Midnight - A platformer
@Stage\n\nwhen flag clicked\nset [time v] to [0]\nswitch backdrop to (black v)\n\nwhen I receive [mainmenu v]\nswitch backdrop to (cave v)\nset volume to (100) %\nplay sound [TA-OpeningTheme Intro v] until done\nforever\n    play sound [TA-OpeningTheme v] until done\nend\n\nwhen I receive [enter game v]\nswitch backdrop to (cave v)\n\nwhen I receive [win! v]\nrepeat (100)\n    change volume by (-1)\nend\n\nwhen I receive [gameend v]\nstop [other scripts in stage v]\nset volume to (100) %\nwait (1) seconds\nplay sound [TA-Game Over v] until done\n\n@Block\n\nwhen flag clicked\nhide\n\nwhen I receive [mainmenu v]\nswitch costume to (lightblock -normal v)\ngo to x: (0) y: (-83)\nshow\nset [local blinkrandom v] to [-45]\nforever\n    change [local blinkrandom v] by (0.5)\n    if <(Local BlinkRandom) = [222]> then\n        set [local blinkrandom v] to [0]\n    end\n    if <(Local BlinkRandom) = [7]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [34]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [42]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [84]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [126]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [134]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [198]> then\n        Blink\n    end\nend\n\ndefine Blink\nrepeat (5)\n    go to (hitbox v)\n    next costume\nend\nrepeat (5)\n    go to (hitbox v)\n    switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [enter game v]\nstop [other scripts in sprite v]\nswitch costume to (lightblock -normal v)\nshow\nset [local blinkrandom v] to [-45]\nforever\n    change [local blinkrandom v] by (0.5)\n    go to (hitbox v)\n    if <(Local BlinkRandom) = [222]> then\n        set [local blinkrandom v] to [0]\n    end\n    if <(Local BlinkRandom) = [7]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [34]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [42]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [84]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [126]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [134]> then\n        Blink\n    end\n    if <(Local BlinkRandom) = [198]> then\n        Blink\n    end\nend\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@DarkCircle\n\nwhen flag clicked\nhide\n\nwhen I receive [bright up v]\nif <(Local Clone?) = [1]> then\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nend\n\nwhen I receive [bright reset v]\nif <(Local Clone?) = [1]> then\n    show\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (Local Ghost)\n    end\nend\n\nwhen I receive [enter game v]\nset size to (100) %\nset [extendo v] to [0]\nset [local ghost v] to [0]\nset [local clone? v] to [1]\nQuickCreate\nset [local clone? v] to [0]\n\nwhen I receive [mainmenu v]\nset size to (100) %\nset [extendo v] to [0]\nset [local ghost v] to [0]\nset [local clone? v] to [1]\nQuickCreate\nset [local clone? v] to [0]\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n    set [ghost v] effect to (80)\n    set [local ghost v] to [-2]\nend\nif <(costume [number v]) = [3]> then\n    set [ghost v] effect to (60)\n    set [local ghost v] to [-4]\nend\nif <(costume [number v]) = [4]> then\n    set [ghost v] effect to (40)\n    set [local ghost v] to [-6]\nend\nif <(costume [number v]) = [5]> then\n    set [ghost v] effect to (0)\n    set [local ghost v] to [-8]\nend\nif <(costume [number v]) = [6]> then\n    set [local ghost v] to [-10]\n    forever\n        if <(Local Data) = [1]> then\n            set y to (0)\n            if <(Local Left,Right) = [0]> then\n                set x to (([x position v] of [hitbox v]) - ((Extendo) + (460)))\n                if <([x position v] of [hitbox v]) < [-50]> then\n                    hide\n                else\n                    show\n                end\n            end\n            if <(Local Left,Right) = [1]> then\n                set x to (([x position v] of [hitbox v]) + ((Extendo) + (460)))\n                if <([x position v] of [hitbox v]) > [50]> then\n                    hide\n                else\n                    show\n                end\n            end\n        else\n            set x to (0)\n            if <(Local Up,Down) = [0]> then\n                set y to (([y position v] of [hitbox v]) - (345))\n                if <([y position v] of [hitbox v]) < [0]> then\n                    hide\n                else\n                    show\n                end\n            end\n            if <(Local Up,Down) = [1]> then\n                set y to (([y position v] of [hitbox v]) + (345))\n                if <([y position v] of [hitbox v]) > [0]> then\n                    hide\n                else\n                    show\n                end\n            end\n        end\n    end\nend\nset [local sizeglide v] to [0]\nrepeat (20)\n    change size by (Local SizeGlide)\n    go to (block v)\n    change [local sizeglide v] by (0.07)\nend\nforever\n    repeat (40)\n        change size by (Local SizeGlide)\n        change [local sizeglide v] by (-0.07)\n        go to (block v)\n    end\n    repeat (40)\n        change size by (Local SizeGlide)\n        change [local sizeglide v] by (0.07)\n        go to (block v)\n    end\nend\n\ndefine QuickCreate\nswitch costume to (circle v)\ngo to [front v] layer\nrepeat (4)\n    next costume\n    create clone of (_myself_ v)\nend\nnext costume\nset [local data v] to [1]\nset [local left,right v] to [0]\ncreate clone of (_myself_ v)\nset [local left,right v] to [1]\ncreate clone of (_myself_ v)\nset [local data v] to [2]\nset [local up,down v] to [0]\ncreate clone of (_myself_ v)\nset [local up,down v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [deletecc v]\ndelete this clone\n\n@Dev\n\nwhen flag clicked\nbroadcast (Dev v)\n\nwhen I receive [dev v]\nset size to (200) %\nswitch costume to (letter1 v)\ngo to x: (-77) y: (21)\nset [local data v] to [0]\nset [local wait v] to [3]\n4Dir\nwait (Local Wait)\nchange x by (23)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (12)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (16)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (18)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (16)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (12)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (16)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (15)\nnext costume\n4Dir\nwait (Local Wait)\ngo to x: (20) y: (-10)\nset size to (100) %\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (10)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nwait (3) seconds\nbroadcast (FadeBlack - Fast v)\nrepeat (19)\nend\nhide\nclear graphic effects\nbroadcast (MainMenu v)\ndelete (all) of [spawn area x,y v]\ndelete (all) of [spawn type v]\ndelete this clone\n\nwhen I receive [mainmenu v]\ndelete this clone\n\nwhen I start as a clone\nif <(Local Data) = [1]> then\n    show\n    set [ghost v] effect to (100)\n    set [local data v] to [2]\n    change x by (-41)\n    repeat (44)\n        change [ghost v] effect by (-3)\n        change x by (Local Data)\n        change [local data v] by (-0.05)\n    end\n    FadeAway\nend\nif <(Local Data) = [2]> then\n    show\n    set [ghost v] effect to (100)\n    set [local data v] to [-2]\n    change x by (42)\n    repeat (44)\n        change [ghost v] effect by (-3)\n        change x by (Local Data)\n        change [local data v] by (0.05)\n    end\n    FadeAway\nend\nif <(Local Data) = [3]> then\n    show\n    set [ghost v] effect to (100)\n    change y by (42)\n    set [local data v] to [-2]\n    repeat (44)\n        change [ghost v] effect by (-3)\n        change y by (Local Data)\n        change [local data v] by (0.05)\n    end\n    FadeAway\nend\nif <(Local Data) = [4]> then\n    show\n    set [ghost v] effect to (100)\n    change y by (-41)\n    set [local data v] to [2]\n    repeat (44)\n        change [ghost v] effect by (-3)\n        change y by (Local Data)\n        change [local data v] by (-0.05)\n    end\nend\n\ndefine 4Dir\nrepeat (4)\n    change [local data v] by (1)\n    create clone of (_myself_ v)\nend\nset [local data v] to [0]\n\ndefine FadeAway\nrepeat (10)\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine None\nrepeat (tick)\nend\n\n@Tile\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nhide\nset [tile v] to [1]\nset [next? v] to [0]\nset [local fromlr v] to [0]\nset [map scrollfinished? v] to [1]\nset [water present? v] to [0]\ncreate clone of (_myself_ v)\nwait (0) seconds\nforever\n    wait until <(Map ScrollFinished?) = [1]>\n    Part1\n    Part2\n    Part3\n    Part4\n    Part5\n    Part6\n    Part7\n    Part8\n    wait until <(Map ScrollFinished?) = [0]>\nend\n\nwhen I start as a clone\nswitch costume to (Tile)\nif <(Local FromLR) = [1]> then\n    go to x: (466) y: (0)\n    show\n    glide (0.8) secs to x: (0) y: (0)\nelse\n    if <(Local FromLR) = [2]> then\n        go to x: (-466) y: (0)\n        show\n        glide (0.8) secs to x: (0) y: (0)\n    else\n        if <(Local FromLR) = [3]> then\n            go to x: (0) y: (-346)\n            show\n            glide (0.8) secs to x: (0) y: (0)\n        else\n            go to x: (0) y: (346)\n            show\n            glide (0.8) secs to x: (0) y: (0)\n        end\n    end\nend\nset [map scrollfinished? v] to [1]\nwait until <<<(Next?) = [1]> or <(Next?) = [-1]>> or <<(Next?) = [-2]> or <(Next?) = [2]>>>\nif <(Next?) = [1]> then\n    set [next? v] to [0]\n    set [local fromlr v] to [1]\n    create clone of (_myself_ v)\n    glide (0.78) secs to x: (-466) y: (0)\n    delete this clone\nelse\n    if <(Next?) = [-1]> then\n        set [next? v] to [0]\n        set [local fromlr v] to [2]\n        create clone of (_myself_ v)\n        glide (0.78) secs to x: (466) y: (0)\n        delete this clone\n    else\n        if <(Next?) = [2]> then\n            set [next? v] to [0]\n            set [local fromlr v] to [3]\n            create clone of (_myself_ v)\n            glide (0.78) secs to x: (0) y: (346)\n            delete this clone\n        else\n            set [next? v] to [0]\n            set [local fromlr v] to [4]\n            create clone of (_myself_ v)\n            glide (0.78) secs to x: (0) y: (-346)\n            delete this clone\n        end\n    end\nend\n\ndefine Part1\nif <(Tile) = [1]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-125] to [spawn area x,y v]\n    add [-87] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - sign v)\n    add [-28] to [spawn area x,y v]\n    add [-58] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - eventzone v)\nend\nif <(Tile) = [2]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-90] to [spawn area x,y v]\n    add [-87] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - sign v)\nend\nif <(Tile) = [3]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-40] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [31] to [spawn area x,y v]\n    add [-96] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - torch v)\n    add [-90] to [spawn area x,y v]\n    add [-87] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - sign v)\nend\n\ndefine Part3\nif <(Tile) = [8]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [20] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [100] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\nend\nif <(Tile) = [9]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-136] to [spawn area x,y v]\n    add [-120] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-86] to [spawn area x,y v]\n    add [-120] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-36] to [spawn area x,y v]\n    add [-120] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [14] to [spawn area x,y v]\n    add [-120] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [64] to [spawn area x,y v]\n    add [-120] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [114] to [spawn area x,y v]\n    add [-120] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [0] to [spawn area x,y v]\n    add [-40] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - wood platform v)\n    add [-194] to [spawn area x,y v]\n    add [13] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - sign v)\nend\nif <(Tile) = [10]> then\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [180] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-10] to [spawn area x,y v]\n    add [25] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - springboard v)\n    if <(Water Present?) = [0]> then\n        add [0] to [spawn area x,y v]\n        add [0] to [spawn area x,y v]\n        add [1] to [spawn type v]\n        create clone of (object - water v)\n        set [water present? v] to [1]\n    end\n    add [-59] to [spawn area x,y v]\n    add [25] to [spawn area x,y v]\n    add [6] to [spawn type v]\n    create clone of (object - sign v)\nend\n\ndefine Part4\nif <(Tile) = [11]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [12]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-144] to [spawn area x,y v]\n    add [-124] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - torch v)\n    add [115] to [spawn area x,y v]\n    add [-79] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - torch v)\n    add [115] to [spawn area x,y v]\n    add [-129] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-106] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [-50] to [spawn area x,y v]\n    add [-115] to [spawn area x,y v]\n    add [7] to [spawn type v]\n    create clone of (object - sign v)\nend\nif <(Tile) = [13]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-62] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-10] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\n    add [102] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\n    add [150] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\n    add [102] to [spawn area x,y v]\n    add [36] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - springboard v)\n    add [0] to [spawn area x,y v]\n    add [180] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [180] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - teleporter v)\nend\n\ndefine Part5\nif <(Tile) = [14]> then\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [120] to [spawn area x,y v]\n    add [-2] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - collectables v)\n    add [60] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [-119] to [spawn area x,y v]\n    add [35] to [spawn area x,y v]\n    add [8] to [spawn type v]\n    create clone of (object - sign v)\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [15]> then\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [16]> then\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [85] to [spawn area x,y v]\n    add [-130] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\n    if <(Key) = [0]> then\n        add [147] to [spawn area x,y v]\n        add [41] to [spawn area x,y v]\n        add [2] to [spawn type v]\n        create clone of (object - collectables v)\n    end\nend\nif <(Tile) = [17]> then\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [18]> then\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [0] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - water v)\nend\nif <(Tile) = [19]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [32] to [spawn area x,y v]\n    add [-178] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - killzone v)\n    add [41] to [spawn area x,y v]\n    add [83] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - eventzone v)\nend\n\ndefine Part6\nif <(Tile) = [20]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-52] to [spawn area x,y v]\n    add [-131] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [3] to [spawn area x,y v]\n    add [-131] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [96] to [spawn area x,y v]\n    add [-131] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [147] to [spawn area x,y v]\n    add [-131] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-107] to [spawn area x,y v]\n    add [16] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - urchin v)\n    add [50] to [spawn area x,y v]\n    add [8] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - urchin v)\nend\nif <(Tile) = [21]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [32] to [spawn area x,y v]\n    add [-178] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - killzone v)\n    add [-24] to [spawn area x,y v]\n    add [76] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - urchin v)\n    add [102] to [spawn area x,y v]\n    add [76] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - urchin v)\nend\nif <(Tile) = [22]> then\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [180] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [32] to [spawn area x,y v]\n    add [-178] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - killzone v)\n    add [-89] to [spawn area x,y v]\n    add [-121] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - springboard v)\n    add [159] to [spawn area x,y v]\n    add [-40] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\nend\n\ndefine Part7\nif <(Tile) = [23]> then\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [6] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [24]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [7] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [49] to [spawn area x,y v]\n    add [-57] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - wood platform v)\n    add [107] to [spawn area x,y v]\n    add [-128] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [56] to [spawn area x,y v]\n    add [-128] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-9] to [spawn area x,y v]\n    add [-128] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-71] to [spawn area x,y v]\n    add [-128] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - urchin v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [6] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [25]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [7] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [180] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - teleporter v)\n    if <(Water Present?) = [0]> then\n        add [0] to [spawn area x,y v]\n        add [0] to [spawn area x,y v]\n        add [1] to [spawn type v]\n        create clone of (object - water v)\n        set [water present? v] to [1]\n    end\n    add [80] to [spawn area x,y v]\n    add [77] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - springboard v)\nend\n\ndefine Part8\nif <(Tile) = [26]> then\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-240] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [6] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-67] to [spawn area x,y v]\n    add [-144] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - urchin v)\nend\nif <(Tile) = [27]> then\n    add [240] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [7] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [180] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [148] to [spawn area x,y v]\n    add [62] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - springboard v)\nend\nif <(Tile) = [28]> then\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [5] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [137] to [spawn area x,y v]\n    add [-89] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - torch v)\nend\nif <(Tile) = [29]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [30]> then\n    add [-45] to [spawn area x,y v]\n    add [-104] to [spawn area x,y v]\n    add [99] to [spawn type v]\n    create clone of (object - eventzone v)\nend\n\nwhen I receive [mainmenu v]\nswitch costume to (lv1 v)\ngo to x: (0) y: (0)\ngo [backward v] (999) layers\nshow\n\ndefine Part2\nif <(Tile) = [4]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [-61] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [-11] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [-124] to [spawn area x,y v]\n    add [-33] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - sign v)\nend\nif <(Tile) = [5]> then\n    add [-69] to [spawn area x,y v]\n    add [16] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - eventzone v)\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [0] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - teleporter v)\nend\nif <(Tile) = [6]> then\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\n    add [25] to [spawn area x,y v]\n    add [23] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - torch v)\n    add [-94] to [spawn area x,y v]\n    add [36] to [spawn area x,y v]\n    add [3] to [spawn type v]\n    create clone of (object - torch v)\n    add [-181] to [spawn area x,y v]\n    add [-158] to [spawn area x,y v]\n    add [4] to [spawn type v]\n    create clone of (object - torch v)\nend\nif <(Tile) = [7]> then\n    add [-239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [2] to [spawn type v]\n    create clone of (object - teleporter v)\n    if <(Water Present?) = [0]> then\n        add [0] to [spawn area x,y v]\n        add [0] to [spawn area x,y v]\n        add [1] to [spawn type v]\n        create clone of (object - water v)\n        set [water present? v] to [1]\n    end\n    add [-75] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [92] to [spawn area x,y v]\n    add [-180] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - killzone v)\n    add [239] to [spawn area x,y v]\n    add [9] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - teleporter v)\nend\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nset [ghost v] effect to (100)\nset [glide y v] to [0]\nset [glide left v] to [0]\nset [glide right v] to [0]\nset [player dir v] to [2]\nset [local nextmap? v] to [0]\nset [map scrollfinished? v] to [0]\nset [alreadydon? v] to [0]\nset [player touchwater? v] to [0]\nset [saved inwater v] to [0]\nset [landing? v] to [0]\ngo to x: (-161) y: (-82)\nswitch costume to (lightblock size v)\nshow\nrepeat (100)\nend\nforever\n    set [local attempts v] to [0]\n    set [tile to move v] to [0]\n    CheckCollison\n    CheckTouchTile? Left\n    CheckTouchTile? Right\n    NextMap?\nend\n\ndefine CheckTouchTile? Left\nif <touching (tile v)?> then\n    change x by (1)\n    set [glide left v] to [0]\nend\nchange [local attempts v] by (1)\nif <(Local Attempts) > [300]> then\n    stop [all v]\nend\n\ndefine CheckTouchTile? Right\nif <touching (tile v)?> then\n    change x by (-1)\n    set [glide right v] to [0]\nend\nchange [local attempts v] by (1)\nif <(Local Attempts) > [300]> then\n    stop [all v]\nend\n\ndefine None\nif <touching (object - water v)?> then\n    change [glide left v] by ((x) / (2))\nelse\n    change [glide left v] by (x)\nend\n\ndefine None\nif <touching (object - water v)?> then\n    change [glide right v] by ((x) / (2))\nelse\n    change [glide right v] by (x)\nend\n\ndefine Glide Left LimitedWater\nif <touching (object - water v)?> then\n    if <(Glide Left) > [3]> then\n        set [glide left v] to [3]\n    end\n    if <(Glide Left) < [0]> then\n        set [glide left v] to [0]\n    end\nelse\n    if <(Glide Left) > [7]> then\n        set [glide left v] to [7]\n    end\n    if <(Glide Left) < [0]> then\n        set [glide left v] to [0]\n    end\nend\n\ndefine Glide Right LimitedWater\nif <touching (object - water v)?> then\n    if <(Glide Right) > [3]> then\n        set [glide right v] to [3]\n    end\n    if <(Glide Right) < [0]> then\n        set [glide right v] to [0]\n    end\nelse\n    if <(Glide Right) > [7]> then\n        set [glide right v] to [7]\n    end\n    if <(Glide Right) < [0]> then\n        set [glide right v] to [0]\n    end\nend\n\ndefine None\nif <touching (object - water v)?> then\n    if <(Jump) = [0]> then\n        change [glide y v] by ((value) / (1.6))\n    else\n        change [glide y v] by ((value) / (2))\n    end\n    set [player touchwater? v] to [1]\nelse\n    change [glide y v] by (value)\n    set [player touchwater? v] to [0]\nend\n\nwhen I receive [next v]\nset [local nextmap? v] to [1]\n\ndefine NextMap?\nif <(Local NextMap?) = [1]> then\n    if <(Next?) = [1]> then\n        glide (0.8) secs to x: (-216) y: (y position)\n        set [local nextmap? v] to [0]\n        set [map scrollfinished? v] to [1]\n        broadcast (Done v)\n        set [saved x v] to (x position)\n        set [saved y v] to (y position)\n        set [saved glide y v] to (Glide Y)\n        set [saved glide left v] to (Glide Left)\n        set [saved glide right v] to (Glide Right)\n        set [saved jump v] to (Jump)\n    end\n    if <(Next?) = [-1]> then\n        glide (0.8) secs to x: (216) y: (y position)\n        set [local nextmap? v] to [0]\n        set [map scrollfinished? v] to [1]\n        broadcast (Done v)\n        set [saved x v] to (x position)\n        set [saved y v] to (y position)\n        set [saved glide y v] to (Glide Y)\n        set [saved glide left v] to (Glide Left)\n        set [saved glide right v] to (Glide Right)\n        set [saved jump v] to (Jump)\n    end\n    if <(Next?) = [2]> then\n        glide (0.8) secs to x: (x position) y: (156)\n        set [local nextmap? v] to [0]\n        set [map scrollfinished? v] to [1]\n        broadcast (Done v)\n        set [saved x v] to (x position)\n        set [saved y v] to (y position)\n        set [saved glide y v] to (Glide Y)\n        set [saved glide left v] to (Glide Left)\n        set [saved glide right v] to (Glide Right)\n        set [saved jump v] to (Jump)\n    end\n    if <(Next?) = [-2]> then\n        glide (0.8) secs to x: (x position) y: (-156)\n        set [local nextmap? v] to [0]\n        set [map scrollfinished? v] to [1]\n        broadcast (Done v)\n        set [saved x v] to (x position)\n        set [saved y v] to (y position)\n        set [saved glide y v] to (Glide Y)\n        set [saved glide left v] to (Glide Left)\n        set [saved glide right v] to (Glide Right)\n        set [saved jump v] to (Jump)\n    end\n    TweakBug 13\nend\n\nwhen I receive [tryagain! v]\nset x to (Saved X)\nset y to (Saved Y)\nset [glide y v] to (Saved Glide Y)\nset [glide left v] to (Saved Glide Left)\nset [glide right v] to (Saved Glide Right)\nset [jump v] to (Saved Jump)\nset [landing? v] to (Jump)\n\nwhen I receive [fireout v]\nset x to (87)\n\nwhen I receive [win! v]\nstop [other scripts in sprite v]\nglide (0.3) secs to x: (11) y: (4)\nbroadcast (FlashWhite v)\nglide (2) secs to x: (22) y: (8)\nrepeat (50)\nend\nbroadcast (GameEnd v)\nhide\n\nwhen I receive [mainmenu v]\ngo to x: (0) y: (-83)\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [spring! v]\nTouchWater? (55)\nset [jump v] to [1]\nset [landing? v] to [1]\n\ndefine CheckCollison\nif <(Glide Y) > [-12]> then\n    if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n        if <(Glide Y) > [0]> then\n            TouchWater? (-2)\n        end\n    end\n    TouchWater? (-1.3)\nend\nif <<touching (object - water v)?> and <(Glide Y) < [-4]>> then\n    set [glide y v] to [-4]\nend\nchange y by (round (Glide Y))\nif <<(Glide Y) > [0]> and <<touching (tile v)?> or <touching (object - wood platform v)?>>> then\n    repeat until <not <<touching (tile v)?> or <touching (object - wood platform v)?>>>\n        change y by (-1)\n        change [local attempts v] by (1)\n        if <(Local Attempts) > [300]> then\n            set [data v] to (join [301] (join [y-1] (join [T0] (Tile))))\n            broadcast (Error v)\n            stop [all v]\n        end\n    end\n    set [glide y v] to [0]\nend\nif <<touching (tile v)?> or <touching (object - wood platform v)?>> then\n    set [glide y v] to [0]\n    set [jump v] to [0]\n    if <<not <touching (object - water v)?>> and <(Landing?) = [1]>> then\n        start sound [Landing v]\n        set [landing? v] to [0]\n    end\nend\nif <(Glide Y) < [-0.7]> then\n    set [jump v] to [1]\nend\nif <(Glide Y) < [-1.4]> then\n    set [landing? v] to [1]\nend\nrepeat until <not <<touching (tile v)?> or <touching (object - wood platform v)?>>>\n    change y by (1)\n    change [local attempts v] by (1)\n    if <(Local Attempts) > [300]> then\n        set [data v] to (join (join (join [x] (x position)) (join [y] (y position))) (join [T] (Tile)))\n        broadcast (Error v)\n        stop [all v]\n    end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    TouchWater? L (1)\n    set [player dir v] to [1]\n    repeat (Glide Left)\n        change x by (-1)\n        CheckTouchTile? Left\n    end\n    Glide Left LimitedWater\nelse\n    if <not <(Glide Left) = [0]>> then\n        TouchWater? L (-1)\n        repeat (Glide Left)\n            change x by (-1)\n            CheckTouchTile? Left\n        end\n    end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    TouchWater? R (1)\n    set [player dir v] to [2]\n    repeat (Glide Right)\n        change x by (1)\n        CheckTouchTile? Right\n    end\n    Glide Right LimitedWater\nelse\n    if <not <(Glide Right) = [0]>> then\n        TouchWater? R (-1)\n        repeat (Glide Right)\n            change x by (1)\n            CheckTouchTile? Right\n        end\n    end\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <(Jump) = [0]>> then\n    TouchWater? (17)\n    set [jump v] to [1]\n    set [landing? v] to [1]\n    if <touching (object - water v)?> then\n        start sound [WaterJump v]\n    else\n        start sound [Jump v]\n    end\nend\nif <(Player TouchWater?) = [1]> then\n    set [local random v] to (pick random (1) to (35))\n    if <(Local Random) = [33]> then\n        create clone of (object - bubble v)\n    end\nend\nif <not <(Saved InWater) = [0]>> then\n    change [saved inwater v] by (-1)\nend\nchange [time v] by (1)\n\nwhen I receive [enter game v]\nrepeat (100)\nend\nforever\n    wait until <(Player TouchWater?) = [1]>\n    if <(Saved InWater) = [0]> then\n        create clone of (object - water effect v)\n        start sound [WaterLanding v]\n    end\n    wait until <(Player TouchWater?) = [0]>\n    if <(Saved InWater) = [0]> then\n        create clone of (object - water effect v)\n        start sound [WaterLanding v]\n    end\nend\n\ndefine TweakBug 13\nif <<(Tile) = [13]> and <(x position) = [98]>> then\n    change x by (2)\nend\n\n@Object - Teleporter\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data) = [1]> then\n    switch costume to (variant1 v)\nend\nif <(Local Data) = [2]> then\n    switch costume to (variant1 v)\nend\nif <(Local Data) = [3]> then\n    switch costume to (variant2 v)\nend\nif <(Local Data) = [4]> then\n    switch costume to (variant2 v)\nend\nif <(Local Data) = [5]> then\n    switch costume to (variant2 v)\nend\nif <(Local Data) = [6]> then\n    switch costume to (variant1 v)\nend\nif <(Local Data) = [7]> then\n    switch costume to (variant1 v)\nend\nrepeat (10)\nend\nwait until <touching (hitbox v)?>\nif <(Local Data) = [1]> then\n    set [next? v] to [1]\n    change [tile v] by (1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\nif <(Local Data) = [2]> then\n    set [next? v] to [-1]\n    change [tile v] by (-1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\nif <(Local Data) = [3]> then\n    set [next? v] to [2]\n    change [tile v] by (1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\nif <(Local Data) = [4]> then\n    set [next? v] to [-2]\n    change [tile v] by (1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\nif <(Local Data) = [5]> then\n    set [next? v] to [2]\n    change [tile v] by (-1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\nif <(Local Data) = [6]> then\n    set [next? v] to [-1]\n    change [tile v] by (1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\nif <(Local Data) = [7]> then\n    set [next? v] to [1]\n    change [tile v] by (-1)\n    set [map scrollfinished? v] to [0]\n    broadcast (Next v)\n    change [data v] by (-1)\nend\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Object - KillZone\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data) = [1]> then\n    switch costume to (variant1 v)\nend\nif <(Local Data) = [2]> then\n    switch costume to (variant2 v)\nend\nforever\n    wait until <<touching (hitbox v)?> and <(AlreadyDon?) = [0]>>\n    set [alreadydon? v] to [1]\n    repeat (2)\n    end\n    set [alreadydon? v] to [0]\n    if <<(Local Data) = [1]> or <(Local Data) = [2]>> then\n        start sound [SYS-PO-FALL v]\n        broadcast (TryAgain! v)\n        set [saved inwater v] to [3]\n    end\n    wait (0) seconds\n    wait (0) seconds\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Object - Torch\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n    QuickDelete\n    show\n    if <(Local Data) = [1]> then\n        switch costume to (variant1 v)\n        broadcast (Bright Up v)\n    end\n    if <(Local Data) = [2]> then\n        switch costume to (variant2 v)\n    end\n    if <(Local Data) = [3]> then\n        switch costume to (variant3 v)\n        broadcast (Bright Up v)\n    end\n    if <(Local Data) = [4]> then\n        switch costume to (variant4 v)\n        go [backward v] (3333) layers\n        stop [this script v]\n    end\n    set [local type v] to [3]\n    create clone of (_myself_ v)\n    forever\n        set [local randomemit v] to (pick random (1) to (45))\n        if <(Local RandomEmit) = [1]> then\n            set [local type v] to [2]\n            create clone of (_myself_ v)\n        end\n        if <(Map ScrollFinished?) = [0]> then\n            if <not <(Tile) = [29]>> then\n                broadcast (Bright Reset v)\n            end\n            delete this clone\n        end\n    end\nend\nif <(Local Type) = [2]> then\n    change y by (45)\n    switch costume to (fire effect v)\n    set [local glidex v] to (pick random (-1) to (1.001))\n    set [local glidey v] to (pick random (3) to (0.001))\n    repeat (60)\n        change x by (Local GlideX)\n        change y by (Local GlideY)\n        change [local glidey v] by (-0.1)\n        change size by (-1)\n        if <touching (object - water v)?> then\n            switch costume to (fire effect dust v)\n            set [local glidey v] to [0]\n            change y by (-1)\n        end\n        if <touching (_edge_ v)?> then\n            delete this clone\n        end\n    end\n    delete this clone\nend\nif <(Local Type) = [3]> then\n    change y by (45)\n    switch costume to (moving fire v)\n    set [ghost v] effect to (50)\n    set [local glidex v] to (x position)\n    set [local glidey v] to (y position)\n    go to [front v] layer\n    forever\n        set x to (Local GlideX)\n        set y to (Local GlideY)\n        change x by (pick random (-1) to (0.001))\n        change y by (pick random (-1) to (0.001))\n    end\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Object - Sign\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\ndefine Still there?\nif <(Player readingText?) = [0]> then\n    start sound [SYS-CLOSE v]\n    repeat (10)\n        change [ghost v] effect by (10)\n        change size by (-10)\n    end\n    delete this clone\nend\n\ndefine CheckData\nif <(Local Data) = [1]> then\n    switch costume to (speechbb 1 v)\nend\nif <(Local Data) = [2]> then\n    switch costume to (speechbb 2 v)\nend\nif <(Local Data) = [3]> then\n    switch costume to (speechbb 2 v)\nend\nif <(Local Data) = [4]> then\n    switch costume to (speechbb 2 v)\nend\nif <(Local Data) > [4]> then\n    switch costume to (speechbb 2 v)\nend\n\ndefine FirstSign?\nif <(Local Data) = [1]> then\n    repeat (95)\n    end\nend\n\nwhen I receive [mainmenu v]\nswitch costume to (sign v)\ngo to x: (-108) y: (-88)\ngo [backward v] (9999) layers\nshow\n\nwhen I receive [enter game v]\nhide\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n    QuickDelete\n    show\n    set size to (100) %\n    switch costume to (sign v)\n    FirstSign?\n    forever\n        wait until <touching (hitbox v)?>\n        set [local type v] to [2]\n        create clone of (_myself_ v)\n        set [player readingtext? v] to [1]\n        wait until <not <touching (hitbox v)?>>\n        set [player readingtext? v] to [0]\n    end\nend\nif <(Local Type) = [2]> then\n    change y by (35)\n    if <(x position) < [-94]> then\n        set x to (-94)\n    end\n    set [ghost v] effect to (100)\n    CheckData\n    set size to (20) %\n    go to [front v] layer\n    start sound [SYS-CANSEL v]\n    repeat (4)\n        change size by (20)\n        change [ghost v] effect by (-25)\n        Still there?\n    end\n    repeat (2)\n        change size by (-5)\n        Still there?\n        wait (0) seconds\n        change size by (5)\n        Still there?\n    end\n    set [local type v] to [3]\n    create clone of (_myself_ v)\n    forever\n        Still there?\n    end\nend\nif <(Local Type) = [3]> then\n    set [ghost v] effect to (100)\n    switch costume to ((Local Data) + (3))\n    change y by (-10)\n    go to [front v] layer\n    repeat (5)\n        change [ghost v] effect by (-20)\n        Still there?\n        change y by (2)\n    end\n    forever\n        Still there?\n    end\nend\n\n@FadeBlack\n\nwhen flag clicked\nhide\n\nwhen I receive [fadeblack v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (blkscreen v)\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (0.8) seconds\nrepeat (100)\n    change [ghost v] effect by (1)\nend\nhide\n\nwhen I receive [fadeblack - fast v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (blkscreen v)\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (0.8) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [flashwhite v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (white v)\nshow\nrepeat (50)\n    change [ghost v] effect by (-2)\nend\nwait (2) seconds\nswitch backdrop to (end v)\nrepeat (50)\n    change [ghost v] effect by (2)\nend\nhide\n\n@Object - EventZone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data) = [1]> then\n    switch costume to (variant1 v)\n    wait until <touching (hitbox v)?>\n    go to x: (145) y: (35)\n    switch costume to (arrow v)\n    set [local glide v] to [0]\n    go to [front v] layer\n    repeat (10)\n        change [ghost v] effect by (-10)\n        change [local glide v] by (0.6)\n        change x by (Local Glide)\n    end\n    forever\n        repeat (20)\n            change [local glide v] by (-0.6)\n            change x by (Local Glide)\n        end\n        repeat (20)\n            change [local glide v] by (0.6)\n            change x by (Local Glide)\n        end\n    end\nend\nif <(Local Data) = [2]> then\n    switch costume to (variant1 v)\n    wait until <touching (hitbox v)?>\n    change x by (60)\n    switch costume to (arrow2 v)\n    set [local glide v] to [0]\n    go to [front v] layer\n    repeat (10)\n        change [ghost v] effect by (-10)\n        change [local glide v] by (0.6)\n        change y by (Local Glide)\n    end\n    forever\n        repeat (20)\n            change [local glide v] by (-0.6)\n            change y by (Local Glide)\n        end\n        repeat (20)\n            change [local glide v] by (0.6)\n            change y by (Local Glide)\n        end\n    end\nend\nif <(Local Data) = [3]> then\n    switch costume to (variant2 v)\n    wait until <touching (hitbox v)?>\n    change x by (20)\n    change y by (-10)\n    switch costume to (arrow v)\n    set [local glide v] to [0]\n    go to [front v] layer\n    repeat (10)\n        change [ghost v] effect by (-10)\n        change [local glide v] by (0.6)\n        change x by (Local Glide)\n    end\n    forever\n        repeat (20)\n            change [local glide v] by (-0.6)\n            change x by (Local Glide)\n        end\n        repeat (20)\n            change [local glide v] by (0.6)\n            change x by (Local Glide)\n        end\n    end\nend\nif <(Local Data) = [99]> then\n    switch costume to (variant1 v)\n    wait until <touching (hitbox v)?>\n    broadcast (Win! v)\n    delete this clone\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Object - Water\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n    QuickDelete\n    change y by (-5)\n    set [ghost v] effect to (75)\n    show\n    if <(Local Data) = [1]> then\n        switch costume to (variant1 v)\n    end\n    add [0] to [spawn area x,y v]\n    add [0] to [spawn area x,y v]\n    add [1] to [spawn type v]\n    create clone of (object - water2 v)\n    forever\n        set [local glide v] to [0]\n        forever\n            repeat (10)\n                change [local glide v] by (-0.1)\n                change y by (Local Glide)\n            end\n            forever\n                repeat (20)\n                    change [local glide v] by (0.1)\n                    change y by (Local Glide)\n                end\n                repeat (20)\n                    change [local glide v] by (-0.1)\n                    change y by (Local Glide)\n                end\n            end\n        end\n    end\nend\n\ndefine QuickDelete\ngo to x: (0) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nif <(Tile) = [11]> then\n    set [water present? v] to [0]\n    delete this clone\nend\nif <(Tile) = [19]> then\n    switch costume to (variant2 v)\n    glide (0.8) secs to x: (0) y: (240)\nend\nif <(Tile) = [22]> then\n    switch costume to (variant2 v)\n    glide (0.6) secs to x: (0) y: (240)\nend\nif <(Tile) = [23]> then\n    switch costume to (variant2 v)\n    wait (0.2) seconds\n    glide (0.6) secs to x: (0) y: (0)\nend\nif <(Tile) = [26]> then\n    set [water present? v] to [0]\n    delete this clone\nend\n\n@Object - Water2\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I start as a clone\nQuickDelete\nset [ghost v] effect to (50)\nswitch costume to (variant2 v)\nchange y by (-5)\ngo [backward v] (333) layers\nshow\n\ndefine QuickDelete\ngo to x: (0) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nif <(Tile) = [11]> then\n    delete this clone\nend\nif <(Tile) = [19]> then\n    set [ghost v] effect to (100)\nend\nif <(Tile) = [26]> then\n    delete this clone\nend\n\n@Object - Urchin\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nshow\npoint in direction (90)\nif <(Local Data) = [1]> then\n    switch costume to (variant1 v)\nend\nif <(Local Data) = [2]> then\n    switch costume to (variant2 v)\nend\nif <(Local Data) = [3]> then\n    switch costume to (variant1 v)\n    turn right (180) degrees\nend\nforever\n    wait until <touching (hitbox v)?>\n    start sound [SYS-CARDLOSE v]\n    broadcast (TryAgain! v)\n    set [saved inwater v] to [3]\n    wait (0) seconds\n    wait (0) seconds\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I start as a clone\nif <<(Local Data) = [1]> or <(Local Data) = [3]>> then\n    forever\n        set [local random v] to (pick random (1) to (65))\n        if <(Local Random) = [1]> then\n            repeat (4)\n                next costume\n            end\n            repeat (4)\n                switch costume to ((costume [number v]) - (1))\n            end\n        end\n    end\nend\n\n@Object - Wood Platform\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nshow\nif <(Local Data) = [1]> then\n    switch costume to (variant1 v)\n    forever\n        change y by (6)\n        CheckWater\n        change y by (-5)\n    end\nend\nif <(Local Data) = [2]> then\n    switch costume to (variant1 v)\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\ndefine CheckWater\nrepeat (10)\n    if <not <touching (object - water v)?>> then\n        change y by (-1)\n    end\nend\n\n@Object - SpringBoard\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nset [brightness v] effect to (-25)\nshow\nswitch costume to (variant1-1 v)\nif <(Local Data) = [1]> then\n    switch costume to (variant1 v)\nend\nforever\n    wait until <touching (hitbox v)?>\n    switch costume to (variant1-2 v)\n    start sound [SYS-TIGGER-JP v]\n    broadcast (Spring! v)\n    wait until <not <touching (hitbox v)?>>\n    wait until <touching (hitbox v)?>\n    switch costume to (variant1-1 v)\n    wait until <not <touching (hitbox v)?>>\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Object - Collectables\n\nwhen flag clicked\nset [data v] to [0]\nset [key v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nshow\nif <(Local Data) = [1]> then\n    switch costume to (door locked v)\n    if <(Key) = [2]> then\n        delete this clone\n    end\n    wait until <touching (hitbox v)?>\n    if <(Key) = [0]> then\n        forever\n            if <touching (hitbox v)?> then\n                broadcast (FireOut v)\n            end\n        end\n    end\n    if <(Key) = [1]> then\n        switch costume to (door opened v)\n        start sound [SYS-DOOR0 v]\n        set [key v] to [2]\n        set [local data v] to [11]\n        repeat (20)\n            change y by (-1)\n            change [ghost v] effect by (5)\n        end\n        delete this clone\n    end\nend\nif <(Local Data) = [11]> then\n    switch costume to (door open mold v)\n    turn left (pick random (0) to (35)) degrees\n    repeat (10)\n        change x by (3)\n        change [ghost v] effect by (10)\n        change y by (4)\n        turn right (15) degrees\n    end\n    delete this clone\nend\nif <(Local Data) = [2]> then\n    switch costume to (key v)\n    wait until <touching (hitbox v)?>\n    start sound [SYS-DOOR2 v]\n    switch costume to (text v)\n    go to [front v] layer\n    set [local glide v] to [4]\n    change [key v] by (1)\n    repeat (10)\n        change y by (Local Glide)\n        change [local glide v] by (-0.4)\n    end\n    wait (1) seconds\n    delete this clone\nend\n\n@Object - Bubble\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nset [local glide v] to [0]\ngo to (hitbox v)\nchange y by (10)\nshow\nchange x by (pick random (-4) to (4))\nrepeat until <not <touching (object - water v)?>>\n    change y by (10)\n    if <touching (object - water v)?> then\n        change y by (-10)\n    else\n        delete this clone\n    end\n    change y by (Local Glide)\n    change [local glide v] by (0.1)\n    if <(y position) > [171]> then\n        delete this clone\n    end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@GameName\n\nwhen flag clicked\nhide variable [time v]\nhide\n\nwhen I receive [mainmenu v]\nrepeat (26)\nend\nswitch costume to (indesign1 v)\ngo to x: (-20) y: (129)\nchange x by (6)\nchange y by (-6)\nset [brightness v] effect to (-50)\ncreate clone of (_myself_ v)\nchange x by (-6)\nchange y by (6)\nclear graphic effects\ncreate clone of (_myself_ v)\nrepeat (20)\nend\ngo to x: (60) y: (81)\nswitch costume to (indesign2 v)\nchange x by (3)\nchange y by (-3)\nset [brightness v] effect to (-50)\ncreate clone of (_myself_ v)\nchange x by (-3)\nchange y by (3)\nclear graphic effects\ncreate clone of (_myself_ v)\nrepeat (35)\nend\ngo to x: (0) y: (-166)\ngo to [front v] layer\nswitch costume to (indesign3 v)\nchange x by (3)\nchange y by (-3)\nset [brightness v] effect to (-100)\nset [local glide v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-3)\nchange y by (3)\nclear graphic effects\nset [local glide v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [enter game v]\ndelete this clone\n\nwhen I receive [gameend v]\ngo to x: (0) y: (-166)\nwait (3) seconds\nset [ghost v] effect to (100)\nswitch costume to (ct v)\nshow\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (4) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nswitch costume to (ct4 v)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nwait (6) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nswitch costume to (ct2 v)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\nstart sound [aplausses v]\nwait (4) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nswitch costume to (ct3 v)\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\ncreate clone of (_myself_ v)\nset [time v] to (round ((Time) / (30)))\nshow variable [time v]\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n    wait until <not <<mouse down?> or <key (space v) pressed?>>>\n    wait until <<mouse down?> or <key (space v) pressed?>>\n    stop [other scripts in sprite v]\n    set [ghost v] effect to (0)\n    if <(Local Glide) = [1]> then\n        start sound [Click v]\n    end\n    repeat (10)\n        hide\n        wait (0) seconds\n        show\n    end\n    if <(Local Glide) = [1]> then\n        broadcast (FadeBlack v)\n        repeat (20)\n        end\n        broadcast (DeleteCC v)\n        broadcast (Enter Game v)\n    end\n    stop [this script v]\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n    set [ghost v] effect to (0)\n    repeat (20)\n        go to [front v] layer\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\nif <(costume [number v]) = [3]> then\n    show\n    forever\n        repeat (10)\n        end\n        set [ghost v] effect to (0)\n        repeat (10)\n        end\n        set [ghost v] effect to (75)\n    end\nend\ngo to [front v] layer\nset [ghost v] effect to (100)\nchange x by (-76)\nchange y by (-76)\nshow\nset [local glide v] to [8]\nrepeat (20)\n    change x by (Local Glide)\n    change y by (Local Glide)\n    change [local glide v] by (-0.4)\n    change [ghost v] effect by (-5)\n    wait (0) seconds\nend\n\n@Tile Bg\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nhide\ngo [backward v] (999) layers\nset [local fromlr v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (Tile)\nif <(Local FromLR) = [1]> then\n    go to x: (466) y: (0)\n    show\n    glide (0.8) secs to x: (0) y: (0)\nelse\n    if <(Local FromLR) = [2]> then\n        go to x: (-466) y: (0)\n        show\n        glide (0.8) secs to x: (0) y: (0)\n    else\n        if <(Local FromLR) = [3]> then\n            go to x: (0) y: (-346)\n            show\n            glide (0.8) secs to x: (0) y: (0)\n        else\n            go to x: (0) y: (346)\n            show\n            glide (0.8) secs to x: (0) y: (0)\n        end\n    end\nend\nwait until <<<(Next?) = [1]> or <(Next?) = [-1]>> or <<(Next?) = [-2]> or <(Next?) = [2]>>>\nif <(Next?) = [1]> then\n    set [local fromlr v] to [1]\n    create clone of (_myself_ v)\n    glide (0.78) secs to x: (-466) y: (0)\n    delete this clone\nelse\n    if <(Next?) = [-1]> then\n        set [local fromlr v] to [2]\n        create clone of (_myself_ v)\n        glide (0.78) secs to x: (466) y: (0)\n        delete this clone\n    else\n        if <(Next?) = [2]> then\n            set [local fromlr v] to [3]\n            create clone of (_myself_ v)\n            glide (0.78) secs to x: (0) y: (346)\n            delete this clone\n        else\n            set [local fromlr v] to [4]\n            create clone of (_myself_ v)\n            glide (0.78) secs to x: (0) y: (-346)\n            delete this clone\n        end\n    end\nend\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Object - Water Effect\n\nwhen flag clicked\nset [local type v] to [1]\nhide\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n    go to (hitbox v)\n    set [local type v] to [2]\n    set [ghost v] effect to (75)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\n    create clone of (_myself_ v)\nend\nif <(Local Type) = [2]> then\n    show\n    change y by (-16)\n    change x by (pick random (-6) to (6))\n    switch costume to (variant 1 v)\n    set [local glidex v] to (pick random (3) to (-3.001))\n    set [local glidey v] to (pick random (6) to (0.5))\n    repeat (60)\n        change x by (Local GlideX)\n        change y by (Local GlideY)\n        change [local glidey v] by (-0.35)\n        change size by (-1)\n        if <touching (_edge_ v)?> then\n            delete this clone\n        end\n    end\n    delete this clone\nend\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\n@Report\n\nwhen flag clicked\nhide variable [data v]\nhide\n\nwhen I receive [error v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nshow variable [data v]\n\n
　English (Google翻訳)\nJump with the up key or W key\nMove with the left and right keys or A and D key\n　日本語\n上キーかＷキーでジャンプ\n左右のキーかＡとＤキーで移動