Spring || A Scrolling Platformer  
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nswitch backdrop to (pick random (1) to (pick random (1) to (pick random (1) to (2))))\n\nwhen flag clicked\nforever\n    play sound [biosphere - plain plaid purple morning v] until done\nend\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [timeee v]\nhide variable [☁ world record v]\nset [timeee v] to [0]\nforever\n    wait (1) seconds\n    change [timeee v] by (1)\nend\n\nwhen I receive [end game v]\nstop [other scripts in sprite v]\nshow variable [☁ world record v]\nshow variable [timeee v]\nbroadcast (wr? v) and wait\n\nwhen I receive [wr? v]\nshow variable [☁ world record v]\nif <<(TIMEEE) = (☁ WORLD RECORD)> or <(☁ WORLD RECORD) > (TIMEEE)>> then\n    set [☁ world record v] to (TIMEEE)\n    stop [other scripts in sprite v]\n    wait (1) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (100) %\nswitch costume to (costume7 v)\nhide\nforever\n    set [timer2 v] to (timer)\nend\n\nwhen [timer v] > (Timer2)\ngo to [front v] layer\nshow\n\n@Spikes \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup 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: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\nend\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\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nwhen flag clicked\nhide\n\n@BG\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition (((x) - (SCROLL X)) / (3)) (((y) - (SCROLL Y)) / (3))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    switch costume to (costume6 v)\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\nend\n\ndefine Position (x) (y)\nset [ghost v] effect to (0)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\ngo to [back v] layer\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\n@BG2\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nset [ghost v] effect to (0)\nPosition (((x) - (SCROLL X)) / (5)) (((y) - (SCROLL Y)) / (5))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    switch costume to (costume6 v)\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\n    Clone At x: [1000] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\nset [ghost v] effect to (0)\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\n@BG cool\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    switch costume to (costume1 v)\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\nend\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\n@BG cool2\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition (((x) - (SCROLL X)) / (50)) (((y) - (SCROLL Y)) / (50))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    switch costume to (costume2 v)\n    Clone At x: [217] y: [147]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\nif <(backdrop [number v]) = [1]> then\n    switch costume to (costume2 v)\nend\nif <(backdrop [number v]) = [2]> then\n    switch costume to (costume3 v)\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\n@CheckPoint\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [clock v]\nif <(Checkpoint) = [0]> then\n    switch costume to (flag pole v)\nend\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n    if <touching (player v)?> then\n        start sound [modern-checkpoint v]\n        change [checkpoint v] by (1)\n        switch costume to (flag  v)\n    end\nend\nif <(Checkpoint) > [0]> then\n    switch costume to (flag  v)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    Clone At x: [981] y: [40]\nend\nset [x v] to [-99999]\n\nClone At x: [2132] y: [38]\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)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nswitch costume to (flag pole v)\n\n@Start/Reset\n\nwhen flag clicked\nbroadcast (Game On v) and wait\n\n@BG cool3\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition (((x) - (SCROLL X)) / (2)) (((y) - (SCROLL Y)) / (2))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    switch costume to (costume1 v)\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\n    Clone At x: [360] y: [0]\nend\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\nwhen I start as a clone\nset [ghost v] effect to (20)\n\n@Player\n\nwhen flag clicked\nset [x v] to [0]\npoint in direction (90)\nhide\nset size to (20) %\nbroadcast (end intro v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [game on v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [level v] to [1]\nforever\n    broadcast (Reset v) and wait\n    set [tick v] to [0]\n    broadcast (Setup v) and wait\n    GameOn\n    repeat until <(EXIT) > []>\n        change [tick v] by (1)\n        Tick\n        broadcast (Clock v) and wait\n    end\n    if <(EXIT) = [win]> then\n        Game-Win\n    else\n        Game-die\n    end\nend\n\ndefine GameOn\nset [in air v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nset size to (20) %\nset [ghost v] effect to (0)\nif <(Checkpoint) = [0]> then\n    set [x v] to [0]\n    set [y v] to [0]\nelse\n    if <(Checkpoint) = [1]> then\n        set [x v] to [970]\n        set [y v] to [100]\n        set [scroll x v] to [970]\n        set [scroll y v] to [100]\n    else\n        if <(Checkpoint) = [2]> then\n            set [x v] to [2144]\n            set [y v] to [-7]\n            set [scroll x v] to [2144]\n            set [scroll y v] to [-7]\n        else\n            if <(Checkpoint) = [3]> then\n                set [x v] to [3076]\n                set [y v] to [-24]\n                set [scroll x v] to [3076]\n                set [scroll y v] to [-24]\n            else\n                if <(Checkpoint) = [4]> then\n                    set [x v] to [4076]\n                    set [y v] to [-24]\n                    set [scroll x v] to [4076]\n                    set [scroll y v] to [-24]\n                end\n            end\n        end\n    end\nend\nshow\n\nhide\nstop [all v]\n\ndefine Tick\nif <not <key (space v) pressed?>> then\n    switch costume to (normal v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    switch costume to (left v)\n    change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    switch costume to (right v)\n    change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n    Change Player X By: (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n    switch costume to (up v)\n    if <(in air) < [5]> then\n        set [sy v] to [15]\n    end\nend\nchange [sy v] by (-2)\nChange Player Y by: (sy)\nTest-die\nif <key (any v) pressed?> then\n    change [scroll x v] by (round (((x) - (SCROLL X)) / (15)))\nend\nif <not <key (any v) pressed?>> then\n    change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nend\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (45)))\nif <(SCROLL Y) < [0]> then\n    set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n    set [exit v] to [die]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n    switch costume to (rightup v)\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n    switch costume to (leftup v)\nend\nif <touching (platforms v)?> then\n    point in direction (90)\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    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 [sy v] to [0]\nend\n\ndefine Position\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        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 <key (w v) pressed?>> then\n        if <(sx) > [0]> then\n            set [sx v] to [-16]\n        else\n            set [sx v] to [16]\n        end\n        set [in air v] to [0]\n    else\n        set [sx v] to [0]\n    end\n    repeat until <not <touching (platforms 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 [scroll x v] to [0]\nset [exit v] to []\nrepeat (10)\n    change size by (0.5)\n    change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\n\ndefine Test-die\nif <touching (spikes  v)?> then\n    set [exit v] to [die]\nend\n\ndefine Game-Win\npoint in direction (90)\nhide\n\nwhen I receive [end intro v]\nbroadcast (Green Flag v) and wait\nshow\nbroadcast (Game On v) and wait\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    switch costume to (costume1 v)\n    Clone At x: [500] y: [0]\n    Clone At x: [500] y: [0]\n    Clone At x: [500] y: [0]\n    Clone At x: [500] y: [0]\n    Clone At x: [500] y: [0]\n    Clone At x: [500] y: [0]\n    Clone At x: [500] y: [0]\n    Clone At x: [500] y: [0]\nend\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\nwhen flag clicked\nrepeat (10)\n    delete this clone\nend\n\n@CheckPoint2\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [clock v]\nif <(Checkpoint) = [1]> then\n    switch costume to (flag pole v)\nend\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n    if <touching (player v)?> then\n        start sound [modern-checkpoint v]\n        change [checkpoint v] by (1)\n        switch costume to (flag  v)\n    end\nend\nif <(Checkpoint) > [1]> then\n    switch costume to (flag  v)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    Clone At x: [2151] y: [-52]\nend\nset [x v] to [-99999]\n\nClone At x: [2132] y: [38]\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)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nswitch costume to (flag pole v)\n\n@CheckPoint3\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [clock v]\nif <(Checkpoint) = [2]> then\n    switch costume to (flag pole v)\nend\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n    if <touching (player v)?> then\n        start sound [modern-checkpoint v]\n        change [checkpoint v] by (1)\n        switch costume to (flag  v)\n    end\nend\nif <(Checkpoint) > [2]> then\n    switch costume to (flag  v)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    Clone At x: [3076] y: [-53]\nend\nset [x v] to [-99999]\n\nClone At x: [2132] y: [38]\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)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nswitch costume to (flag pole v)\n\n@CheckPoint4\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [clock v]\nif <(Checkpoint) = [3]> then\n    switch costume to (flag pole v)\nend\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n    if <touching (player v)?> then\n        start sound [modern-checkpoint v]\n        change [checkpoint v] by (1)\n        switch costume to (flag  v)\n        broadcast (END GAME v) and wait\n    end\nend\nif <(Checkpoint) > [3]> then\n    switch costume to (flag  v)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    Clone At x: [4076] y: [-53]\nend\nset [x v] to [-99999]\n\nClone At x: [2132] y: [38]\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)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nswitch costume to (flag pole v)\n\n@Game End\n\nwhen flag clicked\nhide\n\nwhen I receive [end game v]\ngo to [front v] layer\nshow\n\n@Intro\n\nwhen flag clicked\nswitch costume to (delete v)\n\nwhen flag clicked\nPlay intro: Come in (Intro2: shrink in) Wait [1] Seconds: Come out (Intro2: up and down)\nbroadcast (message1 v)\n\ndefine shrink in\ngo to x: (0) y: (0)\nset size to (175) %\nset [ghost v] effect to (100)\nrepeat (50)\n    change size by (((100) - (size)) * (0.25))\n    change [ghost v] effect by (-5)\nend\n\ndefine clean up\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nset size to (100) %\n\ndefine spin in\nset size to (0) %\npoint in direction (0)\nset [ghost v] effect to (100)\nrepeat (10)\n    turn right ((3.45) - ((direction) * (-0.2))) degrees\n    change size by ((22) - ((size) / (5)))\n    change [ghost v] effect by (-10)\nend\npoint in direction (90)\n\ndefine fade in and glide in (from left)\nshow\nset [ghost v] effect to (100)\ngo to x: (-180) y: (0)\nrepeat (9)\n    change x by ((5) - ((x position) * (0.2)))\n    change [ghost v] effect by (-10)\n    wait (0.03) seconds\nend\ngo to x: (0) y: (0)\n\ndefine fade in and glide in (from bottom)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (-190)\nrepeat (10)\n    change y by ((5) - ((y position) * (0.2)))\n    change [ghost v] effect by (-10)\n    wait (0.03) seconds\nend\n\ndefine big then small\nset [xonic size v] to [0]\nwait (0.4) seconds\nrepeat (10)\n    change [xonic size v] by (1)\n    change size by (xonic size)\nend\nset [xonic size v] to [0]\nrepeat (8)\n    change [xonic size v] by (-5)\n    change [ghost v] effect by (10)\n    change size by (xonic size)\nend\nhide\n\ndefine spin out\nrepeat (10)\n    turn right ((3.45) - ((direction) * (0.2))) degrees\n    change size by ((-2) - ((size) / (5)))\n    change [ghost v] effect by (10)\nend\nhide\npoint in direction (90)\n\ndefine fade in and glide in (from right)\nshow\nset [ghost v] effect to (100)\ngo to x: (180) y: (0)\nrepeat (9)\n    change x by ((-5) - ((x position) * (0.2)))\n    change [ghost v] effect by (-10)\n    wait (0.03) seconds\nend\ngo to x: (0) y: (0)\n\ndefine grow in\nshow\nset [ghost v] effect to (100)\nset size to (0) %\nrepeat (10)\n    change size by ((22) - ((size) / (5)))\n    change [ghost v] effect by (-10)\nend\nset size to (100) %\n\ndefine fade in and glide in (from top)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (190)\nrepeat (10)\n    change y by ((-5) - ((y position) * (0.2)))\n    change [ghost v] effect by (-10)\n    wait (0.03) seconds\nend\n\ndefine Play intro: Come in (come in) Wait (seconds) Seconds: Come out (come out)\nclean up\nset [come out v] to (come out)\nset [come in v] to (come in)\nif <(come in) = [1]> then\n    fade in and glide in (from top)\nend\nif <(come in) = [2]> then\n    fade in and glide in (from bottom)\nend\nif <(come in) = [3]> then\n    fade in and glide in (from left)\nend\nif <(come in) = [4]> then\n    fade in and glide in (from right)\nend\nif <(come in) = [5]> then\n    shrink in\nend\nif <(come in) = [6]> then\n    grow in\nend\nif <(come in) = [7]> then\n    spin in\nend\nif <(come in) = [8]> then\n    fade, glide and grow\nend\nif <(come in) = [9]> then\nwait (seconds) seconds\nif <(come out) = [6]> then\n    small fade\nend\nif <(come out) = [7]> then\n    up and down\nend\nif <(come out) = [8]> then\n    big then small\nend\nif <(come out) = [9]> then\n    spin out\nend\n\ndefine fade, glide and grow\ngo to x: (0) y: (-180)\nset size to (1) %\nset [ghost v] effect to (100)\nrepeat (25)\n    change y by (((0) - (y position)) * (0.25))\n    change size by (((100) - (size)) * (0.25))\n    change [ghost v] effect by (-10)\nend\n\ndefine up and down\nrepeat (10)\n    change y by ((5) - ((y position) * (0.2)))\n    change [ghost v] effect by (2.5)\nend\nrepeat (30)\n    change y by (((5) - ((y position) * (0.2))) * (-1))\n    change [ghost v] effect by (3)\nend\n\ndefine small fade\nrepeat (10)\n    change y by ((-5) - ((y position) * (0.2)))\n    change [ghost v] effect by (10)\n    wait (0.03) seconds\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nwait (4) seconds\nbroadcast (Game On v) and wait\n\n
Arrow Keys / WASD/ Mobile\nWall Jumping is a Feature ;)\nAvoid spikes and try to make it to checkpoints (4 in total)\n\nTell me in the comments if you found the Easter Egg! \n\n