mesa | platformer
@Stage\n\nwhen flag clicked\nwait ((skip intro? :3 \(dev purposes\)) + (1)) seconds\nforever\n    play sound [holo ampyx v] until done\nend\n\nplay sound [Vexento - Spark v] until done\nplay sound [Vexento - Sentimento v] until done\nplay sound [Ahrix - Nova v] until done\nplay sound [TheFatRat - Windfall v] until done\nplay sound [Ahxello - Frisbee v] until done\n\nwhen flag clicked\nset [wtdnc \(dev purposes\) v] to [100]\n\nwhen flag clicked\nset [color v] effect to (0)\nset [brightness v] effect to (0)\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n    wait (WTDNC \(dev purposes\)) seconds\n    repeat (100)\n        change [color v] effect by (.35)\n        change [brightness v] effect by (-.4)\n    end\n    wait (WTDNC \(dev purposes\)) seconds\n    repeat (100)\n        change [color v] effect by (-.35)\n        change [brightness v] effect by (.4)\n    end\nend\n\nwhen flag clicked\nset [skip intro? :3 \(dev purposes\) v] to [9.5]\n\nwhen flag clicked\nforever\n    set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\nwhen flag clicked\nforever\n    set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\nwhen flag clicked\nforever\n    set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\nwhen flag clicked\nforever\n    set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\nwhen flag clicked\nforever\n    set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\nwhen flag clicked\nforever\n    set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\nwhen flag clicked\nforever\n    set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\n@Sprite1\n\n@player\n\nwhen flag clicked\nforever\n    repeat (10)\n        if <touching (jump pad  v)?> then\n            change y by (1)\n            if <touching (jump pad  v)?> then\n                change y by (1)\n                if <touching (jump pad  v)?> then\n                    change y by (1)\n                    if <touching (jump pad  v)?> then\n                        change y by (1)\n                        if <touching (jump pad  v)?> then\n                            change y by (1)\n                            if <touching (jump pad  v)?> then\n                                change y by (1)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <touching (level v)?>> then\n        if <touching (water :d v)?> then\n            change y by (2)\n            if <touching (water :d v)?> then\n                change y by (2)\n                if <touching (water :d v)?> then\n                    change y by (2)\n                    if <touching (water :d v)?> then\n                        change y by (2)\n                        if <touching (water :d v)?> then\n                            change y by (2)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nwait (0.15) seconds\nrepeat (5)\n    change [ghost v] effect by (30)\nend\n\nwhen I start as a clone\nif <(skin) = [1]> then\n    switch costume to (costume3 v)\nend\nif <(skin) = [2]> then\n    switch costume to (costume10 v)\nend\nif <(skin) = [3]> then\n    switch costume to (costume11 v)\nend\nif <(skin) = [4]> then\n    switch costume to (costume12 v)\nend\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (12)\n    change size by (-8)\nend\ndelete this clone\n\nswitch costume to (costume3 v)\n\nwhen flag clicked\nforever\n    set [playerx v] to (x position)\n    set [playery v] to (y position)\nend\n\nwhen flag clicked\nforever\n    set volume to (100) %\nend\n\nwhen flag clicked\nforever\n    create clone of (_myself_ v)\nend\n\ndefine platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <<(mouse x) > (playerx)> and <(disable mobile engine) = [0]>>>>> then\n    change [xvelocity v] by ((running speed) * (1))\n    if <(skin) = [1]> then\n        switch costume to (costume1 v)\n    end\n    if <(skin) = [2]> then\n        switch costume to (costume4 v)\n    end\n    if <(skin) = [3]> then\n        switch costume to (costume5 v)\n    end\n    if <(skin) = [4]> then\n        switch costume to (costume6 v)\n    end\n    set size to (100) %\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <<(mouse x) < (playerx)> and <(disable mobile engine) = [0]>>>>> then\n    change [xvelocity v] by ((running speed) * (-1))\n    if <(skin) = [1]> then\n        switch costume to (costume2 v)\n    end\n    if <(skin) = [2]> then\n        switch costume to (costume7 v)\n    end\n    if <(skin) = [3]> then\n        switch costume to (costume8 v)\n    end\n    if <(skin) = [4]> then\n        switch costume to (costume9 v)\n    end\nend\nset [xvelocity v] to ((xvelocity) * (friction))\nchange x by (xvelocity)\nif <<touching (level v)?> or <touching (level v)?>> then\n    set [slope v] to [0]\n    repeat until <<(slope) = [8]> or <not <<touching (level v)?> or <touching (level v)?>>>>\n        change [slope v] by (1)\n        change y by (1)\n    end\n    if <<touching (level v)?> or <touching (level v)?>> then\n        change y by ((slope) * (-1))\n        repeat ([ceiling v] of ([abs v] of (xvelocity) ) )\n            if <<touching (level v)?> or <touching (level v)?>> then\n                change x by ((([abs v] of (xvelocity) ) / (xvelocity)) * (-1))\n            end\n        end\n        set [xvelocity v] to [0]\n    end\nend\nchange y by (yvelocity)\nif <<touching (level v)?> or <touching (level v)?>> then\n    repeat ([ceiling v] of ([abs v] of (yvelocity) ) )\n        if <<touching (level v)?> or <touching (level v)?>> then\n            change y by ((([abs v] of (yvelocity) ) / (yvelocity)) * (-1))\n        end\n    end\n    if <<(([abs v] of (yvelocity) ) / (yvelocity)) = [-1]> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<<mouse down?> and <<(mouse y) > (playery)> and <(disable mobile engine) = [0]>>> or <touching (jump pad v)?>>>>> then\n        set [yvelocity v] to (jump height)\n    else\n        set [yvelocity v] to [0]\n    end\nelse\n    change [yvelocity v] by (-1)\nend\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\ngo to x: (-202) y: (0)\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nforever\n    if <touching (water :d v)?> then\n        platform [5] [-1] [0.5] [1.5]\n    else\n        if <touching (jump pad  v)?> then\n            platform [20] [-1] [0.7] [2.3]\n        else\n            if <(jusmp) = [1]> then\n                platform [16] [-1] [0.7] [2.3]\n            else\n                if <(soedn) = [1]> then\n                    platform [12] [-1] [0.7] [3.5]\n                else\n                    platform [12] [-1] [0.7] [2.3]\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [ghost v] effect to (0)\nforever\n    if <<touching (evil stuff v)?> or <<touching (evil stuff3 v)?> or <<touching (evil stuff2 v)?> or <(y position) < [-175]>>>> then\n        broadcast (respawn muahaha  v)\n        change [deaths v] by (1)\n    end\nend\n\nwhen I receive [respawn muahaha  v]\nset [coins v] to [0]\ngo to x: (-202) y: (-60)\n\nwhen flag clicked\nforever\n    if <<touching (goal v)?> and <(coins) = [3]>> then\n        broadcast (respawn muahaha  v)\n        broadcast (next level v)\n    end\nend\n\ndefine out\n\nwhen flag clicked\nforever\n    if <(xvelocity) > [0]> then\n        repeat until <not <touching color (#3bb700)?>>\n            change x by (-1)\n        end\n    else\n        if <(xvelocity) < [0]> then\n            repeat until <not <touching color (#3bb700)?>>\n                change x by (1)\n            end\n        end\n    end\nend\n\nwhen flag clicked\nwait (3) seconds\ngo [backward v] (11) layers\n\nwhen flag clicked\nset [skin v] to [1]\n\nwhen flag clicked\nforever\n    set size to (100) %\nend\n\nwhen flag clicked\n\nforever\n    if <<touching (coin 1 v)?> or <<touching (coin 2 v)?> or <touching (coin 3 v)?>>> then\n        wait until <not <<touching (coin 1 v)?> or <<touching (coin 2 v)?> or <touching (coin 3 v)?>>>>\n    end\nend\n\nwhen flag clicked\nset [coins total v] to [0]\nforever\n    set [coins total v] to (((((level # bc the other one not owkring nvm it is im just an idiot) - (1)) - (skips)) * (3)) + (coins))\nend\n\nwhen flag clicked\nhide variable [fps v]\nwait (10) seconds\nshow variable [fps v]\nforever\n    set [fps \(exact\) v] to ((1) / (timer))\n    set [fps v] to (join (letter (1) of (fps \(exact\))) (join (letter (2) of (fps \(exact\))) (join (letter (3) of (fps \(exact\))) (letter (4) of (fps \(exact\))))))\n    wait (.2) seconds\nend\n\nwhen flag clicked\nwait (10) seconds\nforever\n    reset timer\nend\n\nhide variable [coins v]\nhide variable [coins v]\n\nwhen flag clicked\nwait until <touching (sprite9catautls uy v)?>\nbroadcast (ptoao v)\n\nwhen flag clicked\nforever\n    if <<touching (sprite9catautls uy v)?> and <<(level #) > [1]> and <(level #) < [16]>>> then\n        broadcast (respawn muahaha  v)\n        change [deaths v] by (1)\n    end\nend\n\nwhen flag clicked\n\nforever\nend\n\nif <not > then\nend\n\nwhen flag clicked\nforever\n    if <<touching (water :d v)?> and <touching (level v)?>> then\n        repeat until <not <touching (level v)?>>\n            change y by (-1)\n        end\n    end\nend\n\n@SKIN SELECTOR\n\nwhen I receive [hi derr v]\nrepeat until <(idk) = [1]>\n    repeat (10)\n        change size by (0.5)\n    end\n    repeat (10)\n        change size by (-0.5)\n    end\nend\n\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n    set [disable mobile engine v] to [0]\n    broadcast (hi derr v)\n    set [disable mobile engine v] to [0]\n    set [idk v] to [0]\n    repeat (9)\n        change [yyyyyyyyyyyyyy v] by (1)\n        change y by (yyyyyyyyyyyyyy)\n    end\n    switch costume to (costume1 v)\n    set size to (80) %\n    go to x: (177) y: (-155)\n    broadcast (byee :\( v)\nend\n\nwhen this sprite clicked\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n    set [disable mobile engine v] to [1]\n    broadcast (hi v)\n    set [disable mobile engine v] to [1]\n    switch costume to (costume2 v)\n    set [yyyyyyyyyyyyyy v] to [0]\n    set [idk v] to [1]\n    go to x: (-5) y: (210)\n    set size to (200) %\n    go to [front v] layer\n    repeat (15)\n        change [yyyyyyyyyyyyyy v] by (-1)\n        change y by (yyyyyyyyyyyyyy)\n    end\n    set [yyyyyyyyyyyyyy v] to [10]\n    wait (1) seconds\nend\n\nwhen flag clicked\nset size to (80) %\nset [idk v] to [0]\nswitch costume to (costume1 v)\nbroadcast (hi derr v)\nshow\ngo to x: (177) y: (-155)\npoint in direction (90)\nset size to (80) %\n\nwhen flag clicked\nwait (12) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n    if <touching (player v)?> then\n        set [ghost v] effect to (35)\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (15)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nset [ghost v] effect to (0)\n\n@cooltext-357180023871607\n\nwhen this sprite clicked\nif <<(skips) < [3]> and <not <(level #) = [4434]>>> then\n    broadcast (next level v)\n    broadcast (respawn muahaha  v)\n    change [skips v] by (1)\nend\n\nwhen flag clicked\nset [skips v] to [0]\nshow\n\nforever\n    if <(level #) = [21]> then\n        hide\n    end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (cooltext-357180023871607 v)\nforever\n    if <<(skips) = [3]> or <(level #) = [21]>> then\n        switch costume to (cooltext-2 v)\n    end\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (15)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nshow\ngo to x: (75) y: (-155)\npoint in direction (90)\nset size to (80) %\nforever\n    repeat (10)\n        change size by (0.5)\n    end\n    repeat (10)\n        change size by (-0.5)\n    end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n    if <touching (player v)?> then\n        set [ghost v] effect to (35)\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nwait (12) seconds\ngo to [front v] layer\n\n@goal\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\nset size to (100) %\ngo to [front v] layer\nset size to (75) %\nset [brightness v] effect to (-20)\nset [ghost v] effect to (0)\npoint in direction (75)\nforever\n    repeat (30)\n        turn right (1) degrees\n    end\n    repeat (30)\n        turn left (1) degrees\n    end\nend\n\nwhen flag clicked\nset [coins v] to [0]\nwait (9.5) seconds\ncreate clone of (_myself_ v)\nforever\n    if <(coins) < [3]> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I start as a clone\nshow\npoint in direction (90)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\ngo to x: (212) y: (-85)\nforever\n\nwhen flag clicked\ngo to x: (212) y: (-85)\n\nwhen I start as a clone\nforever\n    if <(coins) < [3]> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I start as a clone\nforever\n    on level [1] go to x: [208] y: [-95]\n    on level [13] go to x: [47] y: [96]\n    on level [14] go to x: [140] y: [-99]\n    on level [15] go to x: [213] y: [-99]\nend\n\nwhen flag clicked\nforever\n    on level [1] go to x: [208] y: [-95]\n    on level [13] go to x: [47] y: [96]\n    on level [14] go to x: [140] y: [-99]\n    on level [15] go to x: [213] y: [-99]\nend\n\ndefine on level (#) go to x: (x) y: (y)\nif <(level #) = (#)> then\n    go to x: (x) y: (y)\nend\n\nwhen flag clicked\nwait until <(level #) = [16]>\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-337) y: (110)\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n    create clone of (_myself_ v)\n    wait (10) seconds\nend\n\nwhen I start as a clone\ngo to x: (-337) y: (pick random (185) to (-30))\nset [ghost v] effect to (pick random (30) to (60))\nset size to (pick random (70) to (130)) %\nrepeat (1000)\n    change x by (2)\nend\n\nwhen I start as a clone\nwait (11) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (410) y: (110)\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n    wait (5) seconds\n    create clone of (_myself_ v)\n    wait (5) seconds\nend\n\nwhen I start as a clone\ngo to x: (410) y: (pick random (185) to (-30))\nset [ghost v] effect to (pick random (30) to (60))\nset size to (pick random (70) to (130)) %\nrepeat (1000)\n    change x by (-2)\nend\n\nwhen I start as a clone\nwait (11) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\n\nwhen flag clicked\nforever\n    go to x: ((playerx) / (20)) y: (((playery) / (20)) - (75))\nend\n\nwhen flag clicked\nwait (3.5) seconds\ngo to [back v] layer\n\n@Sprite6\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\n\nwhen flag clicked\nforever\n    go to x: ((playerx) / (30)) y: (((playery) / (30)) - (75))\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to [back v] layer\n\nwhen flag clicked\nwait (3.5) seconds\ngo to [back v] layer\n\n@Sprite5\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\n\nwhen flag clicked\nforever\n    go to x: ((playerx) / (40)) y: ((playery) / (40))\nend\n\nwhen flag clicked\nwait (2) seconds\ngo to [back v] layer\n\nwhen flag clicked\nwait (3.5) seconds\ngo to [back v] layer\n\n@Sprite7\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nset [ghost v] effect to (40)\n\nforever\n    if <(level #) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\ngo to x: (-169) y: (131)\nwait (skip intro? :3 \(dev purposes\)) seconds\nset size to (115) %\nrepeat (2)\n    create clone of (_myself_ v)\n    wait (.75) seconds\nend\nset size to (140) %\nrepeat (2)\n    create clone of (_myself_ v)\n    wait (.75) seconds\nend\nset size to (80) %\n\nwhen I start as a clone\nset [brightness v] effect to (0)\ngo to [back v] layer\nset [ghost v] effect to (80)\nforever\n    repeat (30)\n        change size by (1)\n    end\n    repeat (30)\n        change size by (-1)\n    end\nend\n\ndelete this clone\n\nset size to (100) %\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\nwhen I receive [next level v]\nforever\nend\n\nif  then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n    wait (WTDNC \(dev purposes\)) seconds\n    repeat (100)\n        change [brightness v] effect by (1)\n    end\n    wait (WTDNC \(dev purposes\)) seconds\n    repeat (100)\n        change [brightness v] effect by (-1)\n    end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n    wait (WTDNC \(dev purposes\)) seconds\n    repeat (100)\n        change [brightness v] effect by (1)\n        change [ghost v] effect by (-2.5)\n    end\n    wait (WTDNC \(dev purposes\)) seconds\n    repeat (100)\n        change [brightness v] effect by (-1)\n        change [ghost v] effect by (25)\n    end\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n    wait (WTDNC \(dev purposes\)) seconds\n    repeat (100)\n        change [ghost v] effect by (-1)\n    end\n    wait (WTDNC \(dev purposes\)) seconds\n    repeat (100)\n        change [ghost v] effect by (1)\n    end\nend\n\n@Sprite9catautls uy\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\nforever\n    switch costume to (level #)\nend\n\n@MY FRIEND TOLD ME TO MAKE THIS SPRI9TE\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nif <(level #) = [16]> then\n    wait (1) seconds\n    show\n    go to x: (240) y: (150)\n    repeat until <(x position) = [-240]>\n        turn left (15) degrees\n        change x by (-5)\n    end\n    hide\nend\n\n@cactus woo\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nif <(level #) = [16]> then\n    show\n    go to x: (240) y: (150)\n    repeat until <(x position) = [-240]>\n        turn left (15) degrees\n        change x by (-5)\n    end\n    hide\nend\n\n@level\n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n    set [level # v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nchange [level # v] by (1)\n\ndefine gggsdga\n\ngggsdga\n\nwait (.1) seconds\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\n\nwhen flag clicked\nwait (11) seconds\ngo to [front v] layer\n\n@water :D\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    switch costume to (level #)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\nwait (.5) seconds\n\nwhen flag clicked\nforever\n    repeat (7)\n        change y by (1.5)\n    end\n    repeat (7)\n        change y by (-1.5)\n    end\nend\n\nwhen I receive [next level v]\n\nwhen flag clicked\nwait (10) seconds\ngo to [front v] layer\n\n@evil stuff\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\ngo [forward v] (1) layers\n\nwhen I start as a clone\n\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nset [ghost v] effect to (0)\n\ngo [forward v] (1) layers\n\n@coin 1\n\nset [y 2 v] to [1.94]\nforever\n    repeat (20)\n        change [y 2 v] by (-0.2)\n    end\n    repeat (20)\n        change [y 2 v] by (0.2)\n    end\nend\n\nforever\n\ndefine go to x: (x) y: (y)\ngo to x: (x) y: (y)\n\ngo to x: [140] y: [50]\n\ngo to x: [72] y: [72]\n\ngo to x: [44] y: [50]\n\nwhen flag clicked\nset [y 2 v] to [1.5]\nforever\n    repeat (30)\n        change [y 2 v] by (-0.1)\n        change y by (y 2)\n    end\n    repeat (30)\n        change [y 2 v] by (0.1)\n        change y by (y 2)\n    end\nend\n\nwhen flag clicked\n\nwhen I receive [respawn muahaha  v]\nbroadcast (check v)\n\nwait (1) seconds\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\ngo to [front v] layer\nshow\nset size to (80) %\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n    next costume\n    wait (0.05) seconds\nend\n\nwhen flag clicked\ngo to x: (112) y: (-40)\n\nshow\n\ndefine float uwu\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\n\nforever\n    hide\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        play sound [Coin v] until done\n        repeat (20)\n            change size by (2)\n            change [ghost v] effect by (5)\n        end\n        hide\n        change [coins v] by (1)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(username) = [tornadoyay1]> then\n        if <not <key (space v) pressed?>> then\n            hide variable [fps v]\n            hide variable [level # v]\n        else\n            show variable [fps v]\n            show variable [level # v]\n        end\n    else\n        hide variable [fps v]\n        hide variable [level # v]\n    end\nend\n\nhide variable [coins total v]\n\nset [ghost v] effect to (100)\n\nwhen I receive [respawn muahaha  v]\nwait (1) seconds\nwait until <not <touching (player v)?>>\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n    if <not <key (space v) pressed?>> then\n        hide variable [coins total v]\n    else\n        show variable [coins total v]\n    end\nend\n\nwhen I receive [check v]\nshow\nif <(level #) = [1]> then\n    go to x: (112) y: (-40)\nelse\n    if <(level #) = [2]> then\n        go to x: (-116) y: (-65)\n    else\n        if <(level #) = [3]> then\n            go to x: (-123) y: (-6)\n        else\n            if <(level #) = [4]> then\n                go to x: (-123) y: (-57)\n            else\n                if <(level #) = [5]> then\n                    go to x: (-103) y: (-54)\n                else\n                    if <(level #) = [6]> then\n                        go to x: (-87) y: (38)\n                    else\n                        if <(level #) = [7]> then\n                            go to x: (39) y: (99)\n                        else\n                            if <(level #) = [8]> then\n                                go to x: (-140) y: (-28)\n                            else\n                                if <(level #) = [9]> then\n                                    go to x: (-112) y: (129)\n                                else\n                                    if <(level #) = [10]> then\n                                        go to x: (-136) y: (1)\n                                    else\n                                        if <(level #) = [11]> then\n                                            go to x: (-74) y: (47)\n                                        else\n                                            if <(level #) = [12]> then\n                                                go to x: (210) y: (46)\n                                            else\n                                                if <(level #) = [13]> then\n                                                    go to x: (188) y: (67)\n                                                else\n                                                    if <(level #) = [14]> then\n                                                        go to x: (207) y: (14)\n                                                    else\n                                                        if <(level #) = [15]> then\n                                                            go to x: (86) y: (42)\n                                                        else\n                                                            set [ghost v] effect to (100)\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@coin 2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        play sound [Coin v] until done\n        repeat (20)\n            change size by (2)\n            change [ghost v] effect by (5)\n        end\n        hide\n        change [coins v] by (1)\n    end\nend\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\ngo to [front v] layer\nshow\nset size to (80) %\nset [ghost v] effect to (0)\n\nforever\n    change y by (y 2)\nend\n\nwhen I receive [next level v]\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n    next costume\n    wait (0.05) seconds\nend\n\nfloat uwu\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (0) y: (-40)\n\nforever\n\ndefine float uwu\n\nwhen flag clicked\ngo to [front v] layer\n\nforever\n\nwhen flag clicked\n\nforever\n    hide\nend\n\nset [y 2 v] to [1.94]\nforever\n    repeat (20)\n        change [y 2 v] by (-0.2)\n    end\n    repeat (20)\n        change [y 2 v] by (0.2)\n    end\nend\n\ndefine go to x: (x) y: (y)\ngo to x: (x) y: (y)\n\ngo to x: [5] y: [-65]\ngo to x: [41] y: [-27]\ngo to x: [134] y: [-45]\n\nwhen flag clicked\nset [y 2 v] to [1.5]\nforever\n    repeat (30)\n        change [y 2 v] by (-0.1)\n        change y by (y 2)\n    end\n    repeat (30)\n        change [y 2 v] by (0.1)\n        change y by (y 2)\n    end\nend\n\nwhen I receive [check v]\nshow\nif <(level #) = [1]> then\n    go to x: (0) y: (-40)\nelse\n    if <(level #) = [2]> then\n        go to x: (1) y: (19)\n    else\n        if <(level #) = [3]> then\n            go to x: (7) y: (-85)\n        else\n            if <(level #) = [4]> then\n                go to x: (100) y: (52)\n            else\n                if <(level #) = [5]> then\n                    go to x: (125) y: (101)\n                else\n                    if <(level #) = [6]> then\n                        go to x: (177) y: (-3)\n                    else\n                        if <(level #) = [7]> then\n                            go to x: (152) y: (-93)\n                        else\n                            if <(level #) = [8]> then\n                                go to x: (145) y: (-45)\n                            else\n                                if <(level #) = [9]> then\n                                    go to x: (-2) y: (165)\n                                else\n                                    if <(level #) = [10]> then\n                                        go to x: (-21) y: (80)\n                                    else\n                                        if <(level #) = [11]> then\n                                            go to x: (-209) y: (85)\n                                        else\n                                            if <(level #) = [12]> then\n                                                go to x: (-106) y: (138)\n                                            else\n                                                if <(level #) = [13]> then\n                                                    go to x: (-134) y: (-22)\n                                                else\n                                                    if <(level #) = [14]> then\n                                                        go to x: (-134) y: (-22)\n                                                    else\n                                                        if <(level #) = [15]> then\n                                                            go to x: (-199) y: (124)\n                                                        else\n                                                            set [ghost v] effect to (100)\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [respawn muahaha  v]\nwait (1) seconds\nwait until <not <touching (player v)?>>\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\n@coin 3\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        play sound [Coin v] until done\n        repeat (20)\n            change size by (2)\n            change [ghost v] effect by (5)\n        end\n        hide\n        change [coins v] by (1)\n    end\nend\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\nset size to (80) %\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n    next costume\n    wait (0.05) seconds\nend\n\nfloat uwu\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (-115) y: (-40)\n\nforever\n\nwhen flag clicked\nset [y 2 v] to [1.5]\nforever\n    repeat (30)\n        change [y 2 v] by (-0.1)\n        change y by (y 2)\n    end\n    repeat (30)\n        change [y 2 v] by (0.1)\n        change y by (y 2)\n    end\nend\n\nforever\n\ndefine float uwu\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\n\nforever\n    hide\nend\n\ndefine go to x: (x) y: (y)\ngo to x: (x) y: (y)\n\ngo to x: [-115] y: [-50]\ngo to x: [-112] y: [31]\ngo to x: [-130] y: [14]\ngo to x: [-116] y: [14]\n\nforever\n    repeat (20)\n        change [y 2 v] by (-0.2)\n    end\n    repeat (20)\n        change [y 2 v] by (0.2)\n    end\nend\n\ngo to [front v] layer\n\nshow\n\nif  then\n\nwhen I receive [next level v]\nbroadcast (check v)\n\nwhen flag clicked\nforever\n    if <(username) = [tornadoyay1]> then\n        if <key (1 v) pressed?> then\n            wait until <not <key (1 v) pressed?>>\n            broadcast (next level v)\n        end\n    end\nend\n\nwhen I receive [check v]\nshow\nif <(level #) = [1]> then\n    go to x: (-115) y: (-40)\nelse\n    if <(level #) = [2]> then\n        go to x: (136) y: (-5)\n    else\n        if <(level #) = [3]> then\n            go to x: (117) y: (-55)\n        else\n            if <(level #) = [4]> then\n                go to x: (205) y: (7)\n            else\n                if <(level #) = [5]> then\n                    go to x: (-66) y: (102)\n                else\n                    if <(level #) = [6]> then\n                        go to x: (59) y: (59)\n                    else\n                        if <(level #) = [7]> then\n                            go to x: (-66) y: (137)\n                        else\n                            if <(level #) = [8]> then\n                                go to x: (-100) y: (155)\n                            else\n                                if <(level #) = [9]> then\n                                    go to x: (115) y: (129)\n                                else\n                                    if <(level #) = [10]> then\n                                        go to x: (139) y: (153)\n                                    else\n                                        if <(level #) = [11]> then\n                                            go to x: (128) y: (138)\n                                        else\n                                            if <(level #) = [12]> then\n                                                go to x: (128) y: (150)\n                                            else\n                                                if <(level #) = [13]> then\n                                                    go to x: (42) y: (-70)\n                                                else\n                                                    if <(level #) = [14]> then\n                                                        go to x: (127) y: (164)\n                                                    else\n                                                        if <(level #) = [15]> then\n                                                            go to x: (1) y: (142)\n                                                        else\n                                                            set [ghost v] effect to (100)\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [respawn muahaha  v]\nwait (1) seconds\nwait until <not <touching (player v)?>>\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [y v] to [1.94]\nforever\n    repeat (16)\n        change [y v] by (-0.25)\n    end\n    repeat (16)\n        change [y v] by (0.25)\n    end\nend\n\nwhen flag clicked\nforever\n    change y by (y)\nend\n\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\ngo [forward v] (1) layers\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwait (9) seconds\nforever\n    if <touching (player v)?> then\n        set [ghost v] effect to (50)\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen I receive [ptoao v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (8) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\n\n@Sprite10\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\n\n@jump pad \n\nwhen flag clicked\nforever\n    switch costume to (level #)\nend\n\n@shop\n\nwhen I receive [hi derr v]\nrepeat until <(idk) = [1]>\n    repeat (10)\n        change size by (0.5)\n    end\n    repeat (10)\n        change size by (-0.5)\n    end\nend\n\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n    set [disable mobile engine v] to [0]\n    broadcast (hola v)\n    set [isdek v] to [0]\n    repeat (9)\n        change [yyya v] by (1)\n        change y by (yyya)\n    end\n    switch costume to (costume1 v)\n    set size to (100) %\n    go to x: (-177) y: (150)\n    broadcast (byee :\( v)\nend\n\nwhen this sprite clicked\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n    set [disable mobile engine v] to [1]\n    broadcast (h e l l o v)\n    switch costume to (costume2 v)\n    set [yyya v] to [0]\n    set [isdek v] to [1]\n    go to x: (-5) y: (210)\n    set size to (200) %\n    go to [front v] layer\n    repeat (15)\n        change [yyya v] by (-1)\n        change y by (yyya)\n    end\n    set [yyya v] to [10]\n    broadcast (shw v)\n    wait (1) seconds\nend\n\nwhen flag clicked\nset [idk v] to [0]\nswitch costume to (costume1 v)\nbroadcast (hi derr v)\nshow\ngo to x: (-177) y: (155)\npoint in direction (90)\nset size to (80) %\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n    if <touching (player v)?> then\n        set [ghost v] effect to (35)\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (15)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nset [ghost v] effect to (0)\n\n@Sprite13\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hi v]\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n    show\n    switch costume to (costume2 v)\n    set [yyyyyyyyyyyyyy v] to [0]\n    set [idk v] to [1]\n    go to x: (-5) y: (210)\n    set size to (200) %\n    go to [front v] layer\n    repeat (15)\n        change [yyyyyyyyyyyyyy v] by (-1)\n        change y by (yyyyyyyyyyyyyy)\n    end\n    set [yyyyyyyyyyyyyy v] to [10]\n    wait (1) seconds\nend\n\nwhen I receive [hi derr v]\nset [idk v] to [0]\nrepeat (9)\n    change [yyyyyyyyyyyyyy v] by (1)\n    change y by (yyyyyyyyyyyyyy)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\nhide\n\nwhen this sprite clicked\nset [skin v] to [1]\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (5)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@Sprite12\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hi v]\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n    show\n    switch costume to (costume2 v)\n    set [yyyyyyyyyyyyyy v] to [0]\n    set [idk v] to [1]\n    go to x: (-5) y: (210)\n    set size to (200) %\n    go to [front v] layer\n    repeat (15)\n        change [yyyyyyyyyyyyyy v] by (-1)\n        change y by (yyyyyyyyyyyyyy)\n    end\n    set [yyyyyyyyyyyyyy v] to [10]\n    wait (1) seconds\nend\n\nwhen I receive [hi derr v]\nset [idk v] to [0]\nrepeat (9)\n    change [yyyyyyyyyyyyyy v] by (1)\n    change y by (yyyyyyyyyyyyyy)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\nhide\n\nwhen this sprite clicked\nset [skin v] to [4]\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (5)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@Sprite11\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hi v]\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n    show\n    switch costume to (costume2 v)\n    set [yyyyyyyyyyyyyy v] to [0]\n    set [idk v] to [1]\n    go to x: (-5) y: (210)\n    set size to (200) %\n    go to [front v] layer\n    repeat (15)\n        change [yyyyyyyyyyyyyy v] by (-1)\n        change y by (yyyyyyyyyyyyyy)\n    end\n    set [yyyyyyyyyyyyyy v] to [10]\n    wait (1) seconds\nend\n\nwhen I receive [hi derr v]\nset [idk v] to [0]\nrepeat (9)\n    change [yyyyyyyyyyyyyy v] by (1)\n    change y by (yyyyyyyyyyyyyy)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\nhide\n\nwhen this sprite clicked\nset [skin v] to [2]\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (5)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@Sprite14\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen this sprite clicked\n\nwhen this sprite clicked\nset [skin v] to [3]\n\nwhen I receive [hi derr v]\nset [idk v] to [0]\nrepeat (9)\n    change [yyyyyyyyyyyyyy v] by (1)\n    change y by (yyyyyyyyyyyyyy)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\nhide\n\nwhen I receive [hi v]\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n    show\n    switch costume to (costume2 v)\n    set [yyyyyyyyyyyyyy v] to [0]\n    set [idk v] to [1]\n    go to x: (-5) y: (210)\n    set size to (200) %\n    go to [front v] layer\n    repeat (15)\n        change [yyyyyyyyyyyyyy v] by (-1)\n        change y by (yyyyyyyyyyyyyy)\n    end\n    set [yyyyyyyyyyyyyy v] to [10]\n    wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (5)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@Sprite15\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen this sprite clicked\n\nwhen this sprite clicked\nif <(soedn) = [0]> then\n    if <(coins total) > [7]> then\n        change [coins v] by (-8)\n        set [jusmp v] to [1]\n        wait (10) seconds\n        set [jusmp v] to [0]\n    end\nend\n\nwhen I receive [hola v]\nhide\n\nset [isdek v] to [0]\nrepeat (9)\n    change [yyya v] by (1)\n    change y by (yyya)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    if <(soedn) = [0]> then\n        if <touching (mouse-pointer v)?> then\n            set [brightness v] effect to (5)\n        else\n            set [brightness v] effect to (0)\n        end\n    end\nend\n\nwhen flag clicked\nset [jusmp v] to [0]\n\nchange [yyya v] by (-.5)\n\nwhen I receive [shw v]\nshow\ngo to x: (-61) y: (68)\nset size to (220) %\n\n@Sprite16\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen this sprite clicked\n\nwhen this sprite clicked\nif <(jusmp) = [0]> then\n    if <(coins total) > [9]> then\n        change [coins v] by (-10)\n        set [soedn v] to [1]\n        wait (15) seconds\n        set [soedn v] to [0]\n    end\nend\n\nwhen I receive [hola v]\nhide\n\nwhen I receive [shw v]\nshow\ngo to x: (55) y: (60)\nset size to (220) %\n\nchange [yyya v] by (-.5)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    if <(jusmp) = [0]> then\n        if <touching (mouse-pointer v)?> then\n            set [brightness v] effect to (5)\n        else\n            set [brightness v] effect to (0)\n        end\n    end\nend\n\nwhen flag clicked\nset [jusmp v] to [0]\n\n@jump\n\nwhen flag clicked\nforever\n    if <(jusmp) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\n@speed\n\nwhen flag clicked\nforever\n    if <(soedn) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\n@eyeballl :D\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    show\n    go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nswitch costume to (background \[pen\] v)\nshow\ngo to [back v] layer\ngo to [back v] layer\ngo to x: (-235) y: (-200)\nclear sound effects\nstart sound [Plugged v]\nset [id v] to [0]\nset [count v] to [0]\nhide variable [id v]\nhide variable [count v]\nDraw background\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nforever\n    set [id v] to [3]\n    create clone of (_myself_ v)\n    change [count v] by (1)\n    if <(Count) = [135]> then\n        set [id v] to [4]\n        create clone of (_myself_ v)\n    end\n    if <(Count) = [235]> then\n        set [id v] to [5]\n        create clone of (_myself_ v)\n    end\n    if <(Count) = [280]> then\n        broadcast (Intro: Delete all clones v)\n    end\nend\n\ndefine Draw background\nerase all\npen up\nset pen color to (#29c8ec)\nset pen size to (10)\npen down\nrepeat (20)\n    change y by (10)\n    change x by (-500)\n    change pen (brightness v) by (-2)\n    change y by (10)\n    change x by (500)\n    change pen (brightness v) by (-2)\nend\npen up\ngo to x: (-235) y: (-175)\nset pen size to (20)\nset pen color to (#2ac7ef)\npen down\nchange x by (500)\npen up\n\nwhen I start as a clone\nif <(id) = [1]> then\n    switch costume to (logo v)\n    go to x: (0) y: (0)\n    point in direction (60)\n    set size to (10) %\n    show\n    repeat (6)\n        turn right (5) degrees\n        change size by (16)\n    end\n    repeat (3)\n        change size by (-3)\n        clear graphic effects\n    end\n    repeat (3)\n        change size by (2)\n    end\n    repeat (3)\n        change size by (-2)\n    end\n    repeat (3)\n        change size by (1)\n    end\n    forever\n        point in direction ((([tan v] of ((150) * (timer)) ) * (5)) + (90))\n        change y by (([sin v] of ((200) * (timer)) ) * (5))\n    end\nelse\n    if <(id) = [2]> then\n        switch costume to (lines v)\n        go to x: (300) y: (0)\n        repeat until <(x position) < [-255]>\n            go to [back v] layer\n            set [ghost v] effect to (15)\n            change x by (-4)\n            if <(x position) = [240]> then\n                set [id v] to [2]\n                create clone of (_myself_ v)\n            end\n        end\n        delete this clone\n    else\n        if <(id) = [3]> then\n            switch costume to (particles v)\n            go to x: (0) y: (0)\n            go to [back v] layer\n            point in direction (pick random (0) to (360))\n            set size to (pick random (40) to (65)) %\n            set [color v] effect to (0)\n            set [ghost v] effect to (pick random (30) to (60))\n            go to [back v] layer\n            show\n            repeat (100)\n                change [ghost v] effect by (1)\n                move (5) steps\n                if <touching (_edge_ v)?> then\n                    delete this clone\n                end\n            end\n            delete this clone\n        else\n            if <(id) = [4]> then\n                go to [front v] layer\n                switch costume to (tornadoyay1 v)\n                go to [front v] layer\n                set size to (100) %\n                set [ghost v] effect to (0)\n                go to [front v] layer\n                go to x: (0) y: (-180)\n                go to [front v] layer\n                point in direction (90)\n                go to [front v] layer\n                Smooth Glide to x: [0] y: [0] at speed [8]\n            else\n                if <(id) = [5]> then\n                    go to [front v] layer\n                    switch costume to (screen v)\n                    go to [front v] layer\n                    go to x: (0) y: (-400)\n                    point in direction (90)\n                    set [ghost v] effect to (0)\n                    set size to (100) %\n                    go to [front v] layer\n                    Smooth Glide to x: [0] y: [0] at speed [8]\n                end\n            end\n        end\n    end\nend\n\ndefine Smooth Glide to x: (x) y: (y) at speed (speed)\nrepeat until <<(x) = (x position)> and <(y) = (y position)>>\n    change x by (((x) - (x position)) / (speed))\n    change y by (((y) - (y position)) / (speed))\n    go to [front v] layer\nend\n\nwhen I receive [intro: delete all clones v]\nerase all\nstop [other scripts in sprite v]\ndelete this clone\n\n
-- INSTRUCTIONS --\n- WASD, mobile or arrow keys to move \n- collect all the coins to proceed to the next level\n- avoid cacti (except on the first and last levels) and avoid spikes\n- jump pads make you jump higher\n- press space to see how many coins you have\n-- NOTES --\nfeedback is more than welcome in the comments! and if there are any bugs, PLEASE let me know and I'll try my best to fix it. (unless its a bug I already spent hours on and gave up)\nthis project is meant to be a smaller project to share something while I work on something bigger, which hopefully will be shared within the next 1-2 months :)\nalso I based this off of the mesa biome from Minecraft, and I probably messed the color scheme up a lot, sorry about that..\n-- CREDITS --\n- cooltext.com for the text on the thumbnail and buttons\n- @aqury for my awesome intro :D\n- music is holo by ampyx\n- thanks to the minecraft mesa biome for inspiring me lol\n- @icedsnow''s project for inspiring me to add a day/night cycle (I know they got it from someone else but thats what inspired me anyways, but I made this one myself)\n- thanks to you for (hopefully) playing!\n\n2/23- holy wow almost 400 views? o.O\nalso I fixed a few things that I didnt notice before\n\n42\n\n3/6- also, im sorry that this isnt super intricate and unique. I made this more for myself and to help develop my graphics skills, and this was mainly meant to be something to share while I worked on a different project, so im sorry if you dont like it (and honestly im not the proudest of this myself idk why it got so much attention) but please just tell me why in the comments!\n\n3/7- and a lot of people are complaining about the portal not working. it works fine (according to me and multiple other people) but just make sure you get all the coins first :)