scrolling platformer maker
@Stage\n\nwhen flag clicked\nforever\n    if <(y) > ((1200) + (((hoe groot spel bord?) - (1)) * (1200)))> then\n        set [brightness v] effect to ((((y) * (-1)) + ((1200) + (((hoe groot spel bord?) - (1)) * (1200)))) / (10))\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@game\n\ndefine voor bereiding\nshow list [copy this v]\ndelete all of [tekens v]\nset [nummer1 v] to [0]\nrepeat (length of [ 1234567890abcdefghijklmnopqrstuvwxyz@])\n    change [nummer1 v] by (1)\n    add (letter (nummer1) of [ 1234567890abcdefghijklmnopqrstuvwxyz@]) to [tekens v]\nend\ndelete all of [acount gegevens v]\nadd [] to [acount gegevens v]\nset [nummer1 v] to [0]\nrepeat ((length of (☁ alles)) / (2))\n    change [nummer1 v] by (2)\n    if <(item (join (letter ((nummer1) - (1)) of (☁ alles)) (letter (nummer1) of (☁ alles))) of [tekens v]) = [@]> then\n        add [] to [acount gegevens v]\n    else\n        replace item (length of [acount gegevens v]) of [acount gegevens v] with (join (item (length of [acount gegevens v]) of [acount gegevens v]) (item (join (letter ((nummer1) - (1)) of (☁ alles)) (letter (nummer1) of (☁ alles))) of [tekens v]))\n    end\nend\nset [nummer1 v] to [0]\nrepeat (length of [acount gegevens v])\n    change [nummer1 v] by (1)\n    replace item (nummer1) of [acount gegevens v] with (translate (item (nummer1) of [acount gegevens v]) to ((language::translate) v)::translate)\nend\ndelete all of [gebruikers namen v]\nadd [] to [gebruikers namen v]\nset [nummer1 v] to [0]\nrepeat ((length of (☁ alles 2)) / (2))\n    change [nummer1 v] by (2)\n    if <(item (join (letter ((nummer1) - (1)) of (☁ alles 2)) (letter (nummer1) of (☁ alles 2))) of [tekens v]) = [@]> then\n        add [] to [gebruikers namen v]\n    else\n        replace item (length of [gebruikers namen v]) of [gebruikers namen v] with (join (item (length of [gebruikers namen v]) of [gebruikers namen v]) (item (join (letter ((nummer1) - (1)) of (☁ alles 2)) (letter (nummer1) of (☁ alles 2))) of [tekens v]))\n    end\nend\nset [nummer1 v] to [0]\nrepeat (length of [gebruikers namen v])\n    change [nummer1 v] by (1)\n    replace item (nummer1) of [gebruikers namen v] with (translate (item (nummer1) of [gebruikers namen v]) to ((language::translate) v)::translate)\nend\n\ndefine opslaan\nset [andwoord list v] to []\nset [nummer1 v] to [0]\nrepeat ((length of [gebruikers namen v]) - (1))\n    change [nummer1 v] by (1)\n    set [andwoord list v] to (join (andwoord list) (join (translate (item (nummer1) of [gebruikers namen v]) to (nl v)::translate) [@]))\nend\nchange [nummer1 v] by (1)\nset [andwoord list v] to (join (andwoord list) (translate (item (nummer1) of [gebruikers namen v]) to (nl v)::translate))\nset [nummer1 v] to [0]\nset [☁ alles 2 v] to []\nrepeat (length of (andwoord list))\n    change [nummer1 v] by (1)\n    if <(length of (item # of (letter (nummer1) of (andwoord list)) in [tekens v])) = [1]> then\n        set [☁ alles 2 v] to (join (☁ alles 2) (join [0] (item # of (letter (nummer1) of (andwoord list)) in [tekens v])))\n    else\n        set [☁ alles 2 v] to (join (☁ alles 2) (item # of (letter (nummer1) of (andwoord list)) in [tekens v]))\n    end\nend\nset [gevraagd list v] to []\nset [nummer1 v] to [0]\nrepeat ((length of [acount gegevens v]) - (1))\n    change [nummer1 v] by (1)\n    set [gevraagd list v] to (join (gevraagd list) (join (translate (item (nummer1) of [acount gegevens v]) to (nl v)::translate) [@]))\nend\nchange [nummer1 v] by (1)\nset [gevraagd list v] to (join (gevraagd list) (translate (item (nummer1) of [acount gegevens v]) to (nl v)::translate))\nset [nummer1 v] to [0]\nset [☁ alles v] to []\nrepeat (length of (gevraagd list))\n    change [nummer1 v] by (1)\n    if <(length of (item # of (letter (nummer1) of (gevraagd list)) in [tekens v])) = [1]> then\n        set [☁ alles v] to (join (☁ alles) (join [0] (item # of (letter (nummer1) of (gevraagd list)) in [tekens v])))\n    else\n        set [☁ alles v] to (join (☁ alles) (item # of (letter (nummer1) of (gevraagd list)) in [tekens v]))\n    end\nend\n\ndefine bewegings besturing <text>\ngo to x: (x4) y: (y4)\nchange x by (((x4) * (diepte)) - (x4))\nchange y by (((y4) * (diepte)) - (y4))\nif <<(item (((round (((y) + (((y4) / (diepte)) * (-1))) / (80))) * (15)) + (round (((((x) + (((x4) / (diepte)) * (-1))) * (-1)) + (1280)) / (80)))) of [2 v]) = [5]> and <[2 v] contains [6]?>> then\n    set [nummer v] to [0]\n    repeat ((225) * (hoe groot spel bord?))\n        change [nummer v] by (1)\n        if <(item (nummer) of [2 v]) = [6]> then\n            replace item (nummer) of [1 v] with [0]\n            replace item (nummer) of [2 v] with [1]\n        end\n        if <(item (nummer) of [2 v]) = [5]> then\n            replace item (nummer) of [1 v] with [0]\n            replace item (nummer) of [2 v] with [2]\n        end\n    end\nend\nif <key (right arrow v) pressed?> then\n    change [x2 v] by (1)\nend\nif <key (left arrow v) pressed?> then\n    change [x2 v] by (-1)\nend\nset [x2 v] to ((x2) * (0.9))\nchange x by (x2)\nchange x by (-1)\nchange y by (-10)\nif <touching color (#ffff00)?> then\n    change y by (5)\n    change x by (1)\n    if <not <touching color (#ffff00)?>> then\n        set [y2 v] to [23]\n    end\n    change y by (-5)\n    change x by (-1)\nend\nchange x by (2)\nchange y by (10)\nset size to ((110) * (diepte)) %\nif <touching color (#ffff00)?> then\n    change y by (5)\n    change x by (-1)\n    if <not <touching color (#ffff00)?>> then\n        set [y2 v] to [23]\n    end\n    change y by (-5)\n    change x by (1)\nend\nset size to ((100) * (diepte)) %\nchange x by (-1)\nif <<<touching color (#000000)?> or <touching color (#ffff00)?>> or <touching color (#4e4e4e)?>> then\n    change y by (1)\n    if <<<touching color (#000000)?> or <touching color (#ffff00)?>> or <touching color (#4e4e4e)?>> then\n        change y by (1)\n        if <<<touching color (#000000)?> or <touching color (#ffff00)?>> or <touching color (#4e4e4e)?>> then\n            change y by (1)\n            if <<<touching color (#000000)?> or <touching color (#ffff00)?>> or <touching color (#4e4e4e)?>> then\n                change y by (1)\n                if <<<touching color (#000000)?> or <touching color (#ffff00)?>> or <touching color (#4e4e4e)?>> then\n                    change y by (1)\n                    if <<<touching color (#000000)?> or <touching color (#ffff00)?>> or <touching color (#4e4e4e)?>> then\n                        change x by ((x2) * (-2))\n                        set [x2 v] to [0]\n                        change y by (-5)\n                    end\n                end\n            end\n        end\n    end\nend\nif <(y2) > [-20]> then\n    change [y2 v] by (-1)\nend\nchange y by (y2)\nif <<<<touching color (#000000)?> or <touching color (#ffff00)?>> or <touching color (#ffff00)?>> or <touching color (#4e4e4e)?>> then\n    change y by ((y2) * (-1))\n    set [y2 v] to [0]\nend\nchange y by (-5)\nif <<<touching color (#000000)?> or <touching color (#4e4e4e)?>> and <key (up arrow v) pressed?>> then\n    set [y2 v] to [18]\nend\nchange y by (5)\nif <<touching color (#ff0000)?> or <(y) > ((1560) + (((hoe groot spel bord?) - (1)) * (1200)))>> then\n    set pen size to (1)\n    set pen color to (#ff0000)\n    pen up\n    go to x: (-240) y: (180)\n    pen down\n    repeat (240)\n        change x by (480)\n        change y by (-1.5)\n        change x by (-480)\n        change y by (-1.5)\n    end\n    set pen size to (10)\n    set [y v] to (([floor v] of ((3) / (15)) ) * (80))\n    set [x v] to (((((((3) / (15)) * (80)) - (([floor v] of ((3) / (15)) ) * (80))) * (15)) + (-1280)) * (-1))\n    set [x2 v] to [0]\n    set [y2 v] to [0]\n    set [x4 v] to [0]\n    set [y4 v] to [0]\n    hide\n    set pen color to (#ffff00)\n    set pen size to (50)\n    pen up\n    go to x: (0) y: (20)\n    pen down\n    go to x: (20) y: (-40)\n    go to x: (-20) y: (-40)\n    go to x: (0) y: (20)\n    set pen size to (20)\n    set pen color to (#ff0000)\n    pen up\n    go to x: (0) y: (60)\n    pen down\n    go to x: (60) y: (-60)\n    go to x: (-60) y: (-60)\n    go to x: (0) y: (60)\n    set pen color to (#000000)\n    set pen size to (26)\n    pen up\n    go to x: (0) y: (-40)\n    pen down\n    pen up\n    go to x: (0) y: (10)\n    pen down\n    go to x: (0) y: (-10)\n    wait (1) seconds\n    erase all\n    reload sleutels en grijzen blokken\nend\nif <touching color (#00ff55)?> then\n    set pen size to (1)\n    set pen color to (#00ff4f)\n    pen up\n    go to x: (-240) y: (180)\n    pen down\n    repeat (240)\n        change x by (480)\n        change y by (-2)\n        change x by (-480)\n        change y by (-2)\n    end\n    pen up\n    hide\n    wait (1) seconds\n    if <[10] = (level)> then\n        go to x: (0) y: (0)\n        set [mode v] to [0]\n    else\n        2\n        stop [this script v]\n    end\nend\npen up\nif <key (s v) pressed?> then\n    if <[10] = (level)> then\n        go to x: (0) y: (0)\n        set [mode v] to [0]\n    else\n        wait until <not <key (s v) pressed?>>\n        hide\n        2\n        stop [this script v]\n    end\nend\nchange x by ((((x4) * (diepte)) - (x4)) * (-1))\nchange y by ((((y4) * (diepte)) - (y4)) * (-1))\nset [x4 v] to (x position)\nset [y4 v] to (y position)\nchange [x v] by (((x4) * (-0.04)) / (diepte))\nchange [y v] by (((y4) * (-0.04)) / (diepte))\nchange [x4 v] by (((x4) * (-0.04)) / (diepte))\nchange [y4 v] by (((y4) * (-0.04)) / (diepte))\n\ndefine player generaator\nchange [diepte word? v] by (((([abs v] of (x2) ) + ([abs v] of (y2) )) - ((([abs v] of (x2) ) * ([abs v] of (y2) )) / (12))) * (-0.004))\nset [diepte word? v] to ((((diepte word?) - (1)) * (0.9)) + (1))\nif <(diepte word?) < [0.2]> then\n    set [diepte word? v] to [0.201]\nend\nset [diepte v] to (((diepte word?) + ((diepte) * (9))) / (10))\ngo to x: ((x4) * (diepte)) y: ((y4) * (diepte))\nset size to ((100) * (diepte)) %\nset pen size to ((20) * (diepte))\nset pen color to (#000000)\ngo to x: ((x4) * (diepte)) y: ((y4) * (diepte))\npen down\npen up\nif <<(([sin v] of ((timer) * (100)) ) * (5)) < [0]> and <<<((round (timer)) / (6)) = (round ((timer) / (6)))> or <((round ((timer) - (1))) / (6)) = (round (((timer) - (1)) / (6)))>> or <((round ((timer) - (-1))) / (6)) = (round (((timer) - (-1)) / (6)))>>> then\n    set pen size to (((([sin v] of ((timer) * (100)) ) * (6)) + (6)) * (diepte))\n    set pen color to (#ffffff)\n    go to x: ((((x4) + (4)) + ((x2) / (3))) * (diepte)) y: ((diepte) * (((y4) + (2)) + ((y2) / (3))))\n    pen down\n    pen up\n    go to x: ((((x4) + (-4)) + ((x2) / (3))) * (diepte)) y: ((diepte) * (((y4) + (2)) + ((y2) / (3))))\n    pen down\n    pen up\n    go to x: (0) y: (0)\n    set pen size to (10)\nelse\n    set pen color to (#ffffff)\n    set pen size to (((5) + ((x2) / (20))) * (diepte))\n    go to x: ((((x4) + (4)) + ((x2) / (3))) * (diepte)) y: ((diepte) * (((y4) + (2)) + ((y2) / (3))))\n    pen down\n    pen up\n    set pen size to (((5) - ((x2) / (20))) * (diepte))\n    go to x: ((((x4) + (-4)) + ((x2) / (3))) * (diepte)) y: ((diepte) * (((y4) + (2)) + ((y2) / (3))))\n    pen down\n    pen up\n    go to x: (0) y: (0)\n    set pen size to (10)\nend\n\ndefine 2d blok generator\ngo to x: ((x) * (diepte)) y: ((y) * (diepte))\nset size to ((diepte) * (1030)) %\nstamp\n\ndefine 3d blok generator\npen up\ngo to x: (((x) + (40)) * (diepte)) y: (((y) + (40)) * (diepte))\npen down\ngo to x: (((x) + (-40)) * (diepte)) y: (((y) + (40)) * (diepte))\ngo to x: (((x) + (-40)) * (diepte)) y: (((y) + (-40)) * (diepte))\ngo to x: (((x) + (40)) * (diepte)) y: (((y) + (-40)) * (diepte))\ngo to x: (((x) + (40)) * (diepte)) y: (((y) + (40)) * (diepte))\ngo to x: ((((x) * ((1) + ((3d diepte) / (200)))) + ((40) * ((1) + ((3d diepte) / (200))))) * (diepte)) y: ((((y) * ((1) + ((3d diepte) / (200)))) + ((40) * ((1) + ((3d diepte) / (200))))) * (diepte))\ngo to x: (((x) + (40)) * (diepte)) y: (((y) + (40)) * (diepte))\ngo to x: ((((x) * ((1) + ((3d diepte) / (200)))) + ((40) * ((1) + ((3d diepte) / (200))))) * (diepte)) y: ((((y) * ((1) + ((3d diepte) / (200)))) + ((40) * ((1) + ((3d diepte) / (200))))) * (diepte))\ngo to x: ((((x) * ((1) + ((3d diepte) / (200)))) + ((-40) * ((1) + ((3d diepte) / (200))))) * (diepte)) y: ((((y) * ((1) + ((3d diepte) / (200)))) + ((40) * ((1) + ((3d diepte) / (200))))) * (diepte))\ngo to x: (((x) + ((40) * (-1))) * (diepte)) y: (((y) + (40)) * (diepte))\ngo to x: ((((x) * ((1) + ((3d diepte) / (200)))) + ((-40) * ((1) + ((3d diepte) / (200))))) * (diepte)) y: ((((y) * ((1) + ((3d diepte) / (200)))) + ((40) * ((1) + ((3d diepte) / (200))))) * (diepte))\ngo to x: ((((x) * ((1) + ((3d diepte) / (200)))) + ((-40) * ((1) + ((3d diepte) / (200))))) * (diepte)) y: ((((y) * ((1) + ((3d diepte) / (200)))) + ((-40) * ((1) + ((3d diepte) / (200))))) * (diepte))\ngo to x: (((x) + (-40)) * (diepte)) y: (((y) + (-40)) * (diepte))\ngo to x: ((((x) * ((1) + ((3d diepte) / (200)))) + ((-40) * ((1) + ((3d diepte) / (200))))) * (diepte)) y: ((((y) * ((1) + ((3d diepte) / (200)))) + ((-40) * ((1) + ((3d diepte) / (200))))) * (diepte))\ngo to x: ((((x) * ((1) + ((3d diepte) / (200)))) + ((40) * ((1) + ((3d diepte) / (200))))) * (diepte)) y: ((((y) * ((1) + ((3d diepte) / (200)))) + ((-40) * ((1) + ((3d diepte) / (200))))) * (diepte))\ngo to x: (((x) + (40)) * (diepte)) y: (((y) + (-40)) * (diepte))\ngo to x: ((((x) * ((1) + ((3d diepte) / (200)))) + ((40) * ((1) + ((3d diepte) / (200))))) * (diepte)) y: ((((y) * ((1) + ((3d diepte) / (200)))) + ((-40) * ((1) + ((3d diepte) / (200))))) * (diepte))\ngo to x: ((((x) * ((1) + ((3d diepte) / (200)))) + ((40) * ((1) + ((3d diepte) / (200))))) * (diepte)) y: ((((y) * ((1) + ((3d diepte) / (200)))) + ((40) * ((1) + ((3d diepte) / (200))))) * (diepte))\ngo to x: (((x) + (40)) * (diepte)) y: (((y) + (40)) * (diepte))\ngo to x: ((((x) * ((1) + ((3d diepte) / (200)))) + ((40) * ((1) + ((3d diepte) / (200))))) * (diepte)) y: ((((y) * ((1) + ((3d diepte) / (200)))) + ((40) * ((1) + ((3d diepte) / (200))))) * (diepte))\npen up\n\ndefine blokken generaator\nset pen size to ((diepte) * (10))\nset [nummer v] to [0]\nrepeat ((15) * (hoe groot spel bord?))\n    change [x v] by (-1200)\n    repeat (15)\n        change [nummer v] by (1)\n        if <<(item (nummer) of [1 v]) = [1]> or <<(item (nummer) of [2 v]) = [7]> and <(mode) = [0]>>> then\n            if <(item (nummer) of [2 v]) = [1]> then\n                set pen color to (#ff0000)\n                switch costume to (rood blok v)\n            else\n                if <(item (nummer) of [2 v]) = [2]> then\n                    set pen color to (#00ff55)\n                    switch costume to (groen blok v)\n                else\n                    if <(item (nummer) of [2 v]) = [3]> then\n                        set pen color to (#ffff00)\n                        switch costume to (geel blok v)\n                    else\n                        if <(item (nummer) of [2 v]) = [4]> then\n                            set pen color to (#000000)\n                            switch costume to (zwart blok v)\n                        else\n                            if <<(item (nummer) of [2 v]) = [5]> or <(item (nummer) of [2 v]) = [6]>> then\n                                set pen color to (#4e4e4e)\n                                switch costume to (grijs blok v)\n                            else\n                                if <<(item (nummer) of [2 v]) = [7]> and <(level) = [10]>> then\n                                    set pen color to (#002eff)\n                                    switch costume to (blauw blok v)\n                                else\n                                    set pen (transparency v) to (100)\n                                    switch costume to (wit blok v)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n            if <not <<<(x) > ((270) / (diepte))> or <(x) < ((-270) / (diepte))>> or <<(y) > ((210) / (diepte))> or <(y) < ((-210) / (diepte))>>>> then\n                if <(item (nummer) of [2 v]) = [5]> then\n                    sleutelblok maken\n                else\n                    if <(3d diepte) = [0]> then\n                        2d blok generator\n                    else\n                        3d blok generator\n                    end\n                end\n            end\n        end\n        change [x v] by (80)\n    end\n    change [y v] by (-80)\nend\nchange [y v] by ((1200) * (hoe groot spel bord?))\n\ndefine 3d diepte\ngetal [-200] [140] [3d depth] [100] x---y---geta---grote\nif <<<<(mouse x) < [-150]> and <(mouse x) > [-240]>> and <<(mouse y) < [170]> and <(mouse y) > [150]>>> and <mouse down?>> then\n    if <<(mouse x) < [-170]> and <(mouse x) > [-220]>> then\n        set [3d diepte v] to (((mouse x) * (2)) + (440))\n    else\n        if <(mouse x) < [-170]> then\n            set [3d diepte v] to [0]\n        else\n            set [3d diepte v] to [100]\n        end\n    end\nend\nset pen size to (3)\ngo to x: (-223) y: (160)\nset pen color to (#353535)\npen down\ngo to x: (-167) y: (160)\npen up\ngo to x: ((-220) + ((3d diepte) / (2))) y: (155)\npen down\ngo to x: ((-220) + ((3d diepte) / (2))) y: (165)\nset pen size to (10)\npen up\n\ndefine kaart\nset pen size to (4)\ngo to x: (180) y: (160)\nif <(level) = [10]> then\n    if <(round ((y) / (80))) < (((hoe groot spel bord?) - (1)) * (22))> then\n        set [nummer v] to ((((hoe groot spel bord?) - (1)) * (225)) + ((([floor v] of (((y) + (36)) / (80)) ) - (((hoe groot spel bord?) - (1)) * (22))) * (15)))\n    else\n        set [nummer v] to (((hoe groot spel bord?) - (1)) * (225))\n    end\nelse\n    set [nummer v] to [0]\nend\nrepeat (15)\n    set x to (180)\n    repeat (15)\n        change [nummer v] by (1)\n        if <<<(level) = [10]> and <<(nummer) = ((107) + (((round ((((x) * (-1)) + (1280)) / (80))) + (-2)) + ((((hoe groot spel bord?) - (1)) * (225)) + ((([floor v] of (((y) + (40)) / (80)) ) - (((hoe groot spel bord?) - (1)) * (22))) * (15)))))> and <(round ((y) / (80))) < (((hoe groot spel bord?) - (1)) * (22))>>> or <<(nummer) = (((round ((y) / (80))) * (15)) + (round ((((x) * (-1)) + (1280)) / (80))))> and <not <<(level) = [10]> and <(round ((y) / (80))) < (((hoe groot spel bord?) - (1)) * (22))>>>>> then\n            set pen color to (#000aff)\n        else\n            if <(item (nummer) of [1 v]) = [1]> then\n                if <(item (nummer) of [2 v]) = [1]> then\n                    set pen color to (#cc0000)\n                else\n                    if <(item (nummer) of [2 v]) = [2]> then\n                        set pen color to (#00ce42)\n                    else\n                        if <(item (nummer) of [2 v]) = [3]> then\n                            set pen color to (#cccc00)\n                        else\n                            if <(item (nummer) of [2 v]) = [5]> then\n                                set pen color to (#4e4e4e)\n                            else\n                                set pen color to (#000000)\n                            end\n                        end\n                    end\n                end\n            else\n                set pen color to (#ffffff)\n                set pen (transparency v) to (30)\n            end\n        end\n        pen down\n        go to x: (x position) y: (y position)\n        pen up\n        change x by (3)\n    end\n    change y by (-4)\nend\nset pen size to (10)\n\ndefine sleutelblok maken\ngo to x: (((x) + (-35)) * (diepte)) y: (((y) + (7.5)) * (diepte))\npen down\ngo to x: (((x) + (-20)) * (diepte)) y: (((y) + (7.5)) * (diepte))\ngo to x: (((x) + (-20)) * (diepte)) y: (((y) + (-7.5)) * (diepte))\ngo to x: (((x) + (-35)) * (diepte)) y: (((y) + (-7.5)) * (diepte))\ngo to x: (((x) + (-35)) * (diepte)) y: (((y) + (7.5)) * (diepte))\npen up\ngo to x: (((x) + (-20)) * (diepte)) y: (((y) + (0)) * (diepte))\npen down\ngo to x: (((x) + (20)) * (diepte)) y: (((y) + (0)) * (diepte))\ngo to x: (((x) + (20)) * (diepte)) y: (((y) + (-10)) * (diepte))\npen up\ngo to x: (((x) + (5)) * (diepte)) y: (((y) + (0)) * (diepte))\npen down\ngo to x: (((x) + (5)) * (diepte)) y: (((y) + (-10)) * (diepte))\npen up\n\ndefine bewegings besturing 2\nif <(mode) = [0]> then\n    set [diepte v] to [0.5]\n    go to x: (0) y: (0)\n    if <key (up arrow v) pressed?> then\n        change [y2 v] by (3)\n    end\n    if <key (right arrow v) pressed?> then\n        change [x2 v] by (3)\n    end\n    if <key (left arrow v) pressed?> then\n        change [x2 v] by (-3)\n    end\n    if <key (down arrow v) pressed?> then\n        change [y2 v] by (-3)\n    end\n    set [x2 v] to ((x2) * (0.8))\n    set [y2 v] to ((y2) * (0.8))\n    change y by (y2)\n    change x by (x2)\n    change [x v] by ((x position) * (-1))\n    change [y v] by ((y position) * (-1))\n    if <(x) < [41]> then\n        set [x v] to [41]\n    end\n    if <(x) > [1239]> then\n        set [x v] to [1239]\n    end\n    if <(y) < [-39]> then\n        set [y v] to [-39]\n    end\n    if <(y) > ((1160) + (((hoe groot spel bord?) - (1)) * (1200)))> then\n        set [y v] to (((1160) + (((hoe groot spel bord?) - (1)) * (1200))) - (1))\n    end\n    if <<<mouse down?> and <<(round (((((x) + (((mouse x) / (diepte)) * (-1))) * (-1)) + (1280)) / (80))) < ((hoe groot spel bord?) * (16))> and <(round (((((x) + (((mouse x) / (diepte)) * (-1))) * (-1)) + (1280)) / (80))) > [0]>>> and <not <(mouse y) < [-120]>>> then\n        if <(soort) = [7]> then\n            repeat until <not <[2 v] contains [7]?>>\n                replace item (item # of [7] in [2 v]) of [2 v] with [0]\n                replace item (item # of [7] in [2 v]) of [1 v] with [0]\n            end\n            replace item (((round (((y) + (((mouse y) / (diepte)) * (-1))) / (80))) * (15)) + (round (((((x) + (((mouse x) / (diepte)) * (-1))) * (-1)) + (1280)) / (80)))) of [2 v] with [7]\n            replace item (((round (((y) + (((mouse y) / (diepte)) * (-1))) / (80))) * (15)) + (round (((((x) + (((mouse x) / (diepte)) * (-1))) * (-1)) + (1280)) / (80)))) of [1 v] with [0]\n            set [3 v] to (((round (((y) + (((mouse y) / (diepte)) * (-1))) / (80))) * (15)) + (round (((((x) + (((mouse x) / (diepte)) * (-1))) * (-1)) + (1280)) / (80))))\n        else\n            if <not <(item (((round (((y) + (((mouse y) / (diepte)) * (-1))) / (80))) * (15)) + (round (((((x) + (((mouse x) / (diepte)) * (-1))) * (-1)) + (1280)) / (80)))) of [2 v]) = [7]>> then\n                replace item (((round (((y) + (((mouse y) / (diepte)) * (-1))) / (80))) * (15)) + (round (((((x) + (((mouse x) / (diepte)) * (-1))) * (-1)) + (1280)) / (80)))) of [1 v] with (soort2)\n                replace item (((round (((y) + (((mouse y) / (diepte)) * (-1))) / (80))) * (15)) + (round (((((x) + (((mouse x) / (diepte)) * (-1))) * (-1)) + (1280)) / (80)))) of [2 v] with (soort)\n                replace item (((round (((y) + (((mouse y) / (diepte)) * (-1))) / (80))) * (15)) + (round (((((x) + (((mouse x) / (diepte)) * (-1))) * (-1)) + (1280)) / (80)))) of [beweging v] with [0]\n            end\n        end\n    end\n    if <(mode) = [0]> then\n        pen up\n        set pen size to (120)\n        set pen color to (#ffffff)\n        go to x: (240) y: (-180)\n        pen down\n        go to x: (-240) y: (-180)\n        set pen size to (0)\n        save\n        reload\n    end\n    set pen (transparency v) to (0)\n    set pen size to (5)\n    set [nummer v] to [-260]\n    set pen color to (#000000)\n    if <<(mouse y) < [-140]> and <<(mouse x) > [-240]> and <(mouse x) < [-195]>>> then\n        getal [-106] [-100] [this is a block that the] [100] x---y---geta---grote\n        getal [-133] [-120] [player can stand on] [100] x---y---geta---grote\n        change pen (brightness v) by (20)\n        if <mouse down?> then\n            set [soort v] to [4]\n            set [soort2 v] to [1]\n        end\n    end\n    blokken selecteren generatoor\n    set pen color to (#ff0000)\n    if <<(mouse y) < [-140]> and <<(mouse x) > [-195]> and <(mouse x) < [-150]>>> then\n        getal [-94] [-100] [if the player touches this] [100] x---y---geta---grote\n        getal [-90] [-120] [block he dies and respawns] [100] x---y---geta---grote\n        change pen (brightness v) by (-50)\n        if <mouse down?> then\n            set [soort v] to [1]\n            set [soort2 v] to [1]\n        end\n    end\n    blokken selecteren generatoor\n    set pen color to (#fffe00)\n    if <<(mouse y) < [-140]> and <<(mouse x) > [-150]> and <(mouse x) < [-105]>>> then\n        getal [-40] [-100] [when the player touches this block] [100] x---y---geta---grote\n        getal [-23] [-120] [she automatically jumps 3 blocks high] [100] x---y---geta---grote\n        change pen (brightness v) by (-50)\n        if <mouse down?> then\n            set [soort v] to [3]\n            set [soort2 v] to [1]\n        end\n    end\n    blokken selecteren generatoor\n    set pen color to (#4e4e4e)\n    if <<(mouse y) < [-140]> and <<(mouse x) > [-105]> and <(mouse x) < [-60]>>> then\n        getal [-44] [-100] [the player can stand on this block] [100] x---y---geta---grote\n        getal [-35] [-120] [ it disappears when the key is taken] [100] x---y---geta---grote\n        change pen (brightness v) by (20)\n        if <mouse down?> then\n            set [soort v] to [6]\n            set [soort2 v] to [1]\n        end\n    end\n    blokken selecteren generatoor\n    set pen color to (#4e4e4e)\n    if <<(mouse y) < [-140]> and <<(mouse x) > [-60]> and <(mouse x) < [-15]>>> then\n        getal [-35] [-100] [if the player touches all] [100] x---y---geta---grote\n        getal [-35] [-120] [gray blocks disappear] [100] x---y---geta---grote\n        change pen (brightness v) by (20)\n        if <mouse down?> then\n            set [soort v] to [5]\n            set [soort2 v] to [1]\n        end\n    end\n    sleutel selecteren generator\n    set pen color to (#00ff54)\n    if <<(mouse y) < [-140]> and <<(mouse x) > [-15]> and <(mouse x) < [30]>>> then\n        getal [10] [-100] [if the player touches] [100] x---y---geta---grote\n        getal [10] [-120] [this block he wins] [100] x---y---geta---grote\n        change pen (brightness v) by (-50)\n        if <mouse down?> then\n            set [soort v] to [2]\n            set [soort2 v] to [1]\n        end\n    end\n    blokken selecteren generatoor\n    set pen color to (#002eff)\n    if <<(mouse y) < [-140]> and <<(mouse x) > [30]> and <(mouse x) < [75]>>> then\n        getal [55] [-100] [the player] [100] x---y---geta---grote\n        getal [55] [-120] [starts here] [100] x---y---geta---grote\n        change pen (brightness v) by (-50)\n        if <mouse down?> then\n            set [soort v] to [7]\n            set [soort2 v] to [0]\n        end\n    end\n    blokken selecteren generatoor\n    if <key (0 v) pressed?> then\n        set [soort v] to [0]\n        set [soort2 v] to [0]\n    end\nelse\n    bewegings besturing <(item (((round (((y) + (((y4) / (diepte)) * (-1))) / (80))) * (15)) + (round (((((x) + (((x4) / (diepte)) * (-1))) * (-1)) + (1280)) / (80)))) of [2 v]) = [4]>\nend\n\ndefine edit\nif <key (b v) pressed?> then\n    set [mode v] to [1]\nend\nif <key (space v) pressed?> then\n    reload sleutels en grijzen blokken\n    wait until <not <key (space v) pressed?>>\n    if <(mode) = [1]> then\n        set [mode v] to [0]\n    else\n        set [mode v] to [1]\n    end\nend\n\ndefine edit mode?\nif <key (b v) pressed?> then\n    reload sleutels en grijzen blokken\n    set [y v] to (([floor v] of (((3) - (1)) / (15)) ) * (80))\n    set [x v] to ((((((((3) - (1)) / (15)) * (80)) - (([floor v] of (((3) - (1)) / (15)) ) * (80))) * (15)) - (1200)) * (-1))\n    set [y2 v] to [0]\n    set [x2 v] to [0]\n    set [y4 v] to [0]\n    set [x4 v] to [0]\nend\n\ndefine getal (x positie) (y positie) (getal) (grote) x---y---geta---grote\nset [nummer 1 v] to [0]\nset size to (grote) %\nset [x3 v] to (((((length of (getal)) * (-6)) + (17.5)) + (x positie)) * ((grote) / (100)))\nset [y3 v] to ((y positie) * ((grote) / (100)))\nrepeat (length of (getal))\n    change [nummer 1 v] by (1)\n    switch costume to (join (letter (nummer 1) of (getal)) [2])\n    if <not <<<(X3) > [233]> or <(X3) < [-233]>> or <<(Y3) > [179]> or <(Y3) < [-179]>>>> then\n        go to x: (X3) y: (Y3)\n        stamp\n    end\n    change [x3 v] by ((11) * ((grote) / (100)))\n    if <<<(letter ((nummer 1) + (1)) of (getal)) = [i]> or <(letter ((nummer 1) + (1)) of (getal)) = [j]>> or <(letter ((nummer 1) + (1)) of (getal)) = [l]>> then\n        change [x3 v] by ((-2) * ((grote) / (100)))\n    end\n    if <<<(letter (nummer 1) of (getal)) = [i]> or <(letter (nummer 1) of (getal)) = [j]>> or <(letter (nummer 1) of (getal)) = [l]>> then\n        change [x3 v] by ((-1) * ((grote) / (100)))\n    end\n    if <<(letter ((nummer 1) + (1)) of (getal)) = [m]> or <(letter ((nummer 1) + (1)) of (getal)) = [w]>> then\n        change [x3 v] by ((3) * ((grote) / (100)))\n    end\n    if <<(letter (nummer 1) of (getal)) = [m]> or <(letter (nummer 1) of (getal)) = [w]>> then\n        change [x3 v] by ((5) * ((grote) / (100)))\n    end\n    if <(letter (nummer 1) of (getal)) = [ ]> then\n        change [x3 v] by ((-6) * ((grote) / (100)))\n    end\n    if <<(letter ((nummer 1) + (1)) of (getal)) = [r]> or <<(letter ((nummer 1) + (1)) of (getal)) = [t]> or <<(letter ((nummer 1) + (1)) of (getal)) = [c]> or <<(letter ((nummer 1) + (1)) of (getal)) = [f]> or <(letter ((nummer 1) + (1)) of (getal)) = [s]>>>>> then\n        change [x3 v] by ((-0.5) * ((grote) / (100)))\n    end\n    if <<(letter (nummer 1) of (getal)) = [r]> or <<(letter (nummer 1) of (getal)) = [t]> or <<(letter (nummer 1) of (getal)) = [c]> or <<(letter (nummer 1) of (getal)) = [f]> or <(letter (nummer 1) of (getal)) = [s]>>>>> then\n        change [x3 v] by ((-1) * ((grote) / (100)))\n    end\n    if <<(letter (nummer 1) of (getal)) = [n]> or <<(letter (nummer 1) of (getal)) = [h]> or <<(letter (nummer 1) of (getal)) = [p]> or <(letter (nummer 1) of (getal)) = [u]>>>> then\n        change [x3 v] by ((2) * ((grote) / (100)))\n    end\n    if <(letter (nummer 1) of (getal)) = [l]> then\n        change [x3 v] by ((-2) * ((grote) / (100)))\n    end\nend\nswitch costume to (game6 v)\nset size to ((diepte) * (100)) %\n\ndefine instructie generatoor\nif <<(level) = [2]> and < (2) contains [6]?>> then\n    getal ((x) + (-560)) ((y) + (-580)) [grab the key to make the] ((diepte) * (100)) x---y---geta---grote\n    getal ((x) + (-560)) ((y) + (-600)) [gray blocks disappear] ((diepte) * (100)) x---y---geta---grote\nend\nif <(level) = [2]> then\n    getal ((x) + (-922)) ((y) + (-1000)) [dont touch lava] ((diepte) * (100)) x---y---geta---grote\n    getal ((x) + (-640)) ((y) + (-980)) [jump extra high ] ((diepte) * (100)) x---y---geta---grote\n    getal ((x) + (-640)) ((y) + (-1000)) [on this block] ((diepte) * (100)) x---y---geta---grote\n    getal ((x) + (-240)) ((y) + (-700)) [hit the green] ((diepte) * (100)) x---y---geta---grote\n    getal ((x) + (-240)) ((y) + (-720)) [block to win] ((diepte) * (100)) x---y---geta---grote\n    turn right (([sin v] of ((timer) * (100)) ) * (15)) degrees\n    getal ((x) + (-1120)) ((y) + (-1000)) [@] ((diepte) * (100)) x---y---geta---grote\n    turn right ((([sin v] of ((timer) * (100)) ) * (15)) * (-1)) degrees\nend\nif <(level) = [3]> then\n    getal ((x) + (-740)) ((y) + (-700)) [press s to skip a level] ((diepte) * (100)) x---y---geta---grote\n    getal ((x) + (-140)) ((y) + (-950)) [this is the next level] ((diepte) * (100)) x---y---geta---grote\nend\nif <<(level) = [10]> and <(mode) = [0]>> then\n    getal [0] [170] [press b to play your level] [100] x---y---geta---grote\n    getal [24] [150] [press space to test your level] [100] x---y---geta---grote\n    getal [-48] [130] [press 0 for eraser] [100] x---y---geta---grote\n    getal [29] [110] [click to place or erase a block] [100] x---y---geta---grote\nend\nif <<(mode) = [1]> and <(level) = [10]>> then\n    getal [0] [170] [press space for edit mode] [100] x---y---geta---grote\n    getal [-42] [150] [press b to respawn] [100] x---y---geta---grote\nend\npoint in direction (90)\n\ndefine reload sleutels en grijzen blokken\nset [nummer v] to [0]\nrepeat ((225) * (hoe groot spel bord?))\n    change [nummer v] by (1)\n    if <<(item (nummer) of [2 v]) = [1]> and <(item (nummer) of [1 v]) = [0]>> then\n        replace item (nummer) of [1 v] with [1]\n        replace item (nummer) of [2 v] with [6]\n    end\n    if <<(item (nummer) of [2 v]) = [2]> and <(item (nummer) of [1 v]) = [0]>> then\n        replace item (nummer) of [1 v] with [1]\n        replace item (nummer) of [2 v] with [5]\n    end\nend\n\ndefine w (code?)\nif <(length of (code?)) > [0]> then\n    delete all of [1 v]\n    delete all of [2 v]\n    set [nummer v] to [0]\n    repeat ((length of (code?)) / (2))\n        change [nummer v] by (1)\n        add (letter (nummer) of (code?)) to [2 v]\n        if <(letter (nummer) of (code?)) = [7]> then\n            set [3 v] to (length of [2 v])\n            set [y v] to (([floor v] of ((3) / (15)) ) * (80))\n            set [x v] to (((((((3) / (15)) * (80)) - (([floor v] of ((3) / (15)) ) * (80))) * (15)) + (-1280)) * (-1))\n        end\n    end\n    repeat ((length of (code?)) / (2))\n        change [nummer v] by (1)\n        add (letter (nummer) of (code?)) to [1 v]\n    end\nend\n\ndefine level? (level?) code? (code?)\nif <((level) - (1)) = (level?)> then\n    w (code?)\nend\n\ndefine levels\nlevel? [1] code? [000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000005044444000000004040004000000000060204000000000444444000000000400000070000000400000444114434400000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001011111000000001010001000000000010101000000000111111000000000100000000000000100000111111111100000]\nlevel? [2] code? [000000000000000000000000000000000000000006660000000000006260000000000006660000000000440000000000000040000000000044000000000000004000000000000000000000000004300000100000004441000000000050004000000000030004333370000000004444444000000000000000000000000000000000000000001110000000000001110000000000001110000000000110000000000000010000000000011000000000000001000000000000000000000000001100000100000001111000000000010001000000000010001111100000000001111111]\nlevel? [3] code? [444444444444444400000000400024440444040404044400000400400004404640404040404440004404000044400454000404044440404040404004400404040404044440000400404004404044040004404400040004400004404000400040404400404004074004444444444444444111111111111111100000000100011110111010101011100000100100001101110101010101110001101000011100111000101011110101010101001100101010101011110000100101001101011010001101100010001100001101000100010101100101001001001111111111111111]\nlevel? [4] code? [000000000000666000000000000626050000000400646040040000000010010010040000010011000110040000000000100010000070000000000400040000000000100010000400040000010400100011000000100110001000000110000000000000000000000000000000000000000000000000000111000000000000111010000000100111010010000000010010010010000010011000110010000000000100010000000000000000100010000000000100010000100010000010100100011000000100110001000000110000000000000000000000000000000000000000]\nlevel? [5] code? [000000000000000040000000000000000000000000020040000400040040000000000000000040000000000000000000000000000040000000000000000000000000000040404040404000010101010101000000000000000040000000000000000700000000000000333333333333333000000000000000010000000000000000000000000010010000100010010000000000000000010000000000000000000000000000010000000000000000000000000000010101010101000010101010101000000000000000010000000000000000000000000000000111111111111111]\nlevel? [6] code? [444444444444444400100440044244410001000404044400400040004044410004001040004404014040040404400000000400014440404040004004440010040400044400644001040444406624404000004400615404040404440610010001004470610000404404444444344414414111111111111111100100110011111110001000101011100100010001011110001001010001101011010010101100000000100011110101010001001110010010100011100111001010111101111101000001100111101010101110110010001001100110000101101111111111111111]\nlevel? [7] code? [444444440444444411111140400114400000000000014404000040400004401000010111404401004000101004400101041000004400101010000034410030010414144400014000141414400400100000004403000130000004400030013000074404004000333344444144342444444111111110111111111111110100111100000000000011101000010100001101000010111101101001000101001100101011000001100101010000011110010010111111100011000111111100100100000001101000110000001100010011000001101001000111111111111111111111]\nlevel? [8] code? [414141414141414102010000000101404040404040404100000101010001404040404040404101010100010001404040404040404101000001000101404040404040404100010101010101404040404040404100000100000101404040404040404101010001010701414141414141414111111111111111101010000000101101010101010101100000101010001101010101010101101010100010001101010101010101101000001000101101010101010101100010101010101101010101010101100000100000101101010101010101101010001010001111111111111111]\nlevel? [9] code? [000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007000000000000044400000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000011100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000]\n\nwhen flag clicked\nvoor bereiding\nif <not <[gebruikers namen v] contains (username)?>> then\n    add (username) to [gebruikers namen v]\n    add [] to [acount gegevens v]\n    opslaan\nend\nbegin\nforever\n    erase all\n    blokken generaator\n    kaart\n    3d diepte\n    instructie generatoor\n    if <(level) = [10]> then\n        bewegings besturing 2\n        edit\n    else\n        bewegings besturing <(item (((round (((y) + (((y4) / (diepte)) * (-1))) / (80))) * (15)) + (round (((((x) + (((x4) / (diepte)) * (-1))) * (-1)) + (1280)) / (80)))) of [2 v]) = [4]>\n    end\n    player generaator\n    edit mode?\n    set [☁ data v] to (level)\nend\n\ndefine 2\nset [x2 v] to [0]\nset [y2 v] to [0]\nchange [level v] by (1)\nlevels\nset [diepte v] to [0.25]\nset [x4 v] to [0]\nset [y4 v] to [0]\n\nset [x2 v] to [0]\nset [y2 v] to [0]\nif <<(level) = [1]> or <(level) = [9]>> then\n    change [level v] by (1)\nend\nif <(level) = (levels ontgrendelt?)> then\n    change [levels ontgrendelt? v] by (1)\nend\nlevels selecteren generatoor\nlevels\nset [diepte v] to [0.25]\nset [x4 v] to [0]\nset [y4 v] to [0]\n\ndefine 3\nrepeat (360)\n    move ((180) * ((([sin v] of (((timer) - (-1)) * (20)) ) * ((([sin v] of ((timer) * (20)) ) * (0.5)) + (0.7))) + (1.7))) steps\n    move ((-180) * ((([sin v] of (((timer) - (-1)) * (20)) ) * (((([sin v] of ((timer) * (20)) ) * (0.5)) + (0.7)) + (([sin v] of ((timer) * (12.5)) ) / (10)))) + (1.7))) steps\n    if <[] = [1]> then\n        set pen color to (#000000)\n        set pen (brightness v) to (([sin v] of ((timer) * (50)) ) * (100))\n        turn right (round (((timer) / (10)) + (1))) degrees\n    else\n        change pen (color v) by (0.277777)\n        turn right (1) degrees\n    end\nend\n\ndefine begin\nset [diepte v] to [0]\ndelete all of [vertaalde woorden v]\nadd (translate [play] to ((language::translate) v)::translate) to [vertaalde woorden v]\nadd (translate [level maker] to ((language::translate) v)::translate) to [vertaalde woorden v]\nrepeat until <(diepte) = [1]>\n    erase all\n    herhaal ding voor begin\nend\nwait until <not <mouse down?>>\nset [diepte v] to [0]\nif <(level) = [1]> then\n    set [levels ontgrendelt? v] to [1]\n    levels selecteren generatoor\nend\npoint in direction (90)\nset [3d diepte v] to [0]\nset [mode v] to [0]\nhide\n2\n\ndefine herhaal ding voor begin\npen down\nset pen color to (#ffffff)\ngo to x: (240) y: (-180)\nset pen size to (100000)\ngo to x: (-240) y: (180)\npen up\ngo to x: ((((length of (item (1) of [vertaalde woorden v])) * (-6)) + (17.5)) * (2)) y: (((-30) + (([sin v] of ((timer) * (200)) ) * (3))) * (2))\npen down\nset pen size to (40)\nif <<<<(mouse y) > [-90]> and <(mouse y) < [-30]>> and <(mouse x) > (((((length of (item (1) of [vertaalde woorden v])) * (-6)) + (17.5)) * (2)) - (40))>> and <(mouse x) < (((((length of (translate [play] to ((language::translate) v)::translate)) * (-6)) + (17.5)) * (-2)) + (40))>> then\n    set pen color to (#1c9b00)\n    if <mouse down?> then\n        set [diepte v] to [1]\n        set [level v] to [1]\n    end\nelse\n    set pen color to (#32ff00)\nend\ngetal [0] ((-30) + (([sin v] of ((timer) * (200)) ) * (3))) (item (1) of [vertaalde woorden v]) [200] x---y---geta---grote\npen up\nswitch costume to (s2 v)\ngetal [0] ((-30) + (([sin v] of ((timer) * (200)) ) * (3))) (item (1) of [vertaalde woorden v]) [200] x---y---geta---grote\npen up\ngo to x: ((((length of (item (2) of [vertaalde woorden v])) * (-6)) + (17.5)) * (2)) y: (((30) + (([sin v] of ((timer) * (200)) ) * (3))) * (2))\npen down\nset pen size to (40)\nif <<<<(mouse y) > [30]> and <(mouse y) < [90]>> and <(mouse x) > (((((length of (item (2) of [vertaalde woorden v])) * (-6)) + (17.5)) * (2)) - (40))>> and <(mouse x) < (((((length of (translate [play] to ((language::translate) v)::translate)) * (-6)) + (17.5)) * (-2)) + (1000))>> then\n    set pen color to (#9b0000)\n    if <mouse down?> then\n        set [diepte v] to [1]\n        set [level v] to [9]\n    end\nelse\n    set pen color to (#ff0000)\nend\ngetal [0] ((30) + (([sin v] of ((timer) * (200)) ) * (3))) (item (2) of [vertaalde woorden v]) [200] x---y---geta---grote\npen up\nswitch costume to (s2 v)\ngetal [0] ((30) + (([sin v] of ((timer) * (200)) ) * (3))) (item (2) of [vertaalde woorden v]) [200] x---y---geta---grote\n\ndefine reload\npen up\ngo to x: (180) y: (-140)\npen down\nset pen size to (20)\nif <<<<(mouse y) > [-150]> and <(mouse y) < [-130]>> and <(mouse x) > (((((length of [reload]) * (-6)) + (17.5)) * (2)) - (-185))>> and <(mouse x) < (((((length of (translate [play] to ((language::translate) v)::translate)) * (-6)) + (17.5)) * (-2)) + (210))>> then\n    set pen color to (#9b0000)\n    if <mouse down?> then\n        pen down\n        set pen color to (#ffffff)\n        go to x: (240) y: (-180)\n        set pen size to (100000)\n        go to x: (-240) y: (180)\n        pen up\n        ask [code?] and wait\n        w (answer)\n        erase all\n    end\nelse\n    set pen color to (#ff0000)\nend\ngetal [200] [-140] [reload] [100] x---y---geta---grote\npen up\nswitch costume to (s2 v)\ngetal [200] [-140] [reload] [100] x---y---geta---grote\n\ndefine save\npen up\ngo to x: (190) y: (-165)\npen down\nset pen size to (20)\nif <<<<(mouse y) > [-175]> and <(mouse y) < [-155]>> and <(mouse x) > (((((length of [save]) * (-6)) + (17.5)) * (2)) - (-185))>> and <(mouse x) < (((((length of (translate [play] to ((language::translate) v)::translate)) * (-6)) + (17.5)) * (-2)) + (210))>> then\n    set pen color to (#1c9b00)\n    if <mouse down?> then\n        hide list [copy this v]\n        delete all of [copy this v]\n        add (join (2) (1)) to [copy this v]\n        set size to (100) %\n        go to x: (0) y: (0)\n        switch costume to (close2 v)\n        stamp\n        wait until <not <mouse down?>>\n        wait until <mouse down?>\n        wait until <not <mouse down?>>\n        show list [copy this v]\n        erase all\n    end\nelse\n    set pen color to (#32ff00)\nend\ngetal [200] [-165] [save] [100] x---y---geta---grote\npen up\nswitch costume to (s2 v)\ngetal [200] [-165] [save] [100] x---y---geta---grote\n\ndefine blokken selecteren generatoor\nchange [nummer v] by (45)\ngo to x: ((nummer) + (-20)) y: ((-160) + (20))\npen down\ngo to x: ((nummer) + (20)) y: ((-160) + (20))\ngo to x: ((nummer) + (20)) y: ((-160) + (-20))\ngo to x: ((nummer) + (-20)) y: ((-160) + (-20))\ngo to x: ((nummer) + (-20)) y: ((-160) + (20))\ngo to x: ((nummer) + (20)) y: ((-160) + (-20))\npen up\n\ndefine sleutel selecteren generator\nchange [nummer v] by (45)\ngo to x: ((nummer) + ((0.5) * (-35))) y: ((-160) + ((7.5) * (0.5)))\npen down\ngo to x: ((nummer) + ((-20) * (0.5))) y: ((-160) + ((7.5) * (0.5)))\ngo to x: ((nummer) + ((0.5) * (-20))) y: ((-160) + ((-7.5) * (0.5)))\ngo to x: ((nummer) + ((0.5) * (-35))) y: ((-160) + ((-7.5) * (0.5)))\ngo to x: ((nummer) + ((0.5) * (-35))) y: ((-160) + ((7.5) * (0.5)))\npen up\ngo to x: ((nummer) + ((-20) * (0.5))) y: ((-160) + (0))\npen down\ngo to x: ((nummer) + ((20) * (0.5))) y: ((-160) + (0))\ngo to x: ((nummer) + ((20) * (0.5))) y: ((-160) + ((-10) * (0.5)))\npen up\ngo to x: ((nummer) + ((5) * (0.5))) y: ((-160) + (0))\npen down\ngo to x: ((nummer) + ((5) * (0.5))) y: ((-160) + ((-10) * (0.5)))\npen up\n\ndefine levels selecteren generatoor\nrepeat until <(diepte) = [1]>\n    erase all\n    go to x: (-240) y: (-180)\n    set pen color to (#ffffff)\n    set pen size to (1000000)\n    pen down\n    go to x: (240) y: (180)\n    pen up\n    level [1] [-120] x [100] y\n    level [2] [0] x [100] y\n    level [3] [120] x [100] y\n    level [4] [-120] x [0] y\n    level [5] [0] x [0] y\n    level [6] [120] x [0] y\n    level [7] [-120] x [-100] y\n    level [8] [0] x [-100] y\nend\n\ndefine level (level?) (x) x (y) y\nset pen color to (#0dcc00)\ngo to x: ((x) + (7)) y: ((y) + (-7))\nset pen size to (40)\nchange x by (-20)\nchange y by (-15)\npen down\nchange x by (40)\nchange y by (30)\nchange x by (-40)\nchange y by (-30)\npen up\nchange pen (brightness v) by (20)\nif <<<<(mouse x) > ((x) - (50))> and <(mouse x) < ((x) + (50))>> and <<(mouse y) > ((y) - (50))> and <(mouse y) < ((y) + (50))>>> and <not <(level?) > (levels ontgrendelt?)>>> then\n    go to x: ((x) + (5)) y: ((y) + (-5))\n    if <mouse down?> then\n        set [diepte v] to [1]\n        set [level v] to (level?)\n    end\nelse\n    go to x: (x) y: (y)\nend\nset pen size to (40)\nchange x by (-20)\nchange y by (-15)\npen down\nchange x by (40)\nchange y by (30)\nchange x by (-40)\nchange y by (-30)\npen up\nif <(level?) > (levels ontgrendelt?)> then\n    switch costume to (lock v)\n    go to x: ((x) - (-5)) y: ((y) - (5))\n    set size to (100) %\n    stamp\nelse\n    getal (((x) / (3)) - (10)) ((y) / (3)) (level?) [300] x---y---geta---grote\nend\n\nwhen flag clicked\n\nforever\n    set size to (1000) %\nend\n\npen up\ngo to x: (((x) + (-40)) * (diepte)) y: (((y) + (40)) * (diepte))\npen down\ngo to x: (((x) + (40)) * (diepte)) y: (((y) + (40)) * (diepte))\ngo to x: (((x) + (40)) * (diepte)) y: (((y) + (-40)) * (diepte))\ngo to x: (((x) + (-40)) * (diepte)) y: (((y) + (-40)) * (diepte))\ngo to x: (((x) + (-40)) * (diepte)) y: (((y) + (40)) * (diepte))\ngo to x: (((x) + (40)) * (diepte)) y: (((y) + (-40)) * (diepte))\npen up\n\nwhen flag clicked\nforever\n    if <(item ((107) + (((round ((((x) * (-1)) + (1280)) / (80))) + (-2)) + ((((hoe groot spel bord?) - (1)) * (225)) + ((([floor v] of (((y) + (40)) / (80)) ) - (((hoe groot spel bord?) - (1)) * (22))) * (15))))) of [2 v]) = [4]> then\n        set [☁ data v] to [1]\n    else\n        set [☁ data v] to [0]\n    end\nend\n\nwhen I start as a clone\nlevels selecteren generatoor\ndelete this clone\n\nset [diepte v] to [0]\nif <((level) + (-2)) = (levels ontgrendelt?)> then\n    change [levels ontgrendelt? v] by (1)\nend\ncreate clone of (_myself_ v)\nwait until <(diepte) = [1]>\n\nset [diepte v] to [0.5]\n\ndefine schud het scherm (heftig heid)\nchange [y4 v] by ((extra y) * (-1))\nchange [x4 v] by ((extra x) * (-1))\nchange [y v] by ((extra y) * (-1))\nchange [x v] by ((extra x) * (-1))\nchange [extra y v] by (pick random (heftig heid) to ((heftig heid) * (-1)))\nchange [extra x v] by (pick random (heftig heid) to ((heftig heid) * (-1)))\nset [extra y v] to ((extra y) * (0.8))\nset [extra x v] to ((extra x) * (0.8))\nchange [y4 v] by (extra y)\nchange [x4 v] by (extra x)\nchange [y v] by (extra y)\nchange [x v] by (extra x)\n\nset [3 v] to [0]\nrepeat (100)\n    change [3 v] by (-0.2)\n    set [3 v] to ((3) * (0.8))\nend\n\n@intro\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n
                                                     ⏫  \n                           CONTROLS ⏪⏬⏩\n-------------------------------------------------------------------------\n                          press S to skip a level\n       