Let there be Light || A Platformer
@Stage\n\n@Updated Tumbnail\n\nset size to (100) %\n\nwait (0.5) seconds\n\nwhen I receive [next v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nshow\nshow\nset size to (((my variable) * (50)) + (100)) %\nswitch costume to ((my variable) + (1))\nforever\n    if <(my variable) = [1]> then\n        switch costume to (costume2 v)\n        change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n        go to [back v] layer\n    end\n    if <(my variable) = [2]> then\n        change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n        go to [back v] layer\n    end\n    if <(my variable) = [3]> then\n        change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n        go to [back v] layer\n    end\n    if <(my variable) = [4]> then\n        change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n        go to [back v] layer\n    end\nend\n\nwhen I receive [light! v]\npoint in direction (90)\ngo to [back v] layer\nshow\nset size to (100) %\nswitch costume to (light v)\nset [ghost v] effect to (90)\nset [my variable v] to [0]\nrepeat (3)\n    create clone of (_myself_ v)\n    change [my variable v] by (1)\nend\nforever\n    change size by (([cos v] of ((timer) * (100)) ) * (0.5))\nend\n\nwhen flag clicked\nhide\nplay sound [Light \(cutscene\) v] until done\nbroadcast (luminous v)\n\n@text\n\n@grass\n\ndefine Grass from (xpos1) to (xpos2) (y)\nshow\ngo to x: (xpos1) y: (y)\npoint in direction (90)\nrepeat until <(x position) = (xpos2)>\n    change x by (1)\n    set size to (pick random (80) to (100)) %\n    if <not <(pick random (1) to (2)) = [1]>> then\n        create clone of (_myself_ v)\n    end\nend\nhide\n\nwhen I start as a clone\nPosition Grass [3]\nforever\n    if <touching (creature of light v)?> then\n        Sway\n        wait until <not <touching (creature of light v)?>>\n    end\nend\n\ndefine Position Grass (x pos amount)\nswitch costume to (base hitbox v)\nif <touching (ground v)?> then\n    repeat until <<not <touching (ground v)?>> or <touching (_edge_ v)?>>\n        change y by (1)\n    end\n    if <touching (_edge_ v)?> then\n        delete this clone\n    end\nelse\n    repeat until <touching (ground v)?>\n        change y by (-2)\n        if <touching (_edge_ v)?> then\n            delete this clone\n        end\n    end\nend\nchange y by (-5)\nchange x by ((0) - (x pos amount))\nif <not <touching (ground v)?>> then\n    delete this clone\nend\nchange x by ((2) * (x pos amount))\nif <not <touching (ground v)?>> then\n    delete this clone\nend\nchange x by ((0) - (x pos amount))\nswitch costume to (pick random (1) to (5))\nchange y by (10)\nif <touching (water v)?> then\n    delete this clone\nend\nif <touching (posion v)?> then\n    delete this clone\nend\nchange y by (-10)\n\ndefine Sway\nset [grass: velocity v] to (((5) + (pick random (-2.0) to (2.0))) * (6))\nset [grass: sine v] to [0]\nrepeat until <<[0] = (round ((grass: Velocity) * (2)))> or <<touching (creature of light v)?> and <([abs v] of (grass: Velocity) ) < ([abs v] of ((speed x2) * (2)) )>>>\n    point in direction ((90) - (([sin v] of (grass: Sine) ) * (grass: Velocity)))\n    change [grass: sine v] by (-10)\n    set [grass: velocity v] to ((0.95) * (grass: Velocity))\nend\n\nwhen flag clicked\nwait (0.05) seconds\nGrass from [-240] to [240] [150]\n\nwhen I receive [--explosion-- v]\n\nwhen [space v] key pressed\n\nGrass from [-28] to [240] [-150]\n\nwhen I receive [respawn v]\ndelete this clone\n\nwhen I receive [respawn v]\nwait (0.05) seconds\nRespawn\nwait (0.1) seconds\nif <(LEVEL) = [5]> then\n    Grass from [-240] to [240] [0]\nend\nif <(LEVEL) = [6]> then\n    Grass from [-240] to [240] [0]\nend\n\nwhen I receive [retry v]\nbroadcast (Respawn v)\n\ndefine Respawn\nGrass from [-240] to [240] [150]\nif <(LEVEL) = [4]> then\n    Grass from [100] to [240] [0]\nend\n\nwhen I receive [layer v]\ngo to [back v] layer\n\nwhen I receive [nexxxxtttttttt v]\ndelete this clone\n\nwhen I receive [next v]\nwait (0.01) seconds\nGrass from [-240] to [240] [150]\n\nwhen I receive [next v]\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nforever\n    switch costume to (level)\nend\n\nwhen I receive [--explosion-- v]\n\n@text2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n    change [ghost v] effect by (-4)\nend\nwait (0.5) seconds\nrepeat (25)\n    change [ghost v] effect by (4)\nend\nnext costume\nrepeat (25)\n    change [ghost v] effect by (-4)\nend\nwait (0.5) seconds\nrepeat (25)\n    change [ghost v] effect by (4)\nend\nbroadcast (light! v)\nnext costume\nrepeat (25)\n    change [ghost v] effect by (-4)\nend\nwait (0.5) seconds\nrepeat (25)\n    change [ghost v] effect by (4)\nend\nbroadcast (spawn v)\n\n@Creature of Light\n\nwhen flag clicked\nhide\n\ndefine starting position\nhide\nset [fallspeed v] to [0]\ngo to x: (-220) y: (starting y)\nwait (0.2) seconds\nup\nshow\n\nwhen I receive [boing v]\nset [fallspeed v] to [18]\n\nif <(pause) = [1]> then\n    wait (0.1) seconds\nend\n\nset y to (-75)\n\nif <not <(level) = [26]>> then\n    starting position\n    broadcast (bext v)\n    wait (0.2) seconds\nend\n\nwhen I receive [coolieu v]\nstarting position\n\nbroadcast (coolieu v)\n\nwhen I receive [spawn v]\ngo to x: (-159) y: (-89)\nhide\nshow\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nset [takeoffspeed v] to [12]\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\ngo to x: (-159) y: (-89)\nset [ghost v] effect to (100)\nrepeat (25)\n    change [ghost v] effect by (-4)\nend\nforever\n    change [fallspeed v] by (-1)\n    set [runspeed v] to ((runspeed) * (0.9))\n    if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n        point in direction (-90)\n        change [runspeed v] by (-0.5)\n    end\n    if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n        point in direction (90)\n        change [runspeed v] by (0.5)\n    end\n    if <touching (water v)?> then\n        change x by ((runspeed) / (3))\n    else\n        change x by (runspeed)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (-4)\n        change x by ((runspeed) * (-1))\n    end\n    if <touching (water v)?> then\n        change y by ((fallspeed) / (3))\n    else\n        change y by (fallspeed)\n    end\n    set [y v] to (y position)\n    if <touching (ground v)?> then\n        change y by ((fallspeed) - ((fallspeed) * (2)))\n        set [fallspeed v] to [0]\n    end\n    change y by (-1)\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n        set [fallspeed v] to [14]\n    end\n    change y by (1)\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n        set [fallspeed v] to [5]\n    end\n    if <(x position) > [220]> then\n        broadcast (dark cool v)\n        change [level v] by (1)\n        broadcast (next v)\n        wait (1) seconds\n        change [lantern lvl v] by (1)\n        broadcast (re-spawn v)\n    end\n    if <touching (trampoline v)?> then\n        start sound [Jump v]\n        set [fallspeed v] to [20]\n        broadcast (boing v)\n    end\n    if <(y position) < [-180]> then\n        starting position\n        start sound [neck_snap-Vladimir-719669812 v]\n    end\n    if <key (n v) pressed?> then\n        broadcast (dark cool v)\n        change [level v] by (1)\n        broadcast (next v)\n        wait (1) seconds\n        change [lantern lvl v] by (1)\n        broadcast (re-spawn v)\n        wait until <not <key (n v) pressed?>>\n    end\n    if <touching (spikes v)?> then\n        starting position\n        start sound [neck_snap-Vladimir-719669812 v]\n    end\n    if <touching (sprite3 v)?> then\n        starting position\n        start sound [neck_snap-Vladimir-719669812 v]\n    end\n    if <touching (chopper v)?> then\n        starting position\n        start sound [neck_snap-Vladimir-719669812 v]\n    end\n    if <(level) = [17]> then\n        broadcast (spawn the light kids v)\n    end\nend\n\nif <<<key (w v) pressed?> or <key (w v) pressed?>> or <<key (up arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n    set [fallspeed v] to [12]\n    if <([abs v] of (runspeed) ) = (runspeed)> then\n        set [runspeed v] to [-4]\n    else\n        set [runspeed v] to [4]\n    end\nelse\n    set [runspeed v] to [0]\nend\n\nwhen flag clicked\n\nwhen I receive [end intro v]\n\nstarting position\n\nwait (17) seconds\n\nif <(y position) < [-180]> then\n    starting position\nend\nrestart/back/next\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n    change y by (1)\nend\n\nforever\n\nwhen I receive [re-spawn v]\nif <(level) = [1]> then\n    set [starting y v] to [0]\nend\nif <(level) = [2]> then\n    set [starting y v] to [100]\nend\nif <(level) = [3]> then\nif <(level) = [4]> then\nif <(level) = [5]> then\nif <(level) = [6]> then\nif <(level) = [7]> then\n    set [starting y v] to [150]\nend\nif <(level) = [8]> then\nif <(level) = [9]> then\n    set [starting y v] to [-50]\nend\nif <(level) = [10]> then\n    set [starting y v] to [0]\nend\nif <(level) = [11]> then\nif <(level) = [12]> then\nif <(level) = [13]> then\n    set [starting y v] to [200]\nend\nif <(level) = [14]> then\n    set [starting y v] to [0]\nend\nif <(level) = [15]> then\nif <(level) = [16]> then\nstarting position\n\ndefine restart/back/next\n\nif <key (b v) pressed?> then\n    if <not <(level) = [1]>> then\n        change [level v] by (-1)\n        starting position\n        wait (0.2) seconds\n    end\nend\nif <key (r v) pressed?> then\n    starting position\n    wait (0.2) seconds\nend\n\nbroadcast (re-spawn v)\n\nwhen flag clicked\n\nwhen I receive [luminous v]\nforever\n    play sound [Luminous v] until done\nend\n\n@Sprite1\n\n@light\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (60)\nset [my variable v] to [0]\nset [timer v] to [0]\nrepeat (3)\n    create clone of (_myself_ v)\n    change [my variable v] by (1)\nend\nforever\n    change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n    go to (creature of light v)\n    change [timer v] by (0.06)\nend\n\nwhen I start as a clone\nset size to (((my variable) * (50)) + (100)) %\nswitch costume to ((my variable) + (1))\nforever\n    if <(my variable) = [1]> then\n        switch costume to (costume2 v)\n        change size by (([cos v] of ((timer) * (100)) ) * (0.3))\n        go to [back v] layer\n        go to (creature of light v)\n    end\n    if <(my variable) = [2]> then\n        change size by (([cos v] of ((timer) * (100)) ) * (1))\n        go to [back v] layer\n        go to (creature of light v)\n    end\n    if <(my variable) = [3]> then\n        change size by (([cos v] of ((timer) * (100)) ) * (2))\n        go to (creature of light v)\n        go to [back v] layer\n    end\n    if <(my variable) = [4]> then\n        change size by (([cos v] of ((timer) * (100)) ) * (3))\n        go to (creature of light v)\n        go to [back v] layer\n    end\nend\n\nwhen I receive [spawn v]\nshow\n\n@chopper\n\nwhen flag clicked\nforever\n    if <(level) = [1]> then\n        hide\n    end\n    if <(level) = [2]> then\n        show\n        go to x: (29) y: (-62)\n    end\n    if <(level) = [3]> then\n        hide\n    end\n    if <(level) = [4]> then\n    if <(level) = [5]> then\n        show\n        go to x: (100) y: (60)\n    end\n    if <(level) = [6]> then\n        show\n        go to x: (177) y: (-49)\n    end\n    if <(level) = [7]> then\n        show\n        go to x: (0) y: (65)\n    end\n    if <(level) = [8]> then\n        hide\n    end\n    if <(level) = [9]> then\n        show\n        go to x: (-78) y: (-112)\n    end\n    if <(level) = [10]> then\n        hide\n    end\n    if <(level) = [11]> then\n        go to x: (140) y: (40)\n        show\n    end\n    if <(level) = [12]> then\n        hide\n    end\n    if <(level) = [13]> then\n    if <(level) = [14]> then\n        show\n        go to x: (-26) y: (-7)\n    end\n    if <(level) = [15]> then\n        hide\n    end\n    if <(level) = [16]> then\n    starting position\nend\n\nwhen flag clicked\nforever\n    turn right (([cos v] of ((timer) * (100)) ) * (10)) degrees\nend\n\n@decor\n\nwhen flag clicked\nforever\n    switch costume to (level)\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nset [clone count v] to [0]\nrepeat (5)\n    next costume\n    create clone of (_myself_ v)\n    change [clone count v] by (1)\nend\nforever\n    set [ghost v] effect to (75)\n    show\n    switch costume to (costume1 v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (50)\n\nchange [ghost v] effect by (20)\n\n@clouds\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (60)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (70)\n\nwhen I receive [next v]\n\ndelete this clone\n\nhide\nforever\n    create clone of (_myself_ v)\n    wait (0.1) seconds\nend\n\nshow\ngo to [back v] layer\ngo [forward v] (pick random (1) to (3)) layers\nset [ghost v] effect to (pick random (50) to (90))\ngo to x: (0) y: (pick random (10) to (40))\nset [move it v] to (pick random (-3) to (-6))\nrepeat until <(x position) < [-600]>\n    change x by (move it)\nend\ndelete this clone\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (3)\n    create clone of (_myself_ v)\nend\nforever\n    switch costume to (level)\n    change y by (([cos v] of ((timer) * (100)) ) * (0.2))\n    set [ghost v] effect to (50)\nend\n\nwhen I start as a clone\nforever\n    switch costume to (level)\n    change y by (([cos v] of ((timer) * (100)) ) * (0.2))\n    set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nforever\n    if <<(level) = [3]> or <(level) = [8]>> then\n        play sound [Water-Lisa_Redfern-1888623835 v] until done\n    end\nend\n\n@Screen Shot 2020-11-14 at 08\n\nwhen flag clicked\nforever\n    show\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\n@lantern\n\n@beams\n\nwhen flag clicked\nforever\n    if <(lantern lvl) = [1]> then\n        set [lamp show v] to [0]\n        hide\n    end\n    if <(lantern lvl) = [2]> then\n        set [lamp show v] to [0]\n        hide\n    end\n    if <(lantern lvl) = [3]> then\n        set [lamp show v] to [0]\n        hide\n    end\n    if <(lantern lvl) = [4]> then\n        set [lamp show v] to [1]\n        go to x: (0) y: (20)\n        show\n    end\n    if <(lantern lvl) = [5]> then\n        set [lamp show v] to [1]\n        go to x: (150) y: (120)\n        show\n    end\n    if <(lantern lvl) = [6]> then\n        set [lamp show v] to [0]\n        hide\n    end\n    if <(lantern lvl) = [7]> then\n        set [lamp show v] to [0]\n    end\n    if <(lantern lvl) = [8]> then\n        set [lamp show v] to [1]\n        go to x: (182) y: (-58)\n        show\n    end\n    if <(lantern lvl) = [9]> then\n        show\n        set [lamp show v] to [1]\n        go to x: (92) y: (-63)\n    end\n    if <(lantern lvl) = [10]> then\n        set [lamp show v] to [0]\n        hide\n    end\n    if <(lantern lvl) = [11]> then\n        set [lamp show v] to [1]\n        show\n        go to x: (175) y: (100)\n    end\n    if <(lantern lvl) = [12]> then\n        show\n        set [lamp show v] to [1]\n        go to x: (175) y: (120)\n    end\n    if <(lantern lvl) = [13]> then\n        set [lamp show v] to [0]\n        hide\n    end\n    if <(lantern lvl) = [14]> then\n        show\n        go to x: (0) y: (75)\n        set [lamp show v] to [1]\n    end\n    if <(lantern lvl) = [15]> then\n        set [lamp show v] to [1]\n        go to x: (-45) y: (-7)\n    end\n    if <(lantern lvl) = [16]> then\n        hide\n        set [lamp show v] to [0]\n    end\n    if <(lantern lvl) = [17]> then\n        show\n        set [lamp show v] to [1]\n        go to x: (-5) y: (-61)\n    end\nend\n\nwhen flag clicked\nset [my variable 2 v] to [2]\nrepeat (4)\n    create clone of (_myself_ v)\n    change [my variable 2 v] by (1)\nend\ngo to [back v] layer\nshow\nset size to (100) %\nswitch costume to (costume5 v)\nset [ghost v] effect to (0)\nforever\n    set [lampx v] to (x position)\n    set [lampy v] to (y position)\nend\n\nwhen I start as a clone\nforever\n    go to x: (lampx) y: (lampy)\n    if <(lamp show) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nset [lamp show v] to [0]\n\nset [lamp show v] to [0]\n\nwhen I start as a clone\nshow\nshow\nset size to (((my variable 2) * (50)) + (100)) %\nswitch costume to (my variable 2)\nset [ghost v] effect to (90)\nforever\n    if <(my variable) = [1]> then\n        switch costume to (costume1 v)\n        change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n        go to [back v] layer\n    end\n    if <(my variable) = [2]> then\n        switch costume to (costume2 v)\n        change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n        go to [back v] layer\n    end\n    if <(my variable) = [3]> then\n        switch costume to (costume3 v)\n        change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n        go to [back v] layer\n    end\n    if <(my variable) = [4]> then\n        switch costume to (costume4 v)\n        change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n        go to [back v] layer\n    end\nend\n\ndelete this clone\n\nwhen flag clicked\nset [lantern lvl v] to [1]\n\nwhen I receive [next v]\n\n@Sprite3\n\ndefine y bad\nif <touching (ground v)?> then\n    repeat until <not <touching (ground v)?>>\n        change y by (0.1)\n    end\nend\n\nwhen flag clicked\nhide\nset size to (75) %\nforever\n    go to [back v] layer\n    go [forward v] (1) layers\n    if <(level) = [1]> then\n    if <(level) = [2]> then\n    if <(level) = [3]> then\n    if <(level) = [4]> then\n        create clone of (_myself_ v)\n        wait until <(level) = [6]>\n    end\n    if <(level) = [5]> then\n    if <(level) = [6]> then\n        create clone of (_myself_ v)\n        wait until <(level) = [7]>\n    end\n    if <(level) = [7]> then\n    if <(level) = [8]> then\n    if <(level) = [9]> then\n        create clone of (_myself_ v)\n        wait until <(level) = [10]>\n    end\n    if <(level) = [10]> then\n        create clone of (_myself_ v)\n        wait until <(level) = [11]>\n    end\n    if <(level) = [11]> then\n    if <(level) = [12]> then\n        create clone of (_myself_ v)\n        wait until <(level) = [13]>\n    end\n    if <(level) = [13]> then\n    if <(level) = [14]> then\n        create clone of (_myself_ v)\n        wait until <(level) = [15]>\n    end\n    if <(level) = [15]> then\n    if <(level) = [16]> then\n        create clone of (_myself_ v)\n        wait until <(level) = [17]>\n    end\nend\n\nwhen I start as a clone\nif <(level) = [1]> then\nif <(level) = [2]> then\nif <(level) = [3]> then\nif <(level) = [4]> then\n    go to x: (0) y: (120)\n    set [badguy lvl v] to (level)\n    patrol\nend\nif <(level) = [5]> then\nif <(level) = [6]> then\n    go to x: (50) y: (0)\n    set [badguy lvl v] to (level)\n    patrol\nend\nif <(level) = [7]> then\nif <(level) = [8]> then\nif <(level) = [9]> then\n    go to x: (150) y: (100)\n    set [badguy lvl v] to (level)\n    patrol\nend\nif <(level) = [10]> then\n    go to x: (175) y: (100)\n    set [badguy lvl v] to (level)\n    patrol\nend\nif <(level) = [11]> then\nif <(level) = [12]> then\n    go to x: (-100) y: (0)\n    set [badguy lvl v] to (level)\n    patrol\nend\nif <(level) = [13]> then\nif <(level) = [14]> then\n    go to x: (150) y: (0)\n    set [badguy lvl v] to (level)\n    patrol\nend\nif <(level) = [15]> then\nif <(level) = [16]> then\n    go to x: (-50) y: (0)\n    set [badguy lvl v] to (level)\n    patrol\nend\n\ngo to x: (0) y: (0)\nset [badguy lvl v] to (level)\npatrol\n\ndefine patrol\nset size to (70) %\nset rotation style [left-right v]\nforever\n    show\n    repeat (100)\n        if <<(badguy lvl) > (level)> or <(badguy lvl) < (level)>> then\n            delete this clone\n        end\n        point in direction (-90)\n        y bad\n        change x by (1)\n        y good\n        next costume\n    end\n    repeat (7)\n        next costume\n        wait (0.01) seconds\n    end\n    wait (1) seconds\n    repeat (100)\n        if <<(badguy lvl) > (level)> or <(badguy lvl) < (level)>> then\n            delete this clone\n        end\n        point in direction (90)\n        y bad\n        change x by (-1)\n        y good\n        next costume\n    end\n    repeat (7)\n        if <<(badguy lvl) > (level)> or <(badguy lvl) < (level)>> then\n            delete this clone\n        end\n        next costume\n        wait (0.01) seconds\n    end\n    wait (1) seconds\nend\n\ndefine y good\nif <not <touching (ground v)?>> then\n    repeat until <touching (ground v)?>\n        change y by (-0.1)\n    end\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\n\nif <<<<<<<<< or > or > or > or > or > or > or > or > or > then\n    hide\n    hide\n    hide\n    hide\nend\n\n@trampoline\n\nwhen I receive [boing v]\nswitch costume to (costume1 v)\nrepeat (10)\n    next costume\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n    go to [front v] layer\n    if <(level) = [1]> then\n        hide\n    end\n    if <(level) = [2]> then\n        hide\n    end\n    if <(level) = [3]> then\n        hide\n    end\n    if <(level) = [4]> then\n        hide\n    end\n    if <(level) = [5]> then\n        show\n        go to x: (-78) y: (-90)\n    end\n    if <(level) = [6]> then\n        hide\n    end\n    if <(level) = [7]> then\n        show\n        go to x: (-178) y: (-144)\n    end\n    if <(level) = [8]> then\n        hide\n    end\n    if <(level) = [9]> then\n        show\n        go to x: (0) y: (-100)\n    end\n    if <(level) = [10]> then\n        hide\n    end\n    if <(level) = [11]> then\n        show\n        go to x: (-100) y: (-110)\n    end\n    if <(level) = [12]> then\n        show\n        go to x: (100) y: (-130)\n    end\n    if <(level) = [13]> then\n        hide\n    end\n    if <(level) = [14]> then\n        show\n        go to x: (-100) y: (-30)\n    end\n    if <(level) = [15]> then\n        hide\n    end\n    if <(level) = [16]> then\n    if <(level) = [17]> then\n        show\n        go to x: (-156) y: (-102)\n    end\nend\n\n@spikes\n\nwhen flag clicked\nforever\n    switch costume to (level)\nend\n\n@light2\n\nwhen I receive [spawn the light kids v]\nwait (1) seconds\npoint in direction (90)\ngo to [back v] layer\nshow\nset size to (100) %\nswitch costume to (light v)\nset [ghost v] effect to (90)\nset [my variable v] to [0]\nrepeat (4)\n    create clone of (_myself_ v)\n    change [my variable v] by (1)\nend\nforever\n    change size by (([cos v] of ((timer) * (100)) ) * (0.5))\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nshow\nset size to (((my variable) * (50)) + (100)) %\nswitch costume to ((my variable) + (1))\nforever\n    if <(my variable) = [1]> then\n        switch costume to (costume2 v)\n        change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n        go to [back v] layer\n    end\n    if <(my variable) = [2]> then\n        change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n        go to [back v] layer\n    end\n    if <(my variable) = [3]> then\n        change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n        go to [back v] layer\n    end\n    if <(my variable) = [4]> then\n        change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n        go to [back v] layer\n    end\nend\n\nwhen flag clicked\nhide\n\n@transition\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [dark cool v]\nstart sound [Low Whoosh v]\nset [ghost v] effect to (100)\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (-5)\nend\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (5)\nend\n\n
            ---------|| Let there be Light! ||---------\nThis is purely an aesthetic platformer. I hope you enjoy! Might remind you of the deadlands, but I tried with a different color scheme, and color light. You are a light, in a dark world.\n_____________________________________________\nControls: WASD, arrow keys, n to skip! \n_____________________________________________\n\nFollow @Capt_Boanerges for more awesome content =P If you cant tell, I like =P\n\n                       Have Fun!\n    Oh ,and watch out for soul eating turtles in minecraft.