[Unfinished platformer game] Color.OS
@Stage\n\nwhen flag clicked\nset [.number of tags v] to [2]\nbroadcast (Back to menu v)\n\nset [__level v] to [1]\n\nbroadcast (level editior v)\n\nset [__level v] to [24]\n\n@Sprite2\n\n@Sprite1\n\ndefine Get tile at x (x) y (y)\nset [z grid x v] to ((7) + ([floor v] of ((x) / (32)) ))\nset [z grid y v] to ((5) + ([floor v] of ((y) / (32)) ))\nset [z tile no. v] to ((1) + ((z grid x) + ((z grid y) * (15))))\nset [z tile name v] to (letter (no.) of (item (z tile no.) of [. game platform v]))\nset [i v] to [0]\nrepeat ((no.) - (1))\n    change [i v] by (1)\n    touch other character? (i)\nend\nchange [i v] by (1)\nrepeat ((.Number of Tags) - (no.))\n    change [i v] by (1)\n    touch other character? (i)\nend\n\ndefine aa\nleft right\nreplace item (no.) of [. game character x v] with ((item (no.) of [. game character x v]) + (Speed x))\nfix collision in direction dx (Speed x) dy [0]\njump + gravity\nreplace item (no.) of [. game character y v] with ((item (no.) of [. game character y v]) + (Speed y))\nfix collision in direction dx [0] dy (Speed y)\nLock? ded?\ngo to x: ((item (no.) of [. game character x v]) - (16)) y: ((item (no.) of [. game character y v]) - (16))\n\ndefine fix collision in direction dx (dx) dy (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nfix collosion at x ((item (no.) of [. game character x v]) + (-12)) y ((item (no.) of [. game character y v]) + (15))\nfix collosion at x ((item (no.) of [. game character x v]) + (12)) y ((item (no.) of [. game character y v]) + (-15))\nfix collosion at x ((item (no.) of [. game character x v]) + (12)) y ((item (no.) of [. game character y v]) + (15))\nfix collosion at x ((item (no.) of [. game character x v]) + (-12)) y ((item (no.) of [. game character y v]) + (-15))\nGet tile at x (item (no.) of [. game character x v]) y (item (no.) of [. game character y v])\nif <(solid) > [0]> then\n    if <(dx) = [0]> then\n        set [speed y v] to [0]\n    else\n        set [speed x v] to [0]\n    end\nend\n\ndefine fix collosion at x (x) y (y)\nGet tile at x (x) y (y)\nif <(z tile name) > [10]> then\n    set [solid v] to [10]\n    set [mod x v] to ((x) mod (32))\n    set [mod y v] to ((y) mod (32))\n    if <[0] > (fix dy)> then\n        replace item (no.) of [. game character y v] with ((item (no.) of [. game character y v]) + ((32.1) - (mod y)))\n        set [jump? v] to [1]\n    end\n    if <[0] > (fix dx)> then\n        replace item (no.) of [. game character x v] with ((item (no.) of [. game character x v]) + ((32.1) - (mod x)))\n    end\n    if <(fix dy) > [0]> then\n        replace item (no.) of [. game character y v] with ((item (no.) of [. game character y v]) + ((-0.1) - (mod y)))\n    end\n    if <(fix dx) > [0]> then\n        replace item (no.) of [. game character x v] with ((item (no.) of [. game character x v]) + ((-0.1) - (mod x)))\n    end\nend\n\ndefine left right\nset [speed x v] to (((Speed x) * (0.33)) + (((LOCK) * (3)) * (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)))\nif <(Speed x) > [0.4]> then\n    point in direction (90)\nelse\n    if <[-0.4] > (Speed x)> then\n        point in direction (-90)\n    end\nend\n\ndefine jump + gravity\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(jump?) = [1]>> then\n    start sound [Low Whoosh v]\n    change [jump? v] by (-1)\n    set [speed y v] to ((LOCK) * (11.5))\nend\nchange [speed y v] by (-0.8)\nif <(Speed y) < [-15]> then\n    set [speed y v] to [-15]\nend\n\nwhen I start as a clone\ngo to x: ((item (no.) of [. game character x v]) - (16)) y: ((item (no.) of [. game character y v]) - (16))\nset [ded? v] to [0]\nshow\nforever\n    clear graphic effects\n    repeat until <not <(no.) = (. tags#)>>\n        aa\n    end\n    set [ghost v] effect to (30)\n    set [brightness v] effect to (-30)\nend\n\ndefine touch other character? (i)\nif <[28] > ([abs v] of ((item (i) of [. game character y v]) - (item (no.) of [. game character y v])) )> then\n    if <[24] > ([abs v] of ((item (i) of [. game character x v]) - (item (no.) of [. game character x v])) )> then\n        set [solid v] to [10]\n        set [mod x v] to (((item (no.) of [. game character x v]) - (item (i) of [. game character x v])) mod (24))\n        set [mod y v] to (((item (no.) of [. game character y v]) - (item (i) of [. game character y v])) mod (28))\n        if <[0] > (fix dy)> then\n            replace item (no.) of [. game character y v] with ((item (no.) of [. game character y v]) + ((28.1) - (mod y)))\n            set [jump? v] to [1]\n        end\n        if <[0] > (fix dx)> then\n            replace item (no.) of [. game character x v] with ((item (no.) of [. game character x v]) + ((24.1) - (mod x)))\n        end\n        if <(fix dy) > [0]> then\n            replace item (no.) of [. game character y v] with ((item (no.) of [. game character y v]) + ((-0.1) - (mod y)))\n        end\n        if <(fix dx) > [0]> then\n            replace item (no.) of [. game character x v] with ((item (no.) of [. game character x v]) + ((-0.1) - (mod x)))\n        end\n    end\nend\n\nwhen I start as a clone\nif <(item (no.) of [. game tags color v]) = [-1]> then\n    forever\n        set [color v] effect to ((((x position) / (2)) + (y position)) / (7))\n    end\nelse\n    if <(item (no.) of [. game tags color v]) = [-2]> then\n        forever\n            set [color v] effect to ((100) + ((((x position) / (2)) + (y position)) / (7)))\n        end\n    else\n        if <(item (no.) of [. game tags color v]) = [0]> then\n            forever\n                set [color v] effect to ((((timer) * (3)) + ((((x position) / (2)) + (y position)) / (4))) + ((item (no.) of [. game tags theme v]) * (100)))\n            end\n        else\n            forever\n                set [color v] effect to ((item (no.) of [. game tags color v]) + ((((x position) / (2)) + (y position)) / (18)))\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nswitch costume to (((1) + (((round ((timer) * (5))) mod (4)) * (2))) + ((item (no.) of [. game tags theme v]) mod (2)))\nforever\n    wait until <(no.) = (. tags#)>\n    if <<(jump?) = [1]> and <(Speed y) = [0]>> then\n        if <([abs v] of (Speed x) ) < [1]> then\n            if <(item (no.) of [.check v]) = [1]> then\n                switch costume to (((9) + (((round ((timer) * (5))) mod (4)) * (2))) + ((item (no.) of [. game tags theme v]) mod (2)))\n            else\n                switch costume to (((1) + (((round ((timer) * (5))) mod (4)) * (2))) + ((item (no.) of [. game tags theme v]) mod (2)))\n            end\n        else\n            switch costume to (((17) + (((round ((timer) * (15))) mod (4)) * (2))) + ((item (no.) of [. game tags theme v]) mod (2)))\n        end\n    else\n        if <(Speed y) > [3]> then\n            switch costume to ((27) + ((item (no.) of [. game tags theme v]) mod (2)))\n        else\n            if <[-3] > (Speed y)> then\n                switch costume to ((29) + ((item (no.) of [. game tags theme v]) mod (2)))\n            else\n                switch costume to ((25) + ((item (no.) of [. game tags theme v]) mod (2)))\n            end\n        end\n    end\nend\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level v]\nset rotation style [left-right v]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [no. v] to [1]\nrepeat (.Number of Tags)\n    create clone of (_myself_ v)\n    change [no. v] by (1)\nend\n\nwhen I start as a clone\nforever\n    wait until <(no.) = (. tags#)>\nend\n\ndefine Lock? ded?\nif <(z tile name) = [2]> then\n    set [z blocklock1 v] to [1]\nend\nif <(z tile name) = [3]> then\n    set [z blocklock2 v] to [1]\nend\nif <<(ded?) = [0]> and <<(z tile name) = [1]> or <<(item (no.) of [. game character y v]) < [-180]> or <[260] < ([abs v] of (item (no.) of [. game character x v]) )>>>> then\n    stop [other scripts in sprite v]\n    switch costume to ((31) + ((item (no.) of [. game tags theme v]) mod (2)))\n    set [lock v] to [0]\n    set [ded? v] to [1]\n    set [speed y v] to [9]\n    broadcast (ded v)\nend\n\n@Sprite3\n\nwhen I receive [delete. v]\nhide\n\nwhen I receive [load menu v]\nswitch costume to (costume2 v)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [load level v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [level editior v]\nswitch costume to (costume1 v)\nshow\n\n@Tags\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n    forever\n        if <key ((no.) v) pressed?> then\n            wait until <not <key ((no.) v) pressed?>>\n        end\n        wait until <<key ((no.) v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n        set [. tags# v] to (no.)\n        if <(no.) = (. tags#)> then\n            set [_theme v] to (item (no.) of [. game tags theme v])\n            set [_color v] to (item (no.) of [. game tags color v])\n        end\n    end\nend\n\nwhen I start as a clone\nif <not <(costume [number v]) = [10]>> then\n    forever\n        set [brightness v] effect to (-30)\n        wait until <(. tags#) = (no.)>\n        repeat (5)\n            change [brightness v] effect by (6)\n        end\n        wait until <not <(. tags#) = (no.)>>\n        repeat (5)\n            change [brightness v] effect by (-6)\n        end\n    end\nend\n\nwhen I start as a clone\nshow\nwait (1) seconds\nif <(costume [number v]) = [2]> then\n    forever\n        wait until <[1] = (item (no.) of [.check v])>\n        start sound [Connect v]\n        switch costume to (costume7 v)\n        repeat (13)\n            next costume\n        end\n        repeat (3)\n            next costume\n            change size by (20)\n        end\n        wait until <[0] = (item (no.) of [.check v])>\n        start sound [Disconnect v]\n        repeat (16)\n            switch costume to ((costume [number v]) - (1))\n        end\n    end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n    forever\n        change size by (((100) - (size)) / (4))\n    end\nend\n\nset [lock v] to [0.5]\nset [lock v] to [2]\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level v]\nset [. tags# v] to [1]\nset [_theme v] to (item (1) of [. game tags theme v])\nset [_color v] to (item (1) of [. game tags color v])\nswitch backdrop to (letter (3) of (_Theme))\nset [no. v] to [0]\ngo to x: (-195) y: (172)\nset size to (100) %\nswitch costume to (costume4 v)\nrepeat (.Number of Tags)\n    change [no. v] by (1)\n    create clone of (_myself_ v)\n    change x by (82)\nend\nset [no. v] to [0]\ngo to x: (-226) y: (171)\nswitch costume to (costume7 v)\nrepeat (.Number of Tags)\n    change [no. v] by (1)\n    create clone of (_myself_ v)\n    change x by (82)\nend\ngo to x: (-214) y: (170)\nswitch costume to (costume1 v)\nrepeat (.Number of Tags)\n    set size to (60) %\n    change [no. v] by (1)\n    create clone of (_myself_ v)\n    next costume\n    change x by (82)\nend\n\nwhen I receive [level editior v]\nset [. tags# v] to [1]\nset [no. v] to [0]\ngo to x: (-195) y: (172)\nset size to (100) %\nswitch costume to (costume4 v)\nrepeat (.Number of Tags)\n    change [no. v] by (1)\n    create clone of (_myself_ v)\n    change x by (82)\nend\nset [no. v] to [0]\ngo to x: (-226) y: (171)\nswitch costume to (costume7 v)\nrepeat (.Number of Tags)\n    change [no. v] by (1)\n    create clone of (_myself_ v)\n    change x by (82)\nend\ngo to x: (-214) y: (170)\nswitch costume to (costume1 v)\nrepeat (.Number of Tags)\n    set size to (60) %\n    change [no. v] by (1)\n    create clone of (_myself_ v)\n    next costume\n    change x by (82)\nend\n\nstart sound [Connect v]\n\n@Loading\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n    forever\n        set [zz v] to ((180) * ([sin v] of ((90) + ((((90) + ((timer) * (225))) + ((z) * (-2))) mod (180))) ))\n        set x to ((44) * ([sin v] of ((zz) + ((z) * (2))) ))\n        set y to ((44) * ([cos v] of ((zz) + ((z) * (2))) ))\n        go to [front v] layer\n    end\nend\n\nwhen I start as a clone\nforever\n    repeat (12)\n        change [color v] effect by (10)\n    end\n    wait until <[-20] < ((33) * ([cos v] of ((zz) + ((z) * (2))) ))>\n    wait until <((33) * ([cos v] of ((zz) + ((z) * (2))) )) < [-20]>\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n    go to x: (0) y: (0)\n    forever\n        set [zz v] to ((-45) + ((180) * ([sin v] of ((90) + ((((90) + ((timer) * (225))) + ((z) * (-2))) mod (180))) )))\n        point in direction ((-45) + ((-360) * ([sin v] of ((((timer) * (75)) + ((z) * (-2))) mod (90)) )))\n        go to [front v] layer\n    end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\nwhen I receive [go to gameplay! v]\na\n\nwhen I receive [back to menu v]\na\n\ndefine a\nreset timer\nset [z v] to [-10]\nset size to (130) %\nswitch costume to (0 v)\nrepeat (4)\n    create clone of (_myself_ v)\n    change [z v] by (5)\nend\nswitch costume to (2 v)\nset size to (100) %\nset [z v] to [-10]\nrepeat (5)\n    create clone of (_myself_ v)\n    change size by (80)\n    change [z v] by (2)\nend\n\nwhen I receive [start! v]\nwait (0.5) seconds\nwait (((z) + (10)) / (40)) seconds\nstop [other scripts in sprite v]\nrepeat (7)\n    change size by (-20)\n    point in direction ((-180) * ([sin v] of ((((timer) * (90)) + ((z) * (-2))) mod (90)) ))\n    change [ghost v] effect by (15)\nend\ndelete this clone\n\n@Loading2\n\nwhen I receive [back to menu v]\nshow\ngo to [front v] layer\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nbroadcast (Delete. v)\nwait (0.3) seconds\nbroadcast (Load menu v) and wait\nbroadcast (Start! v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [go to gameplay! v]\nshow\ngo to [front v] layer\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nbroadcast (Delete. v)\nset [z blocklock1 v] to [0]\nwait (0.3) seconds\nc\nbroadcast (Reading code v) and wait\nbroadcast (Load Level v) and wait\nbroadcast (Load level 2 v) and wait\nbroadcast (Load level 3 v) and wait\nbroadcast (Start! v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\ndefine a (a) (b)\nadd (a) to [. game tags color v]\nadd (b) to [. game tags theme v]\n\ndefine c\ndelete all of [. game tags theme v]\ndelete all of [. game tags color v]\nif <(__World) = [1]> then\n    a [100] [1]\n    a [120] [1]\nend\nif <(__World) = [2]> then\n    a [100] [0]\n    a [120] [0]\nend\nif <(__World) = [3]> then\n    a [100] [2]\n    a [120] [3]\n    a [80] [2]\n    a [140] [3]\n    a [160] [2]\nend\nif <(__World) = [4]> then\n    a [55] [1]\n    a [80] [1]\n    a [105] [1]\nend\nif <(__World) = [5]> then\n    a [55] [0]\n    a [80] [0]\n    a [105] [0]\nend\n\nwhen I receive [ded v]\nwait (0.15) seconds\nshow\ngo to [front v] layer\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nbroadcast (Delete. v)\nset [z blocklock1 v] to [0]\nwait (0.3) seconds\nbroadcast (Reading code v) and wait\nbroadcast (Load Level v) and wait\nbroadcast (Load level 2 v) and wait\nbroadcast (Load level 3 v) and wait\nbroadcast (Start! v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Goal 1\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n    go [forward v] (1) layers\n    if <(pick random (1) to (3)) = [2]> then\n        if <(item (no.) of [.check v]) = [1]> then\n            switch costume to (a v)\n            set size to (111) %\n            point in direction (pick random (1) to (360))\n            move (pick random (20) to (50)) steps\n            point in direction (pick random (1) to (360))\n            repeat (30)\n                move (1) steps\n                change size by (-3)\n                change [color v] effect by (2)\n            end\n        else\n            set size to (100) %\n            switch costume to (a v)\n            point in direction (pick random (1) to (360))\n            move (pick random (1) to (20)) steps\n            point in direction (pick random (1) to (360))\n            repeat (15)\n                move (0.5) steps\n                change size by (-4.5)\n                change [color v] effect by (2)\n            end\n        end\n    else\n        if <(item (no.) of [.check v]) = [1]> then\n            set size to (166) %\n            switch costume to (costume2 v)\n            point in direction (pick random (1) to (360))\n            move (11) steps\n            repeat (20)\n                move (3) steps\n                change size by (-7)\n                change [color v] effect by (2)\n                turn right ((18) * ([sin v] of ((timer) * (166)) )) degrees\n            end\n        else\n            set size to (80) %\n            point in direction (pick random (1) to (360))\n            move (4) steps\n            repeat (15)\n                move (0.5) steps\n                change size by (-5)\n                change [color v] effect by (2)\n            end\n        end\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n    set [base x v] to ((32) * ((((item (no.) of [.goal v]) - (1)) mod (15)) - (7)))\n    set [base y v] to ((32) * (([floor v] of (((item (no.) of [.goal v]) - (1)) / (15)) ) - (5)))\n    forever\n        change [color v] effect by (2)\n        check\n    end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n    wait (0.1) seconds\n    show\n    switch costume to (costume2 v)\n    forever\n        if <(no.) = (. tags#)> then\n            wait (0) seconds\n            create clone of (_myself_ v)\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(no.) = (. tags#)> then\n        show\n    else\n        hide\n    end\nend\n\ndefine check\nif <[25] > (([abs v] of (((base x) - (item (no.) of [. game character x v])) + (15)) ) + ([abs v] of (((base y) - (item (no.) of [. game character y v])) + (15)) ))> then\n    replace item (no.) of [.check v] with [1]\n    change size by (((180) - (size)) / (2))\n    set x to ((base x) + ((5) + ((5) * ([sin v] of ((timer) * (222)) ))))\n    set y to ((base y) + ((5) * ([sin v] of ((timer) * (277)) )))\nelse\n    replace item (no.) of [.check v] with [0]\n    change size by (((60) - (size)) / (15))\n    set x to (base x)\n    set y to ((5) + (base y))\nend\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level v]\nreset timer\nset [no. v] to [1]\ndelete all of [.check v]\nrepeat (.Number of Tags)\n    switch costume to (costume1 v)\n    add [0] to [.check v]\n    create clone of (_myself_ v)\n    change [no. v] by (1)\nend\n\n@Sprite10\n\nwhen I receive [delete. v]\nhide\n\nwhen I receive [load level v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (30)\n\nwhen flag clicked\nhide\n\n@Sprite11\n\nwhen [space v] key pressed\n\nset [123 v] to (pick random (0) to (9))\nset [abc v] to (pick random (1) to (2))\nset [light v] to (pick random (0) to (1))\nset [_theme v] to (join (join (letter (abc) of [abcde]) (123)) (light))\nswitch backdrop to (light)\n\nwhen I receive [reading code v]\na\n\ndefine a\ndelete all of [@ reading level... v]\nadd [] to [@ reading level... v]\nset [_ i v] to [0]\nrepeat until <(_ i) > ((length of (item (__Level) of [_level v])) - (0.5))>\n    change [_ i v] by (1)\n    if <(letter (_ i) of (item (__Level) of [_level v])) = [ ]> then\n        change [_ i v] by (1)\n        add (letter (_ i) of (item (__Level) of [_level v])) to [@ reading level... v]\n    else\n        replace item (length of [@ reading level... v]) of [@ reading level... v] with (join (item (length of [@ reading level... v]) of [@ reading level... v]) (letter (_ i) of (item (__Level) of [_level v])))\n    end\nend\ndelete all of [. game character x v]\ndelete all of [.goal v]\ndelete all of [. game character y v]\nset [.number of tags v] to (item (1) of [@ reading level... v])\nset [_ i v] to [1]\nrepeat (.Number of Tags)\n    change [_ i v] by (1)\n    add ((16) + ((32) * ((((item (_ i) of [@ reading level... v]) - (1)) mod (15)) - (7)))) to [. game character x v]\n    add ((16) + ((32) * (([floor v] of (((item (_ i) of [@ reading level... v]) - (1)) / (15)) ) - (5)))) to [. game character y v]\n    change [_ i v] by (1)\n    add (item (_ i) of [@ reading level... v]) to [.goal v]\nend\ndelete all of [. game platform v]\nrepeat (165)\n    change [_ i v] by (1)\n    add (item (_ i) of [@ reading level... v]) to [. game platform v]\nend\n\nset [__level v] to [1]\na\n\n@S \n\nwhen I start as a clone\nswitch costume to (costume5 v)\nd\nset [ghost v] effect to (10)\nshow\nforever\n    go to x: ((32) * ((((no.) - (1)) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (1)) / (15)) ) - (5)))\n    color\nend\n\ndefine color\na\nb\n\ndefine a\nif <(letter (. tags#) of (item (no.) of [. game platform v])) = [a]> then\n    if <(_Theme) = [4]> then\n        set [a. v] to [2]\n    else\n        if <(_Theme) = [5]> then\n            set [a. v] to [1]\n        else\n            if <<(_Theme) = [2]> or <(_Theme) = [3]>> then\n                if <(((no.) + (_Theme)) mod (2)) = [1]> then\n                    set [a. v] to [4]\n                else\n                    set [a. v] to [5]\n                end\n            else\n                if <((no.) mod (2)) = [1]> then\n                    if <(_Theme) = [1]> then\n                        set [a. v] to [1]\n                    else\n                        set [a. v] to [2]\n                    end\n                else\n                    set [a. v] to [3]\n                end\n            end\n        end\n    end\n    c\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (10)\nelse\n    set [ghost v] effect to (90)\n    set [brightness v] effect to (-100)\nend\n\ndefine b\nif <<(_Theme) = [2]> or <(_Theme) = [3]>> then\n    set [color v] effect to (0)\nelse\n    if <(_Color) = [-1]> then\n        set [color v] effect to ((0) + ((((x position) / (2)) + (y position)) / (7)))\n    else\n        if <(_Color) = [-2]> then\n            set [color v] effect to ((100) + ((((x position) / (2)) + (y position)) / (7)))\n        else\n            if <(_Color) = [0]> then\n                set [color v] effect to (((_Theme) * (100)) + (((timer) * (3)) + ((((x position) / (2)) + (y position)) / (4))))\n            else\n                set [color v] effect to ((_Color) + ((((x position) / (2)) + (y position)) / (18)))\n            end\n        end\n    end\nend\n\ndefine c\nswitch costume to (((5) * ([ceiling v] of ((letter (. tags#) of (custom)) / (4)) )) + (a.))\npoint in direction ((90) * ((letter (. tags#) of (custom)) mod (4)))\n\ndefine d\nset [custom v] to []\nset [i v] to [0]\nif <not < (item (no.) of [. game platform v]) contains [a]?>> then\n    delete this clone\nelse\n    repeat (.Number of Tags)\n        change [i v] by (1)\n        if <<[a] = (letter (i) of (item ((no.) + (-1)) of [. game platform v]))> and <[a] = (letter (i) of (item ((no.) + (1)) of [. game platform v]))>> then\n            set [custom v] to (join (custom) [0])\n        else\n            if <<[a] = (letter (i) of (item ((no.) + (15)) of [. game platform v]))> and <[a] = (letter (i) of (item ((no.) + (-15)) of [. game platform v]))>> then\n                set [custom v] to (join (custom) [0])\n            else\n                if <<[a] = (letter (i) of (item ((no.) + (1)) of [. game platform v]))> and <[a] = (letter (i) of (item ((no.) + (-15)) of [. game platform v]))>> then\n                    set [custom v] to (join (custom) [1])\n                else\n                    if <<[a] = (letter (i) of (item ((no.) + (-1)) of [. game platform v]))> and <[a] = (letter (i) of (item ((no.) + (-15)) of [. game platform v]))>> then\n                        set [custom v] to (join (custom) [2])\n                    else\n                        if <<[a] = (letter (i) of (item ((no.) + (-1)) of [. game platform v]))> and <[a] = (letter (i) of (item ((no.) + (15)) of [. game platform v]))>> then\n                            set [custom v] to (join (custom) [3])\n                        else\n                            if <<[a] = (letter (i) of (item ((no.) + (15)) of [. game platform v]))> and <[a] = (letter (i) of (item ((no.) + (1)) of [. game platform v]))>> then\n                                set [custom v] to (join (custom) [4])\n                            else\n                                if <[a] = (letter (i) of (item ((no.) + (-15)) of [. game platform v]))> then\n                                    set [custom v] to (join (custom) [5])\n                                else\n                                    if <[a] = (letter (i) of (item ((no.) + (-1)) of [. game platform v]))> then\n                                        set [custom v] to (join (custom) [6])\n                                    else\n                                        if <[a] = (letter (i) of (item ((no.) + (15)) of [. game platform v]))> then\n                                            set [custom v] to (join (custom) [7])\n                                        else\n                                            if <[a] = (letter (i) of (item ((no.) + (1)) of [. game platform v]))> then\n                                                set [custom v] to (join (custom) [8])\n                                            else\n                                                set [custom v] to (join (custom) [9])\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine aaa\nset [no. v] to [1]\nrepeat (15)\n    repeat (11)\n        create clone of (_myself_ v)\n        change [no. v] by (1)\n    end\nend\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level v]\naaa\n\n@Level editor\n\nwhen I start as a clone\nchange [no. v] by ((.Number of Tags) * (2))\nset [ghost v] effect to (10)\nset [no. color v] to [0]\nshow\nforever\n    go to x: ((32) * ((((no.) - (((.Number of Tags) * (2)) + (1))) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (((.Number of Tags) * (2)) + (1))) / (15)) ) - (5)))\n    set [color v] effect to (((. tags#) - (1)) * (30))\n    if <[0] = (letter (. tags#) of (item (no.) of [level edior v]))> then\n        b\n    else\n        set [c v] to [0]\n        if <(letter (. tags#) of (item (no.) of [level edior v])) = [a]> then\n            if <((no.) mod (2)) = [1]> then\n                switch costume to (costume3 v)\n            else\n                switch costume to (costume9 v)\n            end\n        else\n            switch costume to ((0) + (item # of (letter (. tags#) of (item (no.) of [level edior v])) in [alphabet v]))\n            if <(costume [number v]) > [3]> then\n                clear graphic effects\n            end\n        end\n    end\n    set [ghost v] effect to (c)\nend\n\ndefine a\nif <(.Number of Tags) = [1]> then\n    add [0] to [level edior v]\nelse\n    if <(.Number of Tags) = [2]> then\n        add [00] to [level edior v]\n    else\n        if <(.Number of Tags) = [3]> then\n            add [000] to [level edior v]\n        else\n            if <(.Number of Tags) = [4]> then\n                add [0000] to [level edior v]\n            else\n                add [00000] to [level edior v]\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    if <(edior block tool) > [-1]> then\n        swap 0 and 1\n    end\n    wait until <not <mouse down?>>\nend\n\ndefine swap 0 and 1\nif <(. tags#) = [1]> then\n    replace item (no.) of [level edior v] with (join (item ((edior block tool) + (1)) of [alphabet v]) (join (letter (2) of (item (no.) of [level edior v])) (join (letter (3) of (item (no.) of [level edior v])) (join (letter (4) of (item (no.) of [level edior v])) (letter (5) of (item (no.) of [level edior v]))))))\nelse\n    if <(. tags#) = [2]> then\n        replace item (no.) of [level edior v] with (join (letter (1) of (item (no.) of [level edior v])) (join (item ((edior block tool) + (1)) of [alphabet v]) (join (letter (3) of (item (no.) of [level edior v])) (join (letter (4) of (item (no.) of [level edior v])) (letter (5) of (item (no.) of [level edior v]))))))\n    else\n        if <(. tags#) = [3]> then\n            replace item (no.) of [level edior v] with (join (letter (1) of (item (no.) of [level edior v])) (join (letter (2) of (item (no.) of [level edior v])) (join (item ((edior block tool) + (1)) of [alphabet v]) (join (letter (4) of (item (no.) of [level edior v])) (letter (5) of (item (no.) of [level edior v]))))))\n        else\n            if <(. tags#) = [4]> then\n                replace item (no.) of [level edior v] with (join (letter (1) of (item (no.) of [level edior v])) (join (letter (2) of (item (no.) of [level edior v])) (join (letter (3) of (item (no.) of [level edior v])) (join (item ((edior block tool) + (1)) of [alphabet v]) (letter (5) of (item (no.) of [level edior v]))))))\n            else\n                replace item (no.) of [level edior v] with (join (letter (1) of (item (no.) of [level edior v])) (join (letter (2) of (item (no.) of [level edior v])) (join (letter (3) of (item (no.) of [level edior v])) (join (letter (4) of (item (no.) of [level edior v])) (item ((edior block tool) + (1)) of [alphabet v])))))\n            end\n        end\n    end\nend\n\ndefine 0\nrepeat (165)\n    create clone of (_myself_ v)\n    a\n    change [no. v] by (1)\nend\n\ndefine b\nif <(item (no.) of [level edior v]) > [0]> then\n    set [c v] to [70]\nelse\n    set [c v] to [100]\nend\n\ndefine Save\nadd (.Number of Tags) to [_level v]\nset [i v] to [0]\nrepeat (length of [level edior v])\n    change [i v] by (1)\n    replace item (length of [_level v]) of [_level v] with (join (item (length of [_level v]) of [_level v]) (join [ ] (item (i) of [level edior v])))\nend\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level editior v]\nset [no. v] to [1]\ndelete all of [level edior v]\nrepeat ((.Number of Tags) * (2))\n    add [0] to [level edior v]\nend\n0\n\nSave\n\ndelete all of [alphabet v]\nadd [0] to [alphabet v]\nadd [a] to [alphabet v]\nadd [1] to [alphabet v]\nadd [2] to [alphabet v]\nadd [3] to [alphabet v]\nadd [b] to [alphabet v]\nadd [c] to [alphabet v]\n\nif <<[7] > (edior block tool)> and <(edior block tool) > [2]>> then\n    replace item (no.) of [level edior v] with (join (item ((edior block tool) + (1)) of [alphabet v]) (join (item ((edior block tool) + (1)) of [alphabet v]) (join (item ((edior block tool) + (1)) of [alphabet v]) (join (item ((edior block tool) + (1)) of [alphabet v]) (item ((edior block tool) + (1)) of [alphabet v])))))\nelse\nend\n\n@level editor 2\n\nwhen flag clicked\n\nwhen I start as a clone\nset drag mode [draggable v]\nshow\nforever\n    if <(. tags#) = ([ceiling v] of ((costume [number v]) / (2)) )> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (60)\n    end\n    replace item (costume [number v]) of [level edior v] with (((round ((x position) / (32))) + (8)) + ((15) * ((round ((y position) / (32))) + (5))))\nend\n\nwhen I receive [level editior v]\nswitch costume to (costume1 v)\nhide\ngo to x: (-100) y: (0)\nrepeat ((.Number of Tags) * (2))\n    create clone of (_myself_ v)\n    next costume\n    change x by (25)\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n    go to (mouse-pointer v)\n    go to [front v] layer\nend\n\n@WIN\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n    set rotation style [don't rotate v]\n    if <(pick random (1) to (3)) = [2]> then\n        wait (0) seconds\n        set size to (50) %\n        point in direction (pick random (1) to (360))\n        go to (random position v)\n        repeat (25)\n            switch costume to (costume2 v)\n            move (3) steps\n            change size by (-2)\n            change [color v] effect by (2)\n            go to [front v] layer\n        end\n    else\n        wait (0) seconds\n        go [forward v] (1) layers\n        set size to (400) %\n        point in direction (pick random (1) to (360))\n        repeat (25)\n            switch costume to (costume1 v)\n            move (10) steps\n            change size by (-15)\n            change [color v] effect by (2)\n            turn right ((5) * ([sin v] of ((timer) * (166)) )) degrees\n        end\n    end\n    delete this clone\nelse\n    turn right (pick random (1) to (360)) degrees\n    set size to (0) %\n    set [brightness v] effect to (30)\n    change [color v] effect by ((costume [number v]) * (10))\n    go to x: (0) y: (0)\n    forever\n        change x by (((((costume [number v]) * (26)) - (260)) - (x position)) / (7))\n        set y to ((2) * ([sin v] of (((timer) * (333)) + ((costume [number v]) * (-22))) ))\n        turn right ((((90) + ((12) * ([sin v] of (((timer) * (333)) + ((costume [number v]) * (166))) ))) - (direction)) / (10)) degrees\n        go to [front v] layer\n        change size by (((80) - (size)) / (4))\n        change [color v] effect by (2)\n    end\nend\n\ndefine a\nclear graphic effects\nswitch costume to (costume3 v)\nrepeat (15)\n    create clone of (_myself_ v)\n    next costume\nend\n\nwhen I receive [u v]\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (-12)\nend\ndelete this clone\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level v]\nset [no. v] to [1]\n\nwhen I receive [load menu v]\nset [no. v] to [0]\n\nwhen I receive [start! v]\nif <(no.) = [1]> then\n    wait (0.3) seconds\n    set [lock v] to [1]\n    wait until <(item # of [0] in [.check v]) = [0]>\n    set [lock v] to [0]\n    wait (0.4) seconds\n    if <(((__Level) - (1)) mod (6)) = [5]> then\n        a\n        go to x: (0) y: (0)\n        clear graphic effects\n        repeat until <not <key (space v) pressed?>>\n            switch costume to (costume1 v)\n            change [color v] effect by (2)\n            create clone of (_myself_ v)\n        end\n        repeat until <key (space v) pressed?>\n            switch costume to (costume1 v)\n            change [color v] effect by (2)\n            create clone of (_myself_ v)\n        end\n        stop [other scripts in sprite v]\n        broadcast (Back to menu v)\n        broadcast (u v)\n    else\n        go to x: (0) y: (0)\n        change [__level v] by (1)\n        broadcast (go to gameplay! v)\n        broadcast (u v)\n    end\nend\n\n@Sprite4\n\nwhen I receive [load menu v]\n[1] [0] [1]\n[2] [0] [2]\n[3] [6] [6]\n[4] [0] [3]\n\n[5] [0] [4]\n[6] [7] [6]\n\nwhen I receive [delete. v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to x: (x) y: (y)\nset size to (90) %\nforever\n    set [brightness v] effect to (0)\n    repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n        if <not <touching (mouse-pointer v)?>> then\n            wait until <not <mouse down?>>\n            wait (0.5) seconds\n        end\n    end\n    start sound [Water Drop v]\n    repeat until <not <mouse down?>>\n        set [brightness v] effect to ((20) * ([sin v] of ((timer) * (444)) ))\n    end\n    repeat until <mouse down?>\n        set [brightness v] effect to ((20) * ([sin v] of ((timer) * (444)) ))\n    end\n    if <touching (mouse-pointer v)?> then\n        start sound [Water Drop v]\n        set [__world v] to (costume [number v])\n        set [__level v] to ((((__World) - (1)) * (6)) + (1))\n        broadcast (go to gameplay! v)\n    end\n    set [brightness v] effect to (0)\n    wait (0.5) seconds\nend\n\ndefine (z) (x) (y)\nswitch costume to (z)\nset [x v] to (((x) * (31)) - (217))\nset [y v] to ((156) - ((y) * (36)))\ncreate clone of (_myself_ v)\n\nwhen I receive [go to gameplay! v]\ndelete this clone\n\n@progress\n\nwhen I receive [load level v]\nswitch costume to (costume1 v)\ngo to x: (-50) y: (0)\ncreate clone of (_myself_ v)\nchange x by (20)\ncreate clone of (_myself_ v)\nchange x by (20)\ncreate clone of (_myself_ v)\nchange x by (20)\ncreate clone of (_myself_ v)\nchange x by (20)\ncreate clone of (_myself_ v)\nchange x by (20)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n    if <(x position) = [50]> then\n        switch costume to ((4) + ([floor v] of (((__World) - (1)) / (3)) ))\n    end\n    set y to (-180)\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n        change y by (2)\n    end\n    wait (2.5) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n        change y by (-2)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n    set y to (-180)\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-33)\n        change y by (2)\n    end\n    wait (2.5) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n        change y by (-2)\n    end\n    delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n    set x to ((((((__Level) - (1)) mod (6)) - (1)) * (20)) - (50))\n    wait (0.3) seconds\n    repeat (4)\n        change x by (4)\n    end\n    repeat (4)\n        change x by (1)\n    end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n    set [color v] effect to (pick random (0) to (200))\n    forever\n        switch costume to (costume2 v)\n        wait (0.3) seconds\n        switch costume to (costume3 v)\n        wait (0.3) seconds\n    end\nend\n\nwhen I receive [delete. v]\ndelete this clone\n\n@Sprite6\n\nwhen I start as a clone\na\nset size to (pick random (70) to (200)) %\nshow\nswitch costume to (costume3 v)\nif <(__World) = [3]> then\n    switch costume to (costume2 v)\nend\nforever\n    set [ghost v] effect to (item (. tags#) of [ghost eff v])\n    set [color v] effect to (item (. tags#) of [color v])\n    go to x: (item (. tags#) of [x v]) y: (item (. tags#) of [y v])\nend\n\nwhen I receive [start! v]\nset [color v] effect to (110)\nrepeat (5)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [delete. v]\ndelete this clone\n\ndefine a\ndelete all of [color v]\nset [no. v] to [0]\nrepeat (5)\n    change [no. v] by (1)\n    add ((pick random (-20) to (20)) + (item (no.) of [. game tags color v])) to [color v]\nend\ndelete all of [ghost eff v]\nrepeat (5)\n    add (pick random (50) to (80)) to [ghost eff v]\nend\ndelete all of [custom v]\nrepeat (5)\n    add (pick random (0) to (100)) to [custom v]\nend\ndelete all of [x v]\ndelete all of [y v]\nrepeat (5)\n    add (pick random (-240) to (240)) to [x v]\n    add (pick random (-240) to (240)) to [y v]\nend\n\nwhen I receive [level editior v]\nset [color v] effect to (110)\nrepeat (5)\n    create clone of (_myself_ v)\nend\n\n@Sprite8\n\nwhen I start as a clone\ngo to x: (0) y: (0)\na\nshow\nforever\n    set [color v] effect to (item (. tags#) of [color v])\n    turn right (item (. tags#) of [speed v]) degrees\n    switch costume to (item (. tags#) of [custom v])\nend\n\nwhen I receive [load level v]\nset [no. v] to [2]\nrepeat (15)\n    change [no. v] by (1)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [delete. v]\ndelete this clone\n\ngo to [back v] layer\n\nwhen I receive [load menu v]\nset [no. v] to [2]\nrepeat (15)\n    change [no. v] by (1)\n    create clone of (_myself_ v)\nend\n\ndefine a\ndelete all of [speed v]\nrepeat (5)\n    add (pick random (-0.5) to (0.5)) to [speed v]\nend\ndelete all of [color v]\nset [i v] to [0]\nrepeat (5)\n    change [i v] by (1)\n    add ((pick random (-20) to (20)) + (item (i) of [. game tags color v])) to [color v]\nend\nb\nset size to (((no.) * (no.)) * (1)) %\n\nwhen I receive [level editior v]\nset [no. v] to [2]\nrepeat (15)\n    change [no. v] by (1)\n    create clone of (_myself_ v)\nend\n\ndefine b\ndelete all of [custom v]\nif <(__World) < [4]> then\n    repeat (5)\n        add (pick random (1) to (10)) to [custom v]\n    end\nelse\n    if <<[3] < (__World)> and <(__World) < [7]>> then\n        repeat (5)\n            if <(pick random (1) to (3)) = [1]> then\n                add (pick random (11) to (12)) to [custom v]\n            else\n                add (pick random (1) to (8)) to [custom v]\n            end\n        end\n    end\nend\n\n@Sprite5\n\nwhen I start as a clone\ngo to (random position v)\nb\nshow\nforever\n    set [color v] effect to (item (. tags#) of [color v])\n    switch costume to (item (. tags#) of [custom v])\n    turn right (item (. tags#) of [speed v]) degrees\n    go to x: ((item (. tags#) of [x v]) * ((size) / (100))) y: ((item (. tags#) of [y v]) * ((size) / (100)))\nend\n\nwhen I receive [delete. v]\ndelete this clone\n\nwhen I receive [start! v]\na\n\ndefine a\nrepeat (55)\n    create clone of (_myself_ v)\nend\n\ndefine b\ndelete all of [speed v]\nrepeat (5)\n    add (pick random (-1.0) to (1)) to [speed v]\nend\ndelete all of [color v]\nset [no. v] to [0]\nrepeat (5)\n    change [no. v] by (1)\n    add ((pick random (-20) to (20)) + (item (no.) of [. game tags color v])) to [color v]\nend\ndelete all of [custom v]\nrepeat (5)\n    add (pick random (0) to (100)) to [custom v]\nend\ndelete all of [x v]\ndelete all of [y v]\nset [no. v] to (pick random (0) to (360))\nset [no... v] to (pick random (200) to (350))\nrepeat (5)\n    add (([cos v] of (no.) ) * (no...)) to [x v]\n    add (([sin v] of (no.) ) * (no...)) to [y v]\nend\nturn right (pick random (0) to (180)) degrees\nset size to (pick random (0) to (100)) %\n\nwhen I receive [level editior v]\na\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n    wait until <key ((costume [name v]) v) pressed?>\n    set [edior block tool v] to ((costume [number v]) - (2))\nend\n\nwhen I start as a clone\nforever\n    if <(edior block tool) = ((costume [number v]) - (2))> then\n        set [brightness v] effect to ((15) + ((20) * ([sin v] of ((timer) * (444)) )))\n        set size to (90) %\n    else\n        set [brightness v] effect to (0)\n        set size to (70) %\n    end\nend\n\nwhen I receive [level editior v]\nswitch costume to (a v)\ngo to x: (-100) y: (-160)\nrepeat (8)\n    create clone of (_myself_ v)\n    change x by (27)\n    next costume\nend\n\nwhen I start as a clone\nforever\n    if <(mouse y) < [-130]> then\n        change [ghost v] effect by (15)\n    else\n        change [ghost v] effect by (-15)\n    end\nend\n\n@S 2\n\nwhen I start as a clone\nset [ghost v] effect to (10)\nshow\nif < (item (no.) of [. game platform v]) contains [1]?> then\n    go to x: ((32) * ((((no.) - (1)) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (1)) / (15)) ) - (5)))\n    forever\n        a\n        b\n    end\nelse\n    if < (item (no.) of [. game platform v]) contains [2]?> then\n        go to x: ((32) * ((((no.) - (1)) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (1)) / (15)) ) - (5)))\n        forever\n            a2\n            c\n        end\n    else\n        if < (item (no.) of [. game platform v]) contains [3]?> then\n            go to x: ((32) * ((((no.) - (1)) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (1)) / (15)) ) - (5)))\n            forever\n                a3\n                d\n            end\n        else\n            delete this clone\n        end\n    end\nend\n\ndefine a\nif <(letter (. tags#) of (item (no.) of [. game platform v])) = [1]> then\n    set [ghost v] effect to (10)\n    set [brightness v] effect to (0)\nelse\n    set [ghost v] effect to (90)\n    set [brightness v] effect to (-100)\nend\n\ndefine b\nif <<(_Theme) = [2]> or <(_Theme) = [3]>> then\n    switch costume to (costume2 v)\nelse\n    switch costume to (costume3 v)\n    if <(_Color) = [-1]> then\n        set [color v] effect to ((0) + ((((x position) / (2)) + (y position)) / (7)))\n    else\n        if <(_Color) = [-2]> then\n            set [color v] effect to ((100) + ((((x position) / (2)) + (y position)) / (7)))\n        else\n            if <(_Color) = [0]> then\n                set [color v] effect to (((_Theme) * (100)) + (((timer) * (3)) + ((((x position) / (2)) + (y position)) / (4))))\n            else\n                set [color v] effect to ((_Color) + ((((x position) / (2)) + (y position)) / (18)))\n            end\n        end\n    end\nend\n\ndefine aaa\nset [no. v] to [1]\nrepeat (15)\n    repeat (11)\n        create clone of (_myself_ v)\n        change [no. v] by (1)\n    end\nend\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level 3 v]\naaa\n\ndefine c\nif <(z BlockLock1) = [1]> then\n    repeat (5)\n        turn right (40) degrees\n        change size by (-20)\n    end\n    delete this clone\nend\n\ndefine a2\nif <(letter (. tags#) of (item (no.) of [. game platform v])) = [2]> then\n    set [ghost v] effect to (10)\n    set [brightness v] effect to ((10) + ((10) * ([sin v] of ((timer) * (300)) )))\n    point in direction ((90) + ((10) * ([sin v] of ((timer) * (120)) )))\n    set size to ((85) + ((5) * ([sin v] of ((timer) * (190)) ))) %\nelse\n    set [ghost v] effect to (90)\n    set [brightness v] effect to (-100)\nend\n\ndefine a3\nif <(letter (. tags#) of (item (no.) of [. game platform v])) = [3]> then\n    set [ghost v] effect to (10)\n    set [brightness v] effect to ((10) + ((10) * ([sin v] of ((timer) * (300)) )))\n    point in direction ((90) + ((10) * ([sin v] of ((timer) * (120)) )))\n    set size to ((85) + ((5) * ([sin v] of ((timer) * (190)) ))) %\nelse\n    set [ghost v] effect to (90)\n    set [brightness v] effect to (-100)\nend\n\ndefine d\nif <(z BlockLock2) = [1]> then\n    repeat (5)\n        turn right (40) degrees\n        change size by (-20)\n    end\n    delete this clone\nend\n\nset size to (100) %\n\n@S 3\n\nwhen I start as a clone\nset [ghost v] effect to (10)\nset size to (100) %\nshow\nif < (item (no.) of [. game platform v]) contains [b]?> then\n    go to x: ((32) * ((((no.) - (1)) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (1)) / (15)) ) - (5)))\n    switch costume to (costume6 v)\n    wait until <(z BlockLock1) = [1]>\n    set [brightness v] effect to (100)\n    replace item (no.) of [. game platform v] with [00000]\n    repeat (5)\n        change [brightness v] effect by (-20)\n        change size by (-20)\n    end\n    delete this clone\nelse\n    if < (item (no.) of [. game platform v]) contains [c]?> then\n        go to x: ((32) * ((((no.) - (1)) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (1)) / (15)) ) - (5)))\n        switch costume to (costume5 v)\n        wait until <(z BlockLock2) = [1]>\n        set [brightness v] effect to (100)\n        replace item (no.) of [. game platform v] with [00000]\n        repeat (5)\n            change [brightness v] effect by (-20)\n            change size by (-20)\n        end\n        delete this clone\n    else\n        delete this clone\n    end\nend\n\ndefine aaa\nset [no. v] to [1]\nrepeat (15)\n    repeat (11)\n        create clone of (_myself_ v)\n        change [no. v] by (1)\n    end\nend\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level 2 v]\naaa\n\nset [z blocklock1 v] to [1]\n\n@Sprite12\n\nwhen I receive [delete. v]\ndelete this clone\n\nwhen I receive [load level 2 v]\nhide\nset [no. v] to [0]\nif <(.Number of Tags) > [2]> then\n    repeat (.Number of Tags)\n        change [no. v] by (1)\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (no.)\nset size to (50) %\nforever\n    go to x: ((item (no.) of [. game character x v]) + (-16)) y: ((item (no.) of [. game character y v]) + (16))\n    if <(. tags#) = (no.)> then\n        set [ghost v] effect to (40)\n    else\n        set [ghost v] effect to (70)\n    end\nend\n\nif <[] > [50]> then\n\n
Tap the "file" 2 times to start the level\n\nArrow keys, AWD to move like any platformer\n1,2,3,4,5 or use mouse to swich tags\n\nYour goal is to make every character in every tags to go to the goals\n\nBtw the character can jump on the other character like a platfrom\nAnd swich tags will make the character frezee in mid air\n\n------------------------------------------------------------------\n\nWhat do you think? should I continue working on this?