Amongus platformer
@Stage\n\nwhen flag clicked\nset [flag v] to [0]\nset [level v] to [1]\nhide variable [euca points v]\nset [brightness v] effect to (-100)\nswitch backdrop to (1 v)\n\nwhen I receive [begin project + uncopiable djhkbhkdhvdkllh12093ighfdk38qur3u82ufoejj48932jfo289jff2u0f380u0 v]\nwait (0.1) seconds\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nwait (2) seconds\nrepeat (5)\n    change [brightness v] effect by (-20)\nend\nnext backdrop\nrepeat (5)\n    change [brightness v] effect by (20)\nend\nwait (2) seconds\nrepeat (5)\n    change [brightness v] effect by (-20)\nend\nnext backdrop\nrepeat (5)\n    change [brightness v] effect by (20)\nend\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nreset timer\nrepeat (3)\n    set [flag v] to [0]\n    broadcast (Transition v)\n    wait (0.5) seconds\n    broadcast (Level Begin v)\n    wait until <(flag) = [1]>\n    change [level v] by (1)\nend\nrepeat (3)\n    set [flag v] to [0]\n    broadcast (Transition v)\n    wait (0.5) seconds\n    broadcast (Level Begin v)\n    wait until <(flag) = [1]>\n    change [level v] by (1)\nend\nrepeat (3)\n    set [flag v] to [0]\n    broadcast (Transition v)\n    wait (0.5) seconds\n    broadcast (Level Begin v)\n    wait until <(flag) = [1]>\n    change [level v] by (1)\nend\nrepeat (3)\n    set [flag v] to [0]\n    broadcast (Transition v)\n    wait (0.5) seconds\n    broadcast (Level Begin v)\n    wait until <(flag) = [1]>\n    change [level v] by (1)\nend\nset [flag v] to [0]\nbroadcast (Transition v)\nwait (0.5) seconds\nbroadcast (Level Begin v)\nwait until <(flag) = [1]>\nchange [level v] by (1)\n\nwhen I receive [endgamelevel v]\nset [euca points v] to (join [You won in ] (join (timer) (join [ seconds with ] (join (TOTALEUCA) [ Eucalyptus.]))))\nshow variable [euca points v]\n\n@Player\n\ndefine Unstuck grnd w/ ns\nrepeat until <not <touching (ground v)?>>\n    change x by ((0) - ((x) / ([abs v] of (x) )))\nend\nset [x v] to [0]\n\ndefine Unstuck vert mob\nrepeat until <not <touching (ground v)?>>\n    change y by ((0) - ((y) / ([abs v] of (y) )))\nend\nset [y v] to [0]\n\nwhen I receive [level begin v]\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) > [12]> then\n    go to x: (0) y: (0)\nelse\n    if <<(Level) < [7]> or <(Level) > [9]>> then\n        go to x: (-200) y: (0)\n    else\n        go to x: (0) y: (-140)\n    end\nend\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [off v]\nbroadcast (Level Begin v)\n\nwhen I receive [level begin v]\nset [leveleuca v] to [0]\nforever\n    if <key (right arrow v) pressed?> then\n        change [x v] by (0.5)\n    end\n    if <key (left arrow v) pressed?> then\n        change [x v] by (-.5)\n    end\n    change x by (x)\n    set [x v] to ((x) * (0.85))\n    if <touching (ground v)?> then\n        change y by (0.5)\n        if <touching (ground v)?> then\n            change y by (0.5)\n            if <touching (ground v)?> then\n                change y by (0.5)\n                if <touching (ground v)?> then\n                    change y by (-1.5)\n                    Unstuck grnd w/ ns\n                end\n            end\n        end\n    end\n    change [y v] by (-1)\n    change y by (y)\n    if <touching (ground v)?> then\n        Unstuck vert mob\n    end\n    change y by (-1)\n    set [in? v] to [0]\n    if <touching (ground v)?> then\n        set [in? v] to [1]\n        if <key (up arrow v) pressed?> then\n            set [y v] to [8]\n        end\n    end\n    change y by (1)\n    broadcast (Center display v)\n    if <<(Level) < [7]> or <[9] < (Level)>> then\n        if <(x position) > [235]> then\n            start sound [Connect v]\n            change [totaleuca v] by (LEVELEUCA)\n            set [flag v] to [1]\n            stop [this script v]\n        end\n        if <<(y position) < [-61]> or <touching (spikes v)?>> then\n            broadcast (Level Begin v)\n        end\n    else\n        if <(x position) > [78]> then\n            start sound [Connect v]\n            change [totaleuca v] by (LEVELEUCA)\n            set [flag v] to [1]\n            stop [this script v]\n        end\n        if <<(y position) < [-181]> or <touching (spikes v)?>> then\n            broadcast (Level Begin v)\n        end\n    end\nend\n\nwhen flag clicked\nset [totaleuca v] to [0]\nhide\n\nwhen I receive [hit v]\nif <(Level) > [12]> then\n    broadcast (Level Begin v)\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [level begin v]\nset size to (100) %\nswitch costume to (Level)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@Display Sprite\n\nwhen flag clicked\nhide\n\nwhen I receive [level begin v]\nshow\nset size to (100) %\nforever\n    if <(Level) = [13]> then\n        go to x: (([x position v] of [player v]) * (3)) y: (([y position v] of [player v]) * (3))\n    else\n        if <<(Level) < [7]> or <(Level) > [9]>> then\n            if <<([x position v] of [player v]) < [160]> and <([x position v] of [player v]) > [-160]>> then\n                go to x: (0) y: (([y position v] of [player v]) * (3))\n            else\n                if <([x position v] of [player v]) > [160]> then\n                    go to x: ((([x position v] of [player v]) + (-160)) * (3)) y: (([y position v] of [player v]) * (3))\n                else\n                    go to x: ((([x position v] of [player v]) + (160)) * (3)) y: (([y position v] of [player v]) * (3))\n                end\n            end\n        else\n            if <<([y position v] of [player v]) < [120]> and <([y position v] of [player v]) > [-120]>> then\n                go to x: (([x position v] of [player v]) * (3)) y: (0)\n            else\n                if <([y position v] of [player v]) > [120]> then\n                    go to x: (([x position v] of [player v]) * (3)) y: ((([y position v] of [player v]) + (-120)) * (3))\n                else\n                    go to x: (([x position v] of [player v]) * (3)) y: ((([y position v] of [player v]) + (120)) * (3))\n                end\n            end\n        end\n    end\n    if <(x) > [0]> then\n        switch costume to (r v)\n    else\n        switch costume to (l v)\n    end\n    if <(in?) = [1]> then\n        point in direction (((direction) / (3)) + ((x) / (0.1)))\n    else\n        turn right (((x) / ([abs v] of (x) )) * (25)) degrees\n    end\nend\n\nwhen flag clicked\nforever\n    set size to (40) %\nend\n\n@Disp. Grnd\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [center display v]\nif <<(Level) = [14]> or <(Level) = [13]>> then\n    go to x: (0) y: (0)\nelse\n    if <<(Level) < [7]> or <(Level) > [9]>> then\n        if <<([x position v] of [player v]) < [160]> and <([x position v] of [player v]) > [-160]>> then\n            go to x: (([x position v] of [player v]) * (-3)) y: (0)\n        else\n            if <([x position v] of [player v]) > [160]> then\n                go to x: (-480) y: (0)\n            else\n                go to x: (480) y: (0)\n            end\n        end\n    else\n        if <<([y position v] of [player v]) < [120]> and <([y position v] of [player v]) > [-120]>> then\n            go to x: (0) y: (([y position v] of [player v]) * (-3))\n        else\n            if <([y position v] of [player v]) > [120]> then\n                go to x: (0) y: (-360)\n            else\n                go to x: (0) y: (360)\n            end\n        end\n    end\nend\n\nwhen I receive [level begin v]\nswitch costume to (xxx v)\nset size to (300) %\nswitch costume to (Level)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [scrnshake v]\nif <(Level) = [13]> then\n    repeat (5)\n        go to x: (pick random (-6) to (6)) y: (pick random (-6) to (6))\n    end\n    go to x: (0) y: (0)\nend\n\nwhen I receive [endgamelevel v]\nswitch costume to (14 v)\n\n@Bg\n\nwhen flag clicked\nhide\n\nwhen I receive [center display v]\nif <(Level) = [13]> then\n    go to x: (0) y: (0)\nelse\n    if <<(Level) < [7]> or <[9] < (Level)>> then\n        go to x: ([x position v] of [disp. grnd v]) y: (0)\n    else\n        go to x: (0) y: ([y position v] of [disp. grnd v])\n    end\nend\n\nwhen I receive [level begin v]\ngo to x: (0) y: (0)\nswitch costume to (xxx v)\nset size to (300) %\nswitch costume to (Level)\nshow\ngo to [back v] layer\n\n@Koala\n\n@Koalamobile\n\nwhen flag clicked\nhide\n\nwhen I receive [transition v]\nset [ghost v] effect to (100)\nset size to (116) %\nshow\nrepeat (4)\n    go to [front v] layer\n    change [ghost v] effect by (-25)\n    change size by (-4)\nend\nwait (1) seconds\nrepeat (4)\n    change [ghost v] effect by (25)\n    change size by (4)\nend\n\n@Slime\n\nwhen flag clicked\nhide\nset [slime y v] to [Hello]\n\nwhen I receive [level begin v]\nif <not <(slime Y) = [Hello]>> then\n    delete this clone\nend\nif <(Level) = [1]> then\n    set [clonex v] to [-100]\n    set [cloney v] to [-25]\n    create clone of (_myself_ v)\n    set [clonex v] to [0]\n    set [cloney v] to [0]\n    create clone of (_myself_ v)\nend\nif <(Level) = [2]> then\n    set [clonex v] to [149]\n    set [cloney v] to [-37]\n    create clone of (_myself_ v)\nend\nif <(Level) = [3]> then\n    set [clonex v] to [190]\n    set [cloney v] to [-34]\n    create clone of (_myself_ v)\nend\nif <(Level) = [4]> then\n    set [clonex v] to [-57]\n    set [cloney v] to [-10]\n    create clone of (_myself_ v)\n    set [clonex v] to [115]\n    set [cloney v] to [-31]\n    create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n    set [clonex v] to [0]\n    set [cloney v] to [-33]\n    create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\nif <(Level) = [7]> then\n    set [clonex v] to [8]\n    set [cloney v] to [76]\n    create clone of (_myself_ v)\n    set [clonex v] to [-5]\n    set [cloney v] to [-45]\n    create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n    set [clonex v] to [13]\n    set [cloney v] to [102]\n    create clone of (_myself_ v)\n    set [clonex v] to [54]\n    set [cloney v] to [-27]\n    create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n    set [clonex v] to [-27]\n    set [cloney v] to [-45]\n    create clone of (_myself_ v)\n    set [clonex v] to [-12]\n    set [cloney v] to [-18]\n    create clone of (_myself_ v)\nend\nif <(Level) = [10]> then\n    set [clonex v] to [-37]\n    set [cloney v] to [18]\n    create clone of (_myself_ v)\n    set [clonex v] to [188]\n    set [cloney v] to [-35]\n    create clone of (_myself_ v)\n    set [clonex v] to [88]\n    set [cloney v] to [-35]\n    create clone of (_myself_ v)\nend\nif <(Level) = [11]> then\n    set [clonex v] to [-127]\n    set [cloney v] to [102]\n    create clone of (_myself_ v)\nend\nif <(Level) = [12]> then\n    set [clonex v] to [-48]\n    set [cloney v] to [-14]\n    create clone of (_myself_ v)\n    set [clonex v] to [176]\n    set [cloney v] to [-32]\n    create clone of (_myself_ v)\nend\nforever\n    delete all of [clone x v]\n    delete all of [clone y v]\nend\n\nwhen I start as a clone\nset [slime y v] to [0]\nshow\nset [ghost v] effect to (0)\npoint in direction (-90)\nset rotation style [left-right v]\nforever\n    switch costume to (square v)\n    set size to (100) %\n    go to x: (cloneX) y: (cloneY)\n    move (1) steps\n    if <touching (ground v)?> then\n        move (-1) steps\n        turn right (180) degrees\n    end\n    change [slime y v] by (-1)\n    change y by (slime Y)\n    if <touching (ground v)?> then\n        up\n    end\n    if <touching (player v)?> then\n        if <<(Level) < [10]> and <<(y position) < (([y position v] of [player v]) - (0))> and <(y) < [0]>>> then\n            add (y position) to [clone y v]\n            add (x position) to [clone x v]\n            set [clonex v] to (x position)\n            set [cloney v] to (y position)\n            set size to (100) %\n            start sound [recording1 v]\n            repeat (4)\n                if <<(Level) < [7]> or <(Level) > [9]>> then\n                    if <<([x position v] of [player v]) < [160]> and <([x position v] of [player v]) > [-160]>> then\n                        go to x: (((cloneX) * (3)) + (([x position v] of [player v]) * (-3))) y: ((cloneY) * (3))\n                    else\n                        if <([x position v] of [player v]) > [160]> then\n                            go to x: (((cloneX) * (3)) + (-480)) y: ((cloneY) * (3))\n                        else\n                            go to x: (((cloneX) * (3)) + (480)) y: ((cloneY) * (3))\n                        end\n                    end\n                else\n                    if <<([y position v] of [player v]) < [120]> and <([y position v] of [player v]) > [-120]>> then\n                        go to x: ((cloneX) * (3)) y: (((cloneY) * (3)) + (([y position v] of [player v]) * (-3)))\n                    else\n                        if <([y position v] of [player v]) > [120]> then\n                            go to x: ((cloneX) * (3)) y: (((cloneY) * (3)) + (-360))\n                        else\n                            go to x: ((cloneX) * (3)) y: (((cloneY) * (3)) + (360))\n                        end\n                    end\n                end\n                if <[10] < (Level)> then\n                    switch costume to (icemeister v)\n                else\n                    if <[7] < (Level)> then\n                        switch costume to (goldie v)\n                    else\n                        if <(Level) < [4]> then\n                            switch costume to (slime v)\n                        else\n                            switch costume to (ghost v)\n                        end\n                        change [ghost v] effect by (25)\n                    end\n                end\n            end\n            delete this clone\n        else\n            broadcast (Off v)\n        end\n    end\n    add (y position) to [clone y v]\n    add (x position) to [clone x v]\n    set [clonex v] to (x position)\n    set [cloney v] to (y position)\n    set size to (100) %\n    if <<(Level) < [7]> or <(Level) > [9]>> then\n        if <<([x position v] of [player v]) < [160]> and <([x position v] of [player v]) > [-160]>> then\n            go to x: (((cloneX) * (3)) + (([x position v] of [player v]) * (-3))) y: ((cloneY) * (3))\n        else\n            if <([x position v] of [player v]) > [160]> then\n                go to x: (((cloneX) * (3)) + (-480)) y: ((cloneY) * (3))\n            else\n                go to x: (((cloneX) * (3)) + (480)) y: ((cloneY) * (3))\n            end\n        end\n    else\n        if <<([y position v] of [player v]) < [120]> and <([y position v] of [player v]) > [-120]>> then\n            go to x: ((cloneX) * (3)) y: (((cloneY) * (3)) + (([y position v] of [player v]) * (-3)))\n        else\n            if <([y position v] of [player v]) > [120]> then\n                go to x: ((cloneX) * (3)) y: (((cloneY) * (3)) + (-360))\n            else\n                go to x: ((cloneX) * (3)) y: (((cloneY) * (3)) + (360))\n            end\n        end\n    end\n    if <(Level) < [4]> then\n        switch costume to (slime v)\n    else\n        if <(Level) < [7]> then\n            switch costume to (ghost v)\n        else\n            if <(Level) < [10]> then\n                switch costume to (goldie v)\n            else\n                switch costume to (icemeister v)\n            end\n        end\n    end\n    set [ghost v] effect to (0)\n    if <<([abs v] of (x position) ) > [236]> or <([abs v] of (y position) ) > [178]>> then\n        set [ghost v] effect to (100)\n    end\nend\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n    change y by ((0) - ((slime Y) / ([abs v] of (slime Y) )))\nend\nset [slime y v] to [0]\n\n@Eucalyptus\n\nwhen flag clicked\nhide\nset [euca points v] to [0]\nset [lyptus y v] to [Hello]\n\nwhen I receive [level begin v]\nif <not <(Lyptus Y) = [Hello]>> then\n    delete this clone\nend\nif <(Level) = [1]> then\n    set [clonex v] to [-53]\n    set [cloney v] to [-10]\n    create clone of (_myself_ v)\n    set [clonex v] to [-1]\n    set [cloney v] to [-4]\n    create clone of (_myself_ v)\n    set [clonex v] to [47]\n    set [cloney v] to [-2]\n    create clone of (_myself_ v)\nend\nif <(Level) = [2]> then\n    set [clonex v] to [-113]\n    set [cloney v] to [7]\n    create clone of (_myself_ v)\n    set [clonex v] to [127]\n    set [cloney v] to [30]\n    create clone of (_myself_ v)\n    set [clonex v] to [4]\n    set [cloney v] to [-31]\n    create clone of (_myself_ v)\nend\nif <(Level) = [3]> then\n    set [clonex v] to [-33]\n    set [cloney v] to [-16]\n    create clone of (_myself_ v)\n    set [clonex v] to [75]\n    set [cloney v] to [-33]\n    create clone of (_myself_ v)\n    set [clonex v] to [185]\n    set [cloney v] to [-29]\n    create clone of (_myself_ v)\nend\nif <(Level) = [4]> then\n    set [clonex v] to [-126]\n    set [cloney v] to [-29]\n    create clone of (_myself_ v)\n    set [clonex v] to [181]\n    set [cloney v] to [30]\n    create clone of (_myself_ v)\n    set [clonex v] to [-17]\n    set [cloney v] to [7]\n    create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n    set [clonex v] to [27]\n    set [cloney v] to [33]\n    create clone of (_myself_ v)\n    set [clonex v] to [-127]\n    set [cloney v] to [0]\n    create clone of (_myself_ v)\n    set [clonex v] to [-204]\n    set [cloney v] to [4]\n    create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n    set [clonex v] to [150]\n    set [cloney v] to [15]\n    create clone of (_myself_ v)\n    set [clonex v] to [17]\n    set [cloney v] to [1]\n    create clone of (_myself_ v)\n    set [clonex v] to [-100]\n    set [cloney v] to [-18]\n    create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n    set [clonex v] to [0]\n    set [cloney v] to [0]\n    create clone of (_myself_ v)\n    set [clonex v] to [-38]\n    set [cloney v] to [-109]\n    create clone of (_myself_ v)\n    set [clonex v] to [45]\n    set [cloney v] to [91]\n    create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n    set [clonex v] to [-47]\n    set [cloney v] to [-154]\n    create clone of (_myself_ v)\n    set [clonex v] to [-32]\n    set [cloney v] to [23]\n    create clone of (_myself_ v)\n    set [clonex v] to [-21]\n    set [cloney v] to [115]\n    create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n    set [clonex v] to [-47]\n    set [cloney v] to [-151]\n    create clone of (_myself_ v)\n    set [clonex v] to [-33]\n    set [cloney v] to [107]\n    create clone of (_myself_ v)\n    set [clonex v] to [-52]\n    set [cloney v] to [-20]\n    create clone of (_myself_ v)\nend\nif <(Level) = [10]> then\n    set [clonex v] to [22]\n    set [cloney v] to [-25]\n    create clone of (_myself_ v)\n    set [clonex v] to [127]\n    set [cloney v] to [-8]\n    create clone of (_myself_ v)\n    set [clonex v] to [-141]\n    set [cloney v] to [20]\n    create clone of (_myself_ v)\nend\nif <(Level) = [11]> then\n    set [clonex v] to [120]\n    set [cloney v] to [7]\n    create clone of (_myself_ v)\n    set [clonex v] to [-36]\n    set [cloney v] to [17]\n    create clone of (_myself_ v)\n    set [clonex v] to [-138]\n    set [cloney v] to [-25]\n    create clone of (_myself_ v)\nend\nif <(Level) = [12]> then\n    set [clonex v] to [-124]\n    set [cloney v] to [-17]\n    create clone of (_myself_ v)\n    set [clonex v] to [41]\n    set [cloney v] to [-3]\n    create clone of (_myself_ v)\n    set [clonex v] to [140]\n    set [cloney v] to [-6]\n    create clone of (_myself_ v)\nend\nforever\n    delete all of [clone x v]\n    delete all of [clone y v]\nend\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n    change y by ((0) - ((Lyptus Y) / ([abs v] of (Lyptus Y) )))\nend\nset [lyptus y v] to [0]\n\nwhen I start as a clone\nset [lyptus y v] to [0]\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\nset rotation style [left-right v]\nforever\n    switch costume to (square v)\n    set size to (100) %\n    go to x: (cloneX) y: (cloneY)\n    if <touching (ground v)?> then\n        up\n    end\n    if <touching (player v)?> then\n        add (y position) to [clone y v]\n        add (x position) to [clone x v]\n        change [euca points v] by (1)\n        change [leveleuca v] by (1)\n        set [clonex v] to (x position)\n        set [cloney v] to (y position)\n        set size to (100) %\n        start sound [Coin v]\n        repeat (4)\n            if <<(Level) < [7]> or <(Level) > [9]>> then\n                if <<([x position v] of [player v]) < [160]> and <([x position v] of [player v]) > [-160]>> then\n                    go to x: (((cloneX) * (3)) + (([x position v] of [player v]) * (-3))) y: (((cloneY) * (3)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n                else\n                    if <([x position v] of [player v]) > [160]> then\n                        go to x: (((cloneX) * (3)) + (-480)) y: (((cloneY) * (3)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n                    else\n                        go to x: (((cloneX) * (3)) + (480)) y: (((cloneY) * (3)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n                    end\n                end\n            else\n                if <<([y position v] of [player v]) < [120]> and <([y position v] of [player v]) > [-120]>> then\n                    go to x: ((cloneX) * (3)) y: ((((cloneY) * (3)) + (([y position v] of [player v]) * (-3))) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n                else\n                    if <([y position v] of [player v]) > [120]> then\n                        go to x: ((cloneX) * (3)) y: ((((cloneY) * (3)) + (-360)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n                    else\n                        go to x: ((cloneX) * (3)) y: ((((cloneY) * (3)) + (360)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n                    end\n                end\n            end\n            switch costume to (euca v)\n            change [ghost v] effect by (25)\n        end\n        delete this clone\n    end\n    add (y position) to [clone y v]\n    add (x position) to [clone x v]\n    set [clonex v] to (x position)\n    set [cloney v] to (y position)\n    set size to (100) %\n    if <<(Level) < [7]> or <(Level) > [9]>> then\n        if <<([x position v] of [player v]) < [160]> and <([x position v] of [player v]) > [-160]>> then\n            go to x: (((cloneX) * (3)) + (([x position v] of [player v]) * (-3))) y: (((cloneY) * (3)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n        else\n            if <([x position v] of [player v]) > [160]> then\n                go to x: (((cloneX) * (3)) + (-480)) y: (((cloneY) * (3)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n            else\n                go to x: (((cloneX) * (3)) + (480)) y: (((cloneY) * (3)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n            end\n        end\n    else\n        if <<([y position v] of [player v]) < [120]> and <([y position v] of [player v]) > [-120]>> then\n            go to x: ((cloneX) * (3)) y: ((((cloneY) * (3)) + (([y position v] of [player v]) * (-3))) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n        else\n            if <([y position v] of [player v]) > [120]> then\n                go to x: ((cloneX) * (3)) y: ((((cloneY) * (3)) + (-360)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n            else\n                go to x: ((cloneX) * (3)) y: ((((cloneY) * (3)) + (360)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n            end\n        end\n    end\n    switch costume to (euca v)\n    set [ghost v] effect to (0)\n    if <<([abs v] of (x position) ) > [236]> or <([abs v] of (y position) ) > [178]>> then\n        set [ghost v] effect to (100)\n    end\nend\n\n@Music\n\nwhen I receive [level begin v]\nif <<<(Level) = [1]> or <(Level) = [4]>> or <<(Level) = [7]> or <<(Level) = [13]> or <(Level) = [10]>>>> then\n    stop [other scripts in sprite v]\n    if <(Level) = [1]> then\n        forever\n            stop all sounds\n            play sound [06 - Interstate Swangin' \(Instrumental Version\) v] until done\n        end\n    end\n    if <(Level) = [4]> then\n        forever\n            play sound [04 - Coco Bread \(Instrumental Version\) v] until done\n        end\n    end\n    if <(Level) = [7]> then\n        forever\n            play sound [04 - IMFREENOW!!! \(Instrumental\) v] until done\n        end\n    end\n    if <(Level) = [10]> then\n        forever\n            play sound [03 - Delilah \(Instrumental Version\) v] until done\n        end\n    end\n    if <(Level) = [13]> then\n        forever\n            stop all sounds\n            play sound [01 - SPIN BACK! v] until done\n        end\n    end\nend\n\nwhen flag clicked\nwait (2) seconds\nstart sound [03 - Delilah \(Instrumental Version\) v]\n\n@Transition\n\nwhen flag clicked\nhide\n\nwhen I receive [transition v]\nwait (1) seconds\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (Level)\nshow\nset [a v] to [0]\nrepeat (18)\n    change [a v] by (5)\n    change [ghost v] effect by (-10)\n    set size to (([sin v] of (a) ) * (100)) %\nend\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen flag clicked\nbroadcast (Begin Project + uncopiable DJHKbhkdhvdkllh12093ighfdk38qur3u82ufoejj48932jfo289jff2u0f380u0 v)\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [level begin v]\nset size to (100) %\nswitch costume to (Level)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@Haze\n\nwhen flag clicked\nhide\n\nwhen I receive [level begin v]\nhide\nstop [other scripts in sprite v]\nif <<[9] < (Level)> and <(Level) < [13]>> then\n    show\n    forever\n        go to [front v] layer\n        set [brightness v] effect to (pick random (100) to (0))\n        set [ghost v] effect to (pick random (100) to (0))\n        wait (0.1) seconds\n    end\nend\n\n@Bozz \n\nwhen flag clicked\nhide\n\nwhen I receive [level begin v]\nhide\nif <(Level) = [13]> then\n    set rotation style [don't rotate v]\n    set [ghost v] effect to (100)\n    show\n    set size to (100) %\n    wait (3) seconds\n    repeat (4)\n        switch costume to (boss v)\n        go to [front v] layer\n        go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\n        change [ghost v] effect by (-25)\n    end\n    go to x: (0) y: (0)\n    wait (1) seconds\n    repeat (3)\n        wait (0.64) seconds\n        switch costume to (left v)\n        wait (0.64) seconds\n        switch costume to (right v)\n    end\n    wait (1) seconds\n    switch costume to (boss v)\n    set [id v] to [1]\n    go to x: (30) y: (30)\n    create clone of (_myself_ v)\n    go to x: (-30) y: (30)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (3) seconds\n    go to x: (-60) y: (50)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (0.3) seconds\n    go to x: (-30) y: (50)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (0.3) seconds\n    go to x: (0) y: (50)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (0.3) seconds\n    go to x: (30) y: (50)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (0.3) seconds\n    go to x: (60) y: (50)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (1) seconds\n    set [id v] to [2]\n    create clone of (_myself_ v)\n    wait (3) seconds\n    set [id v] to [1]\n    go to x: (30) y: (30)\n    create clone of (_myself_ v)\n    go to x: (40) y: (30)\n    create clone of (_myself_ v)\n    go to x: (20) y: (30)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (1) seconds\n    set [id v] to [1]\n    go to x: (-30) y: (30)\n    create clone of (_myself_ v)\n    go to x: (-40) y: (30)\n    create clone of (_myself_ v)\n    go to x: (-20) y: (30)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (2) seconds\n    go to x: (30) y: (30)\n    create clone of (_myself_ v)\n    go to x: (-30) y: (30)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (3) seconds\n    go to x: (-60) y: (50)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (0.3) seconds\n    go to x: (-30) y: (50)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (0.3) seconds\n    go to x: (0) y: (50)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (0.3) seconds\n    go to x: (30) y: (50)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (0.3) seconds\n    go to x: (60) y: (50)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (1) seconds\n    set [id v] to [2]\n    create clone of (_myself_ v)\n    wait (3) seconds\n    set [id v] to [1]\n    go to x: (30) y: (30)\n    create clone of (_myself_ v)\n    go to x: (40) y: (30)\n    create clone of (_myself_ v)\n    go to x: (20) y: (30)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (1) seconds\n    set [id v] to [1]\n    go to x: (-30) y: (30)\n    create clone of (_myself_ v)\n    go to x: (-40) y: (30)\n    create clone of (_myself_ v)\n    go to x: (-20) y: (30)\n    create clone of (_myself_ v)\n    go to x: (0) y: (0)\n    wait (2) seconds\n    switch costume to (boss2 v)\n    repeat (4)\n        switch costume to (boss2 v)\n        go to [front v] layer\n        go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\n        change [ghost v] effect by (25)\n    end\n    hide\n    broadcast (ENDGAMELEVEL v)\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n    point in direction (45)\n    set size to (100) %\n    set [ghost v] effect to (100)\n    go to [front v] layer\n    show\n    switch costume to (2 v)\n    set rotation style [all around v]\n    set size to (100) %\n    repeat (4)\n        set [ghost v] effect to (-25)\n    end\n    wait (1) seconds\n    repeat (3)\n        point towards (display sprite v)\n        wait (0.05) seconds\n        set [id v] to [3]\n        create clone of (_myself_ v)\n    end\n    wait (1) seconds\n    repeat (4)\n        set [ghost v] effect to (25)\n    end\n    delete this clone\nend\nif <(ID) = [3]> then\n    set size to (100) %\n    set [ghost v] effect to (100)\n    show\n    switch costume to (2b v)\n    set [prev. x v] to (x position)\n    set [prev. y v] to (y position)\n    go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n    set size to (300) %\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    forever\n        set size to (100) %\n        go to x: (prev. X) y: (prev. Y)\n        move (3) steps\n        if <touching (player v)?> then\n            broadcast (Hit v)\n            repeat (5)\n                set size to (100) %\n                go to x: (prev. X) y: (prev. Y)\n                change [ghost v] effect by (20)\n                set [prev. x v] to (x position)\n                set [prev. y v] to (y position)\n                set size to (300) %\n                go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n            end\n            delete this clone\n        end\n        if <touching (ground v)?> then\n            repeat (4)\n                set size to (100) %\n                go to x: (prev. X) y: (prev. Y)\n                change [ghost v] effect by (25)\n                set [prev. x v] to (x position)\n                set [prev. y v] to (y position)\n                set size to (300) %\n                go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n            end\n            delete this clone\n        end\n        set [prev. x v] to (x position)\n        set [prev. y v] to (y position)\n        set size to (300) %\n        go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n    end\nend\nif <(ID) = [1]> then\n    set size to (100) %\n    set [ghost v] effect to (100)\n    show\n    switch costume to (3 v)\n    set [prev. x v] to (x position)\n    set [prev. y v] to (y position)\n    go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n    set size to (300) %\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\n    forever\n        set size to (100) %\n        go to x: (prev. X) y: (prev. Y)\n        change y by (-3)\n        if <touching (player v)?> then\n            broadcast (Hit v)\n            repeat (5)\n                set size to (100) %\n                go to x: (prev. X) y: (prev. Y)\n                change [ghost v] effect by (20)\n                set [prev. x v] to (x position)\n                set [prev. y v] to (y position)\n                set size to (300) %\n                go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n            end\n            delete this clone\n        end\n        if <touching (ground v)?> then\n            repeat (4)\n                set size to (100) %\n                go to x: (prev. X) y: (prev. Y)\n                change [ghost v] effect by (25)\n                set [prev. x v] to (x position)\n                set [prev. y v] to (y position)\n                set size to (300) %\n                go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n            end\n            delete this clone\n        end\n        set [prev. x v] to (x position)\n        set [prev. y v] to (y position)\n        set size to (300) %\n        go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n    end\nend\n\n\nwhen I receive [level begin v]\ndelete this clone\n\n@thumb\n\nwhen flag clicked\nforever\n    show\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    go to x: (0) y: (0)\nend\n\n
Well, if you're here, you probably like amongus and platformers too.  (How to beat the boss down below) Arrow Keys to maneuver AMONGUS! through obstacles/terrain. Move through the level, reach the Koalamobile. \n\nFeaturing:\n\n+Good Art (for me)\n+Scrolling\n+Enemies/Boss\n+Challenging\n+Lighthearted\n\nI actually bought music for this one so +money\n\n\n\nTrouble? \nRemember that slimes can only be squashed if you're falling and touching them. The Boss is easy enough if you memorize his attack pattern, and dodge til you win.\nAlso the ice slimes can't die :( and the crate has a eucalyptus inside and I totally ripped off Mario to make this :/\n\nI won in 140.6 seconds with 36 Eucalyptus