Rescue 7 -Boss Fight- || A platformer ||
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [shake v]\nrepeat (7)\n    repeat (2)\n        go to x: (pick random (-15) to (15)) y: (pick random (-15) to (15))\n    end\nend\ngo to x: (-70) y: (2)\n\nwhen I receive [endintro v]\nswitch backdrop to (lab 1 v)\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nclear graphic effects\nswitch backdrop to (mountain v)\n\nwhen I receive [start battle! v]\nswitch backdrop to (lab 2 v)\n\nwhen I receive [next level v]\nforever\n    if <(level) = [2]> then\n        switch backdrop to (mountain v)\n    else\n        switch backdrop to (lab 2 v)\n    end\nend\n\nwhen I receive [booom v]\nswitch backdrop to (lab 3 v)\n\n@Blank\n\n@Talk\n\nwhen I receive [endintro v]\nwait (2) seconds\nshow\nclear graphic effects\nswitch costume to (you 1 v)\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (2) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nswitch costume to (boss 1 v)\nclear graphic effects\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (2) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nswitch costume to (boss 2 v)\nclear graphic effects\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (3) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nswitch costume to (you 2 v)\nclear graphic effects\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (2) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nswitch costume to (boss 3 v)\nclear graphic effects\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (2.5) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nswitch costume to (boss 4 v)\nclear graphic effects\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (4) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nswitch costume to (you 3 v)\nclear graphic effects\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (2) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nbroadcast (Start Battle! v)\n\nwhen flag clicked\nhide\n\nwhen I receive [endintro v]\nforever\n    if <key (x v) pressed?> then\n        broadcast (Start Battle! v)\n    end\nend\n\nwhen I receive [start battle! v]\nhide\nstop [other scripts in sprite v]\n\n@Player\n\nwhen I receive [game on v]\nforever\n    if <touching (trampoline v)?> then\n        broadcast (Bounce v)\n        set [y v] to [20]\n    end\nend\n\nwhen I receive [game on v]\nforever\n    if <touching (doublejump v)?> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [y v] to [13]\n        end\n    end\nend\n\nwhen I receive [endintro v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [game on v]\nforever\n    if <touching (key v)?> then\n        broadcast (Door Open v)\n    end\nend\n\nwhen I receive [loss v]\nstop [other scripts in sprite v]\nclear graphic effects\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (7)\n    switch costume to (trail v)\n    change size by (-4)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [mati v]\nhide\nwait (0) seconds\nshow\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nset x to (-210)\nset y to (0)\nbroadcast (Start Battle! v)\n\nwhen I receive [game on v]\nforever\n    create clone of (_myself_ v)\n    set rotation style [left-right v]\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        create clone of (_myself_ v)\n        change [x v] by (-1)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        create clone of (_myself_ v)\n        change [x v] by (1)\n    end\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n        create clone of (_myself_ v)\n    end\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n        create clone of (_myself_ v)\n    end\n    set [x v] to ((X) * (0.9))\n    change x by (X)\n    switch costume to (hitbox v)\n    if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n        change y by (1)\n        if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n            change y by (1)\n            if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n                change y by (1)\n                if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n                    change y by (1)\n                    if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n                        change y by (1)\n                        if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n                            change x by ((X) * (-1))\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(X) > [0]> then\n                                    set [x v] to [-7]\n                                else\n                                    set [x v] to [7]\n                                end\n                                set [y v] to [14]\n                            else\n                                set [x v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (-1)\n    switch costume to (hitbox v)\n    if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [y v] to [13]\n        end\n    end\n    change y by (1)\n    change [y v] by (-1)\n    change y by (Y)\n    if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n        change y by ((Y) * (-1))\n        set [y v] to [0]\n    end\n    hide variable [x v]\n    if <(x position) > [230]> then\n        broadcast (next level v)\n        change [level v] by (1)\n        set [y v] to [0]\n        set [x v] to [0]\n        if <(level) = [8]> then\n            go to x: (-203) y: (-87)\n        else\n            if <<(level) = [5]> or <(level) = [7]>> then\n                go to x: (-185) y: (-24)\n            else\n                go to x: (-190) y: (0)\n            end\n        end\n    end\n    if <(y position) < [-179]> then\n        set [x v] to [0]\n        set [y v] to [0]\n        if <(level) = [8]> then\n            go to x: (-203) y: (-87)\n        else\n            if <<(level) = [5]> or <(level) = [7]>> then\n                go to x: (-185) y: (-24)\n            else\n                go to x: (-190) y: (-50)\n            end\n        end\n    end\nend\n\nwhen I receive [game on v]\nforever\n    Set Costume\nend\n\ndefine Set Costume\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n    switch costume to (player v)\n    point in direction (90)\nelse\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n        switch costume to (player v)\n        point in direction (-90)\n    else\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            switch costume to (player v)\n            point in direction (direction)\n        else\n            if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n                switch costume to (player v)\n                point in direction (90)\n            else\n                if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n                    switch costume to (player v)\n                    point in direction (-90)\n                else\n                    switch costume to (player v)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [game on v]\nforever\n    if <touching (water v)?> then\n        broadcast (In water v)\n        if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (20))>>>> then\n            set [x v] to [-2]\n        end\n        if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>>> then\n            set [x v] to [2]\n        end\n        if <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) < [10]>>>> then\n            change [y v] by (-1)\n        end\n        if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [20]>>>> then\n            change [y v] by (1)\n        end\n        set [y v] to ((Y) * (0.8))\n        change [y v] by (((Y) / (15)) + (0.5))\n    end\nend\n\nwhen I receive [game on v]\nforever\n    if <not <touching (water v)?>> then\n        broadcast (Out water v)\n    end\nend\n\nwhen I receive [game on v]\nforever\n    if <touching (map v)?> then\n        broadcast (MAP find v)\n    end\nend\n\nwhen I receive [start battle! v]\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (60) %\nswitch costume to (player v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nbroadcast (Game on v)\nset [level v] to [1]\n\nwhen I receive [game on v]\nforever\n    if <<touching (spikey v)?> or <<touching (bullet v)?> or <<touching (boss v)?> or <<touching (attacks v)?> or <<touching (smasher v)?> or <<touching (laser v)?> or <<touching (movingspikes v)?> or <touching (attacks2 v)?>>>>>>>> then\n        broadcast (Hands v)\n        broadcast (Minus health v)\n        repeat (1)\n            set [brightness v] effect to (100)\n            wait (0.1) seconds\n            set [brightness v] effect to (0)\n            wait (0.1) seconds\n            set [brightness v] effect to (100)\n            wait (0.1) seconds\n            set [brightness v] effect to (0)\n            wait (0.1) seconds\n        end\n    end\nend\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [shake v]\ngo to x: (x position) y: (-5)\n\nwhen I receive [next level v]\nforever\n    if <(level) = [2]> then\n        say [Mom! Dad!] for (3) seconds\n        stop [this script v]\n    end\nend\n\nwhen I receive [pdcb v]\nstop [other scripts in sprite v]\nclear graphic effects\n\n@Attacks\n\nwhen I receive [start battle! v]\nwait (0.5) seconds\nhide\nrepeat (15)\n    wait (1) seconds\n    create clone of (_myself_ v)\nend\nbroadcast (+× v)\n\nwhen I start as a clone\ngo to x: (151) y: (43)\npoint towards (player v)\nswitch costume to (fireball v)\ngo to [back v] layer\nshow\nrepeat until <<touching (_edge_ v)?> or <<touching (player v)?> or <touching (level v)?>>>\n    move (10) steps\nend\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [loss v]\nstop [other scripts in sprite v]\n\nwhen I receive [sime v]\nshow\npoint in direction (90)\nswitch costume to (ball v)\ngo to [back v] layer\ngo to x: (155) y: (-42)\nrepeat until <<touching (_edge_ v)?> or <<touching (player v)?> or <touching (level v)?>>>\n    move (-30) steps\nend\nwait (0) seconds\nhide\nbroadcast (Boss UPPP v)\n\nwait (0.008) seconds\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@Attacks2\n\nwhen I receive [fall v]\nhide\nrepeat (10)\n    wait (0.1) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (240) to (-240)) y: (180)\nset size to (pick random (70) to (90)) %\nswitch costume to (ball v)\ngo to [back v] layer\nshow\nglide (pick random (1) to (0.3)) secs to x: (x position) y: (-180)\nbroadcast (BIGBIGBIG_LASER v)\n\nwhen flag clicked\nhide\n\nwhen I receive [loss v]\nstop [other scripts in sprite v]\n\nwait (0.008) seconds\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nswitch costume to (join [level] (level))\n\nwhen I receive [endintro v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [endintro v]\nbroadcast (no rain v)\n\nwhen I receive [next level v]\nif <(level) = [2]> then\n    broadcast (| Snow On | | Rain Off | v)\nend\n\nbroadcast (Shake v)\n\nwhen I receive [shake v]\nrepeat (7)\n    repeat (2)\n        go to x: (pick random (-15) to (15)) y: (pick random (-15) to (15))\n    end\nend\ngo to x: (0) y: (0)\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [endintro v]\ngo to x: (158) y: (-24)\nswitch costume to (boss v)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [switcheyeposition v]\ngo to x: (158) y: (-24)\nglide (1.5) secs to x: (-6) y: (66)\nwait (0.5) seconds\nswitch costume to (boss v)\nwait (0.1) seconds\nswitch costume to (switcheyeposition1 v)\nwait (0.1) seconds\nswitch costume to (switcheyeposition2 v)\n\nwhen I receive [boss down v]\ngo to x: (-6) y: (66)\nswitch costume to (switcheyeposition2 v)\nglide (0.3) secs to x: (-6) y: (76)\nswitch costume to (eye down' v)\nglide (0.01) secs to x: (-6) y: (-24)\nwait (0.03) seconds\nbroadcast (Shake v)\n\nwhen I receive [jump back v]\nwait (1) seconds\nswitch costume to (jump1 v)\nrepeat (8)\n    wait (0.05) seconds\n    next costume\nend\nbroadcast (Slime time! v)\n\nwhen I receive [start battle! v]\ngo to x: (158) y: (-24)\nswitch costume to (boss v)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [slime time! v]\nswitch costume to (x hand v)\n\nwhen I receive [boss uppp v]\nhide\n\nwhen I receive [shake v]\nrepeat (7)\n    repeat (2)\n        go to x: (pick random (-15) to (15)) y: (pick random (-15) to (15))\n    end\nend\ngo to x: (-6) y: (-24)\nglide (0.01) secs to x: (-6) y: (-24)\nbroadcast (Jump back v)\n\nwhen I receive [boss x_x v]\nstop [other scripts in sprite v]\nwait (1) seconds\nrepeat (50)\n    change [brightness v] effect by (2)\n    change [ghost v] effect by (2)\nend\n\nwhen I receive [start battle! v]\nforever\n    if <touching (piupiupiu v)?> then\n        broadcast (Boss -♡ v)\n    end\nend\n\nwhen I receive [shake v]\nrepeat (7)\n    repeat (2)\n        go to x: (pick random (-15) to (15)) y: (pick random (-15) to (15))\n    end\nend\ngo to x: (0) y: (0)\n\n@Hand\n\nwhen flag clicked\nhide\n\nwhen I receive [endintro v]\ngo to x: (158) y: (-24)\nswitch costume to (boss v)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\nswitch costume to (boss v)\n\nwhen I receive [start battle! v]\nwait (0.1) seconds\nswitch costume to (boss v)\nrepeat (6)\n    wait (0.03) seconds\n    next costume\nend\nwait (1) seconds\nrepeat (5)\n    wait (0.03) seconds\n    next costume\nend\nswitch costume to (boss v)\n\nwhen I receive [switcheyeposition v]\ngo to x: (158) y: (-24)\nglide (1.5) secs to x: (-6) y: (66)\nswitch costume to (normal v)\nwait (1) seconds\ngo to x: (-6) y: (66)\nglide (1) secs to x: (-7) y: (86)\nbroadcast (Spikes Out v)\n\nwhen I receive [jump back v]\nswitch costume to (blank v)\nhide\n\nwhen I receive [slime time! v]\ngo to x: (154) y: (-25)\nshow\nswitch costume to (go 1 v)\nrepeat (3)\n    wait (0.07) seconds\n    next costume\nend\nwait (1) seconds\nrepeat (3)\n    switch costume to ((costume [number v]) - (1))\nend\nbroadcast (sime v)\n\nwhen I receive [boss uppp v]\nwait (0.5) seconds\ngo to x: (154) y: (-25)\nshow\nswitch costume to (up normal v)\nwait (1) seconds\nrepeat (3)\n    wait (0.1) seconds\n    next costume\nend\nwait (1) seconds\nrepeat (3)\n    switch costume to ((costume [number v]) - (1))\nend\nwait (1) seconds\nbroadcast (Fall v)\n\nwhen I receive [boss uppp v]\ngo to x: (154) y: (-25)\nglide (1.5) secs to x: (154) y: (78)\nwait (1) seconds\nglide (0.1) secs to x: (154) y: (-25)\n\nwhen I receive [boss x_x v]\nstop [other scripts in sprite v]\nwait (1) seconds\nrepeat (50)\n    change [brightness v] effect by (2)\n    change [ghost v] effect by (2)\nend\n\nwhen I receive [shake v]\nrepeat (7)\n    repeat (2)\n        go to x: (pick random (-15) to (15)) y: (pick random (-15) to (15))\n    end\nend\ngo to x: (0) y: (0)\n\nwhen I receive [start battle! v]\nforever\n    if <touching (piupiupiu v)?> then\n        broadcast (Boss -♡ v)\n    end\nend\n\n@Saw\n\nwhen I receive [bigbigbig_laser v]\nwait (1) seconds\nset size to (100) %\nshow\ngo to [front v] layer\ngo to x: (-7) y: (-87)\nrepeat (8)\n    set [brightness v] effect to (0)\n    wait (0.1) seconds\n    change [brightness v] effect by (30)\n    wait (0.1) seconds\nend\nbroadcast (PRAAAAAA v)\n\nwhen flag clicked\nhide\n\nwhen I receive [spikey! 15 v]\nhide\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@Hands\n\nwhen flag clicked\nhide\n\nforever\n    go to [front v] layer\n    go to (player v)\nend\n\nwhen I receive [hands v]\nrepeat (1)\n    set [brightness v] effect to (100)\n    wait (0.1) seconds\n    set [brightness v] effect to (0)\n    wait (0.1) seconds\n    set [brightness v] effect to (100)\n    wait (0.1) seconds\n    set [brightness v] effect to (0)\n    wait (0.1) seconds\nend\n\nwhen I receive [mati v]\nshow\nclear graphic effects\nforever\n    go to [front v] layer\n    go to (player v)\nend\n\nwhen I receive [endintro v]\nshow\nset size to (60) %\nforever\n    go to [front v] layer\n    go to (player v)\nend\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [loss v]\nstop [other scripts in sprite v]\nclear graphic effects\ngo to [back v] layer\n\nwhen I receive [endintro v]\nhide\n\nwhen I receive [start battle! v]\nshow\n\nwhen I receive [pdcb v]\nstop [other scripts in sprite v]\nclear graphic effects\ngo to [back v] layer\n\n@MAP\n\nwhen I receive [map find v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (2.5) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nhide\nbroadcast (Credits v)\n\nwhen flag clicked\nhide\n\n@map\n\nwhen flag clicked\nhide\n\nwhen I receive [endintro v]\nforever\n    if <(level) = [12]> then\n        show\n        go to x: (0) y: (0)\n        forever\n            set [ghost v] effect to (100)\n        end\n    else\n        hide\n    end\nend\n\nwhen I receive [credits v]\nhide\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [start battle! v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (download__1_-removebg-preview v)\nshow\nwait (5) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [boss x_x v]\nforever\n    if <(level) = [1]> then\n        go to x: (0) y: (0)\n        go to [back v] layer\n        switch costume to (download__1_-removebg-preview v)\n        show\n    else\n        hide\n    end\nend\n\n@Enemy\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <<touching (level v)?> or <touching (door v)?>> then\n    repeat until <not <<touching (level v)?> or <touching (door v)?>>>\n        change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n    end\n    set [yv v] to (<<(y position) < (([y position v] of [player v]) - (10))> and <(([abs v] of (yv) ) / (yv)) = [-1]>> * (jump height))\nend\nset [xv v] to (((xv) + ((<(x position) > ([x position v] of [player v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [player v])> * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <<touching (level v)?> or <touching (door v)?>>>>\n    change y by (1)\n    change [enemy - slope v] by (-1)\nend\nif <<touching (level v)?> or <touching (door v)?>> then\n    change y by (Enemy - Slope)\n    repeat until <not <<touching (level v)?> or <touching (door v)?>>>\n        change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n    end\nend\npoint towards (player v)\nif <(y position) < [-180]> then\n    delete this clone\nend\n\ndefine Clone at (x) (y) (type)\ngo to x: (x) y: (y)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n    forever\n        if <not <(Switch In Progress) = [yes]>> then\n            Gravity [-1] Jump Height [10] Speed [0.5] Friction [.75] Slope [5]\n            if <<<touching color (#5f3400)?> or <touching color (#8a4d00)?>> or <<<touching color (#868686)?> or <touching color (#b2b2b2)?>> or <touching (piupiupiu v)?>>> then\n                start sound [Hit v]\n                set [slime x v] to (x position)\n                set [slime type v] to (costume [number v])\n                set [slime y v] to (y position)\n                broadcast (Slime Particles v)\n                delete this clone\n            end\n        end\n    end\nelse\n    if <(costume [number v]) = [2]> then\n        forever\n            if <not <(Switch In Progress) = [yes]>> then\n                Gravity [-1] Jump Height [7] Speed [0.2] Friction [.75] Slope [2]\n                if <<<touching color (#5f3400)?> or <touching color (#8a4d00)?>> or <<<touching (piupiu v)?> or <touching color (#868686)?>> or <touching color (#b2b2b2)?>>> then\n                    start sound [Hit v]\n                    set [slime x v] to (x position)\n                    set [slime type v] to (costume [number v])\n                    set [slime y v] to (y position)\n                    broadcast (Slime Particles v)\n                    delete this clone\n                end\n            end\n        end\n    else\n        if <(costume [number v]) = [3]> then\n            forever\n                if <not <(Switch In Progress) = [yes]>> then\n                    Gravity [-1] Jump Height [18] Speed [0.8] Friction [.75] Slope [5]\n                    if <<<touching color (#5f3400)?> or <touching color (#8a4d00)?>> or <<<touching (piupiu v)?> or <touching color (#868686)?>> or <touching color (#b2b2b2)?>>> then\n                        start sound [Hit v]\n                        set [slime x v] to (x position)\n                        set [slime type v] to (costume [number v])\n                        set [slime y v] to (y position)\n                        broadcast (Slime Particles v)\n                        delete this clone\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [boss battle v]\nrepeat until <(HP) < [1]>\n    wait (pick random (1) to (2)) seconds\n    if <(pick random (0) to (3)) > [1]> then\n        Clone at (pick random (100) to (200)) [-65] (pick random (1) to (3))\n    else\n        Clone at [-200] [-65] (pick random (2) to (3))\n    end\nend\n\nwhen flag clicked\nhide\n\n@Slime Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime particles v]\nif <not <(Is clone?) = [1]>> then\n    repeat (4)\n        Particles\n    end\nend\n\nwhen I start as a clone\nswitch costume to (SLIME TYPE)\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-40) to (10))\nset [is clone? v] to [1]\ngo to x: (SLIME X) y: (SLIME Y)\nshow\nset [xv v] to (pick random (-12) to (12))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n    change [yv v] by (-2)\n    set [xv v] to ((xv) * (0.9))\n    set [yv v] to ((yv) * (0.9))\n    change x by (xv)\n    change y by (yv)\n    if <touching (level v)?> then\n        change y by (1)\n        if <touching (level v)?> then\n            change y by (1)\n            if <touching (level v)?> then\n                change y by (1)\n                if <touching (level v)?> then\n                    change y by (1)\n                    if <touching (level v)?> then\n                        change y by (1)\n                        if <touching (level v)?> then\n                            change y by (1)\n                            if <touching (level v)?> then\n                                change y by (1)\n                                if <touching (level v)?> then\n                                    change y by (1)\n                                    if <touching (level v)?> then\n                                        change y by (1)\n                                        if <touching (level v)?> then\n                                            change y by (1)\n                                            if <touching (level v)?> then\n                                                change y by (1)\n                                                if <touching (level v)?> then\n                                                    change y by (1)\n                                                else\n                                                    change y by (-1)\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nrepeat (20)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n    create clone of (_myself_ v)\nend\n\n@Intro\n\nwhen I start as a clone\nif <(my variable) = [CircleExplosion]> then\n    set size to (100) %\n    go to x: (0) y: (0)\n    clear graphic effects\n    switch costume to (costume5 v)\n    wait until <(Zsxgdb) = [1]>\n    show\n    repeat (22)\n        turn right (5) degrees\n        move (Move) steps\n        change [move v] by (-.04)\n        change size by (-2)\n    end\n    repeat (12)\n        turn right (5) degrees\n        move (Move) steps\n        change size by (-4)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(my variable) = [Cool]> then\n    switch costume to (costume4 v)\n    go to x: (0) y: (0)\n    set size to (21) %\n    clear graphic effects\n    show\n    repeat (30)\n        change size by (10)\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [Cool]> then\n    switch costume to (costume4 v)\n    set size to (21) %\n    show\n    repeat (50)\n        change [ghost v] effect by (2)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(my variable) = [BarThing1]> then\n    switch costume to (bar2 v)\n    point in direction (90)\n    clear graphic effects\n    go to x: (-314) y: (0)\n    set size to (100) %\n    set [ghost v] effect to (100)\n    show\n    Smooth Glide x: (217) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(my variable) = [BarThing2]> then\n    switch costume to (bar2 v)\n    point in direction (90)\n    clear graphic effects\n    go to x: (-314) y: (0)\n    set size to (100) %\n    set [ghost v] effect to (100)\n    show\n    Smooth Glide x: (122) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(my variable) = [BarThing3]> then\n    switch costume to (bar2 v)\n    point in direction (90)\n    clear graphic effects\n    go to x: (-314) y: (0)\n    set size to (100) %\n    set [ghost v] effect to (100)\n    show\n    Smooth Glide x: (28) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(my variable) = [BarThing4]> then\n    switch costume to (bar2 v)\n    point in direction (90)\n    clear graphic effects\n    go to x: (-314) y: (0)\n    set size to (100) %\n    set [ghost v] effect to (100)\n    show\n    Smooth Glide x: (-65) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(my variable) = [BarThing5]> then\n    switch costume to (bar2 v)\n    point in direction (90)\n    clear graphic effects\n    go to x: (-314) y: (0)\n    set size to (100) %\n    set [ghost v] effect to (100)\n    show\n    Smooth Glide x: (-158) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(my variable) = [BarThing6]> then\n    switch costume to (bar2 v)\n    point in direction (90)\n    clear graphic effects\n    go to x: (-314) y: (0)\n    set size to (100) %\n    set [ghost v] effect to (100)\n    show\n    Smooth Glide x: (-250) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(my variable) = [Particles]> then\n    switch costume to (costume1 v)\n    go to x: (0) y: (0)\n    set [x v] to [0]\n    wait until <(Show) = [1]>\n    clear graphic effects\n    set size to (70) %\n    set [x v] to [0]\n    wait until <(Show) = [1]>\n    show\n    go to [front v] layer\n    repeat until <touching (_edge_ v)?>\n        change y by (Y)\n        move (8) steps\n        change [y v] by (-.07)\n    end\n    delete this clone\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    change [ghost v] effect by (-30)\n    change x by (((round (x)) - (round (x position))) / (speed))\n    change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(my variable) = [Bars]> then\n    switch costume to (bar v)\n    show\n    point in direction (51)\n    set size to (34) %\n    wait (.02) seconds\n    change size by (20)\n    turn right (12) degrees\n    wait (.02) seconds\n    change size by (14)\n    turn right (9) degrees\n    wait (.02) seconds\n    change size by (12)\n    turn right (6) degrees\n    wait (.02) seconds\n    change size by (7)\n    turn right (3) degrees\n    wait (.02) seconds\n    change size by (5)\n    turn right (3) degrees\n    wait (.02) seconds\n    change size by (3)\n    turn right (2) degrees\n    wait (.02) seconds\n    change size by (2)\n    turn right (1.5) degrees\n    wait (.02) seconds\n    change size by (1)\n    turn right (1) degrees\n    wait (.02) seconds\n    change size by (1)\n    turn right (1) degrees\n    wait (.02) seconds\n    change size by (1)\n    point in direction (90)\n    wait (.02) seconds\nend\n\nwhen flag clicked\nhide\nset [my variable v] to [Bars]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [y v] to [8]\nset [show v] to [0]\nwait (.5) seconds\nstart sound [Avicii - Broken Arrows v]\nwait (.5) seconds\nclear graphic effects\nset [size v] to [12]\nset [my variable v] to [Bars]\nrepeat (3)\n    go to x: (-216) y: (0)\n    hide\n    repeat (10)\n        create clone of (_myself_ v)\n        change x by (48)\n    end\n    change [brightness v] effect by (50)\nend\nwait () seconds\nset [my variable v] to [Line]\ncreate clone of (_myself_ v)\nwait () seconds\nset [my variable v] to [Thing]\ncreate clone of (_myself_ v)\nwait (1.2) seconds\nclear graphic effects\nrepeat (10)\n    set [my variable v] to [Square]\n    create clone of (_myself_ v)\n    change [brightness v] effect by (-10)\n    wait (.02) seconds\nend\nset [my variable v] to [BarThing1]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [my variable v] to [BarThing2]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [my variable v] to [BarThing3]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [my variable v] to [BarThing4]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [my variable v] to [BarThing5]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [my variable v] to [BarThing6]\ncreate clone of (_myself_ v)\nwait () seconds\nset [my variable v] to [Circleeeee]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [my variable v] to [Circleeeee2]\ncreate clone of (_myself_ v)\nwait () seconds\npoint in direction (90)\nrepeat (10)\n    set [my variable v] to [Particles]\n    create clone of (_myself_ v)\n    turn right (pick random (-90) to (90)) degrees\nend\nset [show v] to [1]\nset [my variable v] to [Text]\ncreate clone of (_myself_ v)\nwait () seconds\nset [my variable v] to [Flash]\ncreate clone of (_myself_ v)\nwait (.4) seconds\ngo to x: (9) y: (91)\nset [my variable v] to [CoolThing]\nhide\nrepeat (7)\n    create clone of (_myself_ v)\n    change x by (36)\nend\ngo to x: (-25) y: (91)\nset [my variable v] to [CoolThing2]\nrepeat (7)\n    create clone of (_myself_ v)\n    change x by (-36)\nend\nwait (.2) seconds\nrepeat (15)\n    turn right (pick random (-90) to (90)) degrees\n    set [my variable v] to [Cool]\n    create clone of (_myself_ v)\nend\nwait () seconds\nset [zsxgdb v] to [0]\nset [my variable v] to [CircleExplosion]\ngo to x: (0) y: (0)\nset [move v] to [12]\nrepeat (12)\n    turn right (30) degrees\n    create clone of (_myself_ v)\nend\nset [zsxgdb v] to [1]\nwait () seconds\nrepeat (30)\n    turn right (pick random (-90) to (90)) degrees\n    set [my variable v] to [Cool]\n    create clone of (_myself_ v)\nend\nwait (.05) seconds\nset [my variable v] to [End]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(my variable) = [Bars]> then\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [Line]> then\n    set size to (100) %\n    point in direction (90)\n    clear graphic effects\n    go to x: (-480) y: (0)\n    switch costume to (line v)\n    set [ghost v] effect to (80)\n    show\n    set size to (100) %\n    Smooth Glide x: (0) y: (0) speed: (3)\n    repeat (12)\n        switch costume to (sizehack v)\n        change size by ((size) * (.5))\n        switch costume to (line v)\n        turn left ((direction) * (.05)) degrees\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [Thing]> then\n    set size to (100) %\n    point in direction (90)\n    clear graphic effects\n    go to x: (0) y: (-201)\n    switch costume to (thing v)\n    wait (.8) seconds\n    show\n    repeat (12)\n        switch costume to (sizehack v)\n        change size by ((size) * (.3))\n        switch costume to (thing v)\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [Particles]> then\n    wait until <(Show) = [1]>\n    wait (12) seconds\n    delete this clone\nend\n\nwhen I start as a clone\nif <(my variable) = [Square]> then\n    set size to (100) %\n    point in direction (45)\n    go to x: (0) y: (0)\n    switch costume to (costume2 v)\n    show\n    repeat (12)\n        switch costume to (sizehack v)\n        change size by ((size) * (.3))\n        switch costume to (costume2 v)\n        turn left ((direction) * (.2)) degrees\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [Circleeeee]> then\n    set size to (100) %\n    point in direction (90)\n    clear graphic effects\n    go to x: (0) y: (201)\n    switch costume to (thing2 v)\n    show\n    wait (.05) seconds\n    repeat (12)\n        switch costume to (sizehack v)\n        change size by ((size) * (.3))\n        switch costume to (thing2 v)\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [Circleeeee]> then\n    Smooth Glide x: (0) y: (0) speed: (3)\nend\n\nwhen I start as a clone\nif <(my variable) = [Circleeeee2]> then\n    set size to (100) %\n    point in direction (90)\n    clear graphic effects\n    go to x: (0) y: (201)\n    switch costume to (thing v)\n    show\n    wait (.05) seconds\n    repeat (12)\n        switch costume to (sizehack v)\n        change size by ((size) * (.3))\n        switch costume to (thing v)\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [Circleeeee2]> then\n    Smooth Glide x: (0) y: (0) speed: (3)\nend\n\nwhen I start as a clone\nif <(my variable) = [Text]> then\n    go to x: (0) y: (0)\n    clear graphic effects\n    point in direction (90)\n    set size to (20) %\n    show\n    switch costume to (text v)\n    repeat (29)\n        go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n        change size by (((70) - (size)) / (12))\n    end\n    set size to (80) %\n    forever\n        switch costume to (text v)\n        set size to (300) %\n        repeat (29)\n            go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n            change size by (((70) - (size)) / (12))\n        end\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [Flash]> then\n    switch costume to (flash v)\n    go to x: (0) y: (0)\n    clear graphic effects\n    point in direction (90)\n    set size to (100) %\n    show\n    repeat (15)\n        change [ghost v] effect by (8)\n    end\n    repeat (50)\n        wait (.3) seconds\n        switch costume to (flash v)\n        go to x: (0) y: (0)\n        clear graphic effects\n        point in direction (90)\n        set size to (100) %\n        show\n        repeat (20)\n            change [ghost v] effect by (5)\n        end\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [Bars]> then\n    set size to (100) %\n    forever\n        switch costume to (costume3 v)\n        go to x: (0) y: (0)\n        clear graphic effects\n        point in direction (90)\n        go to [front v] layer\n        show\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [CoolThing]> then\n    switch costume to (coolthing1 v)\n    point in direction (90)\n    set size to (100) %\n    clear graphic effects\n    set y to (255)\n    wait (.2) seconds\n    show\n    point in direction (90)\n    repeat (3)\n        change y by (-40)\n    end\n    go to x: (x position) y: (91)\n    repeat (17)\n        next costume\n    end\nelse\n    if <(my variable) = [CoolThing2]> then\n        set size to (100) %\n        point in direction (-90)\n        switch costume to (coolthing1 v)\n        clear graphic effects\n        set y to (-255)\n        show\n        repeat (3)\n            change y by (40)\n        end\n        go to x: (x position) y: (-91)\n        repeat (17)\n            next costume\n        end\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [Text]> then\n    forever\n        go to [front v] layer\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [Bars]> then\n    repeat (100)\n        switch costume to (sizehack v)\n        set size to (100) %\n        switch costume to (costume3 v)\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [Bars]> then\n    wait (8.1) seconds\n    repeat (1)\n        change size by (-6)\n    end\n    repeat (1)\n        change size by (-6)\n    end\n    repeat (1)\n        change size by (-4)\n    end\n    repeat (1)\n        change size by (-3)\n    end\n    repeat (2)\n        change size by (-2)\n    end\n    repeat (2)\n        change size by (-1)\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [CoolThing]> then\n    forever\n        set size to (100) %\n    end\nelse\n    if <(my variable) = [CoolThing2]> then\n        forever\n            set size to (100) %\n        end\n    end\nend\n\nwhen I start as a clone\nif <(my variable) = [End]> then\n    switch costume to (costume6 v)\n    go to x: (0) y: (0)\n    set [ghost v] effect to (100)\n    set [brightness v] effect to (-100)\n    point in direction (90)\n    set size to (100) %\n    show\n    repeat (20)\n        change [ghost v] effect by (-5)\n    end\n    broadcast (EndIntro v)\n    wait (.3) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(my variable) = [End]> then\n    forever\n        go to [front v] layer\n    end\nend\n\nwhen I receive [endintro v]\nif <(costume [number v]) = [34]> then\n\nwhen flag clicked\nforever\n    if <key (n v) pressed?> then\n        broadcast (EndIntro v)\n    end\nend\n\nwhen I receive [endintro v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Credits\n\nwhen I receive [credits v]\ngo to x: (0) y: (-999999)\nswitch costume to (credits v)\ngo to [front v] layer\nshow\nrepeat (900)\n    change y by (1)\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (99999999999)\nglide (0.5) secs to x: (0) y: (0)\nforever\n    set y to ((4) * ([sin v] of ((timer) * (180)) ))\nend\n\nwhen flag clicked\nhide\n\n@Smasher\n\nwhen I receive [smasher down v]\nshow\nswitch costume to (smasher 1 v)\ngo to x: (0) y: (0)\nwait (0.01) seconds\nrepeat (7)\n    change y by (-36)\nend\nset volume to (300) %\nstart sound [Slam v]\nwait (1) seconds\nrepeat (84)\n    change y by (3)\nend\nhide\nbroadcast (Boss down v)\n\nwhen flag clicked\nhide\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@Laser\n\nwhen I receive [+× v]\nshow\nswitch costume to (vertical v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nwait (1.5) seconds\nswitch costume to (horizontal v)\nwait (2) seconds\nhide\nbroadcast (CanonBall v)\n\nhide\nwait (15) seconds\n\nwhen I receive [praaaaaa v]\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (-99999)\nglide (0.3) secs to x: (0) y: (0)\nwait (2) seconds\nglide (0.5) secs to x: (0) y: (363)\nhide\nbroadcast (Spikey! 15 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@MovingSpikes\n\nwhen I receive [spikes out v]\nset [brightness v] effect to (100)\nswitch costume to (costume1 v)\ngo to x: (0) y: (-123)\ngo to [back v] layer\nshow\nrepeat (10)\n    change y by (5)\nend\nwait (3) seconds\nrepeat (25)\n    change y by (-2)\nend\nbroadcast (Smasher down v)\n\nwhen flag clicked\nhide\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@PiuPiuPiu\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    if <<(costume [name v]) = [Bullet]> or <(costume [number v]) = [2]>> then\n        go to (piupiu v)\n        point in direction ([direction v] of [piupiu v])\n        show\n        set size to (20) %\n        repeat until <<touching (hand v)?> or <<<<<touching (_edge_ v)?> or <touching (boss v)?>> or <touching (level v)?>> or <touching (smasher v)?>> or <<<touching (turret v)?> or <touching (bullet v)?>> or <<touching (movingspikes v)?> or <<touching (laser v)?> or <<touching (attacks2 v)?> or <<touching (smasher v)?> or <touching (attacks v)?>>>>>>>>\n            move (11) steps\n        end\n        delete this clone\n    end\nend\n\nwhen I receive [sword v]\nswitch costume to (blank v)\n\nwhen I receive [gun v]\nswitch costume to (bullet v)\n\nwhen I receive [start battle! v]\nforever\n    if <<key (space v) pressed?> or <mouse down?>> then\n        wait (0.3) seconds\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I receive [boss x_x v]\nstop [other scripts in sprite v]\nhide\ngo [backward v] (99999999999999999999999) layers\n\n@YourHealthbar\n\nwhen I receive [start battle! v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [minus health v]\nnext costume\n\nwhen I receive [minus health v]\nif <<(costume [number v]) = [13]> or <(costume [name v]) = [costume13]>> then\n    broadcast (Loss v)\nend\n\nwhen I receive [add life v]\nif <not <(costume [number v]) = [1]>> then\n    switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [boss x_x v]\nforever\n    hide\n    set [ghost v] effect to (100000)\n    set size to (0000) %\nend\n\nwhen I receive [endintro v]\nhide\n\n@BossHealthbar\n\nwhen flag clicked\nhide\n\nwhen I receive [start battle! v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [boss -♡ v]\nnext costume\n\nwhen I receive [start battle! v]\nforever\n    if <<(costume [number v]) = [100]> or <(costume [name v]) = [costume100]>> then\n        broadcast (boss x_x v)\n        stop [this script v]\n    end\nend\n\nwhen I receive [boss x_x v]\nforever\n    hide\n    set [ghost v] effect to (100000)\n    set size to (0000) %\nend\n\nwhen I receive [endintro v]\nhide\n\n@Black\n\nwhen I receive [loss v]\nshow\nset [ghost v] effect to (0)\ngo [forward v] (999999999999999) layers\ngo to [front v] layer\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nbroadcast (Game over out v)\n\nwhen flag clicked\nhide\n\nwhen I receive [game over out v]\nshow\n\nwhen I receive [endintro v]\nhide\n\nwhen I receive [pdcb v]\nshow\nset [ghost v] effect to (0)\ngo [forward v] (999999999999999) layers\ngo to [front v] layer\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nbroadcast (GOO v)\n\nwhen I receive [start battle! v]\nhide\n\n@Restart\n\nwhen flag clicked\nhide\n\nwhen I receive [retry out v]\nshow\nswitch costume to (retry v)\ngo [forward v] (9999999999999999999999999999999999999999999999999) layers\ngo to x: (0) y: (-9999999)\nrepeat (30)\n    change y by (5)\nend\nrepeat (20)\n    change y by (-1)\nend\n\nwhen I receive [ro v]\nshow\nswitch costume to (costume1 v)\ngo [forward v] (9999999999999999999999999999999999999999999999999) layers\ngo to x: (0) y: (-9999999)\nrepeat (30)\n    change y by (5)\nend\nrepeat (20)\n    change y by (-1)\nend\n\nwhen I receive [start battle! v]\nhide\n\n@Game over\n\nwhen I receive [game over out v]\nshow\ngo [forward v] (9999999999999999999999999999999999999999) layers\ngo to x: (0) y: (99999999999)\nrepeat (40)\n    change y by (-4)\nend\nwait (0.1) seconds\nrepeat (20)\n    change y by (1)\nend\nrepeat (20)\n    change y by (-1)\nend\nbroadcast (Retry out v)\n\nwhen flag clicked\nhide\n\nwhen I receive [goo v]\nshow\ngo [forward v] (9999999999999999999999999999999999999999) layers\ngo to x: (0) y: (99999999999)\nrepeat (40)\n    change y by (-4)\nend\nwait (0.1) seconds\nrepeat (20)\n    change y by (1)\nend\nrepeat (20)\n    change y by (-1)\nend\nbroadcast (RO v)\n\nwhen I receive [start battle! v]\nhide\n\n@PiuPiu\n\nwhen flag clicked\n\nwhen I receive [start battle! v]\nforever\n    go to (player v)\n    if <<(costume [name v]) = [pistol]> or <(costume [number v]) = [2]>> then\n        broadcast (gun v)\n        show\n        point towards (mouse-pointer v)\n        go to [front v] layer\n        set size to (60) %\n        if <<(costume [number v]) = [1]> or <(costume [name v]) = [sword]>> then\n            hide\n        end\n    end\nend\n\nwhen I receive [loss v]\nstop [other scripts in sprite v]\ngo [backward v] (99999999999999999999999) layers\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nstart sound [Sword v]\nset size to (80) %\npoint in direction (0)\ngo to [back v] layer\nforever\n    go to (player v)\nend\n\nwhen [space v] key pressed\nif <<(costume [name v]) = [sword]> or <(costume [number v]) = [1]>> then\n    broadcast (sword v)\n    set rotation style [all around v]\n    set size to (80) %\n    point in direction (0)\n    go to [back v] layer\n    show\n    repeat (12)\n        turn right (30) degrees\n    end\n    hide\nend\n\nwhen [z v] key pressed\nnext costume\n\nwhen [z v] key pressed\nforever\n    if <<(costume [name v]) = [pistol]> or <(costume [number v]) = [2]>> then\n        show\n    else\n        hide\n        wait (1) seconds\n    end\nend\n\nshow\n\nwhen I receive [start battle! v]\nforever\n    if <<(costume [number v]) = [1]> and <(costume [name v]) = [sword]>> then\n        if <touching (boss v)?> then\n            broadcast (What I want to put here v)\n        end\n    end\nend\n\nwhen I receive [pdcb v]\nstop [other scripts in sprite v]\ngo [backward v] (99999999999999999999999) layers\n\nwhen I receive [boss x_x v]\nstop [other scripts in sprite v]\nhide\ngo [backward v] (99999999999999999999999) layers\n\n@Lives\n\nwhen flag clicked\nhide\n\nwhen I receive [start battle! v]\nforever\n    wait (pick random (15) to (30)) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I receive [endintro v]\nhide\n\nwhen I receive [shake v]\nrepeat (7)\n    repeat (2)\n        go to x: (pick random (-15) to (15)) y: (pick random (-15) to (15))\n    end\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\ngo to x: (pick random (60) to (-240)) y: (pick random (-70) to (0))\nshow\n\nwhen I start as a clone\nforever\n    if <touching (player v)?> then\n        broadcast (Add life v)\n        hide\n    end\nend\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [pdcb v]\nhide\nstop [other scripts in sprite v]\n\n@Turret\n\nwhen I receive [canonball v]\nshow\nset size to (0) %\nrepeat (10)\n    change size by (10)\nend\nset size to (100) %\nrepeat (15)\n    point towards (player v)\n    go to x: (163) y: (75)\n    create clone of (bullet v)\n    wait (1.2) seconds\nend\nset size to (100) %\nrepeat (10)\n    change size by (-10)\nend\nset size to (0) %\nhide\nbroadcast (SwitchEyePosition v)\n\nwhen flag clicked\nwait until <(level) = [2]>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@Bullet\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to (turret v)\npoint in direction ([direction v] of [turret v])\nrepeat until <<<touching (player v)?> or <touching (level v)?>> or <<touching (_edge_ v)?> or >>\n    move (7) steps\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Thumbnail\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n    play sound [Satisfied v] until done\nend\n\nwhen flag clicked\nforever\n    hide\nend\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (maybe this :\) v)\n\nwhen I receive [endintro v]\nforever\n    hide\n    set volume to (50) %\n    play sound [Lost and stoned v] until done\nend\n\nwhen I receive [map find v]\nrepeat (10)\n    change volume by (-10)\nend\n\nwhen flag clicked\nstop all sounds\n\n@Door\n\nwhen I receive [start battle! v]\nforever\n    switch costume to (costume1 v)\n    go to x: (0) y: (0)\n    point in direction (90)\n    go to [front v] layer\n    set size to (100) %\n    clear graphic effects\n    show\nend\n\nwhen I receive [boss x_x v]\nstop [other scripts in sprite v]\nforever\n    hide\nend\n\n@Spikey\n\nwhen I receive [spikey! 15 v]\nshow\ngo to [front v] layer\npoint in direction (-90)\ngo to x: (-60) y: (172)\nrepeat (2)\n    repeat (25)\n        turn left (5) degrees\n    end\n    repeat (5)\n        turn left (8) degrees\n    end\n    repeat (5)\n        turn left (10) degrees\n    end\n    repeat (20)\n        turn left (8) degrees\n    end\n    wait (1) seconds\n    repeat (25)\n        turn left (-5) degrees\n    end\n    repeat (5)\n        turn left (-8) degrees\n    end\n    repeat (5)\n        turn left (-10) degrees\n    end\n    repeat (20)\n        turn left (-8) degrees\n    end\n    wait (0.5) seconds\nend\nrepeat (4)\n    repeat (30)\n        turn left (30) degrees\n    end\nend\nhide\nwait (0.001) seconds\nbroadcast (BOOOM v)\n\nwhen flag clicked\nhide\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@Key\n\nwhen flag clicked\nset [key? v] to [0]\nhide\n\nwhen I receive [boss x_x v]\nshow\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (180) y: (-40)\nswitch costume to (super key v)\nforever\n    set y to ((4) * ([sin v] of ((timer) * (180)) ))\n    change [color v] effect by (1.5)\nend\n\nwhen I receive [boss x_x v]\nforever\n    if <touching (player v)?> then\n        set [key? v] to [1]\n        hide\n    end\nend\n\n@Jail\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nforever\n    if <(level) = [2]> then\n        show\n        switch costume to (costume1 v)\n        go to [back v] layer\n        set size to (100) %\n        go to x: (34) y: (-35)\n        if <<(Key?) = [1]> and <touching (player v)?>> then\n            repeat (20)\n                change [ghost v] effect by (5)\n                change y by (5)\n            end\n            hide\n            broadcast (Credits v)\n            stop [this script v]\n        end\n    else\n        hide\n    end\nend\n\n@Family\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nforever\n    if <(level) = [2]> then\n        show\n        switch costume to (costume1 v)\n        go to [back v] layer\n        set size to (100) %\n        go to x: (37) y: (-61)\n        say [Son!] for (2) seconds\n        stop [this script v]\n    else\n        hide\n    end\nend\n\n@Boom\n\nwhen I receive [booom v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nbroadcast (PDCB v)\n\nwhen flag clicked\nhide\n\n
!!! Read the rules first !!!\n!!! Click the Green Flag TWICE !!!\n\nAll parts: https://scratch.mit.edu/studios/31195693\nPart 1: https://scratch.mit.edu/projects/629372491/\nPart 2: https://scratch.mit.edu/projects/634135768/\nPart 3: https://scratch.mit.edu/projects/640642835/\nPart 4: https://scratch.mit.edu/projects/650839915/\nPart 5: https://scratch.mit.edu/projects/650849246/\nPart 6: https://scratch.mit.edu/projects/656069524/\n\nFinally, the Boss Fight is here!\nI use 1 month to do it so please ♡&✩!\nRemember to follow me @hern1 for more fun platformer!\nNew game: https://scratch.mit.edu/projects/678652372/\n\nRules: \n> Use WASD or arrow keys to move. (Sorry it isn't mobile \n   friendly. )\n> Don't touch any attacks and the boss. \n> Z to change weapons. (I think you don't need to change \n   because the boss is harmless to sword.)\n> Click to shoot.\n> Collect hearts to earn lives.\n> N to skip intro\n> X to skip dialog. (The dialog will advanced itself.)\n> Turbowarp:  https://turbowarp.org/674019097\n> Tell me if it have any glitch!\n\nCredits:\n \nThanks to I don't know who ( If you know please\ntell me. ) for the Intro. -1%\n \nThanks to @Tao196  for helping me fixing some\nglitch. -0.1%\n \nThanks to @Kokasgui for the key costume. -0.1%\n \nThanks to @Capt_Boanerges for the background\nand level costume. (Heavily modified by me) -1%\n\nThanks to @MJM3 for the health bar art. - 2%\n\n\n\n\nTags ( Ignore ): \n\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#Tutorials #Tutorials #Tutorials #Tutorials #Tutorials \n#games #all #fun #platformer #spikes #awesome #saw\n#lava #text #like #fav #art #follow #hern1 #enjoy #lol #good #water #ground #hope #you #enjoy #thumbnail #music #sword #slime #background #enemy #turbowarp #credits #cave\n#cloud #map #grassland #rescue #map #story #intro #key #door #trampoline #jump #boost #jumpboost #good #awesome #Iceland #7 #Ice #Icicles #Advertise #Love #Star #Remix #Follow #Lab #Laser #Fight #BossFight #Boss\n\n\n\n\n\n\nPro tip: Memorize the pattern and it will become easier.