generic platformer 2
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <(Music#) = [1]> then\n    set volume to (50) %\n    set [canmoveplayer v] to [1]\n    forever\n        play sound (pick random (2) to (3)) until done\n        wait (0.5) seconds\n    end\nelse\nend\n\nwhen I receive [particles v]\n\nrepeat (10)\n    change [pitch v] effect by (-1)\nend\nwait (0.5) seconds\nrepeat (10)\n    change [pitch v] effect by (1)\nend\nclear sound effects\n\nwhen I receive [intro done v]\nswitch backdrop to (1 v)\n\n@Blank\n\n@Intro\n\ndefine Particle (amount)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) Size: (size) Dir: (dir) & Speed: (speed) || Costume: (costume)\nrepeat until <<<(x position) = (x)> and <(y position) = (y)>> and <<(size) = (size)> and <(round (direction)) = (dir)>>>\n    switch costume to (pos hack v)\n    change x by (((x) - (x position)) / (speed))\n    change y by (((y) - (y position)) / (speed))\n    turn right (((dir) - (direction)) / (speed)) degrees\n    switch costume to (costume)\n    change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n    go to x: (0) y: (200)\n    Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 1]\nelse\n    if <(id) = [2]> then\n        go to x: (0) y: (200)\n        Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 2]\n    else\n        if <(id) = [3]> then\n            go to x: (0) y: (0)\n            switch costume to (logo v)\n            go to [front v] layer\n            show\n            point in direction (-45)\n            set [ghost v] effect to (100)\n            set size to (0) %\n            repeat (20)\n                change size by (((120) - (size)) / (5))\n                change [ghost v] effect by (-10)\n                turn right (((92) - (direction)) / (5)) degrees\n            end\n            repeat (23)\n                change size by (((100) - (size)) / (5))\n                change y by (((0) - (y position)) / (5))\n            end\n            wait (0.5) seconds\n            Smooth Glide To X: [0] Y: [40] Size: [100] Dir: [90] & Speed: [6] || Costume: [Logo]\n        else\n            if <(id) = [5]> then\n                go to [front v] layer\n                go to x: (0) y: (0)\n                Smooth Glide To X: [0] Y: [100] Size: [90] Dir: [90] & Speed: [5] || Costume: [Text]\n            else\n                if <(id) = [6]> then\n                    go to [front v] layer\n                    go to x: (0) y: (200)\n                    Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 3]\n                else\n                    if <(id) = [7]> then\n                        go to [front v] layer\n                        go to x: (0) y: (200)\n                        Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 4]\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n    show\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (100)\n    set [1 v] to (pick random (-15) to (15))\n    set [2 v] to (pick random (-15) to (15))\n    set [3 v] to (pick random (-50) to (50))\n    set size to (pick random (50) to (300)) %\n    go to x: (0) y: (0)\n    repeat (25)\n        go to [front v] layer\n        switch costume to (thing 1 v)\n        change [ghost v] effect by (-7.5)\n        set size to ((size) * (.9)) %\n        change x by (1)\n        change y by (2)\n        turn right (3) degrees\n        set [1 v] to ((1) * (0.9))\n        set [2 v] to ((2) * (0.9))\n        switch costume to (pick random (6) to (7))\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n    forever\n        change [yv v] by (-0.1)\n        change y by (YV)\n    end\nend\n\nwhen I receive [play scene v]\nif <(id) = [1]> then\n    delete this clone\nelse\n    if <(id) = [2]> then\n        delete this clone\n    else\n        if <(id) = [3]> then\n            delete this clone\n        else\n            if <(id) = [5]> then\n                delete this clone\n            else\n                if <(id) = [6]> then\n                    repeat (50)\n                        change [ghost v] effect by (10)\n                    end\n                    wait (0.5) seconds\n                    delete this clone\n                else\n                    if <(id) = [7]> then\n                        repeat (50)\n                            change [ghost v] effect by (10)\n                        end\n                        wait (0.5) seconds\n                        delete this clone\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [intro v]\nstart sound (pick random (1) to (2))\nset volume to (50) %\nwait (0.3) seconds\nset [id v] to [1]\nset [sequence # v] to [1]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [2]\nset [sequence # v] to [2]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [id v] to [3]\nset [sequence # v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [id v] to [4]\nset [sequence # v] to [4]\nParticle [20]\nwait (1) seconds\nset [id v] to [5]\nset [sequence # v] to [5]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [id v] to [6]\nset [sequence # v] to [6]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [7]\nset [sequence # v] to [7]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nwait (5) seconds\nrepeat (100)\n    change volume by (-1)\nend\n\nstop all sounds\n\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Play Scene v)\n\nstop all sounds\nset volume to (50) %\nstart sound [Test v]\n\nstop all sounds\nset volume to (50) %\nstart sound [Test2 v]\n\nwhen I receive [play scene v]\nrepeat (25)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Player\n\nwhen I receive [move player v]\nif <not <touching (danger v)?>> then\n    change x by (10)\n    change y by (10)\nend\n\nwhen flag clicked\nset [level v] to [0]\nset volume to (100) %\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <(CanMovePlayer) = [1]> then\n    switch costume to (idle v)\n    Ground Touch <(Y Velocity) > [0]>\n    if <not <touching (water v)?>> then\n        if <(Gravity) = [1]> then\n            if <touching (low gravity v)?> then\n                change [y velocity v] by (-0.6)\n            else\n                if <touching (high gravity v)?> then\n                    change [y velocity v] by (-1.5)\n                else\n                    change [y velocity v] by (-1)\n                end\n            end\n        else\n            if <touching (low gravity v)?> then\n                change [y velocity v] by (0.6)\n            else\n                if <touching (high gravity v)?> then\n                    change [y velocity v] by (1.5)\n                else\n                    change [y velocity v] by (1)\n                end\n            end\n        end\n    end\n    if <touching (vines v)?> then\n        Ladders\n    end\n    if <touching (water v)?> then\n        if <(STICK X) > [0.3]> then\n            change [x velocity v] by ((speed) * (0.8))\n        end\n        if <(STICK X) < [-0.3]> then\n            change [x velocity v] by ((0) - ((speed) * (0.8)))\n        end\n    else\n        if <(STICK X) > [0.3]> then\n            change [x velocity v] by (speed)\n        end\n        if <(STICK X) < [-0.3]> then\n            change [x velocity v] by ((0) - (speed))\n        end\n    end\n    set [x velocity v] to ((X Velocity) * (friction))\n    change x by (X Velocity)\n    set [slope v] to [0]\n    if <<<touching (level v)?> or <touching (coinlocks v)?>> or > then\n        repeat until <<not <<<touching (level v)?> or <touching (coinlocks v)?>> or >> or <(Slope) = [-8]>>\n            change [slope v] by (-1)\n            change y by (1)\n        end\n    end\n    if <<<touching (level v)?> or <touching (coinlocks v)?>> or > then\n        change y by (Slope)\n        repeat until <not <<<touching (level v)?> or <touching (coinlocks v)?>> or >>\n            change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n        end\n        set [x velocity v] to [0]\n    end\n    change y by (Y Velocity)\n    if <<<touching (level v)?> or <touching (coinlocks v)?>> or > then\n        repeat until <not <<<touching (level v)?> or <touching (coinlocks v)?>> or >>\n            change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n        end\n        set [falling? v] to [-1]\n        set [y velocity v] to [0]\n    end\n    change y by (-1)\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> and <<<touching (level v)?> or <<touching (jumpable v)?> or <touching (blocks v)?>>> or <<touching (jump through v)?> and <<(On JT?) = [1]> and <(AbleJT?) = [1]>>>>> then\n        if <<(Jump) = [0]> and <(Jump) < [3]>> then\n            if <(Jumps) < (TotalJumps)> then\n                change [jumps v] by (1)\n                set [falling? v] to [6]\n                set [jump v] to [1]\n                if <not <touching (water v)?>> then\n                    if <(Gravity) = [1]> then\n                        set [y velocity v] to ((jump height) + (0.1))\n                    else\n                        set [y velocity v] to [-12.8]\n                    end\n                end\n                if <(Falling?) < [7]> then\n                    if <<touching (left v)?> or <touching (right v)?>> then\n                        start sound (pick random (34) to (36))\n                    else\n                        start sound (pick random (27) to (33))\n                    end\n                end\n            else\n                broadcast (Shake v)\n            end\n        end\n    else\n        if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n            set [jump v] to [0]\n        end\n    end\n    change y by (1)\n    if <touching (water v)?> then\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n            if <(Y Velocity) < [11]> then\n                change [y velocity v] by (0.7)\n            end\n        end\n        if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n            change [y velocity v] by (-0.7)\n        end\n        if <touching (water v)?> then\n            if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n                change [y velocity v] by (-0.1)\n            end\n        end\n    end\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jump rings v)?>> then\n        set [y velocity v] to [13]\n    end\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (small jump rings v)?>> then\n        set [y velocity v] to [8]\n    end\n    if <not <<touching (water v)?> or <touching (vines v)?>>> then\n        if <(Gravity) = [1]> then\n            if <(Y Velocity) > [0]> then\n                switch costume to (jump v)\n            end\n            if <(Y Velocity) < [-1]> then\n                switch costume to (fall v)\n            end\n        else\n            if <(Y Velocity) > [0]> then\n                switch costume to (fall v)\n            end\n            if <(Y Velocity) < [-1]> then\n                switch costume to (jump v)\n            end\n        end\n    end\nend\nset [playery v] to (round (y position))\n\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    switch costume to (left1 v)\nend\nif <<key (left arrow v) pressed?> or <key (left arrow v) pressed?>> then\n    switch costume to (left1 v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Y Velocity) > [0]>> then\n    switch costume to (leftjump v)\nend\nif <<<key (left arrow v) pressed?> or <key (left arrow v) pressed?>> and <(Y Velocity) < [-1]>> then\n    switch costume to (leftjump v)\nend\n\ndefine Detection\nif <<(x position) > [230]> and <not >> then\n    change [totallevels v] by (1)\n    if  then\n        broadcast (Text v)\n    end\n    broadcast (ResetLava v)\n    broadcast (Swich to black v)\n    broadcast (Create Clone v)\n    broadcast (Next v)\n    broadcast (Animation v)\n    broadcast (Start Keys v)\n    broadcast (Lock v)\n    broadcast (Reset orb v)\n    broadcast (Next Level v)\n    start sound [Checkpoint v]\n    set size to (100) %\n    set [level v] to ((Level) + (1))\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    Spawn Position\nend\nif <<<touching (danger v)?> or <<touching (saws v)?> or <<(y position) < [-170]> or <<touching (lava v)?> or <<(y position) > [170]> and <(Gravity) = [2]>>>>>> and <not <(CHEAT) = [1]>>> then\n    broadcast (Particles v)\n    broadcast (Lock v)\n    broadcast (Start Keys v)\n    broadcast (Reset orb v)\n    broadcast (Animation v)\n    broadcast (Next v)\n    start sound [Respawn v]\n    switch costume to (idle v)\n    Respawn Position\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <touching (trampolines v)?> then\n    set [y velocity v] to [18]\nend\nif <touching (gravity trampolines v)?> then\n    set [y velocity v] to [-18]\nend\nif <(CanMovePlayer) = [1]> then\n    if <(STICK X) < [-0.3]> then\n        point in direction (-90)\n    end\n    if <(STICK X) > [0.3]> then\n        point in direction (90)\n    end\n    set rotation style [left-right v]\nend\nif <touching (left v)?> then\n    change [x velocity v] by (-1.35)\nend\nif <touching (right v)?> then\n    change [x velocity v] by (1.35)\nend\n\nwhen I receive [intro done v]\nset [gravity v] to [1]\nset [speed? v] to [0]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-109)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nrepeat (20)\n    go [backward v] (1) layers\nend\nforever\n    Check if on JT\n    Platformer Physics [1.9] [0.8] [12.8]\n    Detection\nend\n\nwhen flag clicked\nforever\n    Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n    set [cheat v] to [1]\n    wait (0.3) seconds\nelse\n    if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n        set [cheat v] to [0]\n        wait (0.3) seconds\n    end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n    set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n    set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n    set [x v] to (round (x position))\n    set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\nif <<(Level) = []> or > then\n    broadcast (Reset v)\nend\nstart sound [Crunch v]\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-215) y: (-60)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n    if <(username) = [250119code2]> then\nend\n\nwhen flag clicked\nforever\n    if <(username) = [250119code2]> then\nend\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    wait until <touching (water v)?>\n    set [y velocity v] to ((Y Velocity) / (2))\n    wait until <not <touching (water v)?>>\nend\n\nwhen I receive [jump v]\nset [y velocity v] to [10]\n\nwhen I receive [intro done v]\nset [level v] to [1]\n\ndefine Respawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [jumps v] to [0]\nset [speed? v] to [0]\nif <<(Level) = [1]> or <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [6]> or <<(Level) = [8]> or <<(Level) = [9]> or <<(Level) = [10]> or >>>>>>> then\n    go to x: (-215) y: (-50)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [gravity v] to [1]\nend\nif <(Level) = [2]> then\n    go to x: (-215) y: (-40)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [gravity v] to [1]\nend\nif <(Level) = [5]> then\n    go to x: (-215) y: (120)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [gravity v] to [1]\nend\nif <(Level) = [7]> then\n    go to x: (-215) y: (-100)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [gravity v] to [1]\nend\n\ndefine Ladders\nif <touching (vines v)?> then\n    if <touching (vines v)?> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <not <touching (level v)?>> then\n                change [viney v] by (1.6)\n            end\n        end\n    end\n    if <touching (vines v)?> then\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            if <not <touching (level v)?>> then\n                change [viney v] by (-1.6)\n            end\n        end\n    end\nend\nset [viney v] to ((VineY) * (0.8))\nchange y by (VineY)\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n    wait until <touching (vines v)?>\n    set [viney v] to [3]\n    wait until <not <touching (vines v)?>>\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n        set [y velocity v] to [8]\n    end\nend\n\nwhen flag clicked\nforever\n    wait until <touching (high gravity v)?>\n    broadcast (Show Red v)\n    wait until <not <touching (high gravity v)?>>\n    broadcast (Hide Red v)\nend\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nforever\n    wait until <touching (water v)?>\n    broadcast (Water v)\n    start sound [In Water v]\n    wait until <not <touching (water v)?>>\n    if <(x position) > [-215]> then\n        set [y velocity v] to [7.5]\n    end\nend\n\nstop all sounds\nplay sound [Drum Roll v] until done\nstart sound [Clash v]\nwait (0.65) seconds\nstart sound [Qualified v]\n\nwhen I receive [win v]\nstart sound [Qualified v]\n\nwhen flag clicked\nforever\n    if <<<touching (right v)?> or <touching (left v)?>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n        play sound (pick random (20) to (25)) until done\n    end\n    if <(Level) > [15]> then\n        set [totaljumps v] to [999]\n    end\nend\n\nwhen I receive [be still v]\nswitch costume to (idle v)\n\ndefine Spawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [speed? v] to [0]\nif <(Level) = [2]> then\n    go to x: (-215) y: (-59)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [gravity v] to [1]\nend\nif <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [6]> or <<(Level) = [7]> or <<(Level) = [9]> or <<(Level) = [10]> or >>>>>> then\n    go to x: (-215) y: (-109)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [gravity v] to [1]\nend\nif <<(Level) = [5]> or > then\n    go to x: (-215) y: (100)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [gravity v] to [1]\nend\nif  then\n    go to x: (-215) y: (-80)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [gravity v] to [1]\nend\n\ndefine Ground Touch <up?>\nchange [falling? v] by (1)\nif <(AbleJT?) = [1]> then\n    if <touching (jump through v)?> then\n        if <<touching (jump through v)?> and <not <up?>>> then\n            set [slope2 v] to [0]\n            repeat until <<(Slope2) > (([abs v] of (Y Velocity) ) + (2))> or <not <touching (jump through v)?>>>\n                change [slope2 v] by (1)\n                change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n            end\n            if <not <touching (jump through v)?>> then\n                change y by ((0) - (round (Slope2)))\n                repeat until <not <touching (jump through v)?>>\n                    change y by (1)\n                    switch costume to (idle v)\n                    set [falling? v] to [0]\n                    set [y velocity v] to [0]\n                end\n            else\n                if <(Slope2) > (([abs v] of (Y Velocity) ) + (2))> then\n                    change y by ((0) - (round (Slope2)))\n                end\n            end\n        end\n    end\nend\n\ndefine Jump\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>> then\n    set [falling? v] to [6]\n    set [jump v] to [1]\n    if <not <touching (water v)?>> then\n        set [y velocity v] to [12.8]\n    end\n    if <(Falling?) < [7]> then\n        start sound (pick random (27) to (33))\n        wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>>>\n    end\nend\nchange y by (1)\n\nbroadcast (Animation v)\n\ngo to x: (-215) y: (-51)\n\ndefine Respawn\nif <key (r v) pressed?> then\n    broadcast (Particles v)\n    broadcast (Lock v)\n    broadcast (Start Keys v)\n    broadcast (Animation v)\n    broadcast (Reset orb v)\n    broadcast (Next v)\n    start sound [Respawn v]\n    switch costume to (idle v)\n    if <<(Level) = []> or > then\n        broadcast (Reset v)\n    end\n    Respawn Position\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    wait until <not <key (r v) pressed?>>\nend\n\nwhen flag clicked\nforever\n    Respawn\nend\n\nset [totallevels v] to [25]\n\nbroadcast (Swich to black v)\nbroadcast (Create Clone v)\nbroadcast (Next v)\nbroadcast (Animation v)\nbroadcast (Start Keys v)\nbroadcast (Lock v)\nbroadcast (Reset orb v)\nbroadcast (Next Level v)\nstart sound [Checkpoint v]\nset size to (100) %\nset [level v] to ((Level) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nSpawn Position\n\nwhen flag clicked\nrepeat until <(Level) = [8]>\n    set [totaljumps v] to [999]\nend\n\nwhen flag clicked\nforever\n    set volume to (100) %\nend\n\ndefine Respawn Position 2\nif  then\n    go to x: (-215) y: (-20)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\n\ndefine Spawn2\nif  then\n    go to x: (-215) y: (-1)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [totaljumps v] to [6]\nend\n\nwhen I receive [play music v]\nset volume to (5) %\nset [canmoveplayer v] to [1]\n\nwhen I receive [animation v]\nswitch costume to (idle v)\nset size to (50) %\nrepeat (10)\n    change size by (((100) - (size)) / (10))\nend\nrepeat (80)\n    change size by (((100) - (size)) / (10))\nend\n\nwhen I receive [countdown2 v]\nforever\n    if <<touching (toxicwater v)?> and <not <(CHEAT) = [1]>>> then\n        broadcast (Particles v)\n        broadcast (Lock v)\n        broadcast (Start Keys v)\n        broadcast (Animation v)\n        broadcast (Reset orb v)\n        broadcast (Next v)\n        start sound [Splash v]\n        switch costume to (idle v)\n        if <<(Level) = []> or > then\n            broadcast (Reset v)\n        end\n        Respawn Position\n        set size to (100) %\n        set [x velocity v] to [0]\n        set [y velocity v] to [0]\n    end\nend\n\ndefine Check if on JT\nif <(y position) < [-160]> then\n\nchange y by (-30)\n\nwait until <not <touching (vines v)?>>\n\nwhen flag clicked\nforever\n    set [totaljumps v] to [999]\nend\n\ndefine Drop Down\nif <(On JT?) = [1]> then\n    if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n        set [ablejt? v] to [0]\n        wait (0.1) seconds\n        set [ablejt? v] to [1]\n    end\nend\n\nwhen flag clicked\nset [ablejt? v] to [1]\nforever\n    Drop Down\nend\n\nwhen flag clicked\nforever\n    if <touching (gravityswitch v)?> then\n        set [gravity v] to [2]\n        play sound [Switch v] until done\n    end\n    if <touching (gravityswitch2 v)?> then\n        set [gravity v] to [1]\n        play sound [Switch v] until done\n    end\nend\n\ngo [backward v] (10) layers\n\nwhen I receive [animation v]\nset [canmoveplayer v] to [0]\nwait (0.8) seconds\nset [canmoveplayer v] to [1]\n\nwhen flag clicked\nforever\n    wait until <touching (low gravity v)?>\n    broadcast (Show Blue v)\n    wait until <not <touching (low gravity v)?>>\n    broadcast (Out v)\nend\n\nif <touching (bounce part v)?> then\n    if <(Level) = [8]> then\n        set [y velocity v] to [18]\n    else\n        set [y velocity v] to [17.5]\n    end\n    start sound [spring v]\nend\n\nwhen I receive [animation start v]\nhide\n\nset [lockopened v] to [0]\n\n@Level\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [forward v] (5) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [animation start v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [intro done v]\n\nwait until <(Level) = [9]>\n\ngo [forward v] (5) layers\n\nwhen I receive [animation start v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [backward v] (5) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [animation start v]\nhide\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\n\ngo [backward v] (5) layers\n\nwhen flag clicked\n\n\ngo to [back v] layer\n\nClone At X: [-116] [-120] At Size: [100] [0]\n\n@Jump Through\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [showing? v] to [0]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    if <key (space v) pressed?> then\n        if <(username) = [250119code2]> then\n            if <(Showing?) = [0]> then\n                set [ghost v] effect to (0)\n                set [showing? v] to [1]\n            else\n                set [ghost v] effect to (100)\n                set [showing? v] to [0]\n            end\n        end\n        wait until <not <key (space v) pressed?>>\n    end\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen [space v] key pressed\n\n@Jumpable\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [forward v] (5) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (100)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [animation start v]\nhide\n\n@Vines\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (100)\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\n    set [ghost v] effect to (0)\n    switch costume to (Level)\nend\n\ngo [forward v] (10) layers\n\nwhen I receive [animation start v]\nhide\n\n@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    switch costume to (Level)\nend\n\ngo to [front v] layer\n\nwhen I receive [animation start v]\nhide\n\ngo to [front v] layer\n\ngo [backward v] (5) layers\n\n@Saws\n\nwhen flag clicked\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nif <(Level) = [1]> then\n    Clone At X: [130] [58] At Size [80]\nend\nif <(Level) = [3]> then\n    Clone At X: [-40] [-125] At Size [80]\nend\nif <(Level) = [4]> then\n    Clone At X: [16] [170] At Size [80]\n    Clone At X: [16] [-120] At Size [80]\nend\nif <(Level) = [5]> then\n    Clone At X: [-127] [-171] At Size [80]\nend\nif <(Level) = [6]> then\n    Clone At X: [209] [176] At Size [100]\nend\nif <(Level) = [7]> then\n    Clone At X: [0] [-25] At Size [80]\nend\nif <(Level) = [9]> then\n    Clone At X: [-177] [158] At Size [80]\nend\nif <(Level) = [10]> then\n    Clone At X: [210] [40] At Size [200]\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to [back v] layer\nset [move x v] to [0]\nset [move y v] to [0]\nshow\nforever\n    turn right (5) degrees\nend\n\nset [move x v] to ((Move X) * (0.9))\nset [move y v] to ((Move Y) * (0.9))\nchange x by (Move X)\nchange y by (Move Y)\nturn right ((Move X) * (2)) degrees\nturn right ((Move Y) * (2)) degrees\n\nwhen I receive [intro done v]\nif  then\n    delete this clone\nend\n\nforever\n    repeat (38)\n        set [move y v] to [-3]\n    end\n    wait (0.8) seconds\n    repeat (38)\n        set [move y v] to [3]\n    end\n    wait (0.8) seconds\nend\n\nbroadcast (Next Level v)\n\nwhen I receive [hide saw v]\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    if <<(LostGame) = [0]> or <(Win) = [1]>> then\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\ngo [forward v] (5) layers\n\nset [ghost v] effect to (0)\n\nset [ghost v] effect to (100)\n\n@Left\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\nend\n\nset [ghost v] effect to (0)\nset [showing? v] to [1]\n\nset [ghost v] effect to (100)\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n    if <(Showing?) = [0]> then\n        set [ghost v] effect to (0)\n        set [showing? v] to [1]\n    else\n        set [ghost v] effect to (100)\n        set [showing? v] to [0]\n    end\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [showing? v] to [0]\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    switch costume to (Level)\nend\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n    if <(Showing?) = [0]> then\n        set [ghost v] effect to (0)\n        set [showing? v] to [1]\n    else\n        set [ghost v] effect to (100)\n        set [showing? v] to [0]\n    end\nend\n\n@TITLE\n\nwhen flag clicked\nclear graphic effects\nset [screen v] to [1]\ngo [backward v] (99) layers\nhide\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n    if <(SCREEN) = [1]> then\n        change [titleturn v] by (1)\n    end\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <(SCREEN) = [0]> then\n        go [backward v] (6) layers\n    end\nend\n\nwhen I receive [hide instructions v]\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\nwhen I receive [show instructions v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\n\nwhen I receive [credits v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\n\nwhen I receive [hide credits v]\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\n    switch costume to (Level)\n    set [ghost v] effect to (45)\nend\n\nwhen I receive [intro done v]\nshow\n\nrepeat (29)\n\ngo [backward v] (1) layers\n\nwhen I receive [intro done v]\nwait until <(Level) = [4]>\n\ngo [forward v] (5) layers\n\ngo [backward v] (1) layers\n\nwhen flag clicked\n\nwait until <(Level) = [11]>\ngo [forward v] (5) layers\n\ngo [backward v] (1) layers\n\nwhen I receive [animation start v]\nhide\n\n@Transitions\n\nwhen I receive [died v]\n\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n    thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n    other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\n@next\n\nwhen I receive [next level v]\n\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\ngo to x: (550) y: (0)\nrepeat (20)\n    change x by (((x position) - (0)) / (-5))\nend\nwait (0.5) seconds\nrepeat (20)\n    change x by (((x position) - (-550)) / (-5))\nend\nwait (0) seconds\nset [ghost v] effect to (15)\nwait (0) seconds\nset [ghost v] effect to (40)\ngo to [front v] layer\nwait (0) seconds\nset [ghost v] effect to (75)\nwait (0) seconds\nset [ghost v] effect to (90)\ngo to [front v] layer\nwait (0) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nstart sound [Next v]\n\nwhen flag clicked\nhide\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <<not <(Instructions) = [1]>> and <not <(Credits) = [1]>>>>\nbroadcast (Swich to black v)\nstart sound [Click v]\nwait (0.8) seconds\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nset [screen v] to [0]\n\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (Next v)\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <not <(Credits) = [1]>>>> then\n            set volume to (100) %\n            start sound [Hover2 v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play scene v]\nset [screen v] to [1]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((120) - (size)) / (5))\n        set [brightness v] effect to (5)\n        switch costume to (costume2 v)\n    else\n        change size by (((110) - (size)) / (5))\n        set [brightness v] effect to (0)\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [animation start v]\n\nstart sound [Selected v]\n\nwhen I receive [hide instructions v]\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\nwhen I receive [show instructions v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\n\nwhen I receive [credits v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\n\nwhen I receive [hide credits v]\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\n@Instructions\n\nwhen I receive [play scene v]\nset [instructions v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Instructions) = [1]>>>\nbroadcast (Show Instructions v)\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <not <(Credits) = [1]>>>> then\n            set volume to (100) %\n            start sound [Hover2 v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((100) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <mouse down?> then\n            if <(Instructions) = [0]> then\n                start sound [Click v]\n                broadcast (Show Instructions v)\n                set [instructions v] to [1]\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((90) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [show instructions v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\n\nwhen I receive [hide instructions v]\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\nwhen I receive [credits v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\n\nwhen I receive [hide credits v]\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\n@Credits\n\nwhen I receive [play scene v]\nset [credits v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Credits) = [1]>>>\nbroadcast (Show Instructions v)\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <not <(Credits) = [1]>>>> then\n            set volume to (100) %\n            start sound [Hover2 v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [credits v] to [0]\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((100) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <mouse down?> then\n            if <(Credits) = [0]> then\n                start sound [Click v]\n                broadcast (Credits v)\n                set [credits v] to [1]\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((90) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [hide instructions v]\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\nwhen I receive [show instructions v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\n\nwhen I receive [credits v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\n\nwhen I receive [hide credits v]\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (5)\nend\n\n@Particle\n\ndefine Particle (amount)\nrepeat (amount)\n    set [clone id v] to [Particle]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (20)\n    set [a v] to (pick random (-15) to (15))\n    set [b v] to (pick random (-15) to (15))\n    set [c v] to (pick random (-50) to (50))\n    set size to (pick random (100) to (150)) %\n    repeat (25)\n        go to [front v] layer\n        switch costume to (size hack  v)\n        change [ghost v] effect by (0)\n        set size to ((size) * (0.9)) %\n        change x by (a)\n        change y by (b)\n        turn right (c) degrees\n        set [a v] to ((a) * (0.85))\n        set [b v] to ((b) * (0.85))\n        switch costume to (particle v)\n    end\n    delete this clone\nend\n\nwhen I receive [particles v]\n\nif  then\n    delete this clone\nend\ngo to (player v)\nParticle [40]\n\n@Hidden\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    Hidden\nend\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n    change [ghost v] effect by (16)\nelse\n    change [ghost v] effect by (-20)\nend\n\nrepeat (10)\nend\n\ngo [forward v] (3) layers\n\n@Hidden2\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    Hidden\nend\n\ngo [forward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n    change [ghost v] effect by (16)\nelse\n    change [ghost v] effect by (-20)\nend\n\n@Water Particles\n\ndefine Particle (amount)\nrepeat (amount)\n    set [clone id v] to [Particle]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (20)\n    set [a v] to (pick random (-15) to (15))\n    set [b v] to (pick random (-15) to (15))\n    set [c v] to (pick random (-50) to (50))\n    set size to (pick random (100) to (150)) %\n    repeat (25)\n        go to [front v] layer\n        switch costume to (size hack  v)\n        change [ghost v] effect by (0)\n        set size to ((size) * (0.9)) %\n        change x by (a)\n        change y by (b)\n        turn right (c) degrees\n        set [a v] to ((a) * (0.8))\n        set [b v] to ((b) * (0.8))\n        switch costume to (particle v)\n    end\n    delete this clone\nend\n\nwhen I receive [water v]\nif  then\n    delete this clone\nend\ngo to (player v)\nParticle [10]\n\nchange [change y v] by (-1)\nchange y by (Change Y)\n\nwhen I start as a clone\nforever\n    change [change y v] by (-0.2)\n    change y by (Change Y)\nend\n\n@Coins\n\ndefine Spin\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [coins: frame v] to [0]\nset [coins/coinscollected v] to [0]\nif  then\n    delete this clone\nend\nif <(Level) = [2]> then\n    Clone At X: [-22] [-49] At Size: [100] [0]\n    Clone At X: [19] [74] At Size: [100] [0.3]\nend\nif <(Level) = [4]> then\n    Clone At X: [-212] [85] At Size: [100] [0]\n    Clone At X: [107] [120] At Size: [100] [0.3]\nend\nif <(Level) = [5]> then\n    Clone At X: [-106] [-20] At Size: [100] [0]\n    Clone At X: [46] [78] At Size: [100] [0.3]\n    Clone At X: [159] [-156] At Size: [100] [0.6]\nend\nif <(Level) = [7]> then\n    Clone At X: [-105] [70] At Size: [100] [0]\n    Clone At X: [164] [144] At Size: [100] [0.3]\n    Clone At X: [-40] [-102] At Size: [100] [0.6]\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (5) layers\nwait until <touching (player v)?>\nchange [coins/coinscollected v] by (1)\nstart sound [Coin v]\nset rotation style [all around v]\nset [coin y v] to [10]\nrepeat (20)\n    change [coin y v] by (-1)\n    change [ghost v] effect by (5)\n    turn right (8) degrees\n    change y by (Coin Y)\nend\nhide\ndelete this clone\n\nSpin\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nforever\n    change y by ((0.5) * ([sin v] of (Coins: frame) ))\n    change [coins: frame v] by (5)\nend\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [coins1 v]\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [-210] [-101] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-53] [16] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [3 v]\nClone At X: [163] [96] At Size: [100] [0]\n\nwhen [e v] key pressed\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n    wait (pick random (2) to (4)) seconds\n    repeat (9)\n        next costume\n    end\n    switch costume to (1 v)\nend\n\nwhen I receive [coins2 v]\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [-217] [-99] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [152] [130] At Size: [100] [0]\n\n@Flash\n\nwhen I receive [swich to black v]\nshow\nset [brightness v] effect to (3)\nset [mosaic v] effect to (0)\npoint in direction (90)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (16)\n    next costume\n    go to [front v] layer\nend\nbroadcast (nextblackswitch v)\nset [lockopened v] to [0]\n\nwhen I receive [nextblackswitch v]\nwait (0.5) seconds\npoint in direction (-90)\nrepeat (16)\n    switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\n\nwhen I receive [start game v]\nshow\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (new piskel - 2021-04-26t12280533 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (16)\n    switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\nhide\n\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch costume to (1 v)\n\nset [brightness v] effect to (87)\n\nset [color v] effect to ((1) / (0))\n\n@Death Particles\n\nwhen I receive [particles v]\nset [last death x v] to (PLAYER X)\nset [last death y v] to (PLAYER Y)\nif  then\n    delete this clone\nend\nParticle [20]\n\nwhen flag clicked\nhide\nset [death v] to [0]\nset [last death x v] to [0]\nset [last death y v] to [0]\nforever\n    set [player x v] to ([x position v] of [player v])\n    set [player y v] to ([y position v] of [player v])\nend\n\ndefine Particle (amount)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset [a v] to (pick random (-15) to (15))\nset [b v] to (pick random (-15) to (15))\nset [c v] to (pick random (-50) to (50))\nset size to (pick random (50) to (300)) %\ngo to x: (LAST DEATH X) y: (LAST DEATH Y)\nrepeat (25)\n    go to [front v] layer\n    switch costume to (sh v)\n    change [ghost v] effect by (-7.5)\n    set size to ((size) * (.9)) %\n    change x by (a)\n    change y by (b)\n    turn right (c) degrees\n    set [a v] to ((a) * (0.9))\n    set [b v] to ((b) * (0.9))\n    switch costume to (pick random (1) to (2))\n    go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [particles v]\n\n@Slippery\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (100)\nend\n\ngo [backward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [intro done v]\nforever\n    wait until <touching (player v)?>\n    broadcast (Speed Up v)\n    wait until <not <touching (player v)?>>\nend\n\nbroadcast (Speed Up v)\n\n@Stick\n\nwhen flag clicked\nhide\n\ndefine Keyboard controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <key (space v) pressed?> then\n    change [stick button v] by (1)\nelse\n    set [stick button v] to [0]\nend\n\ndefine Stick Activated\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n    Detect Stick Movement\n    Detect Stick Button\nend\nbroadcast (Deactivate stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n    set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n    set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n    if <(STICK BUTTON) > []> then\n        change [stick button v] by (1)\n    end\nelse\n    set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n    go [forward v] (1) layers\n    set [ghost v] effect to (0)\n    forever\n        go to (stick v)\n        change x by ((STICK X) * (range))\n        change y by ((STICK Y) * (range))\n    end\nend\ngo to x: (170) y: (-110)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n    if <mouse down?> then\n        set [ghost v] effect to (25)\n    else\n        set [ghost v] effect to (75)\n    end\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nhide\nwait until <mouse down?>\ngo to [front v] layer\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n    switch costume to (base v)\n    go to x: (-170) y: (-110)\n    repeat until <not <mouse down?>>\n        Keyboard controls\n    end\n    repeat until <mouse down?>\n        Keyboard controls\n    end\n    if <(distance to [mouse-pointer v]) < (size)> then\n        Stick Activated\n    end\nend\n\n\n\nwhen flag clicked\nforever\n    Keyboard controls\nend\n\nwhen flag clicked\nforever\n    hide\nend\n\n@Countdown\n\nwhen I receive [countdown 1 v]\nbroadcast (Next v)\nbroadcast (Next Level v)\nset [waittime v] to [0.06]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (0) %\nshow\nswitch costume to (3 v)\nrepeat (15)\n    change size by (((100) - (size)) / (5))\nend\nwait (WaitTime) seconds\nrepeat (15)\n    change size by (((0) - (size)) / (5))\nend\nwait (WaitTime) seconds\nswitch costume to (2 v)\nrepeat (15)\n    change size by (((100) - (size)) / (5))\nend\nwait (WaitTime) seconds\nrepeat (15)\n    change size by (((0) - (size)) / (5))\nend\nwait (WaitTime) seconds\nswitch costume to (1 v)\nrepeat (15)\n    change size by (((100) - (size)) / (5))\nend\nwait (WaitTime) seconds\nrepeat (15)\n    change size by (((0) - (size)) / (5))\nend\nwait (WaitTime) seconds\nswitch costume to (go! v)\nrepeat (15)\n    change size by (((110) - (size)) / (5))\nend\nwait (0.5) seconds\nrepeat (15)\n    change [ghost v] effect by (10)\nend\nset [music# v] to [1]\nbroadcast (Play Music v)\n\nwhen flag clicked\nset [music# v] to [0]\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\n\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (114) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-11)\n    end\n    next costume\n    repeat (10)\n        change size by (11)\n    end\n    wait (0.5) seconds\nend\nset [music# v] to ((Music#) + (1))\nbroadcast (Play Music v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nbroadcast (Countdown 1 v)\n\n@Jump Rings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif  then\n    delete this clone\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (14) layers\nforever\n    point in direction (90)\n    if <touching (player v)?> then\n        set [brightness v] effect to (5)\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            start sound [Jump v]\n            repeat (10)\n                change [ghost v] effect by (10)\n                change size by (-2)\n            end\n            delete this clone\n        end\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nbroadcast (Reset orb v)\n\nwhen I start as a clone\nshow\nforever\n    set size to ((([sin v] of (((timer) + ((0) * (400))) * (150)) ) * (10)) + (80)) %\nend\n\nif <(Level) = [9]> then\n    Clone At X: [-163] [-60] At Size: [100]\nend\n\n@Blocks\n\ndefine Spin\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [coins: frame v] to [0]\nset [coinscollected v] to [0]\nif  then\n    delete this clone\nend\nif <(Level) = [8]> then\n    Clone At X: [-210] [150] At Size: [100] [0]\nend\nif <(Level) = [9]> then\n    Clone At X: [-211] [40] At Size: [100] [0]\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\n\nwait until <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>>\nstart sound [Open v]\nif <(Level) = [10]> then\n    broadcast (Fall v)\n    broadcast (Coins1 v)\n    set [raining v] to [0]\nelse\n    if <(Level) = [11]> then\n        broadcast (Fall v)\n        broadcast (Coins2 v)\n        set [raining v] to [0]\n        set [coinspawn v] to [1]\n    else\n        if <(Level) = []> then\n    end\nend\nrepeat (10)\n    change size by (3)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nSpin\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nClone At X: [-68] [106] At Size: [100] [0]\n\nstart sound [Collect v]\nset rotation style [all around v]\nset [coin y v] to [10]\nrepeat (20)\n    change [coin y v] by (-1)\n    change [ghost v] effect by (5)\n    turn right (8) degrees\n    change y by (Coin Y)\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    delete this clone\nend\n\nchange y by (-3)\n\nwhen I receive [countdown2 v]\nif  then\n    delete this clone\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n    change y by (-3)\n    if <<touching (player v)?> and <(([y position v] of [player v]) + (20)) < (y position)>> then\n        broadcast (Open v)\n    end\n    change y by (3)\nend\n\nwhen flag clicked\nset [coinspawn v] to [0]\n\nwhen I receive [open v]\nstart sound [Open v]\nif <(Level) = [8]> then\n    broadcast (Coins1 v)\nelse\n    if <(Level) = [9]> then\n        broadcast (Coins2 v)\n    end\nend\nrepeat (10)\n    change size by (-2)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nbroadcast (Fall v)\n\nwhen I receive [open2 v]\nrepeat (10)\n    change size by (2)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Background Effect\n\nwhen I start as a clone\nif <(costume [name v]) = [BG]> then\n    show\n    clear graphic effects\n    switch costume to ( v)\n    set size to (1000) %\n    set [mosaic v] effect to (50)\n    switch costume to (bg v)\n    set [ghost v] effect to (100)\n    go to [back v] layer\n    forever\n        go to x: (((0) + ((mov) mod (90))) - (40)) y: (((0) + ((mov) mod (90))) - (40))\n        change [mov v] by (1)\n        change [ghost v] effect by (-2)\n        go to [back v] layer\n    end\nend\n\nwhen flag clicked\nwait (6) seconds\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nset size to (100) %\n\nwhen I receive [play scene v]\n\nwhen [space v] key pressed\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nforever\nend\n\n@Trampolines\n\nwhen flag clicked\nhide\n\ndefine Add Bounce At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nif  then\n    delete this clone\nend\nif <(Level) = [1]> then\n    Add Bounce At [-100] [-115]\nend\nif <(Level) = [6]> then\n    Add Bounce At [-30] [-115]\nend\nif <(Level) = [8]> then\n    Add Bounce At [-150] [-115]\nend\n\nwhen I start as a clone\ngo [backward v] (25) layers\nforever\n    if <touching (player v)?> then\n        start sound [Bounce v]\n        broadcast (Bounce v)\n    end\nend\n\nwhen I receive [bounce v]\nrepeat (4)\n    change y by (-2.5)\nend\nrepeat (10)\n    change y by (1)\nend\n\nbroadcast (Next v)\n\n@Gravity Trampolines\n\nwhen flag clicked\nhide\n\ndefine Add Bounce At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nif  then\n    delete this clone\nend\nif <(Level) = [4]> then\n    Add Bounce At [-102] [158]\nend\nif <(Level) = [9]> then\n    Add Bounce At [-78] [150]\nend\n\nwhen I start as a clone\ngo [backward v] (50) layers\nforever\n    if <touching (player v)?> then\n        start sound [Bounce v]\n        broadcast (Reverse Bounce v)\n    end\nend\n\nwhen I receive [reverse bounce v]\nrepeat (4)\n    change y by (2.5)\nend\nrepeat (10)\n    change y by (-1)\nend\n\nbroadcast (Next v)\n\n@GravitySwitch\n\nwhen flag clicked\nhide\n\ndefine Add Bounce At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [done v]\n\nwhen I receive [next v]\nif  then\n    delete this clone\nend\nif <(Level) = [4]> then\n    Add Bounce At [-112] [-45]\nend\nif <(Level) = [8]> then\n    Add Bounce At [-55] [-25]\n    Add Bounce At [43] [-64]\nend\nif <(Level) = [9]> then\n    Add Bounce At [-78] [-116]\nend\n\nwhen I start as a clone\ngo [backward v] (25) layers\nforever\n    if <touching (player v)?> then\n        repeat (4)\n            change y by (-2.5)\n        end\n        repeat (10)\n            change y by (1)\n        end\n    end\nend\n\nstart sound [Bounce v]\n\nAdd Bounce At [-31] [-59]\n\nbroadcast (Next v)\n\n@GravitySwitch2\n\nwhen flag clicked\nhide\n\ndefine Add Bounce At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [done v]\n\nwhen I receive [next v]\nif  then\n    delete this clone\nend\nif <(Level) = [4]> then\n    Add Bounce At [106] [158]\nend\nif <(Level) = [8]> then\n    Add Bounce At [18] [158]\nend\nif <(Level) = [9]> then\n    Add Bounce At [-176] [75]\nend\n\nwhen I start as a clone\ngo [backward v] (25) layers\nforever\n    if <touching (player v)?> then\n        repeat (4)\n            change y by (2.5)\n        end\n        repeat (10)\n            change y by (-1)\n        end\n    end\nend\n\nstart sound [Bounce v]\n\nif <(Level) = [5]> then\n    Add Bounce At [-135] [152]\nend\n\n@TreadmillClones\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) Dir (dir)\npoint in direction (dir)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset rotation style [left-right v]\n\nwhen I receive [next v]\nif  then\n    delete this clone\nend\nif <(Level) = [6]> then\n    Clones\nend\nif <(Level) = [7]> then\n    Clones\nend\nif <(Level) = [8]> then\n    Clones\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (22) layers\nforever\n    next costume\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I receive [countdown3 v]\ndelete this clone\n\ndefine Clones\nif <(Level) = [6]> then\n    Clone At X: [-160] [-130] At Size: [120] [0] Dir [90]\n    Clone At X: [-89] [-130] At Size: [120] [0] Dir [90]\n    Clone At X: [23] [44] At Size: [120] [0] Dir [-90]\n    Clone At X: [94] [44] At Size: [120] [0] Dir [-90]\n    Clone At X: [94] [44] At Size: [120] [0] Dir [-90]\n    Clone At X: [112] [-40] At Size: [120] [0] Dir [90]\n    Clone At X: [183] [-40] At Size: [120] [0] Dir [90]\nend\nif <(Level) = [7]> then\n    Clone At X: [-38] [-130] At Size: [120] [0] Dir [-90]\n    Clone At X: [33] [-130] At Size: [120] [0] Dir [-90]\nend\nif <(Level) = [8]> then\n    Clone At X: [62] [71] At Size: [120] [0] Dir [90]\n    Clone At X: [133] [71] At Size: [120] [0] Dir [90]\n    Clone At X: [204] [71] At Size: [120] [0] Dir [90]\nend\n\nnext costume\nnext costume\n\n@Instructions Scene\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [show instructions v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [show instructions v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [instructions v] to [0]\nend\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nelse\n    if <(TitleScrenID) = [2]> then\n        go to x: (0) y: (0)\n        switch costume to (2 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    else\n        if <(TitleScrenID) = [3]> then\n            go to x: (-205) y: (-145)\n            switch costume to (3 v)\n            show\n            set [ghost v] effect to (100)\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n        end\n    end\nend\n\nwhen I receive [hide instructions v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nset [instructions v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((120) - (size)) / (5))\n            set [brightness v] effect to (5)\n            if <mouse down?> then\n                broadcast (Hide Instructions v)\n                start sound [Click v]\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((110) - (size)) / (5))\n            set [brightness v] effect to (0)\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            start sound [Hover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\n@CreditsScreen\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [credits v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [show instructions v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [instructions v] to [0]\nend\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nelse\n    if <(TitleScrenID) = [2]> then\n        go to x: (0) y: (0)\n        switch costume to (2 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    else\n        if <(TitleScrenID) = [3]> then\n            go to x: (-205) y: (-145)\n            switch costume to (3 v)\n            show\n            set [ghost v] effect to (100)\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n        end\n    end\nend\n\nwhen I receive [hide credits v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nset [credits v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((120) - (size)) / (5))\n            set [brightness v] effect to (5)\n            if <mouse down?> then\n                broadcast (Hide Credits v)\n                start sound [Click v]\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((110) - (size)) / (5))\n            set [brightness v] effect to (0)\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            start sound [Hover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\n@Particles 1\n\nwhen I start as a clone\ngo [backward v] (50) layers\nGo to top\nshow\nswitch costume to (1 v)\nchange size by (pick random (25) to (50))\nchange [color v] effect by (pick random (-3) to (3))\nset [ghost v] effect to (pick random (75) to (95))\nglide (pick random (6) to (10)) secs to x: (pick random (-240) to (200)) y: (-180)\ndelete this clone\n\nwhen I receive [countdown 1 v]\nwait (0.5) seconds\nhide\nforever\n    create clone of (_myself_ v)\n    wait (0.3) seconds\nend\n\nwhen I start as a clone\nforever\n\ncreate clone of (_myself_ v)\n\ngo to [back v] layer\n\ndefine Go to top\nset x to (pick random (-240) to (240))\nset y to (190)\n\nrepeat until <(y position) > [180]>\n    set size to (10) %\n    change y by (5)\n    set size to (100) %\nend\nset size to (pick random (120) to (150)) %\n\nwhen [space v] key pressed\n\ndelete this clone\n\n@CoinLocks\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nwait (0) seconds\nif <(Level) = [2]> then\n    Clone At X: [0] Y: [0] Costume: [1] Size: [100]\nend\nif <(Level) = [4]> then\n    Clone At X: [0] Y: [0] Costume: [2] Size: [100]\nend\nif <(Level) = [5]> then\n    Clone At X: [0] Y: [0] Costume: [3] Size: [100]\nend\nif <(Level) = [7]> then\n    Clone At X: [0] Y: [0] Costume: [4] Size: [100]\nend\nif <(Level) = [8]> then\n    Clone At X: [0] Y: [0] Costume: [5] Size: [100]\nend\nif <(Level) = [9]> then\n    Clone At X: [0] Y: [0] Costume: [6] Size: [100]\nend\n\ndefine Clone At X: (x) Y: (y) Costume: (costume) Size: (size)\nswitch costume to (costume)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo [backward v] (30) layers\nclear graphic effects\nif <(Level) = [2]> then\n    wait until <(Coins/CoinsCollected) = [2]>\n    set [lockopened v] to [1]\n    broadcast (LockOpen v)\n    start sound [Door Open v]\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nelse\n    if <(Level) = [4]> then\n        wait until <(Coins/CoinsCollected) = [2]>\n        set [lockopened v] to [1]\n        broadcast (LockOpen v)\n        start sound [Door Open v]\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n    else\n        if <(Level) = [5]> then\n            wait until <(Coins/CoinsCollected) = [3]>\n            set [lockopened v] to [1]\n            broadcast (LockOpen v)\n            start sound [Door Open v]\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            hide\n        else\n            if <(Level) = [7]> then\n                wait until <(Coins/CoinsCollected) = [3]>\n                set [lockopened v] to [1]\n                broadcast (LockOpen v)\n                start sound [Door Open v]\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                hide\n            else\n                if <(Level) = [8]> then\n                    wait until <(Coins/CoinsCollected) = [3]>\n                    set [lockopened v] to [1]\n                    broadcast (LockOpen v)\n                    start sound [Door Open v]\n                    repeat (10)\n                        change [ghost v] effect by (10)\n                    end\n                    hide\n                else\n                    if <(Level) = [9]> then\n                        wait until <(Coins/CoinsCollected) = [2]>\n                        set [lockopened v] to [1]\n                        broadcast (LockOpen v)\n                        start sound [Door Open v]\n                        repeat (10)\n                            change [ghost v] effect by (10)\n                        end\n                        hide\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [countdown3 v]\nbroadcast (Next v)\n\nwhen flag clicked\nset [lockopened v] to [0]\n\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\n\nwhen I receive [next v]\nif <(LockOpened) = [1]> then\n    set [lockopened v] to [0]\n    if  then\n        delete this clone\n    end\n    if <(Level) = [2]> then\n        Clone At X: [0] Y: [0] Costume: [1] Size: [100]\n    end\n    if <(Level) = [4]> then\n        Clone At X: [0] Y: [0] Costume: [2] Size: [100]\n    end\n    if <(Level) = [5]> then\n        Clone At X: [0] Y: [0] Costume: [3] Size: [100]\n    end\n    if <(Level) = [7]> then\n        Clone At X: [0] Y: [0] Costume: [4] Size: [100]\n    end\n    if <(Level) = [8]> then\n        Clone At X: [0] Y: [0] Costume: [5] Size: [100]\n    end\n    if <(Level) = [9]> then\n        Clone At X: [0] Y: [0] Costume: [6] Size: [100]\n    end\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif  then\n    delete this clone\nend\n\nstart sound [Door Open v]\n\nwhen I start as a clone\nforever\n    if <touching (mouse-pointer v)?> then\n        set [incoinlockzone v] to [1]\n    else\n        set [incoinlockzone v] to [0]\n    end\nend\n\nwhen [space v] key pressed\n\ndefine Require2\nif <(Level) = [6]> then\n    wait until <(Coins/CoinsCollected) = [3]>\n    set [lockopened v] to [1]\n    broadcast (LockOpen v)\n    start sound [Door Open v]\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nend\n\ndelete this clone\n\ndefine Require3\n\n@LockAnimations\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n    if <(Level) = [2]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [4]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [5]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [7]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [8]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [9]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\nset size to (100) %\ngo [backward v] (28) layers\nif <(Level) = [2]> then\n    go to x: (210) y: (-60)\nelse\n    if <(Level) = [4]> then\n        go to x: (215) y: (-200)\n        Go to bottom\n    else\n        if <(Level) = [5]> then\n            go to x: (215) y: (-200)\n            Go to bottom\n        else\n            if <(Level) = [7]> then\n                go to x: (212) y: (-140)\n            else\n                if <(Level) = [8]> then\n                    go to x: (212) y: (-140)\n                else\n                    if <(Level) = [9]> then\n                        go to x: (212) y: (-200)\n                        Go to bottom\n                    else\n                    end\n                end\n            end\n        end\n    end\nend\nforever\n    if <(Level) = [2]> then\n        repeat until <(y position) > [200]>\n            set size to (300) %\n            change y by (1)\n            set size to (100) %\n        end\n        delete this clone\n    else\n        if <(Level) = [4]> then\n            repeat until <(y position) > [200]>\n                set size to (300) %\n                change y by (1)\n                set size to (100) %\n            end\n            delete this clone\n        else\n            if <(Level) = [5]> then\n                repeat until <(y position) > [200]>\n                    set size to (300) %\n                    change y by (1)\n                    set size to (100) %\n                end\n                delete this clone\n            else\n                if <(Level) = [7]> then\n                    repeat until <(y position) > [200]>\n                        set size to (300) %\n                        change y by (1)\n                        set size to (100) %\n                    end\n                    delete this clone\n                else\n                    if <(Level) = [8]> then\n                        repeat until <(y position) > [150]>\n                            set size to (300) %\n                            change y by (1)\n                            set size to (100) %\n                        end\n                        delete this clone\n                    else\n                        if <(Level) = [9]> then\n                            repeat until <(y position) > [200]>\n                                set size to (300) %\n                                change y by (1)\n                                set size to (100) %\n                            end\n                            delete this clone\n                        else\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [next level v]\n\nwhen I receive [lockopen v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\ndelete this clone\n\nwhen I receive [next v]\nif <(LockOpened) = [1]> then\n\nwhen I start as a clone\nif <(LockOpened) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\nwhen [space v] key pressed\n\nwhen I start as a clone\n\nforever\n    clear graphic effects\nend\n\ndefine Go to bottom\nset size to (300) %\nset y to (-200)\nset size to (100) %\n\n@Low Gravity\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown 1 v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo to [back v] layer\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (30)\nend\n\nwhen I receive [animation start v]\nhide\n\ngo [backward v] (20) layers\n\n@High Gravity\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown 1 v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (30)\nend\n\nwhen I receive [animation start v]\nhide\n\ngo to [back v] layer\n\n@Blue\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [show blue v]\nset [ghost v] effect to (100)\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (-1)\nend\n\nwhen I receive [out v]\nrepeat (10)\n    change [ghost v] effect by (1)\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\nend\n\nset [ghost v] effect to (100)\n\n@Red\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [show red v]\nrepeat (10)\n    go to [front v] layer\n    change [ghost v] effect by (-1)\nend\n\nwhen I receive [hide red v]\nrepeat (10)\n    change [ghost v] effect by (1)\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\nend\n\n
why not make a sequel to a generic platformer made 9 months ago?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games