###Coin Hunt (#A super #hard #Platformer)
@Stage\n\n@player\n\nwhen I start as a clone\nset [color v] effect to (color)\nswitch costume to (player2 v)\nforever\n    change size by (-1)\n    change [ghost v] effect by (5)\n    if <(delete clone) = [1]> then\n        delete this clone\n    end\nend\n\ndefine Walk\nset [slope v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(slope) = [8]>>\n    change y by (1)\n    change [slope v] by (1)\nend\nif <(slope) = [8]> then\n    broadcast (wall jump v)\n    change x by ((0) - (run))\n    change y by ((0) - (slope))\nend\n\nwhen I receive [wall jump v]\nif <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n    set [y v] to [12]\n    set [run v] to [-7]\nend\nif <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n    set [y v] to [12]\n    set [run v] to [7]\nend\n\ndefine Touch ground <up?>\nif <up?> then\n    change y by (-11)\n    set [y v] to [0]\nelse\n    Touch Ground\nend\n\nwhen flag clicked\ngo to x: (-186) y: (-70)\nwait (18) seconds\nset size to (100) %\nset rotation style [left-right v]\nforever\n    if <key (right arrow v) pressed?> then\n        set [hold v] to [1]\n        set [pause script v] to [1]\n        change x by (run)\n        point in direction (run)\n        Walk\n    end\n    if <key (left arrow v) pressed?> then\n        change x by (run)\n        point in direction (run)\n        Walk\n        set [hold v] to [0]\n        set [pause script v] to [0]\n    end\nend\n\nwhen flag clicked\nhide variable [deaths v]\nset [level v] to [0]\nshow list [self talk v]\ndelete all of [self talk v]\nset [delete clone v] to [0]\nset [color v] to (pick random (-1000) to (1000))\nadd [more coins!] to [self talk v]\nadd [nice!] to [self talk v]\nadd (join [I'm ] (username)) to [self talk v]\nadd [Aw man!] to [self talk v]\nadd [ cool] to [self talk v]\nadd [weird] to [self talk v]\nadd [Hello] to [self talk v]\nadd [yes] to [self talk v]\nadd [no] to [self talk v]\nwait (18) seconds\nshow variable [deaths v]\nforever\n    if <(pause script) = [1]> then\n        if <not <key (right arrow v) pressed?>> then\n            repeat until <<(run) < [1]> or <key (right arrow v) pressed?>>\n                change [run v] by (-0.2)\n                change x by (run)\n                if <touching (ground v)?> then\n                    change x by (() - (run))\n                end\n            end\n        end\n    end\n    if <(pause script) = [0]> then\n        if <not <key (left arrow v) pressed?>> then\n            repeat until <<(run) > [-1]> or <key (left arrow v) pressed?>>\n                change [run v] by (0.2)\n                change x by (run)\n                if <touching (ground v)?> then\n                    change x by (() - (run))\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nwait (1) seconds\ndelete this clone\n\nwhen flag clicked\nswitch costume to (player1 v)\nforever\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [☁ just started v] to [1]\nset [timer v] to [0]\nwait (18) seconds\nset [☁ played v] to [1]\nset [level v] to [0]\nset [y v] to [0]\nforever\n    change [y v] by (-1)\n    change y by (Y)\n    Touch ground <<touching (ground v)?> and <(Y) > [0]>>\nend\n\nwhen flag clicked\nwait (18) seconds\nforever\n    if <(hold) = [1]> then\n        repeat until <<(run) > [5]> or <<not <key (right arrow v) pressed?>> or <(hold) = [0]>>>\n            change [run v] by (0.9)\n        end\n    end\n    if <(hold) = [0]> then\n        if <key (left arrow v) pressed?> then\n            repeat until <<(run) < [-5]> or <<not <key (left arrow v) pressed?>> or <(hold) = [1]>>>\n                change [run v] by (-0.9)\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [high or low jump v] to [0]\nwait (18) seconds\nswitch costume to (player1 v)\nforever\n    if <key (t v) pressed?> then\n        hide list [self talk v]\n    end\n    if <key (h v) pressed?> then\n        show list [self talk v]\n    end\n    if <touching (ladder v)?> then\n        if <key (up arrow v) pressed?> then\n            set [y v] to [3]\n        else\n            set [y v] to [1]\n            if <key (down arrow v) pressed?> then\n                set [y v] to [-3]\n            end\n        end\n    end\n    if <<key (up arrow v) pressed?> and <(falling) < [3]>> then\n        set [y v] to [12]\n    end\n    if <([costume # v] of [ground v]) = [3]> then\n        set [high or low jump v] to [1]\n    end\n    if <([costume # v] of [ground v]) = [4]> then\n        set [high or low jump v] to [2]\n    end\n    if <(high or low jump) = [0]> then\n        if <touching (trampoline v)?> then\n            set [y v] to [11]\n        end\n        if <<key (up arrow v) pressed?> and <touching (trampoline v)?>> then\n            set [y v] to [17]\n        end\n    end\n    if <(high or low jump) = [1]> then\n        if <touching (trampoline v)?> then\n            set [y v] to [14]\n        end\n        if <<key (up arrow v) pressed?> and <touching (trampoline v)?>> then\n            set [y v] to [17]\n        end\n    end\n    if <(high or low jump) = [2]> then\n        if <touching (trampoline v)?> then\n            set [y v] to [10]\n        end\n    end\n    if <(high or low jump) = [4]> then\n        if <touching (trampoline v)?> then\n            set [y v] to [14]\n        end\n        if <<key (up arrow v) pressed?> and <touching (trampoline v)?>> then\n            set [y v] to [17]\n        end\n    end\n    if <<touching (meteor v)?> or <<touching (spikes v)?> or <<touching (jumpy spike v)?> or <<<touching (enemy v)?> and <(Y) > [-1]>> or <<<touching (enemy2 v)?> and <(Y) > [-1]>> or <touching (spin spikes v)?>>>>>> then\n        go to x: (-186) y: (-70)\n        set [run v] to [0]\n        change [deaths v] by (1)\n    end\n    if <<(Y) < [0]> and <touching (enemy v)?>> then\n        broadcast (die v)\n        set [y v] to [10]\n    end\n    if <<(Y) < [0]> and <touching (enemy2 v)?>> then\n        broadcast (die #2 v)\n        set [y v] to [10]\n    end\n    if <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> then\n        set [run v] to [0]\n    end\n    if <<(LEVEL) = [1]> and <(x position) = [244]>> then\n        broadcast (LEVEL v)\n        go to x: (-186) y: (-70)\n        change [high or low jump v] by (1)\n    end\n    if <<(coins) = [9]> and <([costume # v] of [ground v]) = [1]>> then\n        set [level v] to [1]\n    end\n    if <<(coins) = [6]> and <([costume # v] of [ground v]) = [2]>> then\n        set [level v] to [1]\n    end\n    if <<(coins) = [15]> and <([costume # v] of [ground v]) = [3]>> then\n        set [level v] to [1]\n    end\n    if <<(coins) = [7]> and <([costume # v] of [ground v]) = [4]>> then\n        set [level v] to [1]\n    end\n    if <<(coins) = [8]> and <([costume # v] of [ground v]) = [5]>> then\n        set [level v] to [1]\n    end\n    if <<(coins) = [6]> and <<([costume # v] of [ground v]) = [6]> or <([costume # v] of [ground v]) = [7]>>> then\n        set [level v] to [1]\n    end\n    if <<(coins) = [12]> and <([costume # v] of [ground v]) = [8]>> then\n        set [level v] to [1]\n    end\n    if <<(coins) = [14]> and <([costume # v] of [ground v]) = [9]>> then\n        set [level v] to [1]\n    end\n    if <<(coins) = [10]> and <([costume # v] of [ground v]) = [10]>> then\n        set [level v] to [1]\n    end\n    if <<(coins) = [3]> and <([costume # v] of [ground v]) = [11]>> then\n        set [level v] to [1]\n    end\n    if <(y position) = [184]> then\n        set [arrow-show v] to [1]\n        hide\n    else\n        set [arrow-show v] to [0]\n        show\n    end\nend\n\ndefine Touch Ground\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n    set [y v] to [0]\n    change y by (1)\n    set [falling v] to [0]\nend\n\nwhen flag clicked\nwait (18) seconds\nforever\n    play sound [TheFatRat - Xenogenesis v] until done\n    play sound [Summertime v] until done\nend\n\nwhen I receive [die v]\nset [delete clone v] to [1]\nwait (0.2) seconds\nset [delete clone v] to [0]\n\nwhen I receive [die #2 v]\nset [delete clone v] to [1]\nwait (0.2) seconds\nset [delete clone v] to [0]\n\nwhen flag clicked\nforever\n    if <key (1 v) pressed?> then\n        say [more coins!] for (2) seconds\n    end\n    if <key (2 v) pressed?> then\n        say [nice!] for (2) seconds\n    end\n    if <key (3 v) pressed?> then\n        say (join [ I'm ] (username)) for (2) seconds\n    end\n    if <key (4 v) pressed?> then\n        say [Aw man!] for (2) seconds\n    end\n    if <key (5 v) pressed?> then\n        say [cool] for (2) seconds\n    end\n    if <key (6 v) pressed?> then\n        say [weird] for (2) seconds\n    end\n    if <key (7 v) pressed?> then\n        say [Hello] for (2) seconds\n    end\n    if <key (8 v) pressed?> then\n        say [yes] for (2) seconds\n    end\n    if <key (9 v) pressed?> then\n        say [no] for (2) seconds\n    end\nend\n\nwhen flag clicked\nhide variable [☁ best time v]\nhide variable [timer v]\nwait (18) seconds\nshow variable [timer v]\nrepeat until <([costume # v] of [ground v]) = [12]>\n    change [timer v] by (0.09)\n    wait (0.01) seconds\nend\nif <(Timer) < (☁ Best time)> then\n    set [☁ best time v] to (☁ total time)\nend\nshow variable [☁ best time v]\n\nwhen flag clicked\nwait until <(deaths) > [10]>\nset [☁ 10+ deaths v] to [1]\nwait until <(deaths) > [30]>\nset [☁ +30 deaths v] to [1]\nwait until <(deaths) > [50]>\nset [☁ 50+ deaths v] to [1]\nwait until <(deaths) > [100]>\nset [☁ 100+ deaths v] to [1]\nwait until <(deaths) > [110]>\nset [☁ 110+ deaths v] to [1]\nwait until <(☁ 130+ deaths) > [110]>\nset [☁ 130+ deaths v] to [1]\n\n\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait until <(costume [number v]) = [12]>\nset [☁ total time v] to (Timer)\n\nwhen I receive [level v]\nnext costume\nstop [this script v]\n\n@coin\n\nwhen flag clicked\nset [back or front layer v] to [0]\nset [arrow-show v] to [0]\ngo to [back v] layer\nset size to (75) %\nhide\nwait until <([costume # v] of [ground v]) = [1]>\nwait (0.1) seconds\ngo to x: (117) y: (-142)\ncreate clone of (_myself_ v)\ngo to x: (55) y: (-142)\ncreate clone of (_myself_ v)\ngo to x: (85) y: (-142)\ncreate clone of (_myself_ v)\ngo to x: (145) y: (-142)\ncreate clone of (_myself_ v)\ngo to x: (175) y: (-142)\ncreate clone of (_myself_ v)\ngo to x: (-161) y: (58)\ncreate clone of (_myself_ v)\ngo to x: (-161) y: (18)\ncreate clone of (_myself_ v)\ngo to x: (-161) y: (95)\ncreate clone of (_myself_ v)\ngo to x: (226) y: (125)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [2]>\nwait (0.1) seconds\ngo to x: (-107) y: (-143)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-114)\ncreate clone of (_myself_ v)\ngo to x: (-180) y: (-143)\ncreate clone of (_myself_ v)\ngo to x: (-130) y: (29)\ncreate clone of (_myself_ v)\ngo to x: (-100) y: (29)\ncreate clone of (_myself_ v)\ngo to x: (-66) y: (30)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [3]>\nwait (0.1) seconds\ngo to x: (-72) y: (-12)\ncreate clone of (_myself_ v)\ngo to x: (-42) y: (-12)\ncreate clone of (_myself_ v)\ngo to x: (-12) y: (-12)\ncreate clone of (_myself_ v)\ngo to x: (109) y: (-67)\ncreate clone of (_myself_ v)\ngo to x: (139) y: (-67)\ncreate clone of (_myself_ v)\ngo to x: (169) y: (-67)\ncreate clone of (_myself_ v)\ngo to x: (-189) y: (84)\ncreate clone of (_myself_ v)\ngo to x: (-159) y: (84)\ncreate clone of (_myself_ v)\ngo to x: (-129) y: (84)\ncreate clone of (_myself_ v)\ngo to x: (-58) y: (155)\ncreate clone of (_myself_ v)\ngo to x: (-28) y: (155)\ncreate clone of (_myself_ v)\ngo to x: (2) y: (155)\ncreate clone of (_myself_ v)\ngo to x: (121) y: (67)\ncreate clone of (_myself_ v)\ngo to x: (151) y: (67)\ncreate clone of (_myself_ v)\ngo to x: (181) y: (67)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [4]>\nwait (0.1) seconds\ngo to x: (197) y: (-142)\ncreate clone of (_myself_ v)\ngo to x: (97) y: (-142)\ncreate clone of (_myself_ v)\ngo to x: (164) y: (1)\ncreate clone of (_myself_ v)\ngo to x: (204) y: (1)\ncreate clone of (_myself_ v)\ngo to x: (-218) y: (139)\ncreate clone of (_myself_ v)\ngo to x: (-188) y: (139)\ncreate clone of (_myself_ v)\ngo to x: (-158) y: (139)\ncreate clone of (_myself_ v)\ngo to x: (198) y: (140)\nwait until <([costume # v] of [ground v]) = [5]>\nwait (0.1) seconds\ngo to x: (168) y: (2)\ncreate clone of (_myself_ v)\ngo to x: (-176) y: (123)\ncreate clone of (_myself_ v)\ngo to x: (-146) y: (123)\ncreate clone of (_myself_ v)\ngo to x: (-116) y: (123)\ncreate clone of (_myself_ v)\ngo to x: (-86) y: (123)\ncreate clone of (_myself_ v)\ngo to x: (-56) y: (123)\ncreate clone of (_myself_ v)\ngo to x: (55) y: (-30)\ncreate clone of (_myself_ v)\ngo to x: (-34) y: (-65)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [6]>\nwait (0.2) seconds\ngo to x: (12) y: (-151)\ncreate clone of (_myself_ v)\ngo to x: (137) y: (-156)\ncreate clone of (_myself_ v)\ngo to x: (-123) y: (88)\ncreate clone of (_myself_ v)\ngo to x: (-93) y: (88)\ncreate clone of (_myself_ v)\ngo to x: (-63) y: (88)\ncreate clone of (_myself_ v)\ngo to x: (217) y: (88)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [7]>\nwait (0.2) seconds\ngo to x: (-162) y: (-113)\ncreate clone of (_myself_ v)\ngo to x: (28) y: (-33)\ncreate clone of (_myself_ v)\ngo to x: (28) y: (-113)\ncreate clone of (_myself_ v)\ngo to x: (88) y: (-13)\ncreate clone of (_myself_ v)\ngo to x: (135) y: (-6)\ncreate clone of (_myself_ v)\ngo to x: (179) y: (-19)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [8]>\nwait (0.2) seconds\ngo to x: (92) y: (-146)\ncreate clone of (_myself_ v)\ngo to x: (52) y: (-146)\ncreate clone of (_myself_ v)\ngo to x: (22) y: (-146)\ncreate clone of (_myself_ v)\ngo to x: (-8) y: (-146)\ncreate clone of (_myself_ v)\ngo to x: (-38) y: (-146)\ncreate clone of (_myself_ v)\ngo to x: (-38) y: (-46)\ncreate clone of (_myself_ v)\ngo to x: (-8) y: (-46)\ncreate clone of (_myself_ v)\ngo to x: (22) y: (-46)\ncreate clone of (_myself_ v)\ngo to x: (52) y: (-46)\ncreate clone of (_myself_ v)\ngo to x: (92) y: (-46)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [9]>\nwait (0.2) seconds\ngo to x: (-208) y: (81)\ncreate clone of (_myself_ v)\ngo to x: (-158) y: (81)\ncreate clone of (_myself_ v)\ngo to x: (-158) y: (81)\ncreate clone of (_myself_ v)\ngo to x: (-118) y: (81)\ncreate clone of (_myself_ v)\ngo to x: (-78) y: (81)\ncreate clone of (_myself_ v)\ngo to x: (121) y: (-9)\ncreate clone of (_myself_ v)\ngo to x: (-91) y: (-65)\ncreate clone of (_myself_ v)\ngo to x: (-91) y: (-145)\ncreate clone of (_myself_ v)\ngo to x: (139) y: (-145)\ncreate clone of (_myself_ v)\ngo to x: (189) y: (-145)\ncreate clone of (_myself_ v)\ngo to x: (184) y: (-95)\ncreate clone of (_myself_ v)\ngo to x: (184) y: (-45)\ncreate clone of (_myself_ v)\ngo to x: (184) y: (-5)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [10]>\nwait (0.2) seconds\ngo to x: (161) y: (-138)\ncreate clone of (_myself_ v)\ngo to x: (201) y: (-138)\ncreate clone of (_myself_ v)\ngo to x: (196) y: (-55)\ncreate clone of (_myself_ v)\ngo to x: (140) y: (153)\ncreate clone of (_myself_ v)\ngo to x: (-113) y: (-139)\ncreate clone of (_myself_ v)\ngo to x: (-113) y: (-59)\ncreate clone of (_myself_ v)\ngo to x: (27) y: (-59)\ncreate clone of (_myself_ v)\ngo to x: (27) y: (-139)\ncreate clone of (_myself_ v)\ngo to x: (-199) y: (122)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [11]>\nwait (0.2) seconds\ngo to x: (-202) y: (133)\ncreate clone of (_myself_ v)\ngo to x: (18) y: (92)\ncreate clone of (_myself_ v)\ngo to x: (159) y: (59)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    next costume\n    if <touching (player v)?> then\n        change [coins v] by (1)\n        start sound [Coin v]\n        delete this clone\n    end\nend\n\nwhen I receive [level v]\nset [color v] to (pick random (-100) to (100))\nset [level v] to [0]\nset [coins v] to [0]\nset [delete clone v] to [1]\nset [spike delete v] to [1]\nwait (0.1) seconds\nset [delete clone v] to [0]\nset [spike delete v] to [0]\n\nset [arrow-show v] to [0]\n\nwhen I start as a clone\nforever\n    if <(back or front layer) = [1]> then\n        go to [front v] layer\n    else\n        go to [back v] layer\n    end\n    if <<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <<([costume # v] of [ground v]) = [9]> or <([costume # v] of [ground v]) = [6]>>>> then\n        set [back or front layer v] to [1]\n    else\n        set [back or front layer v] to [0]\n    end\nend\n\nchange x by (10)\n\nchange x by (-10)\n\nchange x by (10)\n\nchange y by (-10)\n\nchange y by (10)\n\nchange x by (-10)\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [level v]\nnext costume\nstop [this script v]\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [coins v] to [0]\ngo to x: (-159) y: (-26)\nshow\n\nwhen I receive [level v]\nnext costume\nstop [this script v]\n\n@BobbleHead09\n\nwhen flag clicked\npoint in direction (90)\nset [size* v] to [0]\nset size to (0) %\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (30)\n    change [size* v] by (1)\n    change size by (size*)\nend\nset [size* v] to [0]\nrepeat (20)\n    change x by (10)\n    change y by (10)\n    turn right (15) degrees\n    change size by (size*)\n    change [size* v] by (-1)\nend\nrepeat (10)\n    change x by (-10)\n    change y by (-10)\n    turn right (15) degrees\n    change size by (size*)\n    change [size* v] by (-1)\nend\nrepeat (25)\n    change x by (-10)\n    change y by (-5)\n    turn right (18) degrees\nend\nwait (1) seconds\nrepeat (11)\n    turn right (14) degrees\n    change y by (3)\nend\npoint in direction (90)\nwait (0.5) seconds\nbroadcast (start v)\n\nwhen flag clicked\nshow\nwait (15) seconds\nhide\n\nwhen flag clicked\nwait (10) seconds\nforever\n    change [ghost v] effect by (2)\nend\n\nwhen flag clicked\nwait (2) seconds\nplay sound [pop v] until done\nwait (1.8) seconds\nplay sound [Bonk v] until done\nwait (0.8) seconds\nplay sound [A Elec Guitar v] until done\n\n@heart and star\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to x: (36) y: (16)\n\nwhen I receive [start v]\nshow\nrepeat (100)\n    change [ghost v] effect by (-2)\nend\nbroadcast (go v)\n\nwhen flag clicked\nwait (15) seconds\nhide\n\nwhen flag clicked\nwait (10) seconds\nforever\n    change [ghost v] effect by (2)\nend\n\n@thank you note\n\nwhen flag clicked\ngo to x: (7) y: (-74)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [go v]\nshow\nrepeat (100)\n    change [ghost v] effect by (-2)\nend\nrepeat (100)\n    change [ghost v] effect by (2)\nend\nhide\n\nchange [ghost v] effect by (2)\n\n@vines and mushrooms and stuff\n\nwhen flag clicked\ngo to x: (35) y: (28)\nswitch costume to (costume1 v)\nforever\n    go to [back v] layer\nend\n\nwhen I receive [level v]\nnext costume\nstop [this script v]\n\n@arrow\n\nwhen flag clicked\nforever\n    glide (0) secs to (player v)\n    if <(arrow-show) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\n@jumpy spike\n\ndefine Touch Ground\nchange [enemy falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n    set [enemy y v] to [0]\n    change y by (1)\n    set [enemy falling v] to [0]\nend\n\nwhen flag clicked\nwait (18) seconds\nforever\n    if <(enemy falling) < [3]> then\n        set [enemy y v] to [12]\n    end\nend\n\nwhen flag clicked\nwait (18) seconds\nset [enemy y v] to [0]\nforever\n    change [enemy y v] by (-1)\n    change y by (enemy Y)\n    Touch Ground\nend\n\nwhen flag clicked\nhide\ngo to x: (30) y: (-37)\nforever\n    if <([costume # v] of [ground v]) = [7]> then\n        show\n        switch costume to (costume1 v)\n    end\n    if <([costume # v] of [ground v]) = [8]> then\n        switch costume to (costume2 v)\n    end\n    if <([costume # v] of [ground v]) = [9]> then\n        switch costume to (costume3 v)\n    end\n    if <([costume # v] of [ground v]) = [10]> then\n        switch costume to (costume4 v)\n    end\n    if <([costume # v] of [ground v]) = [11]> then\n        switch costume to (costume5 v)\n        show\n    end\n    if <([costume # v] of [ground v]) = [12]> then\n        hide\n    end\nend\n\nrepeat (10)\n\n@meteor\n\nwhen I start as a clone\nforever\n    switch costume to (costume1 v)\nend\n\nwhen I start as a clone\nset size to (pick random (20) to (70)) %\nshow\ngo to x: (pick random (-200) to (200)) y: (290)\nforever\n    change y by (-10)\n    turn left (15) degrees\nend\n\nwhen I start as a clone\nwait (0.2) seconds\nforever\n    if <<([costume # v] of [ground v]) = [7]> or <<touching (ground v)?> or <<touching (spikes v)?> or <touching (bushes and mushrooms v)?>>>> then\n        delete this clone\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (jumpy spike v)?> then\n        wait (0.2) seconds\n        delete this clone\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    if <<([costume # v] of [ground v]) = [6]> or <([costume # v] of [ground v]) = [5]>> then\n        if <(pick random (1) to (30)) = [1]> then\n            create clone of (_myself_ v)\n        end\n    end\nend\n\n@Enemy\n\nwhen flag clicked\ngo to x: (-50) y: (-142)\nset rotation style [left-right v]\nset [x enemy #2 v] to [0]\nwait until <([costume # v] of [ground v]) = [8]>\nrepeat (10)\n    show\nend\nforever\n    repeat (20)\n        change [x enemy #2 v] by (-0.5)\n    end\n    repeat (40)\n        change [x enemy #2 v] by (0.5)\n    end\n    repeat (20)\n        change [x enemy #2 v] by (-0.5)\n    end\nend\n\nwhen flag clicked\ngo to [back v] layer\nwait until <([costume # v] of [ground v]) = [9]>\ngo to x: (-172) y: (85)\nshow\nwait until <([costume # v] of [ground v]) = [10]>\ngo to x: (70) y: (-135)\nshow\n\nwhen I receive [die v]\nhide\n\nwhen flag clicked\nrepeat (10)\n    hide\nend\nforever\n    change x by (X Enemy #2)\n    point in direction (X Enemy #2)\nend\n\ngo to x: (-127) y: (-125)\n\n@Enemy2\n\nwhen flag clicked\n\nwhen I receive [die #2 v]\nhide\n\nwhen flag clicked\ngo to x: (15) y: (-142)\nset [die v] to [0]\nrepeat (10)\n    hide\nend\nwait until <([costume # v] of [ground v]) = [8]>\nrepeat (10)\n    show\nend\nforever\n    change x by (() - (X Enemy #2))\n    point in direction (() - (X Enemy #2))\nend\n\nwhen flag clicked\n\n@bushes and mushrooms\n\nwhen flag clicked\ngo to x: (51) y: (28)\nswitch costume to (costume1 v)\nforever\n    go to [front v] layer\nend\n\nwhen I receive [level v]\nnext costume\nstop [this script v]\n\n@black\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nwait (18) seconds\nhide\n\n@coin2\n\nwhen I receive [level v]\nset [level v] to [0]\nset [coins v] to [0]\nset [delete clone v] to [1]\nwait (0.1) seconds\nset [delete clone v] to [0]\n\nwhen flag clicked\nhide\nswitch costume to (coin v)\nset [back or front layer v] to [0]\nset [arrow-show v] to [0]\ngo to [back v] layer\nset size to (75) %\n\nchange x by (10)\n\nchange x by (-10)\n\nwhen I receive [die v]\nglide (0) secs to (enemy v)\ncreate clone of (_myself_ v)\nstop [this script v]\n\nwhen I receive [die #2 v]\nglide (0) secs to (enemy2 v)\ncreate clone of (_myself_ v)\nstop [this script v]\n\nwait (0.2) seconds\n\nwhen I start as a clone\nforever\n    show\n    next costume\nend\n\nwhen I start as a clone\nwait (0.2) seconds\nforever\n    if <touching (player v)?> then\n        change [coins v] by (1)\n        start sound [Coin v]\n        delete this clone\n    end\nend\n\n@Ladder\n\nwhen flag clicked\nswitch costume to (costume1 v)\nrepeat (10)\n    hide\nend\nwait until <([costume # v] of [ground v]) = [9]>\nrepeat (10)\n    show\nend\nwait until <([costume # v] of [ground v]) = [10]>\nswitch costume to (costume2 v)\nwait until <([costume # v] of [ground v]) = [11]>\nhide\n\n@spin spikes\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [ground v]) = [9]>\nwait (0.2) seconds\ngo to x: (-122) y: (139)\ncreate clone of (_myself_ v)\ngo to x: (61) y: (-84)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [10]>\nwait (0.3) seconds\ngo to x: (204) y: (145)\ncreate clone of (_myself_ v)\ngo to x: (178) y: (-11)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    turn right (8) degrees\n    if <(spike delete) = [1]> then\n        delete this clone\n    end\nend\n\n@front page\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen [timer v] > (TIMER)\nhide variable [timer v]\nhide variable [☁ best time v]\nhide variable [deaths v]\ngo to [front v] layer\n\n@Arrow1\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [0]> then\n        hide\n    else\n        show\n    end\n    if <<([costume # v] of [ground v]) = [5]> or <<([costume # v] of [ground v]) = [7]> or <([costume # v] of [ground v]) = [6]>>> then\n        go to x: (86) y: (-116)\n    else\n        go to x: (64) y: (149)\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\nforever\n    go to [back v] layer\nend\n\nwhen I receive [level v]\nnext costume\nstop [this script v]\n\n@Sprite2\n\ndefine Talk (bubble words) for (seconds) seconds after\nset [talk \(saying\) v] to []\nset [talking v] to [0]\nrepeat (length of (bubble words))\n    set [talk \(saying\) v] to (join (talk \(saying\)) (letter (talking) of (bubble words)))\n    change [talking v] by (1)\n    say (talk \(saying\))\n    wait (0.1) seconds\nend\nsay (bubble words) for (seconds) seconds\n\nwhen [timer v] > (TIMER)\nif <(played) = [1]> then\n    Talk [Thanks for playing!] for [] seconds after\n    say [Thanks for playing!]\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    set [timer v] to (timer)\nend\n\nwhen flag clicked\nset [played v] to [0]\nwait (18) seconds\nset [played v] to [1]\n\nwhen [timer v] > (TIMER)\nforever\n    go to [front v] layer\nend\n\n
 GET ALL THE COINS BEFORE YOU PASS THE LEVEL!\n\nPRESS AND HOLD KEY T AFTER THE INTRO TO SEE THE LIST ON HOW TO TALK. PRESS H TO HIDE THE LIST \n