~Cuby Platformer~
@Stage\n\nwhen I receive [reset v]\nforever\n    if <<<(Level) > [0]> or <(Level) = [0]>> and <(Level) < [6]>> then\n        switch backdrop to ( w1 v)\n    end\n    if <<<(Level) > [6]> or <(Level) = [6]>> and <(Level) < [11]>> then\n        switch backdrop to (w2 v)\n    end\n    if <<<(Level) > [11]> or <(Level) = [11]>> and <(Level) < [16]>> then\n        switch backdrop to (w3 v)\n    end\n    if <<<(Level) > [16]> or <(Level) = [16]>> and <(Level) < [21]>> then\n        switch backdrop to (w4 v)\n    end\n    if <<<(Level) > [21]> or <(Level) = [21]>> and <(Level) < [26]>> then\n        switch backdrop to (w5 v)\n    end\n    if <(Level) = [26]> then\n        switch backdrop to ( w6-1 v)\n    end\n    if <(Level) = [27]> then\n        switch backdrop to ( w6-2 v)\n    end\n    if <(Level) = [28]> then\n        switch backdrop to ( w6-3 v)\n    end\n    if <(Level) = [29]> then\n        switch backdrop to ( w6-4 v)\n    end\n    if <(Level) = [30]> then\n        switch backdrop to (w6-5 v)\n    end\nend\n\nwhen I receive [afterreset v]\nset [color v] effect to (0)\nif <(Mode) = [Menu]> then\n    if <(MédaillesOr) = [30]> then\n        forever\n            set [pixelate v] effect to (20)\n        end\n    end\nend\n\n@Player\n\nwhen I receive [reset v]\nset [-rolldelay v] to [100]\nbroadcast (Dash OK v)\ngo to x: (-95) y: (-20)\nshow\nset [-xspeed v] to [0]\nset [yspeed v] to [0]\nset [-lockmovement v] to [N/A]\nset [-slope v] to [0]\nset [-state v] to [N/A]\n\nwhen I receive [start v]\nbroadcast (Reset v)\nforever\n    if <(Mode) = [Gaming]> then\n        Platformer // MoveSpeed: [1.24] JumpHeight: [25] Gravity: [-2.45] Friction: [0.87] WallJumpXForce: [22] WallJumpYForce: [30] FallMax: [-30] SlideSpeed: [-1.7]\n        AnimationController\n    end\nend\n\ndefine Platformer // MoveSpeed: (movespeed) JumpHeight: (jumpheight) Gravity: (gravity) Friction: (friction) WallJumpXForce: (walljumpxforce) WallJumpYForce: (walljumpyforce) FallMax: (fallmax) SlideSpeed: (slidespeed)\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nset [-touchingwall? v] to [N]\nif <<key (right arrow v) pressed?> and <not <(-LockMovement) = [R]>>> then\n    change [-xspeed v] by (movespeed)\nend\nif <<key (left arrow v) pressed?> and <not <(-LockMovement) = [L]>>> then\n    change [-xspeed v] by ((movespeed) * (-1))\nend\nset [-xspeed v] to ((-XSpeed) * (friction))\nchange [yspeed v] by (gravity)\nchange y by (YSpeed)\nif <(YSpeed) < [0]> then\n    repeat until <not <touching (ground v)?>>\n        change y by (1)\n        set [yspeed v] to [0]\n        set [-canjump? v] to [1]\n    end\nelse\n    repeat until <not <touching (ground v)?>>\n        change y by (-1)\n        set [yspeed v] to [0]\n        set [-canjump? v] to [0]\n    end\nend\nchange x by (-XSpeed)\nset [-slope v] to [0]\nif <<key (up arrow v) pressed?> and <(-CanJump?) = [1]>> then\n    start sound [swing-whoosh-110410 v]\n    change [yspeed v] by (jumpheight)\n    set [-canjump? v] to [0]\nend\nrepeat until <<(-Slope) = [8]> or <not <touching (ground v)?>>>\n    change [-slope v] by (1)\n    change y by (1)\nend\nif <(-Slope) = [8]> then\n    change x by ((0) - (-XSpeed))\n    change y by ((0) - (-Slope))\n    set [-touchingwall? v] to [Y]\n    if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <(YSpeed) < [0]>> then\n        set [yspeed v] to (slidespeed)\n        set [-state v] to [Slide]\n        if <key (up arrow v) pressed?> then\n            set [-state v] to [Jump]\n            broadcast (WallJump v)\n            set [yspeed v] to (walljumpyforce)\n            if <(-XSpeed) > [0]> then\n                set [-xspeed v] to ((walljumpxforce) * (-1))\n                set [-lockmovement v] to [R]\n            else\n                set [-xspeed v] to (walljumpxforce)\n                set [-lockmovement v] to [L]\n            end\n        end\n    end\nend\nif <(YSpeed) < (fallmax)> then\n    set [yspeed v] to (fallmax)\nend\nif <<key (space v) pressed?> and <(-RollDelay) = [100]>> then\n    start sound [fireball-whoosh-3-179127 v]\n    repeat (5)\n        change [-xspeed v] by ((direction) / (14))\n    end\n    set [-rolldelay v] to [0]\nend\nif <(-RollDelay) < [100]> then\n    change [-rolldelay v] by (4)\nend\nif <(-State) = [Roll]> then\n\nwhen I receive [walljump v]\nstart sound [swing-whoosh-110410 v]\nset [-effecttype v] to [Jump]\ncreate clone of (effects v)\nwait until <([abs v] of (-XSpeed) ) < [2]>\nset [-lockmovement v] to [N/A]\nset [-effecttype v] to [N/A]\n\ndefine Costume // StartCostume: (startcostume) TotalCostume: (totalcostume) Speed: (speed)\nswitch costume to (idle v)\nswitch costume to ([floor v] of ((startcostume) + ((-Costume) mod (totalcostume))) )\nchange [-costume v] by (speed)\nif <(-Costume) > [10000]> then\n    set [-costume v] to [0]\nend\n\nwhen I receive [start v]\nset [couronne v] to [Non]\nset [level v] to [0]\n\nwhen I receive [start v]\nforever\n    if <(Mode) = [Gaming]> then\n        if <(-RollDelay) = [100]> then\n            broadcast (Dash OK v)\n            wait until <not <(-RollDelay) = [100]>>\n        end\n    end\nend\n\ndefine AnimationController\nset rotation style [left-right v]\nif <(-State) = [Slide]> then\n    set [-state v] to [Slide]\nelse\n    if <(-RollDelay) < [42]> then\n        set [-state v] to [Roll]\n    else\n        if <(YSpeed) < [-5]> then\n            set [-state v] to [Fall]\n        else\n            if <(YSpeed) > [0]> then\n                set [-state v] to [Jump]\n            else\n                if <([abs v] of (-XSpeed) ) > [0.5]> then\n                    set [-state v] to [Walk]\n                else\n                    set [-state v] to [Idle]\n                end\n            end\n        end\n    end\nend\nif <(-State) = [Slide]> then\n    Costume // StartCostume: [7] TotalCostume: [1] Speed: [0.1]\nelse\n    if <(-State) = [Fall]> then\n        Costume // StartCostume: [10] TotalCostume: [2] Speed: [0.3]\n    else\n        if <(-State) = [Jump]> then\n            Costume // StartCostume: [12] TotalCostume: [2] Speed: [0.3]\n        else\n            if <(-State) = [Roll]> then\n                turn right ((-XSpeed) * (3)) degrees\n                if <(-XSpeed) > [0]> then\n                    Costume // StartCostume: [8] TotalCostume: [1] Speed: [0]\n                else\n                    Costume // StartCostume: [9] TotalCostume: [1] Speed: [0]\n                end\n            else\n                if <(-State) = [Walk]> then\n                    Costume // StartCostume: [5] TotalCostume: [2] Speed: (([abs v] of (-XSpeed) ) / (12))\n                else\n                    Costume // StartCostume: [2] TotalCostume: [3] Speed: [0.1]\n                end\n            end\n        end\n    end\nend\nif <(-State) = [Roll]> then\n    set [fisheye v] effect to (0)\n    set rotation style [all around v]\nelse\n    set rotation style [left-right v]\n    set [-state v] to [N/A]\nend\nif <(-State) = [Roll]> then\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [whirl v] effect to (0)\nrepeat (20)\n    set [whirl v] effect to (0)\n    change [ghost v] effect by (5)\n    change [color v] effect by (7)\n    change [brightness v] effect by (1)\n    if <(DeletClone) = [Y]> then\n        delete this clone\n    end\nend\ndelete this clone\n\nwhen I receive [reset v]\nreset timer\nwait (0) seconds\nset [deletclone v] to [N]\nif <(Mode) = [Gaming]> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nset [mode v] to [Menu]\nset [médaillesor v] to [0]\nbroadcast (Start v)\n\nwhen I receive [die v]\nif <(timer) < [0.1]> then\n\ndefine Position Controller\nif <(Level) = [1]> then\n    go to x: (10) y: (-55)\nend\nif <(Level) = [2]> then\n    go to x: (-170) y: (10)\nend\nif <(Level) = [3]> then\n    go to x: (-145) y: (15)\nend\nif <(Level) = [4]> then\n    go to x: (-190) y: (-85)\nend\nif <(Level) = [5]> then\n    go to x: (-120) y: (-60)\nend\nif <(Level) = [6]> then\n    go to x: (-205) y: (10)\nend\nif <(Level) = [7]> then\n    go to x: (-190) y: (-85)\nend\nif <(Level) = [8]> then\n    go to x: (-200) y: (-70)\nend\nif <(Level) = [9]> then\n    go to x: (-200) y: (-85)\nend\nif <(Level) = [10]> then\n    go to x: (-180) y: (140)\nend\nif <(Level) = [11]> then\n    go to x: (-205) y: (-80)\nend\nif <(Level) = [12]> then\n    go to x: (-190) y: (-70)\nend\nif <(Level) = [13]> then\n    go to x: (-140) y: (0)\nend\nif <(Level) = [14]> then\n    go to x: (-210) y: (65)\nend\nif <(Level) = [15]> then\n    go to x: (-210) y: (50)\nend\nif <(Level) = [16]> then\n    go to x: (-160) y: (-35)\nend\nif <(Level) = [17]> then\n    go to x: (-165) y: (-50)\nend\nif <(Level) = [18]> then\n    go to x: (-200) y: (-40)\nend\nif <<(Level) = [19]> and <(Level) = [20]>> then\n    go to x: (-150) y: (-25)\nend\nif <(Level) = [21]> then\n    go to x: (-85) y: (155)\nend\nif <(Level) = [22]> then\n    go to x: (-200) y: (-60)\nend\nif <(Level) = [23]> then\n    go to x: (-120) y: (160)\nend\nif <(Level) = [24]> then\n    go to x: (-185) y: (-125)\nend\nif <(Level) = [25]> then\n    go to x: (-185) y: (-100)\nend\nif <(Level) = [26]> then\n    go to x: (-135) y: (140)\nend\nif <(Level) = [27]> then\n    go to x: (-190) y: (120)\nend\nif <(Level) = [28]> then\n    go to x: (-210) y: (-75)\nend\nif <(Level) = [29]> then\n    go to x: (-180) y: (120)\nend\nif <(Level) = [30]> then\n    go to x: (-120) y: (-100)\nend\n\nwhen I receive [reset v]\nPosition Controller\n\nwhen I receive [dash ok v]\nset [color v] effect to (0)\nset [brightness v] effect to (0)\nrepeat (10)\n    change [color v] effect by (1)\n    change [brightness v] effect by (1)\nend\nrepeat (10)\n    change [color v] effect by (-1)\n    change [brightness v] effect by (-1)\nend\n\nwhen I receive [reset v]\nforever\n    if <<key (up arrow v) pressed?> and <(-TouchingGround?) = [Y]>> then\n        set [-effecttype v] to [Jump]\n        create clone of (effects v)\n        wait (0.2) seconds\n    else\n        if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <(-TouchingGround?) = [Y]>> then\n            set [-effecttype v] to [Dust]\n            create clone of (effects v)\n            wait (0.3) seconds\n        else\n            set [-effecttype v] to [N/A]\n        end\n    end\nend\n\nwhen I receive [reset v]\nforever\n    if <(Mode) = [Gaming]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(Mode) = [Gaming]> then\n        show\n    else\n        hide\n    end\nend\n\n@EcranTitre\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\n    play sound [Main Title v] until done\nend\n\n@Médailles Or\n\nwhen I receive [start v]\nhide\nif <not <(Mode) = [MenuPostLevel]>> then\n    set [cloneid v] to [1]\n    repeat (10)\n        create clone of (_myself_ v)\n        change [cloneid v] by (1)\n    end\nend\n\nwhen I start as a clone\nshow\nset size to (90) %\nforever\n    go to [front v] layer\n    switch costume to (letter (CloneID) of (MédaillesOr))\n    go to x: (((((CloneID) - (0.5)) - ((length of (MédaillesOr)) / (2))) * (30)) + (30)) y: (145)\n    if <(Mode) = [Gaming]> then\n        show\n    else\n        hide\n    end\nend\n\n@Ground\n\nwhen I receive [reset v]\nset [ghost v] effect to (100)\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [reset v]\nforever\n    if <(Mode) = [Gaming]> then\n        show\n    else\n        hide\n    end\nend\n\n@Effects\n\nwhen flag clicked\nforever\n    set size to (100) %\n    set [ghost v] effect to (100)\n    show\n    switch costume to (sensor v)\n    go to (player v)\n    point in direction (90)\n    if <touching (ground v)?> then\n        set [-touchingground? v] to [Y]\n    else\n        set [-touchingground? v] to [N]\n    end\nend\n\nwhen I start as a clone\nhide\nwait (0) seconds\nset [-cloneid v] to (-EffectType)\nset [effectx v] to ([x position v] of [player v])\nset [effecty v] to ([y position v] of [player v])\ngo to [front v] layer\nif <(Mode) = [Gaming]> then\n    show\n    go [backward v] (2) layers\n    set size to (100) %\n    set rotation style [all around v]\n    if <(-CloneID) = [Jump]> then\n        set [ghost v] effect to (0)\n        switch costume to (jump v)\n        change [effecty v] by (-15)\n        point in direction (round (([-xspeed v] of [player v]) * (3)))\n        repeat (20)\n            change [effectx v] by (([cos v] of ((90) - (direction)) ) * (-3))\n            change [effecty v] by (([sin v] of ((90) - (direction)) ) * (-3))\n            change [ghost v] effect by (5)\n            change size by (-1)\n        end\n        delete this clone\n    else\n        if <(-CloneID) = [Dust]> then\n            set [ghost v] effect to (20)\n            change [effecty v] by (-25)\n            switch costume to (dust v)\n            set size to (pick random (90) to (150)) %\n            point in direction (pick random (1) to (360))\n            repeat (20)\n                change [ghost v] effect by (4)\n                change size by (-5)\n                change [effecty v] by (0.3)\n            end\n            delete this clone\n        else\n            delete this clone\n        end\n    end\nelse\n    delete this clone\nend\n\nwhen I start as a clone\nforever\n    go to x: (EffectX) y: (EffectY)\nend\n\n@Ground2\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\nshow\nforever\n    switch costume to (Level)\n    if <(Mode) = [Menu]> then\n        hide\n    end\nend\n\nwhen I receive [reset v]\nforever\n    if <(Mode) = [Gaming]> then\n        show\n    else\n        hide\n    end\nend\n\n@Front\n\nwhen I receive [reset v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [reset v]\nif <<(Mode) = [Gaming]> or <(Mode) = [MenuPostLevel]>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\nforever\n    if <(Mode) = [Gaming]> then\n        show\n    else\n        hide\n    end\nend\n\n@Trophé\n\nwhen I start as a clone\nPosition Controller\nset [ghost v] effect to (50)\nif <(Level) > [25]> then\n    switch costume to (aura2 v)\nelse\n    switch costume to (aura v)\nend\nforever\n    if <(Mode) = [Gaming]> then\n        show\n        if <(CloneID) = [1]> then\n            turn right (1) degrees\n        end\n        if <(CloneID) = [2]> then\n            turn left (2) degrees\n        end\n    else\n        delete this clone\n    end\n    if <(DeletClone) = [Y]> then\n        delete this clone\n    end\nend\n\nwhen I receive [reset v]\nPosition Controller\ndelete this clone\n\nwhen I receive [reset v]\nset size to (100) %\nset [cloneid v] to [0]\nif <(Level) = [25]> then\n    switch costume to (couronne v)\nelse\n    if <(Level) = [30]> then\n        switch costume to (couronne2 v)\n    else\n        if <<(Level) > [25]> and <(Level) < [30]>> then\n            switch costume to (trophé2 v)\n        else\n            switch costume to (trophé v)\n        end\n    end\nend\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nset [cloneid v] to [N/A]\npoint in direction (90)\nset rotation style [all around v]\nrepeat (20)\n    turn right (0.5) degrees\n    wait (0) seconds\nend\nforever\n    repeat (20)\n        turn left (1) degrees\n        wait (0) seconds\n    end\n    repeat (20)\n        turn right (1) degrees\n        wait (0) seconds\n    end\nend\n\nwhen I receive [reset v]\nif <(Mode) = [Gaming]> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\nwait (0.05) seconds\nforever\n    if <touching (player v)?> then\n        set [mode v] to [MenuPostLevel]\n    end\nend\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [reset v]\nforever\n    if <touching (player v)?> then\n        start sound [collected-item-104743 v]\n        wait until <not <(Mode) = [MenuPostLevel]>>\n    end\nend\n\ndefine Position Controller\nif <(Level) = [1]> then\n    go to x: (190) y: (100)\nend\nif <<(Level) = [2]> or <(Level) = [5]>> then\n    go to x: (180) y: (-95)\nend\nif <(Level) = [3]> then\n    go to x: (170) y: (20)\nend\nif <<(Level) = [4]> or <(Level) = [5]>> then\n    go to x: (195) y: (-75)\nend\nif <(Level) = [6]> then\n    go to x: (210) y: (-20)\nend\nif <(Level) = [7]> then\n    go to x: (195) y: (-95)\nend\nif <(Level) = [8]> then\n    go to x: (85) y: (145)\nend\nif <(Level) = [9]> then\n    go to x: (-180) y: (115)\nend\nif <(Level) = [10]> then\n    go to x: (150) y: (-100)\nend\nif <(Level) = [11]> then\n    go to x: (210) y: (-10)\nend\nif <(Level) = [12]> then\n    go to x: (190) y: (-10)\nend\nif <(Level) = [13]> then\n    go to x: (180) y: (15)\nend\nif <(Level) = [14]> then\n    go to x: (140) y: (-5)\nend\nif <(Level) = [15]> then\n    go to x: (95) y: (-5)\nend\nif <(Level) = [16]> then\n    go to x: (100) y: (-80)\nend\nif <(Level) = [17]> then\n    go to x: (180) y: (-65)\nend\nif <(Level) = [18]> then\n    go to x: (180) y: (-65)\nend\nif <(Level) = [19]> then\n    go to x: (-150) y: (140)\nend\nif <(Level) = [20]> then\n    go to x: (-165) y: (135)\nend\nif <(Level) = [21]> then\n    go to x: (-180) y: (-75)\nend\nif <(Level) = [22]> then\n    go to x: (-210) y: (140)\nend\nif <(Level) = [23]> then\n    go to x: (-150) y: (-50)\nend\nif <(Level) = [24]> then\n    go to x: (175) y: (120)\nend\nif <(Level) = [25]> then\n    go to x: (175) y: (-120)\nend\nif <(Level) = [26]> then\n    go to x: (-150) y: (-90)\nend\nif <(Level) = [27]> then\n    go to x: (165) y: (-100)\nend\nif <(Level) = [28]> then\n    go to x: (-150) y: (130)\nend\nif <(Level) = [29]> then\n    go to x: (-140) y: (-90)\nend\nif <(Level) = [30]> then\n    go to x: (-205) y: (140)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [reset v]\nforever\n    if <(Mode) = [MenuPostLevel]> then\n        if <not <(item (Level) of [level finit v]) = [Y]>> then\n            insert [Y] at (Level) of [level finit v] \n            delete ((Level) + (1)) of [level finit v]\n            wait until <not <(Mode) = [MenuPostLevel]>>\n        end\n    end\nend\n\nwhen I receive [afterreset v]\nif <(length of [médailleslevel v]) = [30]> then\n\nwhen I receive [reset v]\nforever\n    if <(Mode) = [Gaming]> then\n        show\n    else\n        hide\n    end\nend\n\n@UI\n\nwhen I receive [reset v]\nset [pixelate v] effect to (0)\nswitch backdrop to ( w1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\nrepeat until <(Mode) = [MenuLevel]>\n    Setup\nend\nSetup\n\nwhen I start as a clone\nshow\nwait (0) seconds\nset [level v] to [1]\nforever\n    repeat until <(Mode) = [MenuLevel]>\n        Animation Controller\n    end\n    Animation Controller\n    wait until <(Mode) = [Gaming]>\nend\n\nwhen I start as a clone\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(costume [number v]) = [6]> or <(costume [number v]) > [9]>> then\n            play sound [button-124476 v] until done\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\ndefine Animation Controller\nif <(Mode) = [Menu]> then\n    if <(CloneMenu) = [Dust]> then\n        switch costume to (dust v)\n        go to x: (10) y: (-50)\n        repeat until <not <(Mode) = [Menu]>>\n            repeat (20)\n                turn right (2) degrees\n                change [ghost v] effect by (5)\n            end\n            repeat (20)\n                turn right (2) degrees\n                change [ghost v] effect by (-5)\n            end\n        end\n        delete this clone\n    else\n        if <(CloneMenu) = [Dust2]> then\n            switch costume to (dust v)\n            go to x: (60) y: (-100)\n            set size to (60) %\n            repeat until <not <(Mode) = [Menu]>>\n                repeat (20)\n                    turn left (2) degrees\n                    change [ghost v] effect by (-5)\n                end\n                repeat (20)\n                    turn left (2) degrees\n                    change [ghost v] effect by (5)\n                end\n            end\n            delete this clone\n        else\n            if <(CloneMenu) = [Start]> then\n                point in direction (90)\n                switch costume to (start v)\n                go to x: (125) y: (0)\n                turn right (5) degrees\n                repeat until <not <(Mode) = [Menu]>>\n                    repeat (10)\n                        turn left (1) degrees\n                    end\n                    repeat (10)\n                        turn right (1) degrees\n                    end\n                end\n                delete this clone\n            else\n                if <(CloneMenu) = [Jump]> then\n                    repeat until <not <(Mode) = [Menu]>>\n                        go to [back v] layer\n                        go to x: (0) y: (-50)\n                        set [ghost v] effect to (0)\n                        switch costume to (jump v)\n                        repeat (30)\n                            change [ghost v] effect by (5)\n                            change x by (10)\n                            change y by (-6)\n                        end\n                    end\n                    delete this clone\n                else\n                    if <(CloneMenu) = [Stylé]> then\n                        go [backward v] (2) layers\n                        repeat until <not <(Mode) = [Menu]>>\n                            go to x: (0) y: (0)\n                            set [ghost v] effect to (0)\n                            switch costume to (menu v)\n                            repeat (30)\n                                change [ghost v] effect by (5)\n                                change x by (2.5)\n                                change y by (-1.5)\n                            end\n                        end\n                        delete this clone\n                    else\n                        if <(CloneMenu) = [Titre]> then\n                            go to x: (0) y: (-130)\n                            set [ghost v] effect to (0)\n                            switch costume to (title v)\n                            go to [front v] layer\n                            point in direction (90)\n                            repeat until <not <(Mode) = [Menu]>>\n                                repeat (6)\n                                    change y by (3)\n                                end\n                                repeat (5)\n                                    change y by (1)\n                                end\n                                repeat (6)\n                                    change y by (-3)\n                                end\n                                repeat (5)\n                                    change y by (-1)\n                                end\n                            end\n                            delete this clone\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nif <(Mode) = [MenuLevel]> then\n    set [ghost v] effect to (0)\n    if <(CloneMenu) = [W1]> then\n        if <<<<(item (1) of [médailleslevel v]) = [Y]> and <(item (2) of [médailleslevel v]) = [Y]>> and <<(item (3) of [médailleslevel v]) = [Y]> and <(item (4) of [médailleslevel v]) = [Y]>>> and <(item (5) of [médailleslevel v]) = [Y]>> then\n            go to x: (-150) y: (100)\n            go to [front v] layer\n            set [ghost v] effect to (100)\n            switch costume to (w1or v)\n            repeat (20)\n                change [ghost v] effect by (-5)\n            end\n        else\n            go to x: (-150) y: (100)\n            go to [front v] layer\n            set [ghost v] effect to (100)\n            switch costume to (w1 v)\n            repeat (20)\n                change [ghost v] effect by (-5)\n            end\n        end\n    else\n        if <(CloneMenu) = [W2]> then\n            if <<<<(item (1) of [level finit v]) = [Y]> and <(item (2) of [level finit v]) = [Y]>> and <<(item (3) of [level finit v]) = [Y]> and <(item (4) of [level finit v]) = [Y]>>> and <(item (5) of [level finit v]) = [Y]>> then\n                if <<<<(item (6) of [médailleslevel v]) = [Y]> and <(item (7) of [médailleslevel v]) = [Y]>> and <<(item (8) of [médailleslevel v]) = [Y]> and <(item (9) of [médailleslevel v]) = [Y]>>> and <(item (10) of [médailleslevel v]) = [Y]>> then\n                    go to x: (0) y: (100)\n                    go to [front v] layer\n                    switch costume to (w2or v)\n                    set [ghost v] effect to (100)\n                    repeat (20)\n                        change [ghost v] effect by (-5)\n                    end\n                else\n                    go to x: (0) y: (100)\n                    go to [front v] layer\n                    switch costume to (w2 v)\n                    set [ghost v] effect to (100)\n                    repeat (20)\n                        change [ghost v] effect by (-5)\n                    end\n                end\n            else\n                go to x: (0) y: (100)\n                go to [front v] layer\n                switch costume to (w2bloqué v)\n                set [ghost v] effect to (100)\n                repeat (20)\n                    change [ghost v] effect by (-5)\n                end\n            end\n        else\n            if <(CloneMenu) = [W3]> then\n                if <<<<(item (6) of [level finit v]) = [Y]> and <(item (7) of [level finit v]) = [Y]>> and <<(item (8) of [level finit v]) = [Y]> and <(item (9) of [level finit v]) = [Y]>>> and <(item (10) of [level finit v]) = [Y]>> then\n                    if <<<<(item (11) of [médailleslevel v]) = [Y]> and <(item (12) of [médailleslevel v]) = [Y]>> and <<(item (13) of [médailleslevel v]) = [Y]> and <(item (14) of [médailleslevel v]) = [Y]>>> and <(item (15) of [médailleslevel v]) = [Y]>> then\n                        go to x: (150) y: (100)\n                        go to [front v] layer\n                        set [ghost v] effect to (100)\n                        switch costume to (w3or v)\n                        repeat (20)\n                            change [ghost v] effect by (-5)\n                        end\n                    else\n                        go to x: (150) y: (100)\n                        go to [front v] layer\n                        set [ghost v] effect to (100)\n                        switch costume to (w3 v)\n                        repeat (20)\n                            change [ghost v] effect by (-5)\n                        end\n                    end\n                else\n                    go to x: (150) y: (100)\n                    go to [front v] layer\n                    set [ghost v] effect to (100)\n                    switch costume to (w3bloqué v)\n                    repeat (20)\n                        change [ghost v] effect by (-5)\n                    end\n                end\n            else\n                if <(CloneMenu) = [W4]> then\n                    if <<<<(item (11) of [level finit v]) = [Y]> and <(item (12) of [level finit v]) = [Y]>> and <<(item (13) of [level finit v]) = [Y]> and <(item (14) of [level finit v]) = [Y]>>> and <(item (15) of [level finit v]) = [Y]>> then\n                        if <<<<(item (16) of [médailleslevel v]) = [Y]> and <(item (17) of [médailleslevel v]) = [Y]>> and <<(item (18) of [médailleslevel v]) = [Y]> and <(item (19) of [médailleslevel v]) = [Y]>>> and <(item (20) of [médailleslevel v]) = [Y]>> then\n                            go to x: (-75) y: (0)\n                            go to [front v] layer\n                            set [ghost v] effect to (100)\n                            switch costume to (w4or v)\n                            repeat (20)\n                                change [ghost v] effect by (-5)\n                            end\n                        else\n                            go to x: (-75) y: (0)\n                            go to [front v] layer\n                            set [ghost v] effect to (100)\n                            switch costume to (w4 v)\n                            repeat (20)\n                                change [ghost v] effect by (-5)\n                            end\n                        end\n                    else\n                        go to x: (-75) y: (0)\n                        go to [front v] layer\n                        set [ghost v] effect to (100)\n                        switch costume to (w4bloqué v)\n                        repeat (20)\n                            change [ghost v] effect by (-5)\n                        end\n                    end\n                else\n                    if <(CloneMenu) = [W5]> then\n                        if <<<<(item (16) of [level finit v]) = [Y]> and <(item (17) of [level finit v]) = [Y]>> and <<(item (18) of [level finit v]) = [Y]> and <(item (19) of [level finit v]) = [Y]>>> and <(item (20) of [level finit v]) = [Y]>> then\n                            if <<<<(item (21) of [médailleslevel v]) = [Y]> and <(item (22) of [médailleslevel v]) = [Y]>> and <<(item (23) of [médailleslevel v]) = [Y]> and <(item (24) of [médailleslevel v]) = [Y]>>> and <(item (25) of [médailleslevel v]) = [Y]>> then\n                                go to x: (75) y: (0)\n                                go to [front v] layer\n                                set [ghost v] effect to (100)\n                                switch costume to (w5or v)\n                                repeat (20)\n                                    change [ghost v] effect by (-5)\n                                end\n                            else\n                                go to x: (75) y: (0)\n                                go to [front v] layer\n                                set [ghost v] effect to (100)\n                                switch costume to (w5 v)\n                                repeat (20)\n                                    change [ghost v] effect by (-5)\n                                end\n                            end\n                        else\n                            go to x: (75) y: (0)\n                            go to [front v] layer\n                            set [ghost v] effect to (100)\n                            switch costume to (w5bloqué v)\n                            repeat (20)\n                                change [ghost v] effect by (-5)\n                            end\n                        end\n                    else\n                        if <(CloneMenu) = [W6]> then\n                            if <<<<(item (26) of [médailleslevel v]) = [Y]> and <(item (27) of [médailleslevel v]) = [Y]>> and <<(item (28) of [médailleslevel v]) = [Y]> and <(item (29) of [médailleslevel v]) = [Y]>>> and <(item (30) of [médailleslevel v]) = [Y]>> then\n                                go to x: (0) y: (-100)\n                                go to [front v] layer\n                                set [ghost v] effect to (100)\n                                switch costume to (w6or v)\n                                if <(MédaillesOr) > [24]> then\n                                    repeat (20)\n                                        change [ghost v] effect by (0)\n                                    end\n                                    repeat (20)\n                                        change [ghost v] effect by (-5)\n                                    end\n                                end\n                            else\n                                go to x: (0) y: (-100)\n                                go to [front v] layer\n                                set [ghost v] effect to (100)\n                                switch costume to (w6 v)\n                                if <(MédaillesOr) > [24]> then\n                                    repeat (20)\n                                        change [ghost v] effect by (0)\n                                    end\n                                    repeat (20)\n                                        change [ghost v] effect by (-5)\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nif <(DeletClone) = [Y]> then\n    delete this clone\nend\n\ndefine Sensor\nif <<touching (mouse-pointer v)?> and <<(costume [name v]) = [Start]> or <(costume [number v]) > [9]>>> then\n    set size to ((size) + (((120) - (size)) / (2))) %\n    set [brightness v] effect to (-25)\nelse\n    set size to ((size) + (((100) - (size)) / (2))) %\n    set [brightness v] effect to (0)\nend\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <(costume [name v]) = [Start]>> then\n    set [mode v] to [MenuLevel]\nend\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(costume [name v]) = [W1]> or <(costume [name v]) = [W1Or]>>> then\n    set [mode v] to [Gaming]\n    broadcast (Reset v)\n    set [deletclone v] to [Y]\n    set [level v] to [1]\nend\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(costume [name v]) = [W2]> or <(costume [name v]) = [W2Or]>>> then\n    set [mode v] to [Gaming]\n    broadcast (Reset v)\n    set [deletclone v] to [Y]\n    set [level v] to [6]\nend\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(costume [name v]) = [W3]> or <(costume [name v]) = [W3Or]>>> then\n    set [mode v] to [Gaming]\n    broadcast (Reset v)\n    set [deletclone v] to [Y]\n    set [level v] to [11]\nend\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(costume [name v]) = [W4]> or <(costume [name v]) = [W4Or]>>> then\n    set [mode v] to [Gaming]\n    broadcast (Reset v)\n    set [deletclone v] to [Y]\n    set [level v] to [16]\nend\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(costume [name v]) = [W5]> or <(costume [name v]) = [W5Or]>>> then\n    set [mode v] to [Gaming]\n    broadcast (Reset v)\n    set [deletclone v] to [Y]\n    set [level v] to [21]\nend\nif <<<<touching (mouse-pointer v)?> and <mouse down?>> and <<(costume [name v]) = [W6]> or <(costume [name v]) = [W6Or]>>> and <(MédaillesOr) > [24]>> then\n    set [mode v] to [Gaming]\n    broadcast (Reset v)\n    set [deletclone v] to [Y]\n    set [level v] to [26]\nend\nif <(DeletClone) = [Y]> then\n    delete this clone\nend\n\nwhen I start as a clone\nforever\n    Sensor\nend\n\ndefine Setup\nif <(Mode) = [Gaming]> then\n    go to [front v] layer\n    show\n    set [ghost v] effect to (0)\n    switch costume to (gaming v)\nelse\n    if <(Mode) = [MenuPostLevel]> then\n        if <<(Level) > [25]> and <(Level) < [30]>> then\n            switch costume to (gagnédark v)\n        else\n            if <(Level) = [30]> then\n                switch costume to (couronnedark v)\n            else\n                if <(Level) = [25]> then\n                    switch costume to (couronne v)\n                else\n                    switch costume to (gagné v)\n                end\n            end\n        end\n        go to [front v] layer\n        show\n        set [pixelate v] effect to (200)\n        repeat (40)\n            change [ghost v] effect by (-2.5)\n            change [pixelate v] effect by (-5)\n        end\n        repeat until <not <(Mode) = [MenuPostLevel]>>\n            if <<(Level) > [25]> and <(Level) < [30]>> then\n                switch costume to (gagnédark v)\n                wait (0.5) seconds\n                switch costume to (gagnédark2 v)\n                wait (0.5) seconds\n            else\n                if <(Level) = [30]> then\n                    switch costume to (couronnedark v)\n                    wait (0.5) seconds\n                    switch costume to (couronnedark2 v)\n                    wait (0.5) seconds\n                else\n                    if <(Level) = [25]> then\n                        switch costume to (couronne v)\n                        wait (0.5) seconds\n                        switch costume to (couronne2 v)\n                        wait (0.5) seconds\n                    else\n                        switch costume to (gagné v)\n                        wait (0.5) seconds\n                        switch costume to (gagné2 v)\n                        wait (0.5) seconds\n                    end\n                end\n            end\n        end\n    else\n        if <(Mode) = [Menu]> then\n            show\n            go to x: (0) y: (0)\n            set [ghost v] effect to (0)\n            go to [front v] layer\n            show\n            switch costume to (menu v)\n            set [clonemenu v] to [Dust]\n            create clone of (_myself_ v)\n            set [clonemenu v] to [Dust2]\n            create clone of (_myself_ v)\n            set [clonemenu v] to [Jump]\n            create clone of (_myself_ v)\n            set [clonemenu v] to [Stylé]\n            create clone of (_myself_ v)\n            set [clonemenu v] to [Start]\n            create clone of (_myself_ v)\n            set [clonemenu v] to [Titre]\n            create clone of (_myself_ v)\n            wait until <not <(Mode) = [Menu]>>\n        else\n            if <(Mode) = [MenuLevel]> then\n                switch costume to (menu v)\n                set [ghost v] effect to (0)\n                repeat (20)\n                    change [ghost v] effect by (5)\n                end\n                switch costume to (menulevel v)\n                repeat (20)\n                    change [ghost v] effect by (-5)\n                end\n                set [clonemenu v] to [W1]\n                create clone of (_myself_ v)\n                set [clonemenu v] to [W2]\n                create clone of (_myself_ v)\n                set [clonemenu v] to [W3]\n                create clone of (_myself_ v)\n                set [clonemenu v] to [W4]\n                create clone of (_myself_ v)\n                set [clonemenu v] to [W5]\n                create clone of (_myself_ v)\n                set [clonemenu v] to [W6]\n                create clone of (_myself_ v)\n                wait until <not <(Mode) = [MenuLevel]>>\n            end\n        end\n    end\nend\n\n@Médailles\n\nwhen I receive [reset v]\nset size to (100) %\ngo to x: (158) y: (-128)\nforever\n    if <(Mode) = [MenuPostLevel]> then\n        show\n        repeat (20)\n            change [ghost v] effect by (-5)\n        end\n    else\n        set [ghost v] effect to (100)\n        hide\n    end\nend\n\nwhen I receive [afterreset v]\ngo to [front v] layer\nset size to (100) %\ngo to x: (175) y: (-130)\n\nwhen I receive [reset v]\nset [timer v] to [0]\nwait until <<key (space v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>\nrepeat until <(Mode) = [MenuPostLevel]>\n    go to [front v] layer\n    wait (0.1) seconds\n    change [timer v] by (0.1)\nend\n\nwhen I receive [reset v]\nforever\n    Animation Controller\n    Animation Controller 2\nend\n\nwhen I receive [reset v]\nforever\n    if <(Mode) = [MenuPostLevel]> then\n        if <(Médailles) = [O]> then\n            if <not <(item (Level) of [médailleslevel v]) = [Y]>> then\n                insert [Y] at (Level) of [médailleslevel v] \n                change [médaillesor v] by (1)\n                delete ((Level) + (1)) of [médailleslevel v]\n                wait until <not <(Mode) = [MenuPostLevel]>>\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\ndelete all of [médailleslevel v]\n\ndefine Animation Controller\nrepeat until <(Mode) = [MenuPostLevel]>\n    if <(Level) = [30]> then\n        if <<(Timer) > [0]> and <(Timer) < [1.5]>> then\n            set [médailles v] to [O]\n            switch costume to (or v)\n        else\n            if <<<(Timer) > [1.5]> or <(Timer) = [1.5]>> and <(Timer) < [3]>> then\n                set [médailles v] to [A]\n                switch costume to (argent v)\n            else\n                if <<(Timer) > [3]> or <(Timer) = [3]>> then\n                    set [médailles v] to [B]\n                    switch costume to (bronze v)\n                end\n            end\n        end\n    else\n        if <<(Timer) > [0]> and <(Timer) < [1.1]>> then\n            set [médailles v] to [O]\n            switch costume to (or v)\n        else\n            if <<<(Timer) > [1.1]> or <(Timer) = [1.1]>> and <(Timer) < [3]>> then\n                set [médailles v] to [A]\n                switch costume to (argent v)\n            else\n                if <<(Timer) > [3]> or <(Timer) = [3]>> then\n                    set [médailles v] to [B]\n                    switch costume to (bronze v)\n                end\n            end\n        end\n    end\nend\n\ndefine Animation Controller 2\nif <(Médailles) = [O]> then\n    repeat (10)\n        change size by (4)\n    end\n    repeat (4)\n        change size by (2)\n    end\n    repeat (10)\n        change size by (-4)\n    end\n    repeat (4)\n        change size by (-2)\n    end\nelse\n    if <(Médailles) = [A]> then\n        repeat (10)\n            change size by (2)\n        end\n        repeat (2)\n            change size by (1)\n        end\n        repeat (10)\n            change size by (-2)\n        end\n        repeat (2)\n            change size by (-1)\n        end\n    else\n        if <(Médailles) = [B]> then\n            repeat (10)\n                change size by (-1)\n            end\n            repeat (2)\n                change size by (-0.5)\n            end\n            repeat (10)\n                change size by (1)\n            end\n            repeat (2)\n                change size by (0.5)\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\ndelete all of [level finit v]\n\nwhen I receive [reset v]\nset [pixelate v] effect to (200)\nset [ghost v] effect to (100)\nwait (0) seconds\nforever\n    if <(Mode) = [MenuPostLevel]> then\n        repeat (40)\n            change [ghost v] effect by (-2.5)\n            change [pixelate v] effect by (-5)\n        end\n        wait until <not <(Mode) = [MenuPostLevel]>>\n    end\nend\n\nwhen I receive [start v]\nrepeat (30)\n    add [ ] to [médailleslevel v]\nend\n\nwhen I receive [start v]\nrepeat (30)\n    add [ ] to [level finit v]\nend\n\n@Boutons\n\nwhen I receive [reset v]\ngo to x: (185) y: (-30)\nhide\nswitch costume to (suivant v)\nforever\n    Setup // Animation Controller2\nend\n\nwhen I start as a clone\nforever\n    Setup // Animation Controller\nend\n\nwhen I receive [start v]\nset volume to (100) %\nstop all sounds\nwait (0.15) seconds\nforever\n    play sound [Main Title v] until done\nend\n\nwhen I receive [reset v]\nforever\n    if <(Mode) = [MenuPostLevel]> then\n        if <touching (mouse-pointer v)?> then\n            play sound [button-2 v] until done\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <touching (mouse-pointer v)?> then\n        play sound [button-2 v] until done\n        wait until <not <touching (mouse-pointer v)?>>\n    end\nend\n\ndefine Setup // Animation Controller\ngo to [front v] layer\nif <(ClonesBouton) = [Recommencer]> then\n    switch costume to (recommencer v)\n    go to x: (-185) y: (-80)\n    if <touching (mouse-pointer v)?> then\n        go to [front v] layer\n        switch costume to (recommencer2 v)\n        set size to ((size) + (((120) - (size)) / (2))) %\n    else\n        go to [front v] layer\n        switch costume to (recommencer v)\n        set size to ((size) + (((100) - (size)) / (2))) %\n    end\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        change [level v] by (0)\n        broadcast (Reset v)\n        set [mode v] to [Gaming]\n    end\nend\nif <(ClonesBouton) = [Menu]> then\n    switch costume to (menu v)\n    go to x: (-185) y: (30)\n    if <touching (mouse-pointer v)?> then\n        switch costume to (menu2 v)\n        set size to ((size) + (((120) - (size)) / (2))) %\n    else\n        switch costume to (menu v)\n        set size to ((size) + (((100) - (size)) / (2))) %\n    end\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        set [mode v] to [Menu]\n        broadcast (Reset v)\n        delete this clone\n    end\nend\nif <not <(Mode) = [MenuPostLevel]>> then\n    delete this clone\nend\n\ndefine Setup // Animation Controller2\nif <(Mode) = [MenuPostLevel]> then\n    repeat (10)\n        go to [front v] layer\n    end\n    show\n    set [clonesbouton v] to [Recommencer]\n    create clone of (_myself_ v)\n    set [clonesbouton v] to [Menu]\n    create clone of (_myself_ v)\n    repeat until <not <(Mode) = [MenuPostLevel]>>\n        if <(Level) = [25]> then\n            set [couronne v] to [Or]\n            if <(MédaillesOr) = [25]> then\n                if <touching (mouse-pointer v)?> then\n                    switch costume to (end2 v)\n                    set size to ((size) + (((120) - (size)) / (2))) %\n                else\n                    go to [front v] layer\n                    switch costume to (end v)\n                    set size to ((size) + (((100) - (size)) / (2))) %\n                end\n                if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                    set [mode v] to [Menu]\n                    broadcast (Reset v)\n                    set [mode v] to [Menu]\n                    wait (0) seconds\n                end\n            else\n                if <touching (mouse-pointer v)?> then\n                    switch costume to (end2 v)\n                    set size to ((size) + (((120) - (size)) / (2))) %\n                else\n                    switch costume to (end v)\n                    set size to ((size) + (((100) - (size)) / (2))) %\n                end\n                if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                    set [mode v] to [Menu]\n                    broadcast (Reset v)\n                    set [mode v] to [Menu]\n                    wait (0) seconds\n                end\n            end\n        else\n            if <(Level) = [30]> then\n                set [couronne v] to [Noire]\n                if <(MédaillesOr) = [30]> then\n                    if <touching (mouse-pointer v)?> then\n                        switch costume to (end2 v)\n                        set size to ((size) + (((120) - (size)) / (2))) %\n                    else\n                        switch costume to (end v)\n                        set size to ((size) + (((100) - (size)) / (2))) %\n                    end\n                    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                        set [mode v] to [Menu]\n                        broadcast (Reset v)\n                        wait (0) seconds\n                    end\n                else\n                    if <touching (mouse-pointer v)?> then\n                        switch costume to (end2 v)\n                        set size to ((size) + (((120) - (size)) / (2))) %\n                    else\n                        switch costume to (end v)\n                        set size to ((size) + (((100) - (size)) / (2))) %\n                    end\n                    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                        change [level v] by (0)\n                        broadcast (Reset v)\n                        set [mode v] to [Menu]\n                    end\n                end\n            else\n                if <touching (mouse-pointer v)?> then\n                    switch costume to (suivant2 v)\n                    set size to ((size) + (((120) - (size)) / (2))) %\n                else\n                    switch costume to (suivant v)\n                    set size to ((size) + (((100) - (size)) / (2))) %\n                end\n                if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                    change [level v] by (1)\n                    broadcast (Reset v)\n                    broadcast (Die v)\n                    set [mode v] to [Gaming]\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [reset v]\nset [pixelate v] effect to (200)\nset [ghost v] effect to (100)\nwait (0.55) seconds\nforever\n    if <(Mode) = [MenuPostLevel]> then\n        repeat (40)\n            change [ghost v] effect by (-2.5)\n            change [pixelate v] effect by (-5)\n        end\n        wait until <not <(Mode) = [MenuPostLevel]>>\n    end\nend\n\nwhen I start as a clone\nset [pixelate v] effect to (200)\nset [ghost v] effect to (100)\nforever\n    if <(Mode) = [MenuPostLevel]> then\n        repeat (40)\n            change [ghost v] effect by (-2.5)\n            change [pixelate v] effect by (-5)\n        end\n        wait until <not <(Mode) = [MenuPostLevel]>>\n    end\n    if <(Mode) = [MenuPostLevel]> then\n        repeat (20)\n            change [ghost v] effect by (-5)\n            change [pixelate v] effect by (-5)\n        end\n        if <touching (mouse-pointer v)?> then\n            play sound [button-2 v] until done\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\n@Die\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n    switch costume to (Level)\n    if <not <(Mode) = [Gaming]>> then\n        hide\n    else\n        if <touching (player v)?> then\n            broadcast (Die v)\n        end\n    end\nend\n\n@Lave\n\nwhen I receive [reset v]\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n    if <<<(Level) > [21]> or <(Level) = [21]>> and <(Level) < [26]>> then\n        show\n        repeat until <not <(Mode) = [Gaming]>>\n            repeat (100)\n                change x by (0.5)\n                change y by (0.05)\n            end\n            repeat (100)\n                change x by (0.5)\n                change y by (-0.05)\n            end\n            repeat (100)\n                change x by (-0.5)\n                change y by (0.05)\n            end\n            repeat (100)\n                change x by (-0.5)\n                change y by (-0.05)\n            end\n        end\n    else\n        hide\n    end\nend\n\n@Couronnes\n\nwhen I start as a clone\nset size to (70) %\nif <(MédaillesOr) = [30]> then\n    set [pixelate v] effect to (20)\nend\nif <(Couronne) = [Or]> then\n    switch costume to (costume4 v)\n    repeat (10)\n        change size by (-5)\n        change [ghost v] effect by (5)\n        change [brightness v] effect by (2)\n        if <(DeletClone) = [Y]> then\n            delete this clone\n        end\n    end\n    delete this clone\nend\nif <(Couronne) = [Noire]> then\n    switch costume to (costume5 v)\n    repeat (10)\n        change size by (-5)\n        change [ghost v] effect by (5)\n        change [brightness v] effect by (2)\n        if <(DeletClone) = [Y]> then\n            delete this clone\n        end\n    end\n    delete this clone\nend\n\nwhen I receive [reset v]\nforever\n    if <(Mode) = [Gaming]> then\n        show\n        if <(Couronne) = [Or]> then\n            switch costume to (costume1 v)\n            set size to (100) %\n            go to (player v)\n            change y by (40)\n            create clone of (_myself_ v)\n            delete this clone\n        end\n        if <(Couronne) = [Noire]> then\n            switch costume to (costume2 v)\n            set size to (100) %\n            go to (player v)\n            change y by (40)\n            create clone of (_myself_ v)\n            delete this clone\n        end\n        if <(Couronne) = [Non]> then\n            hide\n        end\n    else\n        hide\n    end\nend\n\nwhen I receive [reset v]\nforever\n    if <(Mode) = [Gaming]> then\n        repeat (10)\n            change y by (2)\n        end\n        repeat (5)\n            change y by (1)\n        end\n        repeat (10)\n            change y by (-2)\n        end\n        repeat (5)\n            change y by (-1)\n        end\n    end\nend\n\nwhen I receive [reset v]\nforever\n    if <(Couronne) = [Noire]> then\n        create clone of (_myself_ v)\n        delete this clone\n    end\n    if <(Couronne) = [Or]> then\n        create clone of (_myself_ v)\n        delete this clone\n    end\nend\n\n
---------------------------Cuby Platformer------------------------\n[Francais]⬇\nTry to complete all the levels and collect all 30 gold \nmedals in Cuby Platformer.\n\nCheck out this project by Chickenyayaya ⬇\nhttps://scratch.mit.edu/projects/778826731/\n\nControles: Arrow keys to move and Space bare to Dash\nIf you fall off a ledge without jumping you can do a small jump in the air.\n\nGameplay: To complete the levels, you have to collect the trophies. To have a gold medal, you must finish the level as quickly as possible.\n\nCredits: Art, Sounds and Code by me except for the Movements and the Particle effects: I followed the tutorials of ShiftClickLearn\n\nShiftClickLearn's Scratch Account:\nhttps://scratch.mit.edu/users/ShiftClickLearn/\nShiftClickLearn's YouTube Channel:\nhttps://www.youtube.com/@ShiftClickLearn\n\nHave Fun !\n=========================================\n[English]⬆\nEssayez de terminer tous les niveaux et de collecter les 30 médailles d'or dans Cuby Platformer.\n\nDécouvrez ce projet de Chickenyayaya ⬇\nhttps://scratch.mit.edu/projects/778826731/\n\nContrôles : Flèches directionnelles pour se déplacer et Espace pour Dash\nSi vous tombez d'un rebord sans sauter, vous pouvez faire un petit saut en l'air.\n\nGameplay : Pour terminer les niveaux, vous devez collecter les trophées. Pour avoir une médaille d'or, vous devez terminer le niveau le plus rapidement possible.\n\nCrédits : Art, Sons et Code par mes soins sauf pour les Mouvements et les Effets de Particules : J'ai suivi les tutoriels de ShiftClickLearn\n\nCompte Scratch de ShiftClickLearn :\nhttps://scratch.mit.edu/users/ShiftClickLearn/\nChaîne YouTube de ShiftClickLearn :\nhttps://www.youtube.com/@ShiftClickLearn\n\nBonne Chance !\n================[Tags]====================\n#All#All#All#All#All#All#All#All#All#All\n#Game#Game#Game#Game#Game#Game#Game#\n#Game#Game#Game\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun\n#Trending#Trending#Trending#Trending#Trending\n#Trending#Trending#Trending#Trending#Trending#All#All#All#All#All#All#All#All#All#All\n#Game#Game#Game#Game#Game#Game#Game#\n#Game#Game#Game\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun\n#Trending#Trending#Trending#Trending#Trending\n#Trending#Trending#Trending#Trending#Trending#All#All#All#All#All#All#All#All#All#All\n#Game#Game#Game#Game#Game#Game#Game#\n#Game#Game#Game\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun\n#Trending#Trending#Trending#Trending#Trending\n#Trending#Trending#Trending#Trending#Trending#All#All#All#All#All#All#All#All#All#All\n#Game#Game#Game#Game#Game#Game#Game#\n#Game#Game#Game\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun\n#Trending#Trending#Trending#Trending#Trending\n#Trending#Trending#Trending#Trending#Trending#All#All#All#All#All#All#All#All#All#All\n#Game#Game#Game#Game#Game#Game#Game#\n#Game#Game#Game\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun\n#Trending#Trending#Trending#Trending#Trending\n#Trending#Trending#Trending#Trending#Trending#All#All#All#All#All#All#All#All#All#All\n#Game#Game#Game#Game#Game#Game#Game#\n#Game#Game#Game\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun\n#Trending#Trending#Trending#Trending#Trending\n#Trending#Trending#Trending#Trending#Trending#All