-GREEN- A Platformer (Mobile friendly platformer)
@Stage\n\nwhen flag clicked\nforever\n    play sound [Musica..............................................................................................................................................................................................................................................................................................................................................................................................................................   :P v] until done\nend\n\n@player\n\nwhen I receive [begin v]\nrepeat (60)\n    if <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (platform v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (platform v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>> then\n        set [kickout v] to [0]\n    else\n        change [kickout v] by (1)\n    end\n    wait (1) seconds\nend\nif <(Kickout) = [60]> then\n    stop [all v]\nend\n\ndefine Run Engine\nchange [yv v] by (-0.5)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n    change [xv v] by (-0.7)\n    switch costume to (1 v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n    change [xv v] by (0.7)\n    switch costume to (2 v)\nend\nset [xv v] to ((XV) * (0.9))\nchange x by (XV)\nif <<touching (platform v)?> or <touching (locked v)?>> then\n    change y by (2)\n    if <<touching (platform v)?> or <touching (locked v)?>> then\n        change y by (2)\n        if <<touching (platform v)?> or <touching (locked v)?>> then\n            change y by (2)\n            if <<touching (platform v)?> or <touching (locked v)?>> then\n                change y by (2)\n                if <<touching (platform v)?> or <touching (locked v)?>> then\n                    change y by (2)\n                    if <<touching (platform v)?> or <touching (locked v)?>> then\n                        change y by (2)\n                        if <<touching (platform v)?> or <touching (locked v)?>> then\n                            change x by ((XV) * (-2))\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n                                if <(XV) > [0]> then\n                                    set [xv v] to [-8]\n                                else\n                                    set [xv v] to [8]\n                                end\n                                set [yv v] to [9]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (YV)\nif <<touching (platform v)?> or <touching (locked v)?>> then\n    change y by ((YV) * (-1))\n    set [yv v] to [0]\nend\nchange y by (-0.5)\nif <<<<touching (platform v)?> or <touching (locked v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<<touching (platform v)?> or <touching (locked v)?>> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n    switch costume to (4 v)\n    set [yv v] to [9.5]\nend\nchange y by (0.5)\nif <touching (tramps - xv v)?> then\n    set [xv v] to [15]\n    set [yv v] to [7]\nend\nif <<touching (tramps - yv v)?> and <(Level) = [9]>> then\n    set [yv v] to [14]\nelse\n    if <<touching (tramps - yv v)?> and <not <(Level) = [9]>>> then\n        set [yv v] to [12]\n    end\nend\nif <<<<touching (danger v)?> or <touching (saws v)?>> or <touching (lava v)?>> or <touching (enemies v)?>> then\n    broadcast (Restart v)\n    go to x: (X Spawn) y: (Y Spawn)\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    repeat (20)\n        change [ghost v] effect by (-5)\n    end\n    set [xv v] to [0]\n    set [yv v] to [0]\nend\nif <(x position) > [233]> then\n    broadcast (Restart v)\n    go to x: (X Spawn) y: (Y Spawn)\n    broadcast (Next Level v)\n    change [level v] by (1)\n    set [xv v] to [0]\n    set [yv v] to [0]\nend\n\nwhen flag clicked\nset [y spawn v] to [-60]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (player v)\nswitch backdrop to (cavesbackround v)\nshow\nset size to (70) %\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine Run block\nRun Engine\n\nwhen flag clicked\nset [max players v] to [4]\nset [players : v] to [0]\nbroadcast (setups v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(Players :) > [0]> then\n    set [☁ p1 v] to [2]\nelse\n    set [☁ p1 v] to [3]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n    set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n    change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nforever\n    Run block\n    if <(Players :) > [0]> then\n        send cloud data\n    end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n    set [☁ p1 v] to (value)\nelse\n    if <(player) = [2]> then\n        set [☁ p2 v] to (value)\n    else\n        if <(player) = [3]> then\n            set [☁ p3 v] to (value)\n        else\n            if <(player) = [4]> then\n                set [☁ p4 v] to (value)\n            else\n                if <(player) = [5]> then\n                    set [☁ p5 v] to (value)\n                else\n                    if <(player) = [6]> then\n                        set [☁ p6 v] to (value)\n                    else\n                        if <(player) = [7]> then\n                            set [☁ p7 v] to (value)\n                        else\n                            if <(player) = [8]> then\n                                set [☁ p8 v] to (value)\n                            else\n                                if <(player) = [9]> then\n                                    set [☁ p9 v] to (value)\n                                else\n                                    set [☁ p10 v] to (value)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (round (x position)) to encoded\nwrite (round (y position)) to encoded\nwrite (costume [number v]) to encoded\nwrite ([costume # v] of [platform v]) to encoded\nset cloud # (Players :) to (encodied)\n\nwhen flag clicked\nset [connecting v] to [1]\n\nwhen flag clicked\nforever\n    if <not <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (platform v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (platform v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>>> then\n        switch costume to (3 v)\n    end\nend\n\nwhen flag clicked\nforever\n    set [timer v] to ((timer) + (1))\nend\n\nwhen [timer v] > (Timer)\nif <(Players :) = [1]> then\n    set [☁ p1 v] to []\n    set [players : v] to []\nelse\n    if <(Players :) = [2]> then\n        set [☁ p2 v] to []\n        set [players : v] to []\n    else\n        if <(Players :) = [3]> then\n            set [☁ p3 v] to []\n            set [players : v] to []\n        else\n            if <(Players :) = [4]> then\n                set [☁ p4 v] to []\n                set [players : v] to []\n            else\n                if <(Players :) = [5]> then\n                    set [☁ p5 v] to []\n                    set [players : v] to []\n                else\n                    if <(Players :) = [6]> then\n                        set [☁ p6 v] to []\n                        set [players : v] to []\n                    else\n                        if <(Players :) = [7]> then\n                            set [☁ p7 v] to []\n                            set [players : v] to []\n                        else\n                            if <(Players :) = [8]> then\n                                set [☁ p8 v] to []\n                                set [players : v] to []\n                            else\n                                if <(Players :) = [9]> then\n                                    set [☁ p9 v] to []\n                                    set [players : v] to []\n                                else\n                                    set [☁ p10 v] to []\n                                    set [players : v] to []\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nreset timer\nset [timer v] to [0]\n\ndefine Player Script\ngo to x: (-206) y: (-95)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [1 v]\nhide\nwait (1.2) seconds\nshow\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [restart v]\ngo to x: (X Spawn) y: (Y Spawn)\n\n@Other players\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n    set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n    change [letter # v] by (2)\n    if <(idx) < [1]> then\n        stop [this script v]\n    end\n    set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n    create clone of (_myself_ v)\n    change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n    if <(Players :) = (player #)> then\n        set [offline v] to [100]\n    else\n        tick\n    end\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n    set [value v] to (☁ P1)\nelse\n    if <(player) = [2]> then\n        set [value v] to (☁ P2)\n    else\n        if <(player) = [3]> then\n            set [value v] to (☁ P3)\n        else\n            if <(player) = [4]> then\n                set [value v] to (☁ P4)\n            else\n                if <(player) = [5]> then\n                    set [value v] to (☁ P5)\n                else\n                    if <(player) = [6]> then\n                        set [value v] to (☁ P6)\n                    else\n                        if <(player) = [7]> then\n                            set [value v] to (☁ P7)\n                        else\n                            if <(player) = [8]> then\n                                set [value v] to (☁ P8)\n                            else\n                                if <(player) = [9]> then\n                                    set [value v] to (☁ P9)\n                                else\n                                    set [value v] to (☁ P10)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    change [offline v] by (1)\n    if <(offline) = [100]> then\n        hide\n    end\nelse\n    set [last value v] to (join [A] (value))\n    if <(offline) > [99]> then\n        show\n    end\n    set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nsay (value)\nvalue=read from encode\nvalue=read from encode\nset x to (value)\nvalue=read from encode\nset y to (value)\nvalue=read from encode\nswitch costume to (value)\nvalue=read from encode\nif <(value) = ([costume # v] of [platform v])> then\n    show\nelse\n    hide\nend\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    set [players : v] to (player #)\nend\n\nwhen flag clicked\nset size to (70) %\n\nset [level v] to [9]\n\n@Platform\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin v]\nshow\n\n@Connection Statements\n\nwhen flag clicked\nforever\n    switch costume to (Connecting)\nend\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nshow\n\n@Danger\n\nwhen flag clicked\nset [☁ p1 v] to [0]\nset [layers v] to [100000]\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nbroadcast (Restart v)\nchange [level v] by (1)\nnext costume\n\n@Enemies\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\nset rotation style [all around v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nrepeat (10)\n    change [ghost v] effect by (-10)\n    turn right (5) degrees\nend\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nrepeat (10)\n    change [ghost v] effect by (10)\n    turn right (5) degrees\nend\nhide\n\nwhen I receive [create clone v]\nhide\nClone Create\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n    set rotation style [left-right v]\n    clear graphic effects\n    set size to (16) %\n    show\n    go [forward v] (11) layers\n    set [enemyx v] to [0]\n    set [enemyy v] to [0]\n    forever\n        change [enemyy v] by (-1)\n        if <([x position v] of [player v]) < ((x position) - (10))> then\n            change [enemyx v] by (-0.4)\n            point in direction (-90)\n        end\n        if <((x position) - (-10)) < ([x position v] of [player v])> then\n            change [enemyx v] by (0.4)\n            point in direction (90)\n        end\n        set [enemyx v] to ((Enemyx) * (0.9))\n        change x by (Enemyx)\n        if <<touching (platform v)?> or <touching (locked v)?>> then\n            change y by (1)\n        end\n        if <<touching (platform v)?> or <touching (locked v)?>> then\n            change y by (1)\n        end\n        if <<touching (platform v)?> or <touching (locked v)?>> then\n            change y by (1)\n        end\n        if <<touching (platform v)?> or <touching (locked v)?>> then\n            change y by (1)\n        end\n        if <<touching (platform v)?> or <touching (locked v)?>> then\n            change y by (-4)\n            change x by ((Enemyx) * (-1))\n        end\n        change y by (Enemyy)\n        if <<touching (platform v)?> or <touching (locked v)?>> then\n            change y by ((Enemyy) - ((Enemyy) * (2)))\n            set [enemyy v] to [0]\n        end\n        change y by (-1)\n        if <<<((y position) - (-120)) < ([x position v] of [player v])> and <touching (platform v)?>> or <<((y position) - (-120)) < ([x position v] of [player v])> and <touching (locked v)?>>> then\n            set [enemyy v] to [14]\n        end\n        change y by (1)\n        switch costume to (costume3 v)\n        create clone of (_myself_ v)\n        switch costume to (costume2 v)\n        if <touching (player v)?> then\n            broadcast (Restart v)\n            broadcast (Create Clone v)\n        end\n        if <touching (lava v)?> then\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            hide\n        end\n        if <touching (water v)?> then\n            repeat (20)\n                change [ghost v] effect by (5)\n            end\n            hide\n        end\n    end\nelse\n    show\n    clear graphic effects\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\n\nwhen flag clicked\nset [amount v] to [1]\nset [speed v] to [2]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    if <touching (tramps v)?> then\n        set [enemyy v] to [16]\n    end\nend\n\ndefine Clone Create\nif  then\n    delete this clone\nend\nif <(Level) = [13]> then\n    Clone [100] [0]\n    Clone [160] [200]\nend\n\nwhen flag clicked\nforever\n    if  then\n        delete this clone\n    end\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\n\n@Thumbnail\n\nwhen [timer v] > (0.01)\nswitch costume to (thumbnail v)\nset size to (105) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to x: (0) y: (-400)\ngo to [front v] layer\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change y by (((0) - (y position)) / (2))\nend\n\nwhen flag clicked\nhide\nswitch costume to (thumbnail v)\nset size to (105) %\nset [ghost v] effect to (100)\ngo to x: (-400) y: (0)\npoint in direction (90)\ngo to [front v] layer\nforever\n    reset timer\nend\n\nchange x by (10)\n\n@1\n\nwhen flag clicked\nset size to (0) %\nhide\n\nwhen I receive [1 v]\nshow\ngo [forward v] (2) layers\nwait (.2) seconds\nrepeat (10)\n    change size by (10)\nend\nrepeat (10)\n    change size by (-10)\nend\nhide\n\n@Art\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\n\n@Lava\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo [backward v] (3) layers\ngo to x: (0) y: (0)\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n    if <(Level) = [5]> then\n        go [backward v] (3) layers\n    end\nend\n\nhide\n\nwhen flag clicked\nforever\n    repeat (30)\n        change y by (.5)\n    end\n    repeat (30)\n        change y by (-0.5)\n    end\nend\n\nglide (2) secs to x: (17) y: (5)\nglide (2) secs to x: (17) y: (-29)\n\n@Saws\n\nwhen I receive [start v]\ngo to [back v] layer\nhide\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ndelete this clone\n\nwhen flag clicked\nforever\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        set size to (70) %\n        show\n        go to x: (150) y: (-95)\n    end\n    if <(Level) = [5]> then\n        set size to (80) %\n        show\n        go to x: (150) y: (-90)\n    end\n    if <(Level) = [6]> then\n        hide\n    end\n    if <(Level) = [7]> then\n        show\n        go to x: (150) y: (-90)\n        create clone of (_myself_ v)\n        wait until <(Level) = [8]>\n    end\n    if <(Level) = [8]> then\n        hide\n    end\n    if <(Level) = [9]> then\n        show\n        go to x: (-170) y: (-90)\n        set size to (70) %\n    end\n    if <(Level) = [10]> then\n        hide\n    end\n    if <(Level) = [11]> then\n        hide\n    end\n    if <(Level) = [12]> then\n        hide\n    end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n    turn right (10) degrees\nend\n\nwhen I start as a clone\nshow\nforever\n    if <(Level) = [7]> then\n        go to x: (210) y: (-90)\n    else\n        if <(Level) = [8]> then\n            hide\n        end\n    end\nend\n\nwhen I start as a clone\nshow\nforever\n    if <(Level) = [7]> then\n        turn right (10) degrees\n    end\nend\n\nwhen I start as a clone\nforever\n\n@Locked\n\nwhen I receive [moving platformer v]\nbroadcast (Moving platform. v)\n\nwhen I receive [restart v]\ngo to [back v] layer\nif <(Level) = [1]> then\n    hide\nend\nif <(Level) = [2]> then\n    hide\nend\nif <(Level) = [3]> then\n    hide\nend\nif <(Level) = [4]> then\n    hide\nend\nif <(Level) = [5]> then\n    hide\nend\nif <(Level) = [6]> then\n    hide\nend\nif <(Level) = [7]> then\n    hide\nend\nif <(Level) = [8]> then\n    hide\nend\nif <(Level) = [9]> then\n    hide\nend\nif <(Level) = [10]> then\n    hide\nend\nif <(Level) = [11]> then\n    hide\nend\nif <(Level) = [12]> then\n    show\n    go to x: (0) y: (100)\n    switch costume to (costume1 v)\nend\nif <(Level) = [13]> then\n    show\n    go to x: (0) y: (100)\n    switch costume to (costume1 v)\nend\nif <(Level) = [14]> then\n    hide\nend\n\nwhen I receive [moving platform. v]\ngo to [back v] layer\nif <(Level) = [1]> then\n    hide\nend\nif <(Level) = [2]> then\n    hide\nend\nif <(Level) = [3]> then\n    hide\nend\nif <(Level) = [4]> then\n    hide\nend\nif <(Level) = [5]> then\n    hide\nend\nif <(Level) = [6]> then\n    hide\nend\nif <(Level) = [7]> then\n    hide\nend\nif <(Level) = [8]> then\n    hide\nend\nif <(Level) = [9]> then\n    hide\nend\nif <(Level) = [10]> then\n    hide\nend\nif <(Level) = [11]> then\n    hide\nend\nif <(Level) = [12]> then\n    show\n    switch costume to (costume1 v)\n    glide (1) secs to x: (0) y: (200)\nend\nif <(Level) = [13]> then\n    show\n    switch costume to (costume1 v)\n    glide (1) secs to x: (0) y: (200)\nend\nif <(Level) = [13]> then\n    hide\nend\n\nwhen flag clicked\nbroadcast (Restart v)\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\n@Tramps - Yv\n\nwhen I receive [begin v]\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [begin v]\nforever\n    if <<touching (player v)?> or <touching (other players v)?>> then\n        switch costume to (costume1 v)\n        repeat (6)\n            wait (.05) seconds\n            next costume\n        end\n    end\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: (-110) y: (0)\n    end\n    if <(Level) = [6]> then\n        hide\n    end\n    if <(Level) = [7]> then\n        hide\n    end\n    if <(Level) = [8]> then\n        hide\n    end\n    if <(Level) = [9]> then\n        show\n        go to x: (-90) y: (0)\n        create clone of (_myself_ v)\n        wait until <(Level) = [10]>\n    end\n    if <(Level) = [10]> then\n        hide\n    end\n    if <(Level) = [11]> then\n        hide\n    end\n    if <(Level) = [12]> then\n        hide\n    end\n    if <(Level) = [13]> then\n        hide\n    end\n    if <(Level) = [14]> then\n        hide\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(Level) = [9]> then\n        go to x: (140) y: (0)\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(Level) = [9]> then\n        if <<touching (player v)?> or <touching (other players v)?>> then\n            switch costume to (costume1 v)\n            repeat (6)\n                wait (.05) seconds\n                next costume\n            end\n        end\n    else\n        hide\n    end\nend\n\n@Tramps - Xv\n\nwhen I receive [begin v]\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [begin v]\nforever\n    if <<touching (player v)?> or <touching (other players v)?>> then\n        switch costume to (costume1 v)\n        repeat (6)\n            wait (.05) seconds\n            next costume\n        end\n    end\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        hide\n    end\n    if <(Level) = [6]> then\n        hide\n    end\n    if <(Level) = [7]> then\n        show\n        go to x: (-171) y: (75)\n    end\n    if <(Level) = [8]> then\n        hide\n    end\n    if <(Level) = [9]> then\n        hide\n    end\n    if <(Level) = [10]> then\n        hide\n    end\n    if <(Level) = [11]> then\n        hide\n    end\n    if <(Level) = [12]> then\n        hide\n    end\n    if <(Level) = [13]> then\n        hide\n    end\n    if <(Level) = [14]> then\n        hide\n    end\nend\n\n@Loading\n\nwhen flag clicked\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\nforever\n    go [forward v] (10) layers\nend\n\nwhen I receive [connecting v]\n\nwhen I receive [begin v]\nset [1 v] to [1]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat until <(1) = [1]>\n    show\n    repeat (20)\n        turn right (7.5) degrees\n        change [ghost v] effect by (-6)\n        change size by (1)\n    end\n    repeat (20)\n        turn right (7.5) degrees\n        change [ghost v] effect by (6)\n        change size by (-1)\n    end\nend\nforever\n    hide\nend\n\nwhen flag clicked\nrepeat (11)\n    create clone of (_myself_ v)\n    turn right (40) degrees\nend\n\nwhen flag clicked\nset [1 v] to [0]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nwait (3) seconds\nset [☁ p1 v] to [0]\n\n@Key\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [m v] to [0]\nwait (8) seconds\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [ghost v] effect to (0)\nif <(Level) = [1]> then\n    hide\nend\nif <(Level) = [2]> then\n    hide\nend\nif <(Level) = [3]> then\n    hide\nend\nif <(Level) = [4]> then\n    hide\nend\nif <(Level) = [5]> then\n    hide\nend\nif <(Level) = [6]> then\n    hide\nend\nif <(Level) = [7]> then\n    hide\nend\nif <(Level) = [8]> then\n    hide\nend\nif <(Level) = [9]> then\n    hide\nend\nif <(Level) = [10]> then\n    hide\nend\nif <(Level) = [11]> then\n    hide\nend\nif <(Level) = [12]> then\n    show\n    go to x: (20) y: (0)\nend\nif <(Level) = [13]> then\n    show\n    go to x: (100) y: (-50)\nend\nif <(Level) = [14]> then\n    hide\nend\n\nwhen flag clicked\nset [m v] to [1]\nforever\n    if <touching (player v)?> then\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        broadcast (Moving Platformer v)\n        wait (1) seconds\n        hide\n    end\nend\n\n@...\n\nwhen flag clicked\nhide\nwait (.01) seconds\ngo to x: (0) y: (0)\nforever\n    if <touching (mouse-pointer v)?> then\n        go to x: (0) y: (0)\n        set [brightness v] effect to (20)\n    else\n        go to x: (0) y: (0)\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen this sprite clicked\nbroadcast (1 v)\nwait (.1) seconds\nbroadcast (Next Level v)\nwait (.1) seconds\nbroadcast (Restart v)\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nwait (3) seconds\nshow\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen this sprite clicked\n\nwhen flag clicked\nrepeat until <(Level) = [14]>\n    show\nend\nwait until <(Level) = [14]>\nforever\n    hide\nend\n\n
PLEASE STOP COMMENTING ABOUT PLUTO, IT IS GETTING TOO MUCH!!! IT IS A DWARF PLANET. OK? It's not worth commenting on, because I'm not gonna add it anyways. ALSO, PLEASE DON'T TALK ABOUT HOW THE UFO CAN'T FLY! Any more comments about Pluto or the UFO will be deleted. Thanks!\n-----------------------------------------------------------------\nThis took me over 18 hours so a ❤, ★, and follow would be greatly appreciated. :)\nPlease use the arrow keys to move. \n-On Venus, Earth, Jupiter, Saturn, and Neptune, SPIKES are dangerous.\n-Trampolines are bouncy\n-On Mercury avoid pits, on Uranus avoid snow, and on Mars avoid the lava on volcanoes. (This is a bit glitchy, the lava sometimes works.)\n-Hope you enjoy!\nYou can skip and reset the levels :)\n\n@-Wallyanimations- (Loved and Commented)\n@Paigeri (Loved, Faved and Commented)\n@PaddlerGames (Commented)\n@dayfin (Loved)\n@krishtheking123 (Loved and Faved)\n\n\n\n