No jump a platformer 1
@Stage\n\nwhen I receive [start button v]\nswitch backdrop to (game start v)\n\nwhen flag clicked\nswitch backdrop to (title screen v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    show\nend\n\n@Blank\n\n@ Icey\n\nwhen I receive [dead v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [levelup v]\nchange [level v] by (1)\ngo to x: (-180) y: (-50)\n\ndefine CheckFallingOffScreen\nif <(y position) < [-170]> then\n    go to x: (-180) y: (-50)\nend\n\ndefine CheckTouchingEnemy\nif <touching (enemy v)?> then\n    go to x: (-180) y: (-50)\n    broadcast (Icey Death v)\nend\n\ndefine CheckTouchingWater/lava\nif <touching (lava v)?> then\n    go to x: (-180) y: (-50)\nend\n\nwhen flag clicked\nswitch costume to (icey v)\nhide\n\nwhen I receive [start button v]\nset [level v] to [1]\nforever\n    if <touching (spikes v)?> then\n        broadcast (dead v)\n    end\n    if <(x position) > [242]> then\n        if <not <([costume # v] of [sentences v]) = [14]>> then\n            broadcast (levelup v)\n        end\n    end\nend\n\nwhen I receive [start button v]\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n    change [y v] by (-1)\n    CheckFallingOffScreen\n    CheckTouchingWater/lava\n    CheckTouchingEnemy\n    CheckTouchingSpikes\n    CheckTouchingLaser\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n        change [x v] by (-0.8)\n        point in direction (-90)\n    end\n    if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n        point in direction (90)\n        change [x v] by (0.8)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <touching (level v)?> then\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by (-4)\n        change x by ((x) * (-1))\n        if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n            set [y v] to [10]\n            if <([abs v] of (x) ) = (x)> then\n                set [x v] to [-5]\n            else\n                set [x v] to [5]\n            end\n        else\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <touching (level v)?> then\n        change y by ((0) - (y))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n        set [y v] to [15]\n    end\n    change y by (1)\n    if <(y position) > [180]> then\n        set [y v] to [0]\n    end\nend\n\nwhen I receive [start button v]\nforever\n    create clone of (_myself_ v)\n    wait (0.01) seconds\nend\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [right v]\nnext costume\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nrepeat (4)\n    wait (0.01) seconds\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine CheckTouchingSpikes\nif <touching (spikes v)?> then\n    go to x: (-180) y: (-50)\nend\n\ndefine CheckTouchingLaser\nif <<touching (lasers 14 v)?> or <touching (lasers 15 v)?>> then\n    go to x: (-180) y: (-50)\nend\n\n@Level\n\nwhen I receive [levelup v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [start button v]\nshow\nswitch costume to (l1 v)\ngo to x: (0) y: (0)\nchange [level v] by (1)\n\nwhen flag clicked\nhide\nswitch costume to (l1 v)\n\n@Spikes\n\nwhen I receive [start button v]\nshow\nswitch costume to (l1 v)\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (49) y: (-85)\nhide\n\nwhen I receive [levelup v]\nnext costume\n\n@Enemy\n\nwhen I receive [start button v]\nshow\nswitch costume to (l1 v)\n\nwhen flag clicked\nset [speed y v] to [0]\nforever\n    Move - Left or Right\n    Move - Down\n    Kill - Sword\nend\n\ndefine Move - Down\nset [speed y v] to [-1]\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n    change y by (1)\n    set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nif <touching (enemy borders v)?> then\n    move (-2) steps\n    turn right (180) degrees\nend\n\ndefine Kill - Sword\nif <touching (flamed katana v)?> then\n    start sound [Hit v]\n    broadcast (Enemy Death v)\n    hide\nend\n\nwhen flag clicked\nforever\n    if <([costume name v] of [level v]) = [L3]> then\n        go to x: (30) y: (-86)\n        wait until <not <([costume name v] of [level v]) = [L3]>>\n    end\n    if <([costume name v] of [level v]) = [L4]> then\n        go to x: (50) y: (42)\n        wait until <not <([costume name v] of [level v]) = [L4]>>\n    end\n    if <([costume name v] of [level v]) = [L6]> then\n        go to x: (130) y: (81)\n        wait until <not <([costume name v] of [level v]) = [L6]>>\n    end\n    if <([costume name v] of [level v]) = [L8]> then\n        go to x: (124) y: (40)\n        wait until <not <([costume name v] of [level v]) = [L8]>>\n    end\n    if <([costume name v] of [level v]) = [L9]> then\n        go to x: (216) y: (-84)\n        wait until <not <([costume name v] of [level v]) = [L9]>>\n    end\n    if <([costume name v] of [level v]) = [L13]> then\n        go to x: (5) y: (-31)\n        wait until <not <([costume name v] of [level v]) = [L13]>>\n    end\n    if <([costume name v] of [level v]) = [L15]> then\n        go to x: (158) y: (54)\n        wait until <not <([costume name v] of [level v]) = [L15]>>\n    end\nend\n\nwhen I receive [levelup v]\nshow\nnext costume\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (-90)\nhide\n\n@Lava\n\nwhen I receive [start button v]\nshow\nswitch costume to (l1 v)\ngo to [front v] layer\n\nwhen I receive [start button v]\nset y to (0)\nforever\n    repeat (20)\n        change y by (0.5)\n    end\n    repeat (20)\n        change y by (-0.5)\n    end\nend\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nhide\n\n@Ad\n\nwhen flag clicked\nhide\nforever\n    wait (pick random (15) to (25)) seconds\n    go to x: (0) y: (50)\n    show\n    go to [front v] layer\n    start sound [pop v]\n    repeat (9)\n        change y by (-6)\n    end\n    repeat (5)\n        change y by (3)\n    end\n    repeat (5)\n        change y by (-1)\n    end\n    wait (2.7) seconds\n    repeat (15)\n        change y by (7)\n    end\n    hide\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n        if <(SCREEN) = [1]> then\n            start sound [Touch v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (47) y: (28)\nshow\nforever\n    point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n    if <(SCREEN) = [1]> then\n        show\n    else\n        repeat (5)\n            change [ghost v] effect by (10)\n        end\n    end\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n        change size by (((90) - (size)) / (5))\n        if <<mouse down?> and <not <(IN) = [1]>>> then\n            broadcast (right v)\n            wait until <not <mouse down?>>\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((75) - (size)) / (5))\n    end\nend\n\n@Left\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n        if <(SCREEN) = [1]> then\n            start sound [Touch v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\ngo to x: (-47) y: (30)\nshow\nforever\n    point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n    if <(SCREEN) = [1]> then\n        show\n    else\n        repeat (5)\n            change [ghost v] effect by (10)\n        end\n    end\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n        change size by (((90) - (size)) / (5))\n        if <<mouse down?> and <not <(IN) = [1]>>> then\n            broadcast (left v)\n            wait until <not <mouse down?>>\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((75) - (size)) / (5))\n    end\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (6) y: (109)\nwait (0.1) seconds\nshow\ngo [forward v] (9) layers\nforever\n    point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n    if <(SCREEN) = [1]> then\n        change [titleturn v] by (1)\n    end\n    if <(SCREEN) = [1]> then\n        show\n    else\n        repeat (5)\n            change [ghost v] effect by (10)\n        end\n    end\nend\n\n@Play Button\n\nwhen flag clicked\nset [screen v] to [1]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nset [screen v] to [0]\nbroadcast (Start Button v)\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <not <(IN) = [1]>>> then\n            set volume to (70) %\n            start sound [Touch v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nshow\nforever\n    point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n    if <(SCREEN) = [1]> then\n        show\n    else\n        repeat (5)\n            change [ghost v] effect by (10)\n        end\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((80) - (size)) / (5))\n        switch costume to (costume2 v)\n    else\n        change size by (((75) - (size)) / (5))\n        switch costume to (costume1 v)\n    end\nend\n\n@Music\n\nwhen this sprite clicked\nif <(volume) = [50]> then\n    switch costume to (costume5 v)\n    set volume to (0) %\nelse\n    switch costume to (costume1 v)\n    set volume to (50) %\nend\n\nwhen flag clicked\nset [screen v] to [1]\nset volume to (50) %\nshow\nswitch costume to (costume1 v)\nforever\n    point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n    if <(SCREEN) = [1]> then\n        go to x: (0) y: (-72)\n    else\n        go to x: (-210) y: (-156)\n    end\n    if <touching (mouse-pointer v)?> then\n        if <(volume) = [50]> then\n            switch costume to (costume4 v)\n        else\n            switch costume to (costume2 v)\n        end\n        if <(SCREEN) = [1]> then\n            change size by (((80) - (size)) / (5))\n        else\n            change size by (((73) - (size)) / (5))\n        end\n    else\n        switch costume to (costume1 v)\n        if <(volume) = [50]> then\n            switch costume to (costume1 v)\n        else\n            switch costume to (costume5 v)\n        end\n        if <(SCREEN) = [1]> then\n            change size by (((75) - (size)) / (5))\n        else\n            change size by (((63) - (size)) / (5))\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    play sound [Inferno v] until done\nend\n\n@Sound Tracker\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        if <not <(IN) = [1]>> then\n            set volume to (70) %\n            start sound [Touch v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        set size to (75) %\n        go to x: (0) y: (-72)\n    else\n        set size to (65) %\n        go to x: (-210) y: (-156)\n    end\nend\n\n@Play Character\n\nwhen I receive [right v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nshow\ngo [forward v] (6) layers\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume7 v)\n        change size by (((89) - (size)) / (5))\n        if <<mouse down?> and <not <(IN) = [1]>>> then\n            start sound [Low Boing v]\n            repeat (3)\n                change size by (-3)\n            end\n            repeat (3)\n                change size by (3)\n            end\n            wait until <not <mouse down?>>\n        end\n    else\n        change size by (((70) - (size)) / (5))\n    end\nend\n\nwhen flag clicked\nswitch costume to (default icey v)\nforever\n    if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n        start sound [Touch v]\n        wait until <not <touching (mouse-pointer v)?>>\n    end\nend\n\nwhen flag clicked\nshow\ngo [forward v] (6) layers\nforever\n    point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (8)))\nend\n\n@Menu\n\nwhen flag clicked\ngo to x: (-210) y: (150)\nset [openmenu v] to [no]\nforever\n    if <(SCREEN) = [1]> then\n        hide\n    else\n        show\n    end\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n        change size by (((90) - (size)) / (5))\n        if <<mouse down?> and <not <(IN) = [1]>>> then\n            if <(OpenMenu) = [no]> then\n                set [openmenu v] to [yes]\n                wait until <not <mouse down?>>\n            else\n                set [openmenu v] to [no]\n                wait until <not <mouse down?>>\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((75) - (size)) / (5))\n    end\nend\n\n@Menu Left\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n        start sound [Touch v]\n        wait until <not <touching (mouse-pointer v)?>>\n    end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-58) y: (8)\nforever\n    if <(OpenMenu) = [yes]> then\n        point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n        if <touching (mouse-pointer v)?> then\n            switch costume to (costume2 v)\n            change size by (((90) - (size)) / (5))\n            if <<mouse down?> and <not <(IN) = [1]>>> then\n                broadcast (left v)\n                wait until <not <mouse down?>>\n            end\n        else\n            switch costume to (costume1 v)\n            change size by (((75) - (size)) / (5))\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(OpenMenu) = [yes]> then\n        show\n    else\n        hide\n    end\nend\n\n@Menu Right\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n        start sound [Touch v]\n        wait until <not <touching (mouse-pointer v)?>>\n    end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (36) y: (8)\nforever\n    if <(OpenMenu) = [yes]> then\n        point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n        if <touching (mouse-pointer v)?> then\n            switch costume to (costume2 v)\n            change size by (((90) - (size)) / (5))\n            if <<mouse down?> and <not <(IN) = [1]>>> then\n                broadcast (right v)\n                wait until <not <mouse down?>>\n            end\n        else\n            switch costume to (costume1 v)\n            change size by (((75) - (size)) / (5))\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(OpenMenu) = [yes]> then\n        show\n    else\n        hide\n    end\nend\n\n@Menu Character\n\nwhen flag clicked\nswitch costume to (default icey v)\nforever\n    if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n        if <<(SCREEN) = [1]> and <not <(IN) = [1]>>> then\n            start sound [Touch v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume7 v)\n        change size by (((89) - (size)) / (5))\n        if <<mouse down?> and <not <(IN) = [1]>>> then\n            start sound [Low Boing v]\n            repeat (3)\n                change size by (-3)\n            end\n            repeat (3)\n                change size by (3)\n            end\n            wait until <not <mouse down?>>\n        end\n    else\n        change size by (((70) - (size)) / (5))\n    end\nend\n\ngo [forward v] (200) layers\n\nwhen flag clicked\ngo [forward v] (6) layers\nforever\n    point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (8)))\nend\n\nwhen I receive [right v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nforever\n    if <(OpenMenu) = [yes]> then\n        show\n    else\n        if <(OpenMenu) = [no]> then\n            hide\n        end\n    end\nend\n\n@Skin Names\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (-8) y: (58)\nwait (0.1) seconds\nshow\ngo [forward v] (9) layers\nforever\n    point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\nend\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [right v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen flag clicked\nforever\n    if <(OpenMenu) = [yes]> then\n        show\n        change [titleturn v] by (1)\n    else\n        hide\n    end\nend\n\n@Flamed Katana\n\nwhen flag clicked\nhide\n\nwhen I receive [got katana v]\nset [currently sword swinging v] to [0]\nforever\n    if <<key (space v) pressed?> or <mouse down?>> then\n        go to ( icey v)\n        point in direction ([x position v] of [ icey v])\n        clear graphic effects\n        change y by (20)\n        show\n        start sound [ninja katana v]\n        if <([direction v] of [ icey v]) > [-90]> then\n            point in direction (90)\n            switch costume to (swing v)\n            set [currently sword swinging v] to [1]\n            repeat (10)\n                turn right (30) degrees\n                go to ( icey v)\n            end\n            set [currently sword swinging v] to [0]\n            hide\n            wait until <not <<key (space v) pressed?> or <mouse down?>>>\n        else\n            point in direction (90)\n            switch costume to (swing2 v)\n            set [currently sword swinging v] to [1]\n            repeat (10)\n                turn right (-30) degrees\n                go to ( icey v)\n            end\n            set [currently sword swinging v] to [0]\n            hide\n            wait until <not <<key (space v) pressed?> or <mouse down?>>>\n        end\n    end\nend\n\nwhen I receive [levelup v]\nwait (0.01) seconds\nhide\nif <(Weapons Unlocked) > [1]> then\n    stop [other scripts in sprite v]\n    broadcast (Got katana v)\nend\n\nwhen I receive [start button v]\nwait (0.1) seconds\nif <([costume name v] of [level v]) = [L1]> then\n    stop [other scripts in sprite v]\n    switch costume to (hover v)\n    show\n    go to x: (-1) y: (-2)\n    clear graphic effects\n    point in direction (90)\n    set size to (115) %\n    forever\n        if <not <([costume name v] of [level v]) = [L1]>> then\n            hide\n            stop [this script v]\n        end\n        repeat (20)\n            if <touching ( icey v)?> then\n                set [weapons unlocked v] to [2]\n                set [weapon selected v] to [2]\n                broadcast (Got katana v)\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                stop [this script v]\n            end\n            change y by (0.25)\n        end\n        repeat (20)\n            if <touching ( icey v)?> then\n                set [weapons unlocked v] to [2]\n                broadcast (Got katana v)\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                stop [this script v]\n            end\n            change y by (-0.25)\n        end\n    end\nend\n\n@Enemy Borders\n\nwhen I receive [start button v]\nset [ghost v] effect to (100)\nshow\nswitch costume to (l1 v)\ngo to [back v] layer\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nhide\n\n@Enemy Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [enemy death v]\nstart sound [Punch Sound Effect 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 (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\nset [is clone? v] to [1]\ngo to (enemy v)\nshow\nset [xv v] to (pick random (-8) to (8))\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@Death Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [icey death v]\nstart sound [Punch Sound Effect 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 (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\nset [is clone? v] to [1]\ngo to (enemy v)\nshow\nset [xv v] to (pick random (-8) to (8))\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@Selected\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (-8) y: (-33)\nwait (0.1) seconds\nshow\ngo [forward v] (9) layers\nforever\n    point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\nend\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [right v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen flag clicked\nforever\n    if <(OpenMenu) = [yes]> then\n        show\n        change [titleturn v] by (1)\n    else\n        hide\n    end\nend\n\n@Lasers 14\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (-40) y: (-133)\ngo to [back v] layer\nwait until <([costume name v] of [level v]) = [L14]>\nswitch costume to (1 v)\nrepeat until <not <([costume name v] of [level v]) = [L14]>>\n    go to [back v] layer\n    set [laser? v] to [0]\n    switch costume to (1 v)\n    wait (2) seconds\n    set [laser? v] to [1]\n    switch costume to (1up v)\n    wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n    if <([costume name v] of [level v]) = [L14]> then\n        show\n    else\n        hide\n    end\nend\n\n@Lasers 15\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (165) y: (-33)\ngo to [back v] layer\nwait until <([costume name v] of [level v]) = [L15]>\nswitch costume to (1 v)\nrepeat until <not <([costume name v] of [level v]) = [L15]>>\n    go to [back v] layer\n    set [laser? v] to [0]\n    switch costume to (1 v)\n    wait (2) seconds\n    set [laser? v] to [1]\n    switch costume to (1up v)\n    wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n    if <([costume name v] of [level v]) = [L15]> then\n        show\n    else\n        hide\n    end\nend\n\n@Love and fave reminder2\n\nwhen I receive [start button v]\nhide\nwait (1) seconds\nforever\n    if <(Actions \(love/fave\)) < [2]> then\n        switch costume to (costume1 v)\n        go to x: (180) y: (125)\n        show\n        go to [front v] layer\n        repeat (11)\n            change y by (-6)\n        end\n        repeat (7)\n            change y by (3)\n        end\n        repeat (6)\n            change y by (-2)\n        end\n        wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n        repeat (17)\n            change y by (7)\n        end\n        hide\n        stop [this script v]\n    else\n        stop [this script v]\n    end\nend\n\nwhen I receive [start button v]\nwait (2.5) seconds\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n    set [touching v] to [none]\n    Detect [love] at [-201] [-220]\n    Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n    set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n    wait until <(touching) = [love]>\n    wait (0.2) seconds\n    if <(touching) = [love]> then\n        change [actions \(love/fave\) v] by (1)\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nforever\n    wait until <(touching) = [fave]>\n    wait (0.2) seconds\n    if <(touching) = [fave]> then\n        change [actions \(love/fave\) v] by (1)\n        stop [this script v]\n    end\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nswitch costume to (blue v)\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nset [ghost v] effect to (100)\nbroadcast (glow v)\nrepeat until <(timer) > [3.5]>\n    change y by ((y position) / (-15))\n    change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n    change y by (((y position) - (-100)) / (-15))\n    change [ghost v] effect by (10)\nend\nhide\n\n@Glow\n\nwhen flag clicked\nhide\n\nwhen I receive [glow v]\nshow\nforever\n    go to ( icey v)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (7) layers\n\nwhen I receive [裏ステージ v]\nhide\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [right v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen flag clicked\nswitch costume to (blue v)\n\n
Normal controls 