Elephant the Adventurer - A Mobile Platformer v1.0 #games
@Stage\n\nwhen flag clicked\nerase all\nset [time v] to [300]\nset [deaths v] to [0]\nswitch backdrop to (backdrop21 v)\nbroadcast (Intro v)\n\nwhen flag clicked\nforever\n    wait (1) seconds\n    set [frames per second v] to (fps)\n    set [fps v] to [0]\nend\n\nwhen I receive [finally done v]\nrepeat (40)\n    change volume by (-2.5)\nend\n\nwhen I receive [start game v]\nset volume to (100) %\nforever\n    play sound [it's raining tacos v] until done\nend\n\nwhen I receive [start game v]\nforever\n    switch backdrop to (Game Level X)\n    change [fps v] by (1)\nend\n\n@player\n\nwhen I receive [finally begin v]\nwait (1) seconds\nswitch costume to (player stand v)\nset [game level x v] to [1]\nset [game level y v] to [0]\ngo to x: (-200) y: (-92)\npoint in direction (90)\nset [yv v] to [0]\nshow\nset rotation style [left-right v]\nbroadcast (level change v)\nforever\n    set [brightness v] effect to (Brightness)\n    set [color v] effect to (Colour)\n    set size to (20) %\n    switch costume to (hitbox v)\n    if <touching color (#998265)?> then\n        set [ladder? v] to [true]\n    else\n        set [ladder? v] to [false]\n    end\n    if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n        point in direction (-90)\n        change [xv v] by (-3)\n    end\n    if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n        point in direction (90)\n        change [xv v] by (3)\n    end\n    set [xv v] to ((XV) * (0.7))\n    change x by (XV)\n    Sense ground\n    if <(Ladder?) = [false]> then\n        change [yv v] by (Gravity?)\n    else\n        change [yv v] by ((0.1) * (Gravity?))\n    end\n    change y by (YV)\n    if <touching (tiles v)?> then\n        change y by ((-1) * (YV))\n        set [yv v] to [0]\n    end\n    if <(Gravity?) > [0]> then\n        change y by (3)\n        switch costume to (jumpbox2 v)\n    else\n        change y by (-3)\n        switch costume to (jumpbox v)\n    end\n    change [in air v] by (2)\n    if <<touching (tiles v)?> or <(Ladder?) = [true]>> then\n        set [in air v] to [0]\n    end\n    switch costume to (hitbox v)\n    if <<(In air) < [3]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (30))>>>> then\n        if <(Ladder?) = [true]> then\n            set [yv v] to ((-3) * (Gravity?))\n        else\n            set [yv v] to ((-13) * (Gravity?))\n        end\n    end\n    if <(Gravity?) > [0]> then\n        change y by (-3)\n    else\n        change y by (3)\n    end\n    switch costume to (Player animation)\n    if <(In air) > [0]> then\n        if <(YV) > [0]> then\n            switch costume to (player jump v)\n        end\n        if <(YV) < [0]> then\n            switch costume to (player fall v)\n        end\n    else\n        if <([abs v] of (XV) ) > [0.7]> then\n            switch costume to (walk animation)\n        end\n    end\n    if <(x position) > [235]> then\n        broadcast (level advance v)\n        wait (0.14) seconds\n        change [scroll x v] by (-480)\n        change [game level x v] by (1)\n        broadcast (level change v)\n    end\n    if <(Gravity?) > [0]> then\n        if <(y position) > [170]> then\n            change [deaths v] by (1)\n            broadcast (level change v)\n            broadcast (die v)\n            start sound [Goose v]\n        end\n    else\n        if <(y position) < [-200]> then\n            change [deaths v] by (1)\n            broadcast (level change v)\n            broadcast (die v)\n            start sound [Goose v]\n        end\n    end\n    go to [front v] layer\n    go [backward v] (10) layers\n    if <(Ladder?) = [true]> then\n        switch costume to (player climb2 v)\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            switch costume to (Climb animation)\n        end\n    end\n    if <(Gravity?) > [0]> then\n        switch costume to ((costume [number v]) + (16))\n    end\n    clear graphic effects\n    if <touching (portal v)?> then\n        repeat (20)\n            go to [front v] layer\n            change size by (-0.5)\n            change [ghost v] effect by (5)\n            point towards (portal v)\n            move (4) steps\n        end\n        hide\n        broadcast (finish game v)\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nhide\n\ndefine Sense ground\nrepeat (4)\n    if <touching (tiles v)?> then\n        change y by (1)\n    end\nend\nif <touching (tiles v)?> then\n    change y by (-4)\n    change x by ((-1) * (XV))\n    set [xv v] to [0]\nend\n\nwhen I receive [level change v]\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nbroadcast (Update Level v)\nwait (0.1) seconds\nbroadcast (Update Level v)\nwait (0.1) seconds\nbroadcast (Update Level v)\nwait (0.1) seconds\n\nwhen I receive [start game v]\nforever\n    set [player animation v] to [1]\n    wait (0.14) seconds\n    set [player animation v] to [2]\n    wait (0.14) seconds\nend\n\nwhen I receive [start game v]\nforever\n    set [walk animation v] to [3]\n    wait (0.) seconds\n    repeat (7)\n        change [walk animation v] by (1)\n        wait (0.) seconds\n    end\nend\n\nwhen I receive [level change v]\nif <(Game Level X) = [1]> then\n    go to x: (-200) y: (-92)\nend\nif <(Game Level X) = [2]> then\n    go to x: (-200) y: (-92)\nend\nif <(Game Level X) = [3]> then\n    go to x: (-200) y: (-92)\nend\nif <(Game Level X) = [4]> then\n    go to x: (-200) y: (59)\nend\nif <(Game Level X) = [5]> then\n    go to x: (-200) y: (59)\nend\nif <(Game Level X) = [6]> then\n    go to x: (-200) y: (-151)\nend\nif <(Game Level X) = [7]> then\n    go to x: (-200) y: (-91)\nend\nif <(Game Level X) = [8]> then\n    go to x: (-200) y: (-1)\nend\nif <(Game Level X) = [9]> then\n    go to x: (-200) y: (29)\nend\nif <(Game Level X) = [10]> then\n    go to x: (-200) y: (29)\nend\nif <(Game Level X) = [11]> then\n    go to x: (-200) y: (-121)\nend\nif <(Game Level X) = [12]> then\n    go to x: (-200) y: (-92)\nend\nif <(Game Level X) = [13]> then\n    go to x: (-200) y: (58)\nend\nif <(Game Level X) = [14]> then\n    go to x: (-200) y: (-1)\nend\nif <(Game Level X) = [15]> then\n    go to x: (-200) y: (-31)\nend\nif <(Game Level X) = [16]> then\n    go to x: (-200) y: (-90)\nend\nif <(Game Level X) = [17]> then\n    go to x: (-200) y: (120)\nend\nif <(Game Level X) = [18]> then\n    go to x: (-200) y: (-150)\nend\nif <(Game Level X) = [19]> then\n    go to x: (-200) y: (90)\nend\nif <(Game Level X) = [20]> then\n    go to x: (0) y: (113)\nend\nif <(Game Level X) = [21]> then\n    go to x: (-200) y: (113)\nend\nif <(Game Level X) = [22]> then\n    go to x: (-200) y: (113)\nend\nif <(Game Level X) = [23]> then\n    go to x: (-200) y: (-36)\nend\n\nwhen I receive [big bounce v]\nset [yv v] to [20]\n\nwhen I receive [start game v]\nset [gravity? v] to [-1]\n\nwhen I receive [start game v]\nforever\n    set [climb animation v] to [13]\n    wait (0.1) seconds\n    set [climb animation v] to [14]\n    wait (0.1) seconds\n    set [climb animation v] to [15]\n    wait (0.1) seconds\n    set [climb animation v] to [14]\n    wait (0.1) seconds\nend\n\nwhen [r v] key pressed\nbroadcast (level advance v)\nwait (0.14) seconds\nchange [scroll x v] by (-480)\nchange [game level x v] by (1)\nbroadcast (level change v)\n\nwhen [q v] key pressed\nbroadcast (level advance v)\nwait (0.14) seconds\nchange [scroll x v] by (480)\nchange [game level x v] by (-1)\nbroadcast (level change v)\n\n@Tiles\n\ndefine block name\ndelete all of [level v]\nrepeat (Level Width)\n    repeat (Level Height)\n        add [3] to [level v]\n    end\nend\n\nwhen I receive [update level v]\npoint in direction (90)\n\ndefine Create Level (width) (height)\ndelete all of [level v]\nset [smoothness v] to (pick random ((Level Height) - (30)) to ((Level Height) - (40)))\nset [last smoothness v] to (Smoothness)\nrepeat (height)\n    repeat (width)\n        add [3] to [level v]\n    end\nend\nbroadcast (generated v)\n\nwhen I start as a clone\nset size to (101) %\nwait (0.1) seconds\nshow\nset [am i a clone? v] to [true]\nforever\n    if <<(Exploding?) = [true]> and <(distance to [explosions v]) < [100]>> then\n        replace item (My Position) of [level v] with [3]\n    end\n    if <<(Exploding?) = [mini]> and <(distance to [explosions v]) < (pick random (50) to (80))>> then\n        replace item (My Position) of [level v] with [3]\n    end\n    set [my position v] to (((((My X) * (Level Height)) + (My Y)) + (1)) / (30))\n    go to x: ((Scroll X) + (My X)) y: ((Scroll Y) + (My Y))\n    go to x: ((Scroll X) + (My X)) y: ((Scroll Y) + (My Y))\n    if <((Scroll X) + (My X)) > [240]> then\n        change [my x v] by (-480)\n    end\n    if <((Scroll X) + (My X)) < [-240]> then\n        change [my x v] by (480)\n    end\n    if <((Scroll Y) + (My Y)) > [180]> then\n        change [my y v] by (-360)\n    end\n    if <((Scroll Y) + (My Y)) < [-180]> then\n        change [my y v] by (360)\n    end\n    switch costume to (item (My Position) of [level v])\n    set size to (104) %\n    if <(item (My Position) of [level v]) = [3]> then\n        go to [back v] layer\n    end\n    set [ghost v] effect to (0)\n    if <(item (My Position) of [level v]) = [28]> then\n        set [ghost v] effect to (10)\n    end\n    set [brightness v] effect to (Brightness)\n    set [color v] effect to (Colour)\n    show\n    if <<[passable tiles v] contains (item (My Position) of [level v])?> and <(Updating Level?) = [false]>> then\n        hide\n    else\n        show\n    end\n    if <[bad tiles v] contains (item (My Position) of [level v])?> then\n        if <<(distance to [player v]) < [14]> or <touching (hitbox v)?>> then\n            change [deaths v] by (1)\n            broadcast (level change v)\n            broadcast (die v)\n            start sound [Scream2 v]\n        end\n    end\n    go to [back v] layer\n    if <<<[slope blocks v] contains (item (My Position) of [level v])?> or <[bad tiles v] contains (item (My Position) of [level v])?>> or <(item (My Position) of [level v]) = [8]>> then\n        go to [front v] layer\n        go [backward v] (20) layers\n    end\n    if <(item (My Position) of [level v]) = [14]> then\n        turn right (10) degrees\n    end\n    if <(item (My Position) of [level v]) = [9]> then\n        if <<(distance to [player v]) < [20]> or <touching (hitbox v)?>> then\n            broadcast (big bounce v)\n            start sound [Big Boing v]\n        end\n    end\n    clear graphic effects\nend\n\ndefine Create Clones\nhide\ngo to x: (-228) y: (168)\nrepeat (12)\n    repeat (16)\n        set [my x v] to (x position)\n        set [my y v] to (y position)\n        create clone of (_myself_ v)\n        change x by (30)\n    end\n    set x to (-228)\n    change y by (-30)\nend\n\nwhen I receive [start game v]\nhide\nerase all\nset [am i a clone? v] to [false]\nset [level height v] to [200]\nset [level width v] to [800]\nCreate Clones\nwait (0.1) seconds\nbroadcast (Level is Generated v)\nset [scroll x v] to [-8100]\nset [scroll y v] to [-9066]\nbroadcast (Update Level v)\nwait (2) seconds\nbroadcast (Update Level v)\nbroadcast (finally begin v)\n\nwhen I receive [update level v]\nif <(Am I a clone?) = [false]> then\n    erase all\nend\nset [updating level? v] to [true]\nstamp\nset [updating level? v] to [false]\n\ndefine smoothness\nset [smoothness v] to (pick random ((Level Height) - (30)) to ((Level Height) - (40)))\nif <(Smoothness) > (Last Smoothness)> then\n    set [smoothness v] to (pick random ((Last Smoothness) + (1)) to (pick random (pick random ((Last Smoothness) - (1)) to ((Last Smoothness) - (1))) to (pick random ((Last Smoothness) - (1)) to ((Last Smoothness) + (1)))))\nelse\n    set [smoothness v] to (pick random ((Last Smoothness) - (1)) to (pick random (pick random ((Last Smoothness) + (1)) to ((Last Smoothness) + (1))) to (pick random ((Last Smoothness) + (1)) to ((Last Smoothness) - (1)))))\nend\nset [last smoothness v] to (Smoothness)\n\ndefine stamp\nif <[passable tiles v] contains (item (My Position) of [level v])?> then\n    show\n    set size to (110) %\n    stamp\n    hide\nend\n\n@coins\n\nwhen I receive [level change v]\nhide\nrepeat (1)\n    delete this clone\nend\nif <(Game Level X) = [1]> then\n    coin at X [11] Y [-19]\n    coin at X [-78] Y [-75]\n    coin at X [-105] Y [-75]\nend\nif <(Game Level X) = [2]> then\n    coin at X [130] Y [-75]\n    coin at X [19] Y [20]\n    coin at X [90] Y [-15]\nend\nif <(Game Level X) = [3]> then\n    coin at X [41] Y [-104]\n    coin at X [-50] Y [-104]\n    coin at X [159] Y [-105]\n    coin at X [159] Y [-75]\n    coin at X [159] Y [-40]\n    coin at X [159] Y [-5]\n    coin at X [159] Y [30]\nend\nif <(Game Level X) = [4]> then\n    coin at X [41] Y [115]\n    coin at X [-141] Y [115]\nend\nif <(Game Level X) = [5]> then\n    coin at X [-30] Y [-55]\n    coin at X [-120] Y [27]\n    coin at X [-30] Y [27]\nend\nif <(Game Level X) = [6]> then\n    coin at X [38] Y [-100]\n    coin at X [12] Y [-100]\n    coin at X [134] Y [-100]\n    coin at X [-110] Y [-132]\n    coin at X [-140] Y [-132]\nend\nif <(Game Level X) = [7]> then\n    coin at X [-45] Y [-75]\n    coin at X [131] Y [20]\nend\nif <(Game Level X) = [8]> then\n    coin at X [11] Y [-50]\nend\nif <(Game Level X) = [10]> then\n    coin at X [34] Y [-75]\n    coin at X [-25] Y [-45]\n    coin at X [123] Y [-102]\n    coin at X [-92] Y [-14]\nend\nif <(Game Level X) = [12]> then\n    coin at X [12] Y [14]\n    coin at X [40] Y [14]\n    coin at X [72] Y [14]\n    coin at X [-57] Y [-14]\nend\nif <(Game Level X) = [13]> then\n    coin at X [72] Y [14]\n    coin at X [-168] Y [14]\nend\nif <(Game Level X) = [14]> then\n    coin at X [-50] Y [-14]\n    coin at X [-20] Y [-14]\n    coin at X [10] Y [-14]\n    coin at X [130] Y [-14]\n    coin at X [160] Y [-14]\n    coin at X [190] Y [-14]\nend\nif <(Game Level X) = [16]> then\n    coin at X [12] Y [-75]\n    coin at X [-18] Y [-75]\n    coin at X [-48] Y [-75]\n    coin at X [-78] Y [-75]\nend\nif <(Game Level X) = [21]> then\n    coin at X [-48] Y [7]\n    coin at X [-15] Y [7]\n    coin at X [15] Y [7]\n    coin at X [45] Y [7]\nend\n\nwhen I start as a clone\nshow\nforever\n    set [brightness v] effect to (Brightness)\n    next costume\n    if <<touching (player v)?> or <(distance to [player v]) < [30]>> then\n        start sound [Coin v]\n        repeat (10)\n            next costume\n            change [ghost v] effect by (10)\n            change y by (5)\n        end\n        delete this clone\n    end\n    wait (0.02) seconds\nend\n\ndefine coin at X (x) Y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\n@flash\n\nwhen I receive [level advance v]\nswitch costume to (costume1 v)\nset size to (100) %\nshow\ngo to x: (468) y: (0)\ngo to [front v] layer\nrepeat (10)\n    go to [front v] layer\n    change x by (-96)\nend\nhide\n\nwhen flag clicked\nhide variable [deaths v]\nhide\n\nwhen I receive [finish game v]\nhide variable [deaths v]\nshow\nswitch costume to (costume2 v)\nset size to (11000) %\nswitch costume to (end v)\ngo to x: (0) y: (-99)\nrepeat (22)\n    switch costume to (costume2 v)\n    change size by (-500)\n    switch costume to (end v)\nend\ngo to x: (0) y: (0)\nset [brightness v] effect to (100)\nbroadcast (finally done v)\nswitch costume to (costume3 v)\nrepeat (40)\n    change [brightness v] effect by (-2.5)\nend\nwait (1) seconds\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nswitch costume to (costume4 v)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\nshow variable [deaths v]\nwait (2) seconds\nhide variable [deaths v]\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nswitch costume to (costume6 v)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\nwait (3) seconds\nbroadcast (-HarvardActress- v)\nhide\n\n@Enemies\n\ndefine Enemy at X (x) Y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nset [yv v] to [0]\nset rotation style [left-right v]\nforever\n    switch costume to (costume3 v)\n    if <touching (hitbox v)?> then\n        broadcast (level change v)\n        change [deaths v] by (1)\n        broadcast (die v)\n        start sound [Scream2 v]\n    end\n    set [xv v] to ((XV) * (0.8))\n    change x by (XV)\n    sense ground\n    change [yv v] by (-1)\n    change y by (YV)\n    if <touching (tiles v)?> then\n        change y by ((-1) * (YV))\n        set [yv v] to [0]\n    end\n    change y by (-2)\n    if <<touching (tiles v)?> and <(Jumping?) = [1]>> then\n        set [yv v] to [8]\n    end\n    change y by (2)\n    if <([x position v] of [player v]) > (x position)> then\n        point in direction (90)\n        change [xv v] by (pick random (0.5) to (0.7))\n    else\n        point in direction (-90)\n        change [xv v] by (pick random (-0.5) to (-0.7))\n    end\n    switch costume to (pick random (1) to (2))\nend\n\nwhen I receive [level change v]\nrepeat (1)\n    delete this clone\nend\nif <(Game Level X) = [9]> then\n    Enemy at X [-35] Y [-150]\nend\nif <(Game Level X) = [10]> then\n    Enemy at X [-19] Y [-60]\n    Enemy at X [162] Y [-121]\nend\nif <(Game Level X) = [12]> then\n    Enemy at X [88] Y [-1]\nend\nif <(Game Level X) = [15]> then\n    Enemy at X [86] Y [-61]\nend\n\ndefine sense ground\nrepeat (4)\n    if <touching (tiles v)?> then\n        change y by (1)\n    end\nend\nif <touching (tiles v)?> then\n    change y by (-4)\n    change x by ((-1) * (XV))\n    set [xv v] to [0]\nend\n\nwhen I start as a clone\nforever\n    set [jumping? v] to (pick random (1) to (3))\n    wait (pick random (0.5) to (1)) seconds\nend\n\n@hitbox\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (100)\n    set size to (20) %\n    go to (player v)\nend\n\n@message\n\nwhen I receive [die v]\nshow\nset [ghost v] effect to (0)\nrepeat (20)\n    change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@portal\n\nwhen I receive [level change v]\nrepeat (1)\n    delete this clone\nend\nhide\nif <(Game Level X) = [19]> then\n    show\n    go to x: (0) y: (-104)\n    switch costume to (costume1 v)\n    repeat until <not <(Game Level X) = [19]>>\n        point in direction (pick random (-179) to (180))\n        create clone of (_myself_ v)\n        point in direction (90)\n        if <touching (player v)?> then\n        end\n    end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nmove (60) steps\nturn left (180) degrees\nrepeat (15)\n    move (3) steps\n    change [ghost v] effect by (7)\nend\ndelete this clone\n\nbroadcast (level advance v)\nwait (0.14) seconds\nset [gravity? v] to [1]\nchange [scroll x v] by (-480)\nchange [game level x v] by (1)\nbroadcast (level change v)\n\nwhen flag clicked\nhide\n\n@unused stuff\n\n@thumbnail\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (100)\n    reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\n\n@-HarvardActress-\n\nwhen flag clicked\nhide\n\nwhen I receive [-harvardactress- v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n    wait (4) seconds\n    repeat (5)\n        change [ghost v] effect by (25)\n    end\n    next costume\n    repeat (5)\n        change [ghost v] effect by (-25)\n    end\nend\n\nwhen I receive [pause outro v]\nhide\n\n@@-HarvardActress-\n\nwhen flag clicked\nhide\n\nwhen I receive [-harvardactress- v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume8 v)\nforever\n    wait (6) seconds\n    next costume\nend\n\nwhen I receive [-harvardactress- v]\nforever\n    glide (2) secs to x: (-3) y: (0)\n    glide (2) secs to x: (27) y: (0)\nend\n\nwhen I receive [-harvardactress- v]\nset volume to (100) %\nforever\n    play sound [jdi-groovy-ska-fun-time-032414-33 v] until done\nend\n\nwhen I receive [pause outro v]\nstop [other scripts in sprite v]\nset volume to (0) %\nhide\n\nbroadcast (-HarvardActress- v)\n\n@Intro\n\nwhen flag clicked\npoint in direction (90)\nforever\n    go to [front v] layer\nend\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [intro v]\nshow\nset [intro clone type v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (blocks v)\ngo to x: (0) y: (0)\nwait (1.1) seconds\nstart sound [Blocks crashing v]\nrepeat (4)\n    next costume\n    wait (0.06) seconds\nend\nwait (1) seconds\n\nwhen I start as a clone\nif <(Intro Clone Type) = [1]> then\n    hide\n    switch costume to (chipmunk jumping v)\n    go to x: (267) y: (210)\n    wait (0.8) seconds\n    show\n    glide (0.4) secs to x: (-10) y: (-20)\n    switch costume to (chipmunk landing v)\n    start sound [Landing v]\n    move (-10) steps\n    wait (0.02) seconds\n    move (-5) steps\n    wait (0.02) seconds\n    move (-2.5) steps\n    wait (0.2) seconds\n    set [intro clone type v] to [2]\n    create clone of (_myself_ v)\n    switch costume to (chipmunk landing 2 v)\n    wait (0.1) seconds\n    switch costume to (chipmunk landing 3 v)\nend\n\nbroadcast (Start Game v)\n\nwhen I start as a clone\nif <(Intro Clone Type) = [2]> then\n    go to x: (0) y: (0)\n    set [ghost v] effect to (100)\n    switch costume to (@chipm0nk v)\n    repeat (20)\n        change [ghost v] effect by (-5)\n    end\n    wait (0.8) seconds\n    broadcast (Intro Finished! v)\nend\n\nwhen I receive [intro finished! v]\npoint in direction (90)\ngo to x: (0) y: (0)\nstart sound [Finish v]\nswitch costume to (flash v)\nwait (0.14) seconds\nhide\nbroadcast (Start Game v)\ndelete this clone\n\n