Games!
@Stage\n\n@Games!\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nset size to (150) %\npoint in direction (90)\ngo to x: (-29) y: (146)\nforever\n    repeat (5)\n        turn right (5) degrees\n    end\n    repeat (5)\n        turn left (5) degrees\n    end\nend\n\nwhen flag clicked\nshow\n\n@instructions\n\nwhen flag clicked\nchange [☁ global times played v] by (1)\nshow\nswitch costume to (costume1 v)\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen this sprite clicked\nbroadcast (hide v)\nswitch backdrop to (instructions v)\n\n@platformer\n\nwhen flag clicked\nforever\n    if <key (b v) pressed?> then\n        broadcast (show v)\n        broadcast (no platformer v)\n        broadcast (no maze v)\n        broadcast (no pong v)\n        broadcast (no catch v)\n        broadcast (no sharpshooter v)\n        broadcast (no run v)\n        broadcast (no dodge  v)\n        broadcast (no sniper v)\n        switch backdrop to (backdrop1 v)\n    end\nend\n\nwhen this sprite clicked\nbroadcast (hide v)\nswitch backdrop to (platformer 1 v)\nbroadcast (platformer time v)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [platformer time v]\nset [deaths v] to [0]\ngo to x: (-202) y: (-35)\npoint in direction (90)\nswitch backdrop to (platformer 1 v)\nshow\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nset [var? v] to [no]\nforever\n    change [yv v] by (-0.5)\n    if <key (right arrow v) pressed?> then\n        change [xv v] by (0.7)\n    end\n    if <key (left arrow v) pressed?> then\n        change [xv v] by (-0.7)\n    end\n    set [xv v] to ((Xv) * (0.9))\n    change x by (Xv)\n    if <touching color (#000000)?> then\n        change y by (1)\n        if <touching color (#000000)?> then\n            change y by (1)\n            if <touching color (#000000)?> then\n                change y by (1)\n                if <touching color (#000000)?> then\n                    change y by (1)\n                    if <touching color (#000000)?> then\n                        change y by (1)\n                        if <touching color (#000000)?> then\n                            change x by ((Xv) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            change x by (1)\n                            if <key (up arrow v) pressed?> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-8]\n                                else\n                                    set [xv v] to [8]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    change y by (-1)\n    if <touching color (#000000)?> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    if <key (up arrow v) pressed?> then\n        change y by (-2)\n        if <touching color (#000000)?> then\n            set [yv v] to [10]\n        end\n        change y by (2)\n    end\n    change y by (1)\n    if <touching color (#ff0000)?> then\n        go to x: (-202) y: (-35)\n        point in direction (90)\n        change [deaths v] by (1)\n    end\n    if <touching color (#7f7f7f)?> then\n        change x by (250)\n    end\n    if <touching color (#00cc44)?> then\n        set [yv v] to [15]\n    end\n    if <[230] < (x position)> then\n        change [level v] by (1)\n        switch backdrop to (next backdrop v)\n        go to x: (-202) y: (-35)\n        point in direction (90)\n    end\n    if <key (r v) pressed?> then\n        go to x: (-202) y: (-35)\n        point in direction (90)\n    end\nend\n\nwhen I receive [no platformer v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [platformer time v]\nwait (0.1) seconds\ngo to x: (-202) y: (-35)\n\n@Maze\n\nwhen this sprite clicked\nbroadcast (hide v)\nswitch backdrop to (maze 1 v)\nbroadcast (maze time v)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [show v]\nshow\n\nwhen I receive [hide v]\nhide\n\n@maze player\n\nwhen I receive [maze time v]\nshow\ngo to x: (186) y: (118)\nswitch backdrop to (maze 1 v)\nforever\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n        move (10) steps\n    end\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n        move (10) steps\n    end\n    if <key (up arrow v) pressed?> then\n        point in direction (0)\n        move (10) steps\n    end\n    if <key (down arrow v) pressed?> then\n        point in direction (180)\n        move (10) steps\n    end\n    if <touching color (#ff0000)?> then\n        go to x: (186) y: (118)\n    end\n    if <touching (_edge_ v)?> then\n        switch backdrop to (next backdrop v)\n        go to x: (186) y: (118)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [no maze v]\nhide\nstop [other scripts in sprite v]\n\n@pong\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen this sprite clicked\nbroadcast (Pong time v)\nswitch backdrop to (pong v)\nbroadcast (hide v)\n\n@Paddle\n\nwhen I receive [pong time v]\nshow\ngo to x: (-3) y: (-81)\nswitch backdrop to (pong v)\nforever\n    if <key (right arrow v) pressed?> then\n        change x by (10)\n    end\n    if <key (left arrow v) pressed?> then\n        change x by (-10)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [no pong v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [pong game over v]\nhide\n\n@Ball\n\nwhen I receive [pong time v]\nshow\nshow variable [☁ pong high score: v]\nset [score v] to [0]\npoint in direction (45)\nshow variable [score v]\nforever\n    move (10) steps\n    if on edge, bounce\nend\n\nwhen I receive [pong time v]\nforever\n    if <(score) > (☁ Pong High Score:)> then\n        change [☁ pong high score: v] by (1)\n    end\nend\n\nwhen flag clicked\nhide variable [☁ pong high score: v]\nhide variable [score v]\nhide\n\nwhen I receive [no pong v]\nstop [other scripts in sprite v]\nhide variable [score v]\nhide variable [☁ pong high score: v]\nhide\n\nwhen I receive [pong time v]\nforever\n    if <touching (paddle v)?> then\n        change [score v] by (1)\n        point in direction (pick random (10) to (100))\n        wait (1) seconds\n    end\nend\n\nwhen I receive [pong time v]\nforever\n    if <touching color (#ff0000)?> then\n        switch backdrop to (pong/catch/shooter/dodge end v)\n        hide\n        broadcast (pong game over v)\n    end\nend\n\n@Catch\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [show v]\nshow\n\nwhen I receive [hide v]\nhide\n\nwhen this sprite clicked\nbroadcast (hide v)\nbroadcast (catch time v)\nswitch backdrop to (catch v)\n\n@ball2\n\nwhen I receive [catch time v]\nswitch backdrop to (catch v)\nset [lives: v] to [3]\nshow variable [lives: v]\nrepeat until <(backdrop [name v]) = [pong/catch/shooter/dodge end]>\n    create clone of (_myself_ v)\n    wait (0.8) seconds\nend\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nhide variable [lives: v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [no catch v]\nhide variable [lives: v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(Lives:) = [0]> then\n    switch backdrop to (pong/catch/shooter/dodge end v)\n    broadcast (catch over v)\nend\n\nwhen I start as a clone\nforever\n    if <touching color (#ff0000)?> then\n        change [lives: v] by (-1)\n    end\nend\n\nwhen I receive [catch over v]\nhide variable [lives: v]\nhide\n\nwhen I start as a clone\ngo to (random position v)\nset y to (180)\nshow\nrepeat until <<touching color (#ff0000)?> or <touching (basket v)?>>\n    change y by (-5)\nend\ndelete this clone\n\n@basket\n\nwhen flag clicked\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [catch time v]\nshow\ngo to x: (-14) y: (-126)\nforever\n    if <key (right arrow v) pressed?> then\n        change x by (10)\n    end\n    if <key (left arrow v) pressed?> then\n        change x by (-10)\n    end\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [no catch v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [catch over v]\nhide\n\nwhen I receive [no catch v]\nhide\nstop [other scripts in sprite v]\n\n@sharp shooter\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch backdrop to (sharpshooter v)\nbroadcast (sharpshooter time v)\nbroadcast (hide v)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\n@shooter\n\nwhen flag clicked\nhide variable [shooter score v]\nhide\n\nwhen I receive [sharpshooter time v]\nset [sharpshooter score v] to [0]\nshow\nswitch backdrop to (sharpshooter/run v)\ngo to x: (0) y: (0)\nforever\n    if <key (space v) pressed?> then\n        shoot\n        wait (0.5) seconds\n    end\nend\n\nwhen I receive [sharpshooter time v]\npoint in direction (90)\nswitch costume to (costume1 v)\nforever\n    point towards (mouse-pointer v)\n    if <<touching (enemy v)?> and <(costume [number v]) = [1]>> then\n        switch backdrop to (pong/catch/shooter/dodge end v)\n        hide\n        broadcast (sharpshooter dead v)\n        stop [other scripts in sprite v]\n    end\nend\n\ndefine shoot\nswitch costume to (costume1 v)\nwait (0.25) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nwait until <not <key (space v) pressed?>>\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nforever\n    move (10) steps\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nend\n\nwhen I receive [no sharpshooter v]\nhide\nhide variable [sharpshooter score v]\nstop [other scripts in sprite v]\n\n@enemy\n\ndefine explode\nswitch costume to (costume1 v)\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume3 v)\nwait (0.05) seconds\nswitch costume to (costume4 v)\nwait (0.05) seconds\nswitch costume to (costume5 v)\nwait (0.05) seconds\n\nwhen flag clicked\nhide variable [wait time v]\nhide variable [sharpshooter score v]\nhide variable [spawn point v]\nhide\n\nwhen I start as a clone\nshow\nset [spawn point v] to (pick random (1) to (4))\nif <(spawn point) = [1]> then\n    go to x: (pick random (-240) to (240)) y: (-180)\nend\nif <(spawn point) = [2]> then\n    go to x: (pick random (-240) to (240)) y: (180)\nend\nif <(spawn point) = [3]> then\n    go to x: (240) y: (pick random (-180) to (180))\nend\nif <(spawn point) = [4]> then\n    go to x: (-240) y: (pick random (-180) to (180))\nend\nswitch costume to (costume1 v)\nforever\n    point towards (shooter v)\n    move (2) steps\n    set size to (50) %\n    if <<touching (shooter v)?> and <touching color (#003fff)?>> then\n        move (-20) steps\n        explode\n        change [sharpshooter score v] by (1)\n        delete this clone\n    end\n    if <<touching (shooter v)?> and <touching color (#000000)?>> then\n        repeat (2)\n            move (2) steps\n        end\n        delete this clone\n    end\nend\n\nwhen I receive [sharpshooter time v]\nset [wait time v] to [5]\nshow variable [sharpshooter score v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n    create clone of (_myself_ v)\n    wait (wait time) seconds\n    change [wait time v] by (-0.5)\n    if <(wait time) < [1]> then\n        set [wait time v] to [1]\n    end\nend\n\nwhen I receive [sharpshooter dead v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [no sharpshooter v]\nhide\nstop [other scripts in sprite v]\n\n@run\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen this sprite clicked\nbroadcast (hide v)\nbroadcast (run time v)\nswitch backdrop to (catch v)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\n@runner\n\nwhen flag clicked\nhide variable [☁ highscore v]\nhide variable [score v]\nset [score v] to [0]\ngo to x: (0) y: (0)\nset size to (40) %\nhide\n\nwhen flag clicked\nhide variable [score v]\nhide variable [☁ highscore v]\nhide\n\nwhen I receive [run time v]\nshow variable [☁ highscore v]\nshow variable [score v]\nset [score v] to [0]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [run time v]\nforever\n    wait (1) seconds\n    change [score v] by (1)\nend\n\nwhen I receive [run time v]\nforever\n    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n        change y by (7)\n    end\n    if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n        change y by (-7)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change x by (7)\n    end\n    if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n        change x by (-7)\n    end\nend\n\nwhen I receive [run time v]\nforever\n    if <(Score) > (☁ HighScore)> then\n        set [☁ highscore v] to (Score)\n    end\nend\n\nwhen I receive [no run v]\nhide\nstop [other scripts in sprite v]\n\n@chaser\n\nwhen flag clicked\ngo to x: (-230) y: (-170)\nset size to (40) %\nhide\n\nwhen I receive [run time v]\nswitch backdrop to (sharpshooter/run v)\nforever\n    if <touching (runner v)?> then\n        go to x: (-230) y: (-170)\n        set [score v] to [0]\n    end\nend\n\nwhen I receive [run time v]\ngo to x: (-230) y: (-170)\nshow\n\nwhen I receive [no run v]\nhide variable [☁ highscore v]\nhide variable [score v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [run time v]\nforever\n    move (7) steps\n    point towards (runner v)\nend\n\n@dodge\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [show v]\nshow\n\nwhen I receive [hide v]\nhide\n\nwhen this sprite clicked\nbroadcast (hide v)\nswitch backdrop to (dodge v)\nbroadcast (dodge time v)\n\n@dodger\n\nwhen flag clicked\nhide variable [dodge played v]\nhide variable [☁ dodge record v]\nset [dodge played v] to [no]\nhide\n\nwhen I receive [dodge time v]\nshow variable [☁ dodge record v]\nforever\n    if <(dodge played) = [no]> then\n        set [dodge played v] to [yes]\n        show\n        go to x: (-200) y: (-144)\n        forever\n            if <key (left arrow v) pressed?> then\n                change x by (-5)\n            end\n            if <key (right arrow v) pressed?> then\n                change x by (5)\n            end\n        end\n    else\n        hide variable [sec survived v]\n        broadcast (glitch v)\n        switch backdrop to (glitch v)\n    end\nend\n\nwhen I receive [dodge time v]\nforever\n    if <<touching (thing to be dodged v)?> or <touching (thing to be dodged2 v)?>> then\n        broadcast (dodge over v)\n    end\nend\n\nwhen I receive [dodge over v]\nhide\nstop [other scripts in sprite v]\nswitch backdrop to (pong/catch/shooter/dodge end v)\n\nwhen I receive [no dodge  v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [glitch v]\nhide\nwait (0.25) seconds\nstop [all v]\n\n@thing to be dodged\n\nwhen I receive [dodge over v]\nhide variable [sec survived v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [thickness v] to (pick random (1) to (4))\nif <(thickness) = [1]> then\n    switch costume to (costume1 v)\nend\nif <(thickness) = [2]> then\n    switch costume to (costume2 v)\nend\nif <(thickness) = [3]> then\n    switch costume to (costume3 v)\nend\nif <(thickness) = [4]> then\n    switch costume to (costume4 v)\nend\ngo to x: (pick random (300) to (-200)) y: (170)\nrepeat until <<touching color (#663b00)?> or <touching (dodger v)?>>\n    change y by (-5)\nend\ndelete this clone\n\nwhen I receive [dodge time v]\nforever\n    wait (1) seconds\n    change [sec survived v] by (1)\n    if <(sec survived) > (☁ Dodge Record)> then\n        set [☁ dodge record v] to (sec survived)\n    end\nend\n\nwhen I receive [no dodge  v]\nhide variable [sec survived v]\nhide variable [☁ dodge record v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [clone count v]\nhide variable [sec survived v]\nset [thickness v] to [0]\nhide variable [thickness v]\nhide\n\nwhen I receive [dodge time v]\nset [sec survived v] to [0]\nshow variable [sec survived v]\nswitch backdrop to (dodge v)\nhide variable [thickness v]\nshow\nshow\nforever\n    if <(backdrop [name v]) = [dodge]> then\n        if <(backdrop [name v]) = [dodge]> then\n            create clone of (_myself_ v)\n            change [clone count v] by (1)\n            wait (0.2) seconds\n        end\n    else\n        forever\n            stop [this script v]\n        end\n    end\nend\n\nwhen I receive [ih8 clones v]\nstop [other scripts in sprite v]\n\nwhen I receive [glitch v]\nhide variable [☁ dodge record v]\nhide\nstop [other scripts in sprite v]\n\n@sniper\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen this sprite clicked\nbroadcast (hide v)\nswitch backdrop to (dodge v)\nbroadcast (sniper time v)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\n@scope\n\nwhen flag clicked\nhide\n\nwhen I receive [sniper time v]\nshow\nforever\n    go to (mouse-pointer v)\n    go to [front v] layer\n    if <mouse down?> then\n        shoot\n        wait until <not <mouse down?>>\n    end\nend\n\ndefine shoot\nrepeat (10)\n    change size by (1)\n    go to (mouse-pointer v)\nend\nrepeat (10)\n    change size by (-1)\n    go to (mouse-pointer v)\nend\n\nwhen I receive [no sniper v]\nhide\nstop [other scripts in sprite v]\n\n@target1\n\nwhen flag clicked\nhide\n\nwhen I receive [sniper time v]\nswitch costume to (spaceship-a v)\nswitch backdrop to (stars v)\nforever\n    point in direction (90)\n    go to x: (-240) y: (pick random (180) to (-180))\n    wait (pick random (1) to (3)) seconds\n    show\n    repeat until <<touching color (#7f7f7f)?> or <<touching color (#666666)?> and <mouse down?>>>\n        move (6) steps\n    end\n    wait (0.3) seconds\n    hide\nend\n\nwhen I receive [no sniper v]\nhide\nstop [other scripts in sprite v]\n\n@target2\n\nwhen I receive [sniper time v]\nset [hits v] to [0]\nswitch costume to (spaceship-a v)\nswitch backdrop to (stars v)\nforever\n    point in direction (-90)\n    go to x: (240) y: (pick random (180) to (-180))\n    wait (pick random (2) to (4)) seconds\n    show\n    repeat until <<touching color (#cccccc)?> or <<touching color (#666666)?> and <mouse down?>>>\n        move (12) steps\n    end\n    wait (0.3) seconds\n    hide\nend\n\nwhen flag clicked\nhide\nhide variable [hits v]\n\nwhen I receive [no sniper v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [sniper time v]\n\nforever\nend\n\n@thing to be dodged2\n\nwhen I receive [dodge over v]\nhide variable [sec survived v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [thickness v] to (pick random (1) to (4))\nif <(thickness) = [1]> then\n    switch costume to (costume1 v)\nend\nif <(thickness) = [2]> then\n    switch costume to (costume2 v)\nend\nif <(thickness) = [3]> then\n    switch costume to (costume3 v)\nend\nif <(thickness) = [4]> then\n    switch costume to (costume4 v)\nend\ngo to x: (pick random (240) to (240)) y: (170)\nrepeat until <<touching color (#663b00)?> or <touching (dodger v)?>>\n    change y by (-5)\nend\ndelete this clone\n\nwhen I receive [dodge time v]\nforever\n    wait (1) seconds\n    change [sec survived v] by (1)\n    if <(sec survived) > (☁ Dodge Record)> then\n        set [☁ dodge record v] to (sec survived)\n    end\nend\n\nwhen I receive [no dodge  v]\nhide variable [sec survived v]\nhide variable [☁ dodge record v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [clone count v]\nhide variable [sec survived v]\nset [thickness v] to [0]\nhide variable [thickness v]\nhide\n\nwhen I receive [dodge time v]\nset [sec survived v] to [0]\nshow variable [sec survived v]\nswitch backdrop to (dodge v)\nhide variable [thickness v]\nshow\nshow\nforever\n    if <(backdrop [name v]) = [dodge]> then\n        if <(backdrop [name v]) = [dodge]> then\n        end\n    else\n        forever\n            stop [this script v]\n        end\n    end\nend\n\nwhen I receive [ih8 clones v]\nstop [other scripts in sprite v]\n\nwhen I receive [glitch v]\nhide variable [☁ dodge record v]\nhide\nstop [other scripts in sprite v]\n\nshow\n\ncreate clone of (_myself_ v)\nchange [clone count v] by (1)\nwait (0.2) seconds\n\n
LOVE/FAVORITE/FOLLOW\n\nAll instructions are in game. Please read them carefully.\nNOTE: Games that use clones may be a little glitchy. I am constantly changing code to fix them.\n\nBtw. Platformer is NOT FINISHED (All levels are possible)\n\nAlso, I only made 2 levels of maze, because they are pretty insanely hard.\n