area x,y v]\n    add [-40] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\nend\n\ndefine Part7\nif <(Tile) = [23]> then\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [6] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [24]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [7] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [49] to [spawn area x,y v]\n    add [-57] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - wood platform v)\n    add [107] to [spawn area x,y v]\n    add [-128] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [56] to [spawn area x,y v]\n    add [-128] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-9] to [spawn area x,y v]\n    add [-128] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-71] to [spawn area x,y v]\n    add [-128] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [6] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [25]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [7] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [180] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - teleporter v)\n    if <(Water Present?) = [0]> then\n        add [0] to [spawn area x,y v]\n        add [0] to [spawn area x,y v]\n        add [1] to [spawn type v]\n        create clone of (object - water v)\n        set [water present? v] to [1]\n    end\n    add [80] to [spawn area x,y v]\n    add [77] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - springboard v)\nend\n\ndefine Part8\nif <(Tile) = [26]> then\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-240] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [6] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-67] to [spawn area x,y v]\n    add [-144] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\nend\nif <(Tile) = [27]> then\n    add [240] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [7] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [180] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [148] to [spawn area x,y v]\n    add [62] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - springboard v)\nend\nif <(Tile) = [28]> then\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [137] to [spawn area x,y v]\n    add [-89] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - torch v)\nend\nif <(Tile) = [29]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [30]> then\n    add [-45] to [spawn area x,y v]\n    add [-104] to [spawn area x,y v]\n    add [99] to [spawn type v]\n    create clone of (object - eventzone v)\nend\n\nwhen I receive [mainmenu v]\nswitch costume to (lv1 v)\ngo to x: (0) y: (0)\ngo [backward v] (999) layers\nshow\n\ndefine Part2\nif <(Tile) = [4]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-61] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [-11] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [-124] to [spawn area x,y v]\n    add [-33] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - sign v)\nend\nif <(Tile) = [5]> then\n    add [-69] to [spawn area x,y v]\n    add [16] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - eventzone v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [6]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [25] to [spawn area x,y v]\n    add [23] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - torch v)\n    add [-94] to [spawn area x,y v]\n    add [36] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - torch v)\n    add [-181] to [spawn area x,y v]\n    add [-158] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - torch v)\nend\nif <(Tile) = [7]> then\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    if <(Water Present?) = [0]> then\n        add [0] to [spawn area x,y v]\n        add [0] to [spawn area x,y v]\n        add [1] to [spawn type v]\n        create clone of (object - water v)\n        set [water present? v] to [1]\n    end\n    add [-75] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [92] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\nend\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nset [ghost v] effect to (100)\nset [glide y v] to [0]\nset [glide left v] to [0]\nset [glide right v] to [0]\nset [player dir v] to [2]\nset [local nextmap? v] to [0]\nset [map scrollfinished? v] to [0]\nset [alreadydon? v] to [0]\nset [player touchwater? v] to [0]\nset [saved inwater v] to [0]\nset [landing? v] to [0]\ngo to x: (-161) y: (-82)\nswitch costume to (lightblock size v)\nshow\nrepeat (100)\nforever\n    set [local attempts v] to [0]\n    set [tile to move v] to [0]\n    CheckCollison\n    CheckTouchTile? Left\n    CheckTouchTile? Right\n    NextMap?\nend\n\ndefine CheckTouchTile? Left\nif <touching (tile v)?> then\n    change x by (1)\n    set [glide left v] to [0]\nend\nchange [local attempts v] by (1)\nif <(Local Attempts) > [300]> then\n    stop [all v]\nend\n\ndefine CheckTouchTile? Right\nif <touching (tile v)?> then\n    change x by (-1)\n    set [glide right v] to [0]\nend\nchange [local attempts v] by (1)\nif <(Local Attempts) > [300]> then\n    stop [all v]\nend\n\ndefine TouchWater? L (x)\nif <touching (object - water v)?> then\n    change [glide left v] by ((x) / (2))\nelse\n    change [glide left v] by (x)\nend\n\ndefine TouchWater? R (x)\nif <touching (object - water v)?> then\n    change [glide right v] by ((x) / (2))\nelse\n    change [glide right v] by (x)\nend\n\ndefine Glide Left LimitedWater\nif <touching (object - water v)?> then\n    if <(Glide Left) > [3]> then\n        set [glide left v] to [3]\n    end\n    if <(Glide Left) < [0]> then\n        set [glide left v] to [0]\n    end\nelse\n    if <(Glide Left) > [7]> then\n        set [glide left v] to [7]\n    end\n    if <(Glide Left) < [0]> then\n        set [glide left v] to [0]\n    end\nend\n\ndefine Glide Right LimitedWater\nif <touching (object - water v)?> then\n    if <(Glide Right) > [3]> then\n        set [glide right v] to [3]\n    end\n    if <(Glide Right) < [0]> then\n        set [glide right v] to [0]\n    end\nelse\n    if <(Glide Right) > [7]> then\n        set [glide right v] to [7]\n    end\n    if <(Glide Right) < [0]> then\n        set [glide right v] to [0]\n    end\nend\n\ndefine TouchWater? (value)\nif <touching (object - water v)?> then\n    if <(Jump) = [0]> then\n        change [glide y v] by ((value) / (1.6))\n    else\n        change [glide y v] by ((value) / (2))\n    end\n    set [player touchwater? v] to [1]\nelse\n    change [glide y v] by (value)\n    set [player touchwater? v] to [0]\nend\n\nwhen I receive [next v]\nset [local nextmap? v] to [1]\n\ndefine NextMap?\nif <(Local NextMap?) = [1]> then\n    if <(Next?) = [1]> then\n        glide (0.8) secs to x: (-216) y: (y position)\n        set [local nextmap? v] to [0]\n        set [map scrollfinished? v] to [1]\n        broadcast (done v)\n        set [saved x v] to (x position)\n        set [saved y v] to (y position)\n        set [saved glide y v] to (Glide Y)\n        set [saved glide left v] to (Glide Left)\n        set [saved glide right v] to (Glide Right)\n        set [saved jump v] to (Jump)\n    end\n    if <(Next?) = [-1]> then\n        glide (0.8) secs to x: (216) y: (y position)\n        set [local nextmap? v] to [0]\n        set [map scrollfinished? v] to [1]\n        broadcast (done v)\n        set [saved x v] to (x position)\n        set [saved y v] to (y position)\n        set [saved glide y v] to (Glide Y)\n        set [saved glide left v] to (Glide Left)\n        set [saved glide right v] to (Glide Right)\n        set [saved jump v] to (Jump)\n    end\n    if <(Next?) = [2]> then\n        glide (0.8) secs to x: (x position) y: (156)\n        set [local nextmap? v] to [0]\n        set [map scrollfinished? v] to [1]\n        broadcast (done v)\n        set [saved x v] to (x position)\n        set [saved y v] to (y position)\n        set [saved glide y v] to (Glide Y)\n        set [saved glide left v] to (Glide Left)\n        set [saved glide right v] to (Glide Right)\n        set [saved jump v] to (Jump)\n    end\n    if <(Next?) = [-2]> then\n        glide (0.8) secs to x: (x position) y: (-156)\n        set [local nextmap? v] to [0]\n        set [map scrollfinished? v] to [1]\n        broadcast (done v)\n        set [saved x v] to (x position)\n        set [saved y v] to (y position)\n        set [saved glide y v] to (Glide Y)\n        set [saved glide left v] to (Glide Left)\n        set [saved glide right v] to (Glide Right)\n        set [saved jump v] to (Jump)\n    end\n    TweakBug 13\nend\n\nwhen I receive [tryagain! v]\nset x to (Saved X)\nset y to (Saved Y)\nset [glide y v] to (Saved Glide Y)\nset [glide left v] to (Saved Glide Left)\nset [glide right v] to (Saved Glide Right)\nset [jump v] to (Saved Jump)\nset [landing? v] to (Jump)\n\nwhen I receive [fireout v]\nset x to (87)\n\nwhen I receive [win! v]\nstop [other scripts in sprite v]\nglide (0.3) secs to x: (11) y: (4)\nbroadcast (FlashWhite v)\nglide (2) secs to x: (22) y: (8)\nrepeat (50)\nbroadcast (GameEnd v)\nhide\n\nwhen I receive [mainmenu v]\ngo to x: (0) y: (-83)\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [spring! v]\nTouchWater? (55)\nset [jump v] to [1]\nset [landing? v] to [1]\n\ndefine CheckCollison\nif <(Glide Y) > [-12]> then\n    if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n        if <(Glide Y) > [0]> then\n            TouchWater? (-2)\n        end\n    end\n    TouchWater? (-1.3)\nend\nif <<touching (object - water v)?> and <(Glide Y) < [-4]>> then\n    set [glide y v] to [-4]\nend\nchange y by (round (Glide Y))\nif <<(Glide Y) > [0]> and <<touching (tile v)?> or <touching (object - wood platform v)?>>> then\n    repeat until <not <<touching (tile v)?> or <touching (object - wood platform v)?>>>\n        change y by (-1)\n        change [local attempts v] by (1)\n        if <(Local Attempts) > [300]> then\n            set [data v] to (join [301] (join [y-1] (join [T0] (Tile))))\n            broadcast (error v)\n            stop [all v]\n        end\n    end\n    set [glide y v] to [0]\nend\nif <<touching (tile v)?> or <touching (object - wood platform v)?>> then\n    set [glide y v] to [0]\n    set [jump v] to [0]\n    if <<not <touching (object - water v)?>> and <(Landing?) = [1]>> then\n        start sound [Landing v]\n        set [landing? v] to [0]\n    end\nend\nif <(Glide Y) < [-0.7]> then\n    set [jump v] to [1]\nend\nif <(Glide Y) < [-1.4]> then\n    set [landing? v] to [1]\nend\nrepeat until <not <<touching (tile v)?> or <touching (object - wood platform v)?>>>\n    change y by (1)\n    change [local attempts v] by (1)\n    if <(Local Attempts) > [300]> then\n        set [data v] to (join (join (join [x] (x position)) (join [y] (y position))) (join [T] (Tile)))\n        broadcast (error v)\n        stop [all v]\n    end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    TouchWater? L (1)\n    set [player dir v] to [1]\n    repeat (Glide Left)\n        change x by (-1)\n        CheckTouchTile? Left\n    end\n    Glide Left LimitedWater\nelse\n    if <not <(Glide Left) = [0]>> then\n        TouchWater? L (-1)\n        repeat (Glide Left)\n            change x by (-1)\n            CheckTouchTile? Left\n        end\n    end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    TouchWater? R (1)\n    set [player dir v] to [2]\n    repeat (Glide Right)\n        change x by (1)\n        CheckTouchTile? Right\n    end\n    Glide Right LimitedWater\nelse\n    if <not <(Glide Right) = [0]>> then\n        TouchWater? R (-1)\n        repeat (Glide Right)\n            change x by (1)\n            CheckTouchTile? Right\n        end\n    end\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <(Jump) = [0]>> then\n    TouchWater? (17)\n    set [jump v] to [1]\n    set [landing? v] to [1]\n    if <touching (object - water v)?> then\n        start sound [WaterJump v]\n    else\n        start sound [Jump v]\n    end\nend\nif <(Player TouchWater?) = [1]> then\n    set [local random v] to (pick random (1) to (35))\n    if <(Local Random) = [33]> then\n        create clone of (object - bubble v)\n    end\nend\nif <not <(Saved InWater) = [0]>> then\n    change [saved inwater v] by (-1)\nend\nchange [time v] by (1)\n\nwhen I receive [enter game v]\nrepeat (100)\nforever\n    wait until <(Player TouchWater?) = [1]>\n    if <(Saved InWater) = [0]> then\n        create clone of (object - water effect v)\n        start sound [WaterLanding v]\n    end\n    wait until <(Player TouchWater?) = [0]>\n    if <(Saved InWater) = [0]> then\n        create clone of (object - water effect v)\n        start sound [WaterLanding v]\n    end\nend\n\ndefine TweakBug 13\nif <<(Tile) = [13]> and <(x position) = [98]>> then\n    change x by (2)\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n    wait (pick random (1) to (4)) seconds\n    repeat (5)\n        change [ghost v] effect by (-10)\n    end\n    repeat (5)\n        change [ghost v] effect by (10)\n    end\nend\n\nwhen I receive [enter game v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n    wait (pick random (1) to (4)) seconds\n    repeat (5)\n        change [ghost v] effect by (-10)\n    end\n    repeat (5)\n        change [ghost v] effect by (10)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nshow\n\n@Sprite4\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n    wait (pick random (1) to (4)) seconds\n    repeat (5)\n        change [ghost v] effect by (-10)\n    end\n    repeat (5)\n        change [ghost v] effect by (10)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n    wait (pick random (1) to (4)) seconds\n    repeat (5)\n        change [ghost v] effect by (-10)\n    end\n    repeat (5)\n        change [ghost v] effect by (10)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nshow\n\n@Object - EventZone2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data) = [1]> then\n    switch costume to (variant1 v)\n    wait until <touching (hitbox v)?>\n    go to x: (145) y: (35)\n    switch costume to (arrow v)\n    set [local glide v] to [0]\n    go to [front v] layer\n    repeat (10)\n        change [ghost v] effect by (-10)\n        change [local glide v] by (0.6)\n        change x by (Local Glide)\n    end\n    forever\n        repeat (20)\n            change [local glide v] by (-0.6)\n            change x by (Local Glide)\n        end\n        repeat (20)\n            change [local glide v] by (0.6)\n            change x by (Local Glide)\n        end\n    end\nend\nif <(Local Data) = [2]> then\n    switch costume to (variant1 v)\n    wait until <touching (hitbox v)?>\n    change x by (60)\n    switch costume to (arrow2 v)\n    set [local glide v] to [0]\n    go to [front v] layer\n    repeat (10)\n        change [ghost v] effect by (-10)\n        change [local glide v] by (0.6)\n        change y by (Local Glide)\n    end\n    forever\n        repeat (20)\n            change [local glide v] by (-0.6)\n            change y by (Local Glide)\n        end\n        repeat (20)\n            change [local glide v] by (0.6)\n            change y by (Local Glide)\n        end\n    end\nend\nif <(Local Data) = [3]> then\n    switch costume to (variant2 v)\n    wait until <touching (hitbox v)?>\n    change x by (20)\n    change y by (-10)\n    switch costume to (arrow v)\n    set [local glide v] to [0]\n    go to [front v] layer\n    repeat (10)\n        change [ghost v] effect by (-10)\n        change [local glide v] by (0.6)\n        change x by (Local Glide)\n    end\n    forever\n        repeat (20)\n            change [local glide v] by (-0.6)\n            change x by (Local Glide)\n        end\n        repeat (20)\n            change [local glide v] by (0.6)\n            change x by (Local Glide)\n        end\n    end\nend\nif <(Local Data) = [99]> then\n    switch costume to (variant1 v)\n    wait until <touching (hitbox v)?>\n    broadcast (Win! v)\n    delete this clone\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Object - EventZone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data) = [1]> then\n    switch costume to (variant1 v)\n    wait until <touching (hitbox v)?>\n    go to x: (145) y: (35)\n    switch costume to (arrow v)\n    set [local glide v] to [0]\n    go to [front v] layer\n    repeat (10)\n        change [ghost v] effect by (-10)\n        change [local glide v] by (0.6)\n        change x by (Local Glide)\n    end\n    forever\n        repeat (20)\n            change [local glide v] by (-0.6)\n            change x by (Local Glide)\n        end\n        repeat (20)\n            change [local glide v] by (0.6)\n            change x by (Local Glide)\n        end\n    end\nend\nif <(Local Data) = [2]> then\n    switch costume to (variant1 v)\n    wait until <touching (hitbox v)?>\n    change x by (60)\n    switch costume to (arrow2 v)\n    set [local glide v] to [0]\n    go to [front v] layer\n    repeat (10)\n        change [ghost v] effect by (-10)\n        change [local glide v] by (0.6)\n        change y by (Local Glide)\n    end\n    forever\n        repeat (20)\n            change [local glide v] by (-0.6)\n            change y by (Local Glide)\n        end\n        repeat (20)\n            change [local glide v] by (0.6)\n            change y by (Local Glide)\n        end\n    end\nend\nif <(Local Data) = [3]> then\n    switch costume to (variant2 v)\n    wait until <touching (hitbox v)?>\n    change x by (20)\n    change y by (-10)\n    switch costume to (arrow v)\n    set [local glide v] to [0]\n    go to [front v] layer\n    repeat (10)\n        change [ghost v] effect by (-10)\n        change [local glide v] by (0.6)\n        change x by (Local Glide)\n    end\n    forever\n        repeat (20)\n            change [local glide v] by (-0.6)\n            change x by (Local Glide)\n        end\n        repeat (20)\n            change [local glide v] by (0.6)\n            change x by (Local Glide)\n        end\n    end\nend\nif <(Local Data) = [99]> then\n    switch costume to (variant1 v)\n    wait until <touching (hitbox v)?>\n    broadcast (Win! v)\n    delete this clone\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Object - Torch\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n    QuickDelete\n    show\n    if <(Local Data) = [1]> then\n        switch costume to (variant1 v)\n        broadcast (Bright Up v)\n    end\n    if <(Local Data) = [2]> then\n        switch costume to (variant2 v)\n    end\n    if <(Local Data) = [3]> then\n        switch costume to (variant3 v)\n        broadcast (Bright Up v)\n    end\n    if <(Local Data) = [4]> then\n        switch costume to (variant4 v)\n        go [backward v] (3333) layers\n        stop [this script v]\n    end\n    set [local type v] to [3]\n    create clone of (_myself_ v)\n    forever\n        set [local randomemit v] to (pick random (1) to (45))\n        if <(Local RandomEmit) = [1]> then\n            set [local type v] to [2]\n            create clone of (_myself_ v)\n        end\n        if <(Map ScrollFinished?) = [0]> then\n            if <not <(Tile) = [29]>> then\n                broadcast (Bright Reset v)\n            end\n            delete this clone\n        end\n    end\nend\nif <(Local Type) = [2]> then\n    change y by (45)\n    switch costume to (fire effect v)\n    set [local glidex v] to (pick random (-1) to (1.001))\n    set [local glidey v] to (pick random (3) to (0.001))\n    repeat (60)\n        change x by (Local GlideX)\n        change y by (Local GlideY)\n        change [local glidey v] by (-0.1)\n        change size by (-1)\n        if <touching (object - water v)?> then\n            switch costume to (fire effect dust v)\n            set [local glidey v] to [0]\n            change y by (-1)\n        end\n        if <touching (_edge_ v)?> then\n            delete this clone\n        end\n    end\n    delete this clone\nend\nif <(Local Type) = [3]> then\n    change y by (45)\n    switch costume to (moving fire v)\n    set [ghost v] effect to (50)\n    set [local glidex v] to (x position)\n    set [local glidey v] to (y position)\n    go to [front v] layer\n    forever\n        set x to (Local GlideX)\n        set y to (Local GlideY)\n        change x by (pick random (-1) to (0.001))\n        change y by (pick random (-1) to (0.001))\n    end\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Object - Urchin\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nshow\npoint in direction (90)\nif <(Local Data3) = [1]> then\n    switch costume to (variant1 v)\nend\nif <(Local Data3) = [2]> then\n    switch costume to (variant2 v)\nend\nif <(Local Data3) = [3]> then\n    switch costume to (variant1 v)\n    turn right (180) degrees\nend\nforever\n    wait until <touching (hitbox v)?>\n    start sound [SYS-CARDLOSE v]\n    broadcast (TryAgain! v)\n    set [saved inwater v] to [3]\n    wait (0) seconds\n    wait (0) seconds\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data3 v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I start as a clone\nif <<(Local Data3) = [1]> or <(Local Data3) = [3]>> then\n    forever\n        set [local random v] to (pick random (1) to (65))\n        if <(Local Random) = [1]> then\n            repeat (4)\n                next costume\n            end\n            repeat (4)\n                switch costume to ((costume [number v]) - (1))\n            end\n        end\n    end\nend\n\n@Dev\n\nwhen flag clicked\nbroadcast (dev v)\n\nwhen I receive [dev v]\nshow\ngo to [front v] layer\nrepeat (2)\n    switch costume to (costume3 v)\n    wait (1) seconds\n    switch costume to (costume1 v)\n    wait (1) seconds\n    switch costume to (costume2 v)\n    wait (1) seconds\n    switch costume to (costume1 v)\n    wait (1) seconds\n    switch costume to (costume3 v)\nend\nhide\nbroadcast (MainMenu v)\n\nwhen I receive [mainmenu v]\ndelete this clone\n\ndefine FadeAway\nrepeat (10)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\n@DANGER\n\nwhen I receive [enter game v]\nshow\n\nwhen I receive [enter game v]\nforever\n    if <(Tile) = [1]> then\n        switch costume to (level 1 v)\n    end\nend\n\nwhen I receive [enter game v]\nforever\n    if <(Tile) = [4]> then\n        switch costume to (level 4 v)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nforever\n    if <<<<<(Tile) = [2]> or <(Tile) = [3]>> or <(Tile) = [6]>> or <(Tile) = [7]>> or <(Tile) = [10]>> then\n        switch costume to (else v)\n    end\nend\n\nwhen I receive [enter game v]\nforever\n    if <(Tile) = [5]> then\n        switch costume to (level 5 v)\n    end\nend\n\nwhen I receive [enter game v]\nforever\n    if <(Tile) = [8]> then\n        switch costume to (level 8 v)\n    end\nend\n\nwhen I receive [enter game v]\nforever\n    if <(Tile) = [9]> then\n        switch costume to (level 9 v)\n    end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    show\n    go to [front v] layer\n    go to x: (0) y: (0)\n    switch costume to (my project-1-2 v)\n    set [ghost v] effect to (100)\nend\n\n
READ THE CREDITS - firstject is properly credited for the game layout and Error 404\n\n☠ A little fossil needs to hurry before the paleontologists collect his fossil friends... Only you can help them.  ☠  \n\nPropose to be featured here: https://scratch.mit.edu/studios/28715018\n\n❌ (DISCLAIMER) ❌\nThis is an Alpha platformer engine and should be considered as such. There will inevitably be bugs. Please report them in the comments.\n\n➕ Cmds ➕\n⬆➡⬅⬇ \nOften, advancing to the next level requires a combination of ⬆➡ \n\n➕ Share your time below and GAME ON! ➕