250 Special! || Scrolling Platformer                                 #games #animations 
@Stage\n\nwhen flag clicked\nforever\n    play sound [Marshmello - Alone \(Official Music Video\) v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop4 v)\nshow\nwait until <key (m v) pressed?>\nswitch backdrop to (backdrop5 v)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\nswitch backdrop to (backdrop1 v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nset [checkpoint v] to [2]\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nif <(Started?) = [0]> then\n    set [y v] to [500]\nelse\n    set [y v] to [-20]\nend\nforever\n    broadcast (Reset v) and wait\n    broadcast (Setip v) and wait\n    go to x: (0) y: (-23)\n    Game on\n    repeat until <(EXIT) > []>\n        Tick\n        broadcast (Tick v) and wait\n    end\n    if <(EXIT) = [Win]> then\n        Game - Win\n    else\n        Game - Die\n    end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n    set [x v] to [0]\n    if <(Started?) = [0]> then\n        set [y v] to [500]\n    else\n        set [y v] to [-20]\n    end\nelse\n    if <(Checkpoint) = [1]> then\n        set [x v] to [1325]\n        set [y v] to [0]\n    else\n        if <(Checkpoint) = [2]> then\n            set [x v] to [3115]\n            set [y v] to [0]\n        else\n            if <(Checkpoint) = [3]> then\n                set [x v] to [4307]\n                set [y v] to [80]\n            else\n                if <(Checkpoint) = [4]> then\n                    set [x v] to [5350]\n                    set [y v] to [0]\n                else\n                end\n            end\n        end\n    end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (50) %\nclear graphic effects\nset [ghost v] effect to (100)\nshow\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n    change [speed x v] by (-2)\n    point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n    change [speed x v] by (2)\n    point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n    Change player x by (round (Speed x))\nend\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n    if <(in air) < [4]> then\n        set [speed y v] to [16]\n    end\nend\nif <<key (space v) pressed?> and <(Speed y) < [0]>> then\n    set [parachute v] to [1]\nelse\n    if <(Speed y) > [-20]> then\n        if <(Started?) = [1]> then\n            set [parachute v] to [0]\n            change [speed y v] by (-2)\n        end\n    end\nend\nif <(Parachute) = [1]> then\n    set [speed y v] to [-3.5]\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n    set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n    set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n    set [exit v] to [Die]\nend\nif <touching color (#66ffaa)?> then\n    set [exit v] to [Die]\nend\nif <(Parachute) = [0]> then\n    if <not <(Speed y) < [0]>> then\n        if <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> and <(STRD) = [1]>> then\n            set [runcycle v] to [0]\n            if <(in air) < [4]> then\n                set [costume# v] to [7]\n                repeat until <<<not <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>>> or <(Speed y) < [0]>> or <(Costume#) > [6]>>\n                    change [costume# v] by (1)\n                end\n            else\n                if <(Speed y) < [0]> then\n                    set [costume# v] to [8]\n                end\n            end\n        else\n            if <<<<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> or <key (d v) pressed?>> or <key (a v) pressed?>> then\n                Sendout\n            else\n                set [costume# v] to [2]\n            end\n        end\n    else\n        set [runcycle v] to [0]\n        if <<(Speed y) < [0]> and <(in air) > [3]>> then\n            set [costume# v] to [8]\n        end\n    end\nelse\n    set [costume# v] to [9]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n    switch costume to (hitbox v)\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n    end\n    Position\n    set [speed y v] to [0]\nend\n\ndefine Position\nswitch costume to (hitbox v)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n    repeat (12)\n        switch costume to (hitbox v)\n        change [y v] by (1)\n        Position\n        if <not <touching (platforms v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-12)\n    if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n        if <(sx) > [0]> then\n            set [speed x v] to [-36]\n        else\n            set [walljumpredirect v] to [1]\n            point in direction ((direction) * (-1))\n            set [speed x v] to [36]\n        end\n        set [in air v] to [0]\n    else\n        set [speed x v] to [0]\n    end\n    repeat until <not <touching (platforms v)?>>\n        switch costume to (hitbox v)\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Game - Die\nset [exit v] to []\n\nrepeat (5)\n    hide\n    wait (0.1) seconds\n    show\n    wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n    point towards (exit v)\n    turn right (65) degrees\n    move ((distance to [exit v]) / (2)) steps\n    change size by (0)\nend\nclear graphic effects\nset [ghost v] effect to (100)\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\nswitch costume to (hitbox v)\n\n\n\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n    if <(in air) < [4]> then\nend\n\nif <[] < [0]> then\n\nwait until <not <<(Speed y) < [0]> and <(in air) > [3]>>>\n\nchange [speed y v] by (-0.2)\n\nset [exit v] to []\nset [exit v] to []\nset [exit v] to []\nset [exit v] to []\n\n\n\nif  then\n\nbroadcast (Setip v)\n\nwhen I receive [play game v]\n\nset [level v] to [1]\nforever\n    Change player y by (Speed y)\nend\n\nrepeat until <not <<(Runcycle) > [0]> or <(Costume#) < [5]>>>\n    change [costume# v] by (1)\nend\n\nif <(Costume#) > [20]> then\n    set [costume# v] to [21]\nelse\n    change [costume# v] by (1)\nend\n\nwait (0.05) seconds\n\nrepeat until \nend\n\nwait (0.05) seconds\n\nrepeat until <<not <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>> or <(Costume#) > [4]>>\n    change [costume# v] by (1)\nend\n\ndefine Sendout\nset [costume# v] to [3]\n\nhide\nwait (0.1) seconds\nshow\n\nwait until <touching (platforms v)?>\n\nwhen I receive [ground too hard v]\nset [speed y v] to [20]\nChange player y by (Speed y)\n\nchange [speed y v] by (10)\n\nset [x v] to [1047]\nset [y v] to [-50]\n\nif <(Checkpoint) = [2]> then\nelse\n    if <(Checkpoint) = [3]> then\n        set [x v] to [3090]\n        set [y v] to [0]\n    else\n        if <(Checkpoint) = [4]> then\n            set [x v] to [4307]\n            set [y v] to [-80]\n        else\n            set [x v] to [5347]\n            set [y v] to [226]\n        end\n    end\nend\n\nset [x v] to [2233]\nset [y v] to [-50]\n\nset [y v] to [500]\n\nset [x v] to [3090]\nset [y v] to [0]\n\nset [x v] to [5347]\nset [y v] to [0]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nset [checkpoint v] to [2]\n\nset [y v] to [100]\n\nset [speed y v] to [20]\nChange player y by (Speed y)\n\nwhen I receive [died. v]\nGame on\n\nGame - Die\n\nChange player y by [1000]\n\nrepeat (10)\nend\n\nif <not <touching color (#66ffaa)?>> then\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Player2\n\nwhen I receive [tick v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (30)\nset rotation style [left-right v]\npoint in direction ([direction v] of [player v])\ngo to (player v)\nswitch costume to (Costume#)\n\nchange [color v] effect by (25)\n\nglide (0.2) secs to x: (0) y: (-23)\n\nif <(EXIT) = [Die]> then\n    switch costume to (player3 v)\n    repeat (5)\n        hide\n        wait (0.1) seconds\n        show\n    end\nend\n\nwhen I receive [play game v]\nif <(Started?) = [0]> then\n    hide\n    wait (0.2) seconds\n    show\n    repeat until <touching (platforms v)?>\n        set [parachute v] to [1]\n    end\n    set [started? v] to [1]\nelse\n    show\n    set [costume# v] to [2]\n    set [strd v] to [0]\n    wait (1.3) seconds\n    set [strd v] to [1]\nend\n\nwhen flag clicked\nset [started? v] to [0]\n\nif <(Costume#) = [5]> then\n    wait (0.2) seconds\n    switch costume to (player8 v)\nend\n\nforever\n    if <touching color (#66ffaa)?> then\n        set [exit v] to [Die]\n    end\nend\n\n@Platforms2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n    set [ghost v] effect to (0)\nelse\n    set [ghost v] effect to (40)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen I receive [tick v]\nMoon\n\ndefine Moon\nset y to (((SCROLL Y) / (5)) * (-1))\ngo to [back v] layer\n\nif on edge, bounce\n\nset x to (50)\n\nset rotation style [left-right v]\n\nwhen I receive [farthest back v]\ngo to [back v] layer\n\nwhen flag clicked\nshow\nwait until <key (m v) pressed?>\nhide\n\n@Sprite3\n\nwhen I receive [tick v]\n\nif <(EXIT) = [Die]> then\n    show\nelse\n    hide\n    set [ghost v] effect to (100)\n    go to x: (0) y: (0)\nend\n\nshow\n\nset [exit v] to []\n\nwhen I receive [tick v]\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    if <(Lag reduce?) = [1]> then\n        set [ghost v] effect to (0)\n        show\n        wait (1) seconds\n        set [costume# v] to [2]\n        repeat (20)\n            change [ghost v] effect by (5)\n        end\n        set [ouch v] to [0]\n        wait until <(Lag reduce?) = [0]>\n    else\n        hide\n        set [ghost v] effect to (100)\n        go to x: (0) y: (0)\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(EXIT) = [Die]> and <(Ouch) = [0]>> then\n        switch costume to (costume1 v)\n        broadcast (Play Game v)\n        set [lag reduce? v] to [1]\n        set [costume# v] to [2]\n        wait until <not <<(EXIT) = [Die]> and <(Ouch) = [0]>>>\n    else\n        if <(Ouch) = [1]> then\n            switch costume to (costume2 v)\n            broadcast (Play Game v)\n            set [lag reduce? v] to [1]\n            set [costume# v] to [2]\n            wait until <not <(Ouch) = [1]>>\n        else\n            set [lag reduce? v] to [0]\n        end\n    end\nend\n\nswitch costume to (costume1 v)\nbroadcast (Play Game v)\nset [lag reduce? v] to [1]\nset [costume# v] to [2]\n\nwait (3) seconds\n\n@Sprite4\n\nwhen I receive [tick v]\nMoon\n\ndefine Moon\nset y to (((SCROLL Y) / (2)) * (-1))\nset x to (((SCROLL X) / (10)) * (-1))\n\nif on edge, bounce\n\nset x to (50)\n\nset rotation style [left-right v]\n\nwhen I receive [furtherback v]\ngo to [back v] layer\nbroadcast (farthest back v)\n\nwhen flag clicked\nshow\nwait until <key (m v) pressed?>\nhide\n\n@Platforms3\n\nwhen I receive [green flag v]\nhide\nreset timer\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n    set [ghost v] effect to (5)\nelse\n    set [ghost v] effect to (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nwhen I start as a clone\n\nwhen I receive [tick v]\ngo to [back v] layer\nbroadcast (furtherback v)\n\n@Player3\n\nwhen I receive [tick v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset rotation style [left-right v]\npoint in direction ([direction v] of [player v])\ngo to (player v)\n\nchange [color v] effect by (25)\n\nglide (0.2) secs to x: (0) y: (-23)\n\nwhen flag clicked\nset [ouch v] to [0]\nforever\n    if <touching (platforms v)?> then\n        wait (0.05) seconds\n        if <touching (platforms v)?> then\n            set [ouch v] to [1]\n        end\n    end\nend\n\nunstick method\n\ndefine unstick method\n\nbroadcast (Ground too hard v)\n\nwait (1) seconds\n\n@Flag\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [1435]\nset [y v] to [0]\nset [toggled? v] to [0]\n\nwait until \n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n    set [ghost v] effect to (5)\nelse\n    set [ghost v] effect to (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\n\nClone at x: [1915] y: [0]\n\nClone at x: [1920] y: [0]\n\nwhen I receive [tick v]\nif <<(toggled?) = [0]> and <touching (player v)?>> then\n    repeat (19)\n        next costume\n        wait (0.01) seconds\n    end\n    set [toggled? v] to [1]\n    set [checkpoint v] to [1]\nend\n\n@Flag2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [3225]\nset [y v] to [8]\nset [toggled? v] to [0]\n\n\n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n    set [ghost v] effect to (5)\nelse\n    set [ghost v] effect to (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\n\nClone at x: [1915] y: [0]\n\nClone at x: [1920] y: [0]\n\nwhen I receive [tick v]\nif <<(toggled?) = [0]> and <touching (player v)?>> then\n    repeat (19)\n        next costume\n        wait (0.01) seconds\n    end\n    set [toggled? v] to [1]\n    set [checkpoint v] to [2]\nend\n\n@Flag3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [4415]\nset [y v] to [-90]\nset [toggled? v] to [0]\n\n\n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n    set [ghost v] effect to (5)\nelse\n    set [ghost v] effect to (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\n\nClone at x: [1915] y: [0]\n\nClone at x: [1920] y: [0]\n\nwhen I receive [tick v]\nif <<(toggled?) = [0]> and <touching (player v)?>> then\n    repeat (19)\n        next costume\n        wait (0.01) seconds\n    end\n    set [toggled? v] to [1]\n    set [checkpoint v] to [3]\nend\n\nset [checkpoint v] to [3]\n\n@Flag4\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [5458]\nset [y v] to [-90]\nset [toggled? v] to [0]\n\n\n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n    set [ghost v] effect to (5)\nelse\n    set [ghost v] effect to (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\n\nClone at x: [1915] y: [0]\n\nClone at x: [1920] y: [0]\n\nwhen I receive [tick v]\nif <<(toggled?) = [0]> and <touching (player v)?>> then\n    repeat (19)\n        next costume\n        wait (0.01) seconds\n    end\n    set [toggled? v] to [1]\n    set [checkpoint v] to [4]\nend\n\nset [checkpoint v] to [3]\n\n@Flag5\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [5458]\nset [y v] to [923]\nset [toggled? v] to [0]\n\n\n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n    set [ghost v] effect to (5)\nelse\n    set [ghost v] effect to (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\n\nClone at x: [1915] y: [0]\n\nClone at x: [1920] y: [0]\n\nwhen I receive [tick v]\nif <<(toggled?) = [0]> and <touching (player v)?>> then\n    repeat (19)\n        next costume\n        wait (0.01) seconds\n    end\n    set [toggled? v] to [1]\n    set [end v] to [1]\n    broadcast (Ended v)\nend\n\nset [checkpoint v] to [3]\n\nwhen flag clicked\nset [end v] to [0]\n\n@Sprite5\n\nwhen flag clicked\nhide\nhide variable [time/score v]\n\nwhen I receive [ended v]\nset [time/score v] to (round (timer))\nshow variable [time/score v]\nshow\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nshow\n\n@Player4\n\nwhen I receive [tick v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset rotation style [left-right v]\npoint in direction ([direction v] of [player v])\ngo to (player v)\n\nchange [color v] effect by (25)\n\nglide (0.2) secs to x: (0) y: (-23)\n\nwhen flag clicked\nforever\n    if <touching color (#66ffaa)?> then\n        set [exit v] to [Die]\n    end\nend\n\nunstick method\n\ndefine unstick method\n\nbroadcast (Ground too hard v)\n\nwait (1) seconds\n\n
ᴘᴀʀᴋᴏᴜʀ ꜱᴋᴀᴛɪɴɢ\nꜰᴏʟʟᴏᴡ ꜰᴏʀ ᴍᴏʀᴇ ʟɪᴋᴇ ᴛʜɪꜱ!\n\nɪɴꜱᴛʀᴜᴄᴛɪᴏɴs\n[ᴡᴀsᴅ] / [ᴀʀʀᴏᴡ ᴋᴇʏꜱ] ᴛᴏ ᴍᴏᴠᴇ\n[sᴘᴀᴄᴇ] ᴛᴏ ᴀᴄᴛɪᴠᴀᴛᴇ ʏᴏᴜʀ ᴘᴀʀᴀᴄʜᴜᴛᴇ\n[ᴍ] ᴛᴏ ᴄʜᴀɴɢᴇ ʙᴀᴄᴋɢʀᴏᴜɴᴅ\n\nꜰᴀsᴛᴇꜱᴛ ᴛɪᴍᴇs ᴘᴏssɪʙʟᴇ：\n-ᴡɪᴛʜᴏᴜᴛ ᴛᴜʀʙᴏ ᴍᴏᴅᴇ-\nғᴀsᴛ ʀᴏᴜᴛᴇ: 42 sᴇᴄᴏɴᴅs\nɪᴍᴘᴏssɪʙʟᴇ ᴛᴏᴡᴇʀ ʀᴏᴜᴛᴇ: 52 sᴇᴄᴏɴᴅs\n-ᴡɪᴛʜ ᴛᴜʀʙᴏ ᴍᴏᴅᴇ-\nᴅᴇᴘᴇɴᴅs ᴏɴ ᴛʜᴇ ғᴘs ʏᴏᴜ ʀᴇᴀᴄʜ\n\nᴛʜᴀɴᴋꜱ ꜰᴏʀ 250 ꜰᴏʟʟᴏᴡᴇʀꜱ, ᴇᴠᴇʀʏᴏɴᴇ!\n\nꜱᴏʀʀʏ ɪ ʜᴀᴠᴇɴ'ᴛ ꜱʜᴀʀᴇᴅ ᴀ ɴᴇᴡ ɢᴀᴍᴇ ɪɴ ᴀ ᴡʜɪʟᴇ, ɪ'ᴠᴇ ʙᴇᴇɴ ʙᴜꜱʏ ᴅᴏɪɴɢ ꜱᴄʜᴏᴏʟᴡᴏʀᴋ ᴀɴᴅ ʜᴀᴠᴇ ꜰᴇʟᴛ ᴅᴇᴍᴏᴛɪᴠᴀᴛᴇᴅ ᴀ ʟᴏᴛ ʜᴀʟꜰᴡᴀʏ ᴛʜʀᴏᴜɢʜ ᴍʏ ᴘʀᴏᴊᴇᴄᴛꜱ. ɪ ᴡɪʟʟ ɢᴏ ʙᴀᴄᴋ ᴛᴏ ᴘᴏꜱᴛɪɴɢ ᴘʀᴏᴊᴇᴄᴛꜱ ᴇᴀᴄʜ ᴍᴏɴᴛʜ ᴛᴏ ᴇᴠᴇʀʏ ᴄᴏᴜᴘʟᴇ ᴏꜰ ᴍᴏɴᴛʜꜱ ᴀɢᴀɪɴ, ꜱᴏ ᴛᴏ ᴀɴʏᴏɴᴇ ᴡʜᴏ ᴀᴄᴛᴜᴀʟʟʏ ʜᴀꜱ ɴᴏᴛɪᴄᴇᴅ ᴀɴᴅ ɪꜱ ᴡᴏʀʀɪᴇᴅ ᴛʜᴀᴛ ɪ Qᴜɪᴛ ꜱᴄʀᴀᴛᴄʜ, ᴛʜɪɴᴋ ᴀɢᴀɪɴ! - ᴋᴍ\nᴍʏ ʀᴇᴄᴏʀᴅ: 33\n\nᴍᴜsɪᴄ: ᴀʟᴏɴᴇ - ᴍᴀʀsʜᴍᴇʟʟᴏ\n\n#follower #special #thanks #alot #everyone