Water Hunt - A Platformer || v1.8.5
@Stage\n\nwhen flag clicked\nhide variable [waters v]\nhide variable [time v]\n\nwhen flag clicked\nset [.scene- effect v] to [0]\nset [cursed water v] to [0]\n\nwhen I receive [start game v]\nset [cursed water v] to [0]\n\nwhen flag clicked\nset [-acceleration v] to [1.5]\nset [-jump force v] to [12]\n\nwhen I receive [start game v]\nforever\n    set [jump force v] to (-jump force)\n    set [acceleration v] to (-acceleration)\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (intro start v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((speed x) / (steps))\n    Check Touching Solid\n    if <(touching) > [0]> then\n        Collide X - Slope of Wall?\n    end\n    set [last value v] to (y position)\n    change y by ((speed y) / (steps))\n    Check Touching Solid\n    if <(touching) > [0]> then\n        Collide Y - Celling or Floor\n    end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n    set [touching v] to [1]\n    stop [this script v]\nend\nset [touching v] to [0]\nset [hit costume v] to (costume [name v])\nif <(hit costume) = [hitbox v2]> then\n    switch costume to (hitbox feet v)\nend\nif <touching (jump through v)?> then\n    if <(-.jump through) < [1]> then\n        change y by (-6)\n        if <(hit costume) = [hitbox v2]> then\n            switch costume to (hitbox feet 2 v)\n        end\n        if <<touching (jump through v)?> and <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n            set [touching v] to [1]\n        else\n            set [-.jump through v] to [1]\n        end\n        change y by (6)\n    end\nelse\n    set [-.jump through v] to [0]\nend\nswitch costume to (hit costume)\n\nwhen I receive [tick - player v]\nMoved by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nShow Health (LIVES) of [5] offset y [30]\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n    set [wall slide v] to [0]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n    if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n        start sound [jump-sound-effect v]\n        set [jumping v] to [1]\n        set [falling v] to [3]\n        set [wall slide v] to [0]\n        turn right (180) degrees\n        set [speed x v] to (((direction) / (90)) * (7))\n        set [long jump v] to [12]\n    end\n    if <<(falling) < [3]> and <(jumping) = [0]>> then\n        start sound [jump-sound-effect v]\n        set [jumping v] to [1]\n        set [falling v] to [3]\n    end\n    if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n        change [jumping v] by (1)\n        set [speed y v] to (JUMP FORCE)\n    end\nelse\n    set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n    Check Can Wall Slide\n    if <(speed y) < [0]> then\n        set [speed y v] to ((speed y) * (0.6))\n    end\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n    if <(moved) = [0]> then\n        set [moved v] to [1]\n    end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n    change [long jump v] by (-1)\n    stop [this script v]\nend\nset [key x v] to (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)\nif <(KEY X) = [0]> then\n    if <<(falling) > [2]> and <(wall slide) < [1]>> then\n        set [speed x v] to ((speed x) * (0.95))\n        stop [this script v]\n    end\n    if <([abs v] of (speed x) ) < [1]> then\n        set [frame v] to [0]\n        set [speed x v] to [0]\n    else\n        change [frame v] by (0.5)\n    end\nelse\n    change [speed x v] by ((KEY X) * (ACCELERATION))\n    if <not <(direction) = ((KEY X) * (90))>> then\n        set [wall slide v] to [0]\n    end\n    point in direction ((KEY X) * (90))\n    change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTENCE))\nTeleport\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n    if <(moved) = [0]> then\n        set [moved v] to [1]\n    end\nend\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\nset size to (40) %\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n    broadcast (Tick First v)\n    broadcast (Tick - Platforms v)\n    broadcast (Tick - Player v)\n    broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n    Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n    Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n    Begin Scene # ((SCENE #) + (100)) go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n    Begin Scene # ((SCENE #) + (-100)) go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n    if <<<key (q v) pressed?> and <<<(Waters) = [Waters: 11 / 11 🌊 👑]> or <(Waters) = [Waters: 10 / 10 👑]>> or <(Waters) = [Waters: 10 / 11 🌊]>>> and <(..can collect) = [1]>> then\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n    set x to (x)\nend\nif <(y) > []> then\n    set y to (y)\nend\nbroadcast (About to change scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n    Fix Collision in Direction [0]\nelse\n    Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n    Check Touching Solid\n    if <(touching) < [1]> then\n        point in direction (temp)\n        stop [this script v]\n    end\n    move (distance) steps\n    turn right (180) degrees\n    change [distance v] by (1)\nend\n\nwhen I receive [tick first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n    switch costume to (hangon01 v)\n    stop [this script v]\nend\nif <(falling) > [1]> then\n    if <(speed y) > [0]> then\n        switch costume to (jump01 v)\n    else\n        switch costume to (run_j2 v)\n    end\n    stop [this script v]\nend\nif <(frame) > [0]> then\n    switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n    switch costume to (hit angle 0 v)\n    repeat (5)\n        Check Touching Solid\n        if <(touching) < [1]> then\n            switch costume to ((costume [number v]) + (5))\n            stop [this script v]\n        end\n        next costume\n    end\n    switch costume to (stand v)\nend\n\ndefine Collide X - Slope of Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n    change y by (1)\n    Check Touching Solid\n    if <(touching) > [0]> then\n        change y by (-2)\n        set x to (last value)\n        set [speed x v] to [0]\n        stop [this script v]\n    end\n    set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Celling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n    set [speed y v] to [0]\n    stop [this script v]\nend\nif <(falling) > [0]> then\n    set [falling v] to [0]\n    Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (1)\n    stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (-1)\n    stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n    set [wall slide v] to [0]\n    stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [you-died-hd v]\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (5)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n    Reset and Begin Level\nelse\n    broadcast (Game Over v)\nend\n\ndefine Moved by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n    Find Closest  Space to (x position) (y position) max [16]\nend\nif <(touching) > [0]> then\n    broadcast (Lose Life v)\nend\n\ndefine Find Closest  Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n    repeat (16)\n        go to x: (x) y: (y)\n        move (distance) steps\n        Check Touching Solid\n        if <(touching) < [1]> then\n            point in direction (temp)\n            stop [this script v]\n        end\n        turn right (22.5) degrees\n    end\n    change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [special v]\nchange [color v] effect by (10)\n\nwhen I receive [diamond v]\nset [color v] effect to (80)\nrepeat (7)\n    change [color v] effect by (5)\nend\nrepeat (10)\n    change [color v] effect by (-5)\nend\nrepeat (3)\n    change [color v] effect by (5)\nend\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump duration v] to [6]\nset [resistence v] to [0.8]\nset [jump force v] to (-jump force)\nset [acceleration v] to (-acceleration)\nbroadcast (reset game v)\nbroadcast (Setup v)\nset [lives v] to [5]\nset [spawn scene v] to [1]\nset [spawn y v] to [55]\nset [spawn x v] to [-150]\nReset and Begin Level\nclear graphic effects\nset size to (40) %\n\nwhen flag clicked\nhide variable [scene # v]\nhide variable [lives v]\nhide variable [waters v]\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\ndefine Teleport\nif <<(Waters) = [Waters: 11 / 11 🌊 👑]> and <(..can collect) = [1]>> then\n    if <key (e v) pressed?> then\n        move (100) steps\n        set [speed x v] to [0]\n        Teleport - Find Closest Space to (x position) (y position) max [1000]\n        wait (0.2) seconds\n    end\nend\n\ndefine Teleport - Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n    repeat (16)\n        go to x: (x) y: (y)\n        move (distance) steps\n        Check Touching Solid\n        if <not <<<touching (level v)?> or <<touching (danger v)?> or <touching (platform v)?>>> or <touching (debugger v)?>>> then\n            point in direction (temp)\n            stop [this script v]\n        end\n        turn right (22.5) degrees\n    end\n    change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I start as a clone\nforever\n    go to (player v)\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [dash v]\nif <(direction) = [90]> then\n    if <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n        set [dash v] to [1]\n        change [speed x v] by (25)\n    else\n        set [dash v] to [1]\n        change [speed x v] by (20)\n    end\nelse\n    if <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n        set [dash v] to [1]\n        change [speed x v] by (-25)\n    else\n        set [dash v] to [1]\n        change [speed x v] by (-20)\n    end\nend\n\nwhen I receive [dash v]\nwait until <(speed x) = [0]>\nset [dash v] to [0]\n\nwhen I receive [dash v]\nclear graphic effects\nrepeat (4)\n    change [brightness v] effect by (15)\nend\nwait (0.1) seconds\nrepeat (6)\n    change [brightness v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [clear v]\nclear graphic effects\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nswitch costume to (hitbox feet v)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (85)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\nwhen flag clicked\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n    move (3) steps\n    stamp\n    move (-3) steps\n    turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [start game v]\nforever\n    if <(second) > [9]> then\n        set [time v] to (join [Time: ] (join (minute) (join ['] (join (second) (join [.] (.))))))\n    else\n        set [time v] to (join [Time: ] (join (minute) (join ['] (join [0] (join (second) (join [.] (.)))))))\n    end\nend\n\nwhen I receive [start game v]\nset [. v] to [0]\nset [second v] to [0]\nset [minute v] to [0]\nset [time v] to [0]\nforever\n    if <(moved) = [1]> then\n        if <<<(last) = [0]> or <(last) = [1]>> and <not <(last) = [2]>>> then\n            if <not <(.) = [9]>> then\n                change [. v] by (1)\n                wait (0.05) seconds\n            else\n                broadcast (second v)\n                set [. v] to [0]\n            end\n        end\n    end\nend\n\nwhen I receive [second v]\nif <<<(last) = [0]> or <(last) = [1]>> and <not <(last) = [2]>>> then\n    if <not <(second) = [59]>> then\n        change [second v] by (1)\n    else\n        broadcast (minute v)\n        set [second v] to [0]\n    end\nend\n\nwhen I receive [minute v]\nif <<<(last) = [0]> or <(last) = [1]>> and <not <(last) = [2]>>> then\n    change [minute v] by (1)\nend\n\nwhen flag clicked\nhide variable [time v]\nset [. v] to [0]\nset [second v] to [0]\nset [minute v] to [0]\nset [time v] to [0]\n\nwhen flag clicked\nset [..can collect v] to [0]\nforever\n    if <<<(last) = [2]> and <not <(last) = [0]>>> and <not <(last) = [1]>>> then\n        set [..can collect v] to [1]\n    end\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [about to change scene v]\nerase all\n\n@Jump Through\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (85)\nchange y by (-15)\nstamp\nchange y by (15)\nclear graphic effects\n\nwhen flag clicked\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n    move (3) steps\n    stamp\n    move (-3) steps\n    turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <<<<<(SCENE #) = [102]> or <(SCENE #) = [106]>> or <<(SCENE #) = [107]> or <(SCENE #) = [108]>>> or <(SCENE #) = [1]>> or <(SCENE #) = [0]>> then\n    forever\n        set y to ((5) * ([sin v] of ((timer) * (90)) ))\n    end\nelse\n    go to x: (0) y: (0)\nend\n\ngo to x: (0) y: (0)\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n    move (3) steps\n    stamp\n    move (-3) steps\n    turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\n\nset [main story v] to [0]\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        if <key (q v) pressed?> then\n            set [ghost v] effect to (40)\n            set [brightness v] effect to (-30)\n        else\n            set [ghost v] effect to (0)\n            set [brightness v] effect to (0)\n        end\n    else\n        set [ghost v] effect to (0)\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Platform\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [1]> then\n    set [brightness v] effect to (40)\n    Spawn [Platform 1] at [-1] [74] dir [90] turn [1.5] wait [5] go to x: [175] y: [74]\n    set [brightness v] effect to (30)\n    Spawn [Platform 1] at [58] [74] dir [90] turn [1.5] wait [5] go to x: [175] y: [74]\n    set [brightness v] effect to (20)\n    Spawn [Platform 1] at [114] [74] dir [90] turn [1.5] wait [5] go to x: [175] y: [74]\n    set [brightness v] effect to (10)\n    Spawn [Platform 1] at [175] [74] dir [90] turn [1.5] wait [5] go to x: [175] y: [74]\n    set [brightness v] effect to (0)\nend\nif <(SCENE #) = [2]> then\n    Spawn [Elevator] at [0] [258] dir [90] turn [] wait [] go to x: [] y: []\n    go to [back v] layer\nend\nif <(SCENE #) = [5]> then\n    Spawn [Key 1] at [94] [-12] dir [90] turn [] wait [] go to x: [] y: []\nend\nif <(SCENE #) = [6]> then\n    Spawn [Platform 1] at [-33] [-35] dir [90] turn [] wait [] go to x: [] y: []\nend\nif <(SCENE #) = [110]> then\n    Spawn [Key 2] at [-3] [73] dir [90] turn [] wait [] go to x: [] y: []\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n    change y by (4)\n    if <touching (player v)?> then\n        Rotation Maths CCW ((0) - (turn))\n    end\nelse\n    if <(new y) > (last y)> then\n        change y by (1)\n    else\n        set y to ((last y) + (1))\n    end\n    if <touching (player v)?> then\n        set [platform dx v] to ((new x) - (last x))\n        set [platform dy v] to ((new y) - (last y))\n    end\nend\ngo to x: (new x) y: (new y)\n\ndefine Door at (x) (y) key (key name)\ngo to [back v] layer\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n    wait until <touching (player v)?>\n    if <[collected v] contains (key name)?> then\n        start sound [open v]\n        repeat (24)\n            change y by (4)\n        end\n        wait (1) seconds\n        start sound [close v]\n        repeat (24)\n            change y by (-4)\n        end\n        start sound [Door Crunch v]\n    else\n        start sound [locked-sound-effects-all-sounds\(1\) \(mp3cut v]\n    end\n    wait until <not <touching (player v)?>>\nend\n\ndefine Animate (x) (y) (x2) (y2) (time) (costume)\nswitch costume to (costume)\ngo to x: (x) y: (y)\nforever\n    glide (time) secs to x: (x2) y: (y2)\n    wait (1) seconds\n    glide (time) secs to x: (x) y: (y)\n    wait (1) seconds\nend\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees) wait (seconds) go to x: (-x) y: (-y)\nset [turn v] to (degrees)\nset [-wait v] to (seconds)\nset [-go to x v] to (-x)\nset [-go to y v] to (-y)\nset [-.normal x v] to (x)\nset [-.normal y v] to (y)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(turn) > []> then\n    show\n    set rotation style [all around v]\n    forever\n        reset timer\n        repeat until <<(timer) > (-wait)> and <(direction) = [90]>>\n            turn right (turn) degrees\n        end\n        glide (3) secs to x: (-go to x) y: (-go to y)\n        wait (2) seconds\n        glide (3) secs to x: (-.normal x) y: (-.normal y)\n    end\nend\nif <(SCENE #) = [1]> then\n    show\n    Animate [85] [73] [85] [73] [0] [Platform 1]\nend\nif <(SCENE #) = [2]> then\n    show\n    Animate [0] [258] [0] [2] [3] [Elevator]\n    go to [back v] layer\nend\nif <(SCENE #) = [5]> then\n    Door at [94] [-12] key [Key 1]\nend\nif <(SCENE #) = [110]> then\n    Door at [3] [-129] key [Key 2]\nend\nif <(SCENE #) = [6]> then\n    show\n    Animate [-33] [-35] [-33] [94] [2] [Platform 1]\nend\n\ndefine Rotation Maths CCW (ccw)\nset [;dx v] to (([x position v] of [player v]) - (x position))\nset [;dy v] to (([y position v] of [player v]) - (y position))\nset [;sin v] to ([sin v] of (ccw) )\nset [;cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((;dx) * (;cos)) - ((;dy) * (;sin))) - (;dx))\nset [platform dy v] to ((((;dx) * (;sin)) + ((;dy) * (;cos))) - (;dy))\n\n@Collectable\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n    change y by ((0.5) * ([sin v] of (frame) ))\n    change [frame v] by (5)\nend\nif <(costume [name v]) = [water]> then\n    start sound [collect v]\n    change [real waters v] by (1)\nelse\n    if <(costume [name v]) = [Green Flag]> then\n        start sound [collect-item-sound-efects \(mp3cut v]\n        set [spawn scene v] to (SCENE #)\n        set [spawn x v] to (x position)\n        set [spawn y v] to ((y position) + (50))\n    else\n        if <(costume [name v]) = [Green Flag2]> then\n            start sound [collect-item-sound-efects \(mp3cut v]\n            set [last v] to [1]\n            set [spawn scene v] to (SCENE #)\n            set [spawn x v] to (x position)\n            set [spawn y v] to ((y position) + (50))\n        else\n            if <(costume [name v]) = [Green Flag3]> then\n                set [last v] to [2]\n                start sound [collect-item-sound-efects \(mp3cut v]\n                set [spawn scene v] to (SCENE #)\n                set [spawn x v] to (x position)\n                set [spawn y v] to ((y position) + (50))\n            else\n                if <(costume [name v]) = [Sacred Water]> then\n                    start sound [zhonyas-sound-effect-league-of-legends v]\n                    change [sacred water v] by (1)\n                else\n                    if <(costume [name v]) = [Cursed Water]> then\n                        start sound [cursed-horror-sound-effect v]\n                        change [cursed water v] by (1)\n                        delete all of [collected v]\n                        set [real waters v] to [0]\n                        set [huge water v] to [0]\n                        set [sacred water v] to [0]\n                        broadcast (locked v)\n                        broadcast (clear v)\n                    else\n                        start sound [collect-item-sound-efects \(mp3cut v]\n                        add (costume [name v]) to [collected v]\n                    end\n                end\n            end\n        end\n    end\nend\nif <(costume [name v]) = [Huge Water]> then\n    set [huge water v] to [1]\n    change [real waters v] by (1)\nend\nrepeat (20)\n    change y by (2)\n    change [ghost v] effect by (5)\nend\nset [my scene v] to []\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [last v] to [0]\nset [real waters v] to [0]\nset [huge water v] to [0]\nset [sacred water v] to [0]\nhide\nPlace [water] scene [1] xy [-60] [100]\nPlace [water] scene [2] xy [130] [-115]\nPlace [water] scene [3] xy [-185] [-50]\nPlace [water] scene [3] xy [60] [70]\nPlace [water] scene [4] xy [-45] [130]\nPlace [water] scene [7] xy [-215] [-13]\nPlace [water] scene [8] xy [205] [155]\nPlace [water] scene [103] xy [190] [-60]\nPlace [water] scene [106] xy [-90] [-8]\nPlace [water] scene [108] xy [190] [-13]\nPlace [Key 1] scene [-98] xy [-40] [108]\nPlace [Key 2] scene [100] xy [86] [-76]\nPlace [Huge Water] scene [-98] xy [186] [-39]\nPlace [Green Flag] scene [101] xy [-3] [-47]\nPlace [Green Flag] scene [3] xy [49] [-46]\nPlace [Green Flag] scene [6] xy [-187] [87]\nPlace [Green Flag2] scene [107] xy [-134] [-59]\nPlace [Cursed Water] scene [110] xy [115] [-130]\nPlace [Sacred Water] scene [109] xy [210] [18]\nwait until <(last) = [1]>\nPlace [Green Flag3] scene [1] xy [-137] [-23]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I start as a clone\nforever\n    if <(SCENE #) = (my scene)> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(Huge Water) = [1]> and <not <(real waters) = [11]>>> then\n        set [waters v] to (join [Waters:] (join [ ] (join (real waters) (join [ ] (join [/ 11] (join [ ] [🌊]))))))\n    else\n        if <<(Huge Water) = [0]> and <not <(real waters) = [10]>>> then\n            set [waters v] to (join [Waters:] (join [ ] (join (real waters) (join [ ] [/ 10]))))\n        else\n            if <<(Huge Water) = [0]> and <(real waters) = [10]>> then\n                set [waters v] to (join [Waters:] (join [ ] (join (real waters) (join [ ] (join [/ 10] (join [ ] [👑]))))))\n            else\n                if <<(Huge Water) = [1]> and <(real waters) = [11]>> then\n                    set [waters v] to (join [Waters:] (join [ ] (join (real waters) (join [ ] (join [/ 11] (join [ ] [🌊 👑]))))))\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    go to [back v] layer\nend\n\nwhen I receive [reset game v]\ndelete this clone\n\nwhen I receive [start game v]\nwait until <<<(Waters) = [Waters: 11 / 11 🌊 👑]> and <(..can collect) = [1]>> and <(last) = [2]>>\nrepeat (10)\n    set [lives v] to [5]\nend\n\nwhen I receive [start game v]\nset [moved v] to [0]\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nset [waters v] to [Waters: 11 / 11 🌊 👑]\nset [last v] to [2]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nforever\n    if <<<(Waters) = [Waters: 11 / 11 🌊 👑]> and <(..can collect) = [1]>> and <(last) = [2]>> then\n        broadcast (special v)\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <<<<(Waters) = [Waters: 10 / 10 👑]> or <(Waters) = [Waters: 10 / 11 🌊]>> and <(..can collect) = [1]>> and <(last) = [2]>> then\n        broadcast (diamond v)\n        wait (0.5) seconds\n    end\nend\n\n@Secret Place\n\nwhen flag clicked\nforever\n    if <<(SCENE #) = [3]> and <touching (player v)?>> then\n        show\n        switch costume to (costume1 v)\n        go to [back v] layer\n        set [brightness v] effect to (-30)\n        broadcast (effect v) and wait\n        set [touching v] to [1]\n    else\n        if <(SCENE #) = [3]> then\n            switch costume to (costume2 v)\n            show\n            go to [front v] layer\n            clear graphic effects\n            set [touching v] to [0]\n        else\n            if <not <(SCENE #) = [2]>> then\n                clear graphic effects\n                hide\n                set [touching v] to [0]\n            end\n        end\n    end\nend\n\nwhen I receive [effect v]\nif <(touching) = [0]> then\n    set [ghost v] effect to (20)\n    repeat (10)\n        change [ghost v] effect by (2)\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(SCENE #) = [2]> and <touching (player v)?>> then\n        show\n        switch costume to (costume3 v)\n        go to [back v] layer\n        set [brightness v] effect to (-30)\n        broadcast (effect v) and wait\n        set [touching v] to [1]\n    else\n        if <(SCENE #) = [2]> then\n            switch costume to (costume3 v)\n            show\n            go to [back v] layer\n            clear graphic effects\n            set [touching v] to [0]\n        else\n            if <not <(SCENE #) = [3]>> then\n                clear graphic effects\n                hide\n                set [touching v] to [0]\n            end\n        end\n    end\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Splash Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [start game v]\nforever\n    Find True Costume\nend\n\ndefine Find True Costume\nif <(;unshow) = [0]> then\n    if <(SCENE #) = [1]> then\n        if <(;) = [0]> then\n            go to x: (0) y: (0)\n            switch costume to (scene1 v)\n            go to [front v] layer\n            show\n        else\n            switch costume to (last v)\n            go to [front v] layer\n            show\n        end\n    else\n        if <(SCENE #) = [2]> then\n            if <(;) = [0]> then\n                go to x: (0) y: (0)\n                switch costume to (scene2 v)\n                go to [front v] layer\n                show\n            else\n                switch costume to (last v)\n                go to [front v] layer\n                show\n            end\n        else\n            if <(SCENE #) = [3]> then\n                if <(;) = [0]> then\n                    go to x: (0) y: (0)\n                    switch costume to (scene3 v)\n                    go to [front v] layer\n                    show\n                else\n                    switch costume to (last v)\n                    go to [front v] layer\n                    show\n                end\n            else\n                if <(SCENE #) = [4]> then\n                    if <(;) = [0]> then\n                        go to x: (0) y: (0)\n                        switch costume to (scene4 v)\n                        go to [front v] layer\n                        show\n                    else\n                        switch costume to (last v)\n                        go to [front v] layer\n                        show\n                    end\n                else\n                    if <<(SCENE #) = [5]> and <[collected v] contains [Key 1]?>> then\n                        if <(;) = [0]> then\n                            go to x: (0) y: (0)\n                            switch costume to (scene5 key v)\n                            go to [front v] layer\n                            show\n                        else\n                            switch costume to (last v)\n                            go to [front v] layer\n                            show\n                        end\n                    else\n                        if <<(SCENE #) = [5]> and <not <[collected v] contains [Key 1]?>>> then\n                            if <(;) = [0]> then\n                                go to x: (0) y: (0)\n                                switch costume to (scene5 no key v)\n                                go to [front v] layer\n                                show\n                            else\n                                switch costume to (last v)\n                                go to [front v] layer\n                                show\n                            end\n                        else\n                            if <(SCENE #) = [6]> then\n                                if <(;) = [0]> then\n                                    go to x: (0) y: (0)\n                                    switch costume to (scene6 v)\n                                    go to [front v] layer\n                                    show\n                                else\n                                    switch costume to (last v)\n                                    go to [front v] layer\n                                    show\n                                end\n                            else\n                                if <(SCENE #) = [7]> then\n                                    if <(;) = [0]> then\n                                        go to x: (0) y: (0)\n                                        switch costume to (scene7 v)\n                                        go to [front v] layer\n                                        show\n                                    else\n                                        switch costume to (last v)\n                                        go to [front v] layer\n                                        show\n                                    end\n                                else\n                                    if <(SCENE #) = [8]> then\n                                        if <(;) = [0]> then\n                                            go to x: (0) y: (0)\n                                            switch costume to (scene8 v)\n                                            go to [front v] layer\n                                            show\n                                        else\n                                            switch costume to (last v)\n                                            go to [front v] layer\n                                            show\n                                        end\n                                    else\n                                        hide\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nelse\n    hide\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nset [; v] to [0]\n\nwhen I receive [start game v]\nforever\n    if <<(last) = [2]> and <not <(Waters) = [Waters: 11 / 11 🌊 👑]>>> then\n        set [; v] to [1]\n    else\n        set [; v] to [0]\n    end\nend\n\nwhen flag clicked\nset [; v] to [0]\n\nwhen I receive [start game v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Buttons\n\nwhen I receive [intro finished v]\nif <(.scene- effect) = [1]> then\n    wait (0.1) seconds\n    go to [front v] layer\n    go to [front v] layer\n    show\n    set size to (10) %\n    go to x: (110) y: (7)\n    forever\n        if <touching (mouse-pointer v)?> then\n            change size by ((0.2) * ((110) - (size)))\n            set [brightness v] effect to (5)\n        else\n            change size by ((0.2) * ((100) - (size)))\n            set [brightness v] effect to (0)\n        end\n    end\nelse\n    wait until <(.scene- effect) = [1]>\n    wait (0.1) seconds\n    go to [front v] layer\n    go to [front v] layer\n    show\n    set size to (10) %\n    go to x: (110) y: (7)\n    forever\n        if <touching (mouse-pointer v)?> then\n            change size by ((0.2) * ((110) - (size)))\n            set [brightness v] effect to (5)\n        else\n            change size by ((0.2) * ((100) - (size)))\n            set [brightness v] effect to (0)\n        end\n    end\nend\n\nwhen this sprite clicked\nhide\nif <(main story) = [0]> then\n    broadcast (story v)\nelse\n    broadcast (Start Game v)\n    set [sound v] to [1]\nend\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-75)\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by ((0.2) * ((110) - (size)))\n        set [brightness v] effect to (5)\n    else\n        change size by ((0.2) * ((100) - (size)))\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen this sprite clicked\nset [intro done v] to [1]\nforever\n    if <(main story) = [1]> then\n        repeat until <(sound) = [0]>\n            play sound [fnaf-sister-location-title-screen-sl-menu-music-five-nights-at-freddys v] until done\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nif <(intro) = [1]> then\n    if <(.scene- effect) = [1]> then\n        wait (0.1) seconds\n        go to [front v] layer\n        go to [front v] layer\n        show\n        set size to (10) %\n        go to x: (110) y: (7)\n        forever\n            if <touching (mouse-pointer v)?> then\n                change size by ((0.2) * ((110) - (size)))\n                set [brightness v] effect to (5)\n            else\n                change size by ((0.2) * ((100) - (size)))\n                set [brightness v] effect to (0)\n            end\n        end\n    else\n        wait until <(.scene- effect) = [1]>\n        wait (0.1) seconds\n        go to [front v] layer\n        go to [front v] layer\n        show\n        set size to (10) %\n        go to x: (110) y: (7)\n        forever\n            if <touching (mouse-pointer v)?> then\n                change size by ((0.2) * ((110) - (size)))\n                set [brightness v] effect to (5)\n            else\n                change size by ((0.2) * ((100) - (size)))\n                set [brightness v] effect to (0)\n            end\n        end\n    end\nelse\n    hide\nend\nclear sound effects\nset volume to (100) %\n\nwhen I receive [start game v]\nforever\n    go to [front v] layer\nend\n\n@Main Story\n\nwhen flag clicked\nhide\n\nwhen I receive [story v]\nstart sound [naruto-saddest-soundtracks-mix \(mp3cut v]\nbroadcast (can be skipped v)\nshow\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (1 v)\nset [brightness v] effect to (-100)\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nswitch costume to (1 v)\nwait (7) seconds\nset [-costume index v] to [2]\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\nwait (8) seconds\nset [-costume index v] to [3]\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\nwait (10) seconds\nset [-costume index v] to [4]\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\nwait (5) seconds\nset [-costume index v] to [5]\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nwait (7) seconds\nset [-costume index v] to [6]\ncreate clone of (_myself_ v)\nswitch costume to (6 v)\nwait (8) seconds\nbroadcast (story skipped v)\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nrepeat until <(brightness effect) = [-100]>\n    repeat (10)\n        change [brightness v] effect by (-10)\n    end\n    set [brightness effect v] to [-100]\nend\nswitch costume to (-costume index)\nwait (1) seconds\nrepeat until <(brightness effect) = [0]>\n    repeat (10)\n        change [brightness v] effect by (10)\n    end\n    set [brightness effect v] to [0]\nend\ndelete this clone\n\nwhen I receive [story skipped v]\nstop [other scripts in sprite v]\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nclear graphic effects\nhide\nswitch costume to (1 v)\nstop all sounds\nset [main story v] to [1]\nbroadcast (Start Game v)\n\n@Main Menu\n\nwhen I receive [screen- effect v]\nset [.scene- effect v] to [0]\nset [brightness v] effect to (-100)\nwait (1) seconds\nrepeat (15)\n    change [brightness v] effect by (13.33333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333)\nend\nwait (0.3) seconds\nrepeat (30)\n    change [brightness v] effect by (-3.333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333)\nend\nset [.scene- effect v] to [1]\nbroadcast (done v)\n\nwhen I receive [intro finished v]\nshow\ngo to [front v] layer\nset [.scene- effect v] to [0]\nbroadcast (screen- effect v)\n\nwhen flag clicked\nset [intro done v] to [0]\nif <(intro) = [1]> then\n    show\n    go to [front v] layer\n    set [.scene- effect v] to [0]\n    broadcast (screen- effect v)\nelse\n    hide\nend\n\nwhen I receive [story v]\nhide\n\nwhen I receive [start game v]\nhide\nstop all sounds\nset [music v] to [0]\n\nwhen flag clicked\nif <(intro) = [1]> then\n    set [music v] to [1]\n    repeat until <(music) = [0]>\n        play sound [senna-the-redeemer-champion-theme-ft-the-crystal-method-league-of-legends v] until done\n    end\nelse\n    wait until <(intro) = [1]>\n    broadcast (main menu music v)\nend\n\nwhen I receive [story v]\nhide\nstop all sounds\nset [music v] to [0]\n\nwhen I receive [main menu music v]\nset [music v] to [1]\nrepeat until <(music) = [0]>\n    play sound [senna-the-redeemer-champion-theme-ft-the-crystal-method-league-of-legends v] until done\nend\n\nwhen I receive [start game v]\nset [lives v] to [5]\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nset [main story v] to [0]\nset [intro v] to [0]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [.scene- effect v] to [0]\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [0]> then\n    Spawn [Grey] at [95] [115] dir [-90]\nend\nif <(SCENE #) = [101]> then\n    if <([x position v] of [player v]) < [0]> then\n        Spawn [Grey] at [200] [-125] dir [-90]\n    else\n        Spawn [Grey] at [50] [-125] dir [90]\n    end\nend\nif <(SCENE #) = [103]> then\n    Spawn [Grey] at [200] [-125] dir [90]\nend\nif <(SCENE #) = [4]> then\n    if <([x position v] of [player v]) < [0]> then\n        Spawn [Grey] at [220] [130] dir [-90]\n    else\n        Spawn [Grey] at [-205] [-15] dir [90]\n    end\nend\nif <(SCENE #) = [5]> then\n    if <([x position v] of [player v]) < [0]> then\n        Spawn [Grey] at [60] [-10] dir [-90]\n    else\n        Spawn [Grey] at [-85] [-10] dir [90]\n    end\nend\nif <(SCENE #) = [-97]> then\n    if <([x position v] of [player v]) < [0]> then\n        Spawn [Grey] at [-25] [-80] dir [-90]\n    else\n        Spawn [Grey] at [-225] [-80] dir [90]\n    end\nend\nif <(SCENE #) = [6]> then\n    if <([x position v] of [player v]) < [0]> then\n        Spawn [Grey] at [220] [90] dir [-90]\n    else\n        Spawn [Grey] at [80] [90] dir [90]\n    end\nend\nif <(SCENE #) = [8]> then\n    if <([x position v] of [player v]) < [0]> then\n        Spawn [Grey] at [205] [106] dir [90]\n    else\n        Spawn [Grey] at [-225] [100] dir [-90]\n    end\nend\nif <(SCENE #) = [7]> then\n    if <([x position v] of [player v]) < [0]> then\n        Spawn [Grey] at [-62] [90] dir [-90]\n    else\n        Spawn [Grey] at [-225] [90] dir [90]\n    end\nend\nif <(SCENE #) = [7]> then\n    if <([x position v] of [player v]) < [0]> then\n        Spawn [Grey] at [-65] [0] dir [-90]\n    else\n        Spawn [Grey] at [-220] [0] dir [90]\n    end\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n    switch costume to (grey1 v)\n    set rotation style [don't rotate v]\n    Move Left - Right\n    Move Down\n    change [frame v] by (0.33)\n    switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n    set rotation style [left-right v]\n    if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n        Touching Player\n    end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <<touching (level v)?> or <touching (jump through v)?>>>\n    change y by (1)\n    set [speed y v] to [0]\nend\n\ndefine Move Left - Right\nmove (2) steps\nrepeat (4)\n    if <not <<<<touching (level v)?> or <touching (_edge_ v)?>> or <touching (safe zones v)?>> or <touching (platform v)?>>> then\n        if <not <touching (jump through v)?>> then\n            stop [this script v]\n        end\n    end\n    change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <<([speed y v] of [player v]) < [-3]> and <not <key (q v) pressed?>>> then\n    broadcast (Player - Bounce v)\n    start sound [minecraft-stray-death-sound-1-hour \(mp3cut v]\n    set [enemy show v] to [0]\n    switch costume to (grey squish v)\n    wait (0.3) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    broadcast (clear enemy v)\n    delete this clone\nend\nif <<<key (q v) pressed?> and <<(Waters) = [Waters: 11 / 11 🌊 👑]> or <(Waters) = [Waters: 10 / 10 👑]>>> and <(..can collect) = [1]>> then\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n    if <touching (player v)?> then\n        if <key (q v) pressed?> then\n            set [ghost v] effect to (40)\n            set [brightness v] effect to (-30)\n        else\n            if <(Enemy Show) = [1]> then\n                set [ghost v] effect to (0)\n                set [brightness v] effect to (0)\n            end\n        end\n    else\n        if <(Enemy Show) = [1]> then\n            set [ghost v] effect to (0)\n            set [brightness v] effect to (0)\n        end\n    end\nend\n\nwhen flag clicked\nset [enemy show v] to [1]\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear enemy v]\nwait (0.01) seconds\nset [enemy show v] to [1]\n\n@Safe Zones\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Story Button\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(.clickable) = [1]> then\n    if <not <(cursed water) = [1]>> then\n        if <(Sacred Water) = [1]> then\n            broadcast (Sacred Water End v)\n        else\n            broadcast (final story v)\n        end\n    else\n        switch costume to (costume2 v)\n    end\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nforever\n    if <(last) = [2]> then\n        if <<(Waters) = [Waters: 11 / 11 🌊 👑]> or <(Waters) = [Waters: 10 / 10 👑]>> then\n            if <not <(cursed water) = [1]>> then\n                switch costume to (costume1 v)\n            else\n                switch costume to (costume2 v)\n            end\n            show\n            go to x: (0) y: (0)\n            set [.clickable v] to [1]\n        else\n            if <not <(cursed water) = [1]>> then\n                set [.clickable v] to [0]\n                hide\n            else\n                show\n                go to [front v] layer\n            end\n        end\n    else\n        if <not <(cursed water) = [1]>> then\n            set [.clickable v] to [0]\n            hide\n        else\n            show\n            go to [front v] layer\n        end\n    end\nend\n\n@Final Story\n\nwhen flag clicked\nhide\n\nwhen I receive [final story v]\nbroadcast (final story 2 v)\nforever\n    play sound [boruto-episode-216-soundtrack-naruto-baryon-mode-epic-version v] until done\nend\n\nwhen I receive [final story 2 v]\nswitch costume to (1 v)\nshow\ngo to [front v] layer\ngo to [front v] layer\nhide variable [time v]\nhide variable [waters v]\ngo to [front v] layer\ngo to [front v] layer\nset [brightness v] effect to (-100)\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nswitch costume to (1 v)\nwait (5) seconds\nset [costume index v] to [2]\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\nwait (7) seconds\nset [costume index v] to [3]\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\nwait (7) seconds\nset [costume index v] to [4]\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\nwait (7) seconds\nset [costume index v] to [5]\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nwait (5) seconds\nset [costume index v] to [6]\ncreate clone of (_myself_ v)\nswitch costume to (6 v)\nwait (5) seconds\nset [costume index v] to [7]\ncreate clone of (_myself_ v)\nswitch costume to (7 v)\n\nset [main story v] to [0]\nset [intro v] to [0]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nrepeat until <(brightness effect) = [-100]>\n    repeat (10)\n        change [brightness v] effect by (-10)\n    end\n    set [brightness effect v] to [-100]\nend\nswitch costume to (costume index)\nwait (1) seconds\nrepeat until <(brightness effect) = [0]>\n    repeat (10)\n        change [brightness v] effect by (10)\n    end\n    set [brightness effect v] to [0]\nend\ndelete this clone\n\n@How To Play\n\nwhen flag clicked\ngo to x: (0) y: (-17)\nhide\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\nswitch costume to (going right v)\nset [right v] to [1]\nwait (3) seconds\nswitch costume to (going left v)\nset [left v] to [1]\nwait (3) seconds\nswitch costume to (going up v)\nset [up v] to [1]\nwait (3) seconds\nswitch costume to (going down v)\nset [down v] to [1]\nwait (3) seconds\nswitch costume to (dash v)\nset [;dash v] to [1]\nwait (3) seconds\nhide\n\nwhen flag clicked\nset [real waters v] to [0]\nset [up v] to [0]\nset [down v] to [0]\nset [left v] to [0]\nset [right v] to [0]\nset [e v] to [0]\nset [q v] to [0]\nset [r v] to [0]\nset [;dash v] to [0]\nset [find space v] to [0]\n\nwhen I receive [start game v]\ngo to x: (0) y: (-17)\nforever\n    go to [front v] layer\nend\n\nwhen I receive [start game v]\nforever\n    wait until <<<(real waters) = [10]> or <(real waters) = [11]>> and <(last) = [2]>>\n    wait (0.05) seconds\n    if <(Find Space) = [0]> then\n        set [find space v] to [1]\n        show\n        go to [front v] layer\n        switch costume to (no damage v)\n        set [q v] to [1]\n        wait (3) seconds\n        set [find space v] to [0]\n        hide\n        stop [this script v]\n    else\n        wait until <(Find Space) = [0]>\n        set [find space v] to [1]\n        show\n        go to [front v] layer\n        switch costume to (no damage v)\n        set [q v] to [1]\n        wait (3) seconds\n        set [find space v] to [0]\n        hide\n        stop [this script v]\n    end\nend\n\nwhen I receive [start game v]\nforever\n    wait until <<(Waters) = [Waters: 11 / 11 🌊 👑]> and <(last) = [2]>>\n    if <(Find Space) = [0]> then\n        set [find space v] to [1]\n        show\n        go to [front v] layer\n        switch costume to (teleport v)\n        set [e v] to [1]\n        wait (3) seconds\n        set [find space v] to [0]\n        hide\n        stop [this script v]\n    else\n        wait until <(Find Space) = [0]>\n        set [find space v] to [1]\n        show\n        go to [front v] layer\n        switch costume to (teleport v)\n        set [e v] to [1]\n        wait (3) seconds\n        set [find space v] to [0]\n        hide\n        stop [this script v]\n    end\nend\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Sacred Water End\n\nwhen flag clicked\nhide\n\nwhen I receive [sacred water end v]\nbroadcast (sacred water music v)\nclear graphic effects\nshow\ngo to [front v] layer\nhide variable [waters v]\nhide variable [time v]\nswitch costume to (kostüm 1 v)\nwait (4) seconds\nrepeat until <(costume [name v]) = [kostüm 16]>\n    next costume\nend\nwait (4) seconds\nswitch costume to (kostüm 2 v)\nwait (3) seconds\nswitch costume to (kostüm 17 v)\nwait (6) seconds\nswitch costume to (kostüm 18 v)\nwait (8) seconds\nswitch costume to (kostüm 19 v)\nwait (8) seconds\nswitch costume to (costume1 v)\nwait (8) seconds\nbroadcast (final screen v)\n\nwhen I receive [final screen v]\nrepeat (100)\n    change [brightness v] effect by (-1)\n    wait (0.01) seconds\nend\nbroadcast (final screen v2.0 v)\n\nwhen I receive [sacred water music v]\nforever\n    play sound [boruto-episode-216-soundtrack-naruto-baryon-mode-epic-version v] until done\nend\n\nwhen flag clicked\nset [sacred water v] to [0]\n\nwhen I receive [start game v]\nset [sacred water v] to [0]\n\n@Final Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [final screen v2.0 v]\nshow\nset [brightness v] effect to (-100)\ngo to [front v] layer\ngo to [front v] layer\nwait (2) seconds\nrepeat (100)\n    change [brightness v] effect by (1)\nend\n\n@Logo\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    hide\n    go to x: (-200) y: (-140)\nend\n\n@Intro Background\n\nwhen I receive [backdrop v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (15) layers\nshow\n\nwhen I receive [intro finished v]\nhide\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Intro\n\nwhen flag clicked\nif <(intro) = [0]> then\n    broadcast (backdrop v)\n    hide\n    Reset\n    set [waiting v] to [0]\n    set [clonenumber v] to [0]\n    set [sides v] to [0]\n    set [value v] to [0]\n    set [velocity v] to [0]\n    create clone of (_myself_ v)\n    switch costume to (name v)\n    start sound [Electro-Light - Symbolism v]\n    wait (1.82) seconds\n    set [clonenumber v] to [1]\n    set [i v] to [5]\n    repeat (10)\n        create clone of (_myself_ v)\n        if <(sides) = [1]> then\n            set [sides v] to [0]\n            change [value v] by (10)\n            change [i v] by (-.4)\n        else\n            set [sides v] to [1]\n        end\n    end\n    set [clonenumber v] to [2]\n    wait (.3) seconds\n    repeat (4)\n        create clone of (_myself_ v)\n        change [value v] by (10)\n        wait (0.1) seconds\n    end\n    clear graphic effects\n    switch costume to (name v)\n    go [forward v] (99) layers\n    go to [front v] layer\n    set size to (0) %\n    show\n    repeat until <(round (size)) = [50]>\n        change size by (((50) - (size)) / (3))\n    end\n    create clone of (_myself_ v)\n    wait until <touching color (#fbffe6)?>\n    repeat until <(round (size)) = [100]>\n        change size by (((100) - (size)) / (5))\n    end\n    set [velocity v] to [17]\n    set [waiting v] to [1]\n    set [clonenumber v] to [3]\n    create clone of (_myself_ v)\n    set [clonenumber v] to [4]\n    create clone of (_myself_ v)\n    set [waiting v] to [2]\n    repeat (25)\n        go [forward v] (99) layers\n        set [velocity v] to ((velocity) * (.95))\n        set size to ((100) + (velocity)) %\n    end\n    reset timer\n    repeat until <(timer) > [3]>\n        go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n        change size by (((150) - (size)) / (3))\n    end\n    point in direction (90)\n    set [value v] to [5]\n    repeat (16)\n        turn right (value) degrees\n        change [value v] by (1)\n    end\n    repeat until <(round (direction)) = [90]>\n        turn right (((90) - (direction)) / (5)) degrees\n    end\n    repeat until <(timer) > [6]>\n        go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n        change size by (((175) - (size)) / (3))\n    end\n    set [velocity v] to [12]\n    repeat (30)\n        change size by (velocity)\n        change [velocity v] by (-1)\n        change [ghost v] effect by (3.3)\n        go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n    end\n    hide\n    broadcast (Intro End Animation v) and wait\n    set [intro v] to [1]\n    broadcast (Intro Finished v)\nelse\n    broadcast (Intro Finished v)\nend\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n    Reset\n    show\n    set size to (0) %\n    point in direction (-15)\n    switch costume to (square v)\n    set [velocity v] to [0]\n    set [value v] to [0]\n    repeat (15)\n        change [value v] by (1)\n        turn right (value) degrees\n        change [velocity v] by (1)\n        change size by (velocity)\n    end\n    set [value v] to [8]\n    repeat (30)\n        set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n        turn right (value) degrees\n    end\n    repeat (12)\n        next costume\n    end\n    repeat until <(round (size)) = [2000]>\n        switch costume to (blank v)\n        change size by (((2000) - (size)) / (5))\n        switch costume to (square13 v)\n    end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n    Reset\n    show\n    switch costume to (blank v)\n    set size to (150) %\n    point in direction (90)\n    switch costume to (square13 v)\n    set [brightness v] effect to (value)\n    go to x: (0) y: (0)\n    set [i v] to (i)\n    if <(sides) = [1]> then\n        repeat until <(round (y position)) = [180]>\n            change y by (((180) - (y position)) / (i))\n            change [ghost v] effect by (5)\n        end\n    else\n        repeat until <(round (y position)) = [-180]>\n            change y by (((-180) - (y position)) / (i))\n            change [ghost v] effect by (5)\n        end\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n    Reset\n    show\n    switch costume to (blank v)\n    set size to (150) %\n    point in direction (90)\n    set [brightness v] effect to (value)\n    go to x: (240) y: (-180)\n    point in direction (-135)\n    switch costume to (screen v)\n    repeat until <(round (direction)) = [90]>\n        turn right (((90) - (direction)) / (5)) degrees\n    end\n    point in direction (90)\n    wait until <(waiting) = [1]>\n    delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n    Reset\n    show\n    go to [front v] layer\n    switch costume to (screennormal v)\n    set size to (100) %\n    point in direction (90)\n    set [brightness v] effect to (100)\n    go to x: (0) y: (0)\n    repeat (5)\n        change [brightness v] effect by (-20)\n    end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n    Reset\n    clear graphic effects\n    show\n    go to [front v] layer\n    go [forward v] (999) layers\n    switch costume to (screennormal v)\n    set size to (100) %\n    point in direction (90)\n    set [brightness v] effect to (100)\n    go to x: (0) y: (0)\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    point in direction (90)\n    switch costume to (sidesquareline v)\n    set [velocity v] to [0]\n    set [value v] to [0]\n    go to [front v] layer\n    repeat until <(round (size)) = [300]>\n        change size by (((300) - (size)) / (15))\n        change [ghost v] effect by (4)\n    end\n    delete this clone\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n    repeat (20)\n        change size by (((0) - (size)) / (5))\n        change [ghost v] effect by (5)\n    end\nelse\n    repeat until <(round (size)) = [100]>\n        change size by (((100) - (size)) / (5))\n        switch costume to (blank v)\n        switch costume to (square v)\n    end\n    set [velocity v] to [12]\n    repeat (30)\n        change size by (velocity)\n        change [velocity v] by (-1)\n        change [ghost v] effect by (3.3)\n        turn right (([abs v] of (velocity) ) / (2)) degrees\n    end\n    delete this clone\nend\n\nwhen flag clicked\nif <(intro) = [0]> then\n    wait until <(waiting) = [2]>\n    reset timer\n    repeat until <(timer) > [6]>\n        Move and Clones\n        wait (1) seconds\n    end\nend\n\n@Score\n\nwhen I receive [start game v]\nwait (0.1) seconds\nsetup\n\nwhen I start as a clone\nshow\nforever\n    change costume to (join [a] (letter (.index) of (real waters)))\n    set x to ((((.index) - (0.5)) - ((length of (real waters)) / (2))) * ((size) / (5.88235294118)))\n    change x by (-220)\n    change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\ngo to x: (-232) y: (152)\nset [.index v] to [1]\nrepeat (2)\n    create clone of (_myself_ v)\n    change x by ((size) / (5.88235294118))\n    change [.index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n    switch costume to (costume)\n    set size to (120) %\nend\n\nwhen I receive [start game v]\ndelete this clone\n\n@Score &Time\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [final story v]\nhide\n\nwhen I receive [sacred water end v]\nhide\n\nwhen flag clicked\nforever\n    if <not <(Huge Water) = [1]>> then\n        switch costume to (game-base v)\n    else\n        switch costume to (game-base2 v)\n    end\nend\n\n@Time - Minute\n\nwhen I receive [start game v]\nwait (0.1) seconds\nsetup\n\nwhen I start as a clone\nshow\nforever\n    if <(minute) > [9]> then\n        change costume to (join [a] (letter (.index) of (minute)))\n    else\n        change costume to (join [a] (letter (.index) of (join [0] (minute))))\n    end\n    if <(minute) > [9]> then\n        set x to ((((.index) - (0.5)) - ((length of (minute)) / (2))) * ((size) / (5.88235294118)))\n    else\n        set x to ((((.index) - (0.5)) - ((length of (join [0] (minute))) / (2))) * ((size) / (5.88235294118)))\n    end\n    change x by (137)\n    change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\ngo to x: (145) y: (152)\nset [.index v] to [1]\nrepeat (2)\n    create clone of (_myself_ v)\n    change x by ((size) / (5.88235294118))\n    change [.index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n    switch costume to (costume)\n    set size to (120) %\nend\n\nchange [minute v] by (-1)\n\nwhen I receive [start game v]\ndelete this clone\n\n@Time - Second\n\nwhen I receive [start game v]\nwait (0.1) seconds\nsetup\n\nwhen I start as a clone\nshow\nforever\n    if <(second) > [9]> then\n        change costume to (join [a] (letter (.index) of (second)))\n    else\n        change costume to (join [a] (letter (.index) of (join [0] (second))))\n    end\n    if <(second) > [9]> then\n        set x to ((((.index) - (0.5)) - ((length of (second)) / (2))) * ((size) / (5.88235294118)))\n    else\n        set x to ((((.index) - (0.5)) - ((length of (join [0] (second))) / (2))) * ((size) / (5.88235294118)))\n    end\n    change x by (182)\n    change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\ngo to x: (175) y: (152)\nset [.index v] to [1]\nrepeat (2)\n    create clone of (_myself_ v)\n    change x by ((size) / (5.88235294118))\n    change [.index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n    switch costume to (costume)\n    set size to (120) %\nend\n\nchange [second v] by (1)\n\nwhen I receive [start game v]\ndelete this clone\n\n@Time - .\n\nwhen I receive [start game v]\nwait (0.1) seconds\nsetup\n\nwhen I start as a clone\nshow\nforever\n    change costume to (join [a] (letter (.index) of (.)))\n    set x to ((((.index) - (0.5)) - ((length of (.)) / (2))) * ((size) / (5.88235294118)))\n    change x by (213)\n    change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\ngo to x: (175) y: (152)\nset [.index v] to [1]\nrepeat (2)\n    create clone of (_myself_ v)\n    change x by ((size) / (5.88235294118))\n    change [.index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n    switch costume to (costume)\n    set size to (120) %\nend\n\nchange [. v] by (1)\n\nwhen I receive [start game v]\ndelete this clone\n\n@Key\n\nwhen flag clicked\nhide\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start game v]\nforever\n    if <[collected v] contains [Key 1]?> then\n        show\n    else\n        hide\n    end\nend\n\n@Huge Water\n\nwhen flag clicked\nhide\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start game v]\nforever\n    if <(Huge Water) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start game v]\nforever\n    if <([costume # v] of [score &time v]) = [1]> then\n        if <(real waters) = [10]> then\n            show\n        else\n            hide\n        end\n    else\n        if <(real waters) = [11]> then\n            show\n        else\n            hide\n        end\n    end\nend\n\n@dash\n\nwhen I receive [start game v]\nforever\n    if <key (b v) pressed?> then\n        if <(.waiting) = [0]> then\n            broadcast (dash v)\n            set [.waiting v] to [20]\n        end\n    end\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nforever\n    if <not <(.waiting) = [0]>> then\n        if <not <(.waiting) < [0]>> then\n            change [.waiting v] by (-1)\n            wait (0.03) seconds\n        else\n            set [.waiting v] to [0]\n        end\n    else\n        set [.waiting v] to [0]\n    end\nend\n\nwhen I receive [dash v]\nwait until <(dash) = [0]>\nbroadcast (clear v)\n\nwhen I receive [change scene v]\nset [dash v] to [0]\n\n@Debugger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nforever\n    if <(SCENE #) = [110]> then\n        show\n        set [ghost v] effect to (100)\n    else\n        hide\n    end\nend\n\n@Health Bar\n\nwhen flag clicked\nhide\ndelete all of [healths v]\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nset y to (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ngo to [front v] layer\nshow\nwait (0) seconds\ndelete this clone\n\n@Love and fave reminder\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen I receive [start game v]\ncheck\n\ndefine check\nhide\ngo to [front v] layer\nforever\n    wait (pick random (15) to (30)) seconds\n    switch costume to (costume1 v)\n    go to x: (0) y: (105)\n    show\n    go to [front v] layer\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) seconds\n    repeat (15)\n        change y by (7)\n    end\n    hide\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [can be skipped v]\nshow\nbroadcast (front v)\nset [ghost v] effect to (30)\nset [brightness v] effect to (-100)\nrepeat (13)\n    change [brightness v] effect by (10)\nend\nset [-skip v] to [30]\nforever\n    if <key (space v) pressed?> then\n        repeat until <<(-Skip) = [0]> or <not <key (space v) pressed?>>>\n            change [-skip v] by (-1)\n            set [ghost v] effect to (-Skip)\n            change [brightness v] effect by (-1)\n            wait (0.166666666666666666666666666666666666666666666666666666666666666666666666666666666666666666666666666666) seconds\n        end\n        if <(-Skip) = [0]> then\n            broadcast (story skipped v)\n            stop [this script v]\n        end\n    end\nend\n\nwhen I receive [front v]\nforever\n    go to [front v] layer\nend\n\nwhen I receive [story skipped v]\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nhide\n\n
OMG @griffpatch loved?!?!?\nAll Endings &Collactables: https://www.youtube.com/watch?v=Dz29l0o1GlM\n\n-- Click the green flag twice --\n\n|| Please play on TurboWarp if it is so laggy. ||\n\n♡ An instructive project reminding the importance of water! :D\n\nYou can learn the importance of water while playing this game :3 Also, we must save water or our world will be like in this game ♡\n\n===English===\n\nHello everyone!\nThis is my best project ever: Water Hunt! If you like my game, please like, favourite and follow me :) I hope you will enjoy it!\n\n===How To Play===\n+ W,A,S,D or Arrow Keys to move,\n\nYou must collect all of the checkpoints and go to the start as fast as you can to win the game :)\n\n===Special Movements===\n**Note: You must finish the game to use them**\n\n+ If you collected the Huge Water, press R for a high jump.  !!! OUT OF USE !!!\n\n+ If you have collected all the waters (10/10 or higher) you will become immortal by pressing the Q key (you can die again when you release it)\n\n+ If you have collected all the waters and huge water (11 / 11) you will teleport by pressing the E key :) \n(Don't worry, you can't teleport inside the wall)\n\n===Versions===\nv1.8.5 / 06.06.2022\n- Added new floating platforms! Thank you @griffpatch !\nv1.8 / 03.06.2022\n- Added skipping feature to the main story, added cool effects to the stories and added a little secret detail :D\nv1.7 / 30.03.2022\n-Added a lot of features and removed the long jump.\nv1.6 / 25.03.2022\n-Added turning platforms and special water...\nv1.5 / 23.02.2022\n-Added more cool main menu, added Sacred Water end, some bugs fixed, enemy bug solved.\nv1.4 / 22.02.2022\n-Added instructions in the game and some bugs were fixed.\nv1.3 / 17.02.2022\n-Fixed some bugs and added some more notes.\nv1.2 / 17.02.2022\n-Added final story music.\nv1.1 / 16.02.2022\n-A bug founded and repaired\n\n===Notes===\n[!] This project is not finished, I will upgrade it. If you find any bugs, please write them in the comments. :3 I will fix them as soon as possible\n\n[!] Please be polite and don't spam, comment or share negative things, or I will close comments.\n\n*Tips: You don't have to collect all water to finish the game, but you have to collect them to see what happens at the last.\n*Fun Facts: There are 3094 blocks in the game.\n\n===Credits ★===\n-Code: @Itachi_Uchiha001 , @griffpatch\n-Art: @grfiffpatch , @Itachi_Uchiha001\n-Ideas: @Itachi_Uchiha001\n-Songs: Look at the inside of projects there are too many songs :)\n-Intro: @-TIC-\n\n\n// The project was shared on 16.02.2022 at 19:00 according to GMT+3 Turkey - Istanbul time.\n\n\n\n\n===Tags===\n#GameEmperors #Game #Water #Earth #Benibilirsiniz #Itachi_Uchiha001 #amongus #among #magic #platform #oyun #kedi #cat #fun #eglence #animasyon #animation #art #Emperor #Emperors #Astro_Kedi #teamseas #all #griffpatch@