Space! || A Platformer
@Stage\n\n@Nothing\n\n@Intro\n\ndefine 🎥 Disable from Cam Control? <disable?>\nif <disable?> then\n    set [enabled? v] to [0]\nelse\n    set [enabled? v] to [1]\nend\n\ndefine Play Intro\nSet size to [100] %\npoint in direction (90)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nhide\ndelete all of [\[intro\] cam x/y/z/r v]\nrepeat (4)\n    add [0] to [\[intro\] cam x/y/z/r v]\nend\nset [costume v] to [blank]\nset [\[intro\] color v] to [30]\nset [\[intro\] keyframe v] to [1]\n🎥 Move cam to [0] [0] [0] [0]\n🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n🎥 Disable from Cam Control? \n🖼 Set effects c/b/g [0] [0] [0]\nClone same sprite [controller] spec: [0] [0] [0]\nClone sprites [1] [1]\nClone same sprite [4] [2]\nClone sprites [2] [1]\nset [_v1 v] to [90]\nrepeat (4)\n    Clone same sprite [3] [10]\n    change [_v1 v] by (90)\nend\nClone same sprite [5] [20]\nClone sprites [6] [1]\nClone same sprite [7] [3]\nClone same sprite [101] [1]\nClone same sprite [100] [21]\nClone same sprite [8] [20]\nClone same sprite [102] [1]\nswitch costume to (text v)\nClone same sprite [SF] spec: [0] [0] [100]\nbroadcast (\[Intro\] listen for keyframes v)\nreset timer\nclear sound effects\nplay sound [ROY KNOX - Shining \[NCS Release\] v] until done\nbroadcast (\[Intro\] delete clones v)\nwait (1) seconds\nbroadcast (\[Intro\] over v)\nstop [other scripts in sprite v]\n\ndefine Set pos zrot: (x) (y) rot: (r) trans: (tx) (ty) scalar: (c)\nset [x v] to ((tx) + ((c) * ((([cos v] of (r) ) * (x)) - (([sin v] of (r) ) * (y)))))\nset [y v] to ((ty) + ((c) * ((([sin v] of (r) ) * (x)) + (([cos v] of (r) ) * (y)))))\n\ndefine 🎥 Cam set x/y/z/r (item) to: (val)\nreplace item (item) of [\[intro\] cam x/y/z/r v] with (val)\n\ndefine ⏱ Keyframe (keyframe)\nif <(\[Intro\] Keyframe) > (keyframe)> then\n\ndefine 🎥 Transition x/y/z/s/r (x) (y) (z) (s) (r) speed: (t)\nchange [x v] by (((round (x)) - (round (x))) / (t))\nchange [y v] by (((round (y)) - (round (y))) / (t))\nchange [z v] by (((round (z)) - (round (z))) / (t))\nchange [size v] by (((round (s)) - (round (size))) / (t))\nTransition direction (r) speed: (t)\n\nwhen I start as a clone\nif <(clone_id) = [controller]> then\n    🖼 Set effects c/b/g [0] [0] [100]\n    set [_v1 v] to [0]\n    set [_v2 v] to [0]\n    set [_v3 v] to [0]\n    set [_v4 v] to [8]\n    \n        🎥 Cam set x/y/z/r [1] to: ((_v1) * ([sin v] of (_v2) ))\n        🎥 Cam set x/y/z/r [2] to: ((_v1) * ([cos v] of (_v3) ))\n        🎥 Cam set x/y/z/r [3] to: ((_v5) * (.4))\n        set [_v1 v] to ((_v1) * (.85))\n        change [_v2 v] by (40)\n        change [_v3 v] by (30)\n        change [_v5 v] by ((((_v1) / (2)) - (_v5)) / (4))\n    end\nend\n\nwhen I receive [\[intro\] start v]\nSetup\nPlay Intro\n\ndefine Clone sprites (id) (count)\nset [clone_id v] to (id)\nrepeat (count)\n    create clone of (_myself_ v)\n    change [clone_id v] by (1)\nend\nset [clone_id v] to [0]\n\ndefine Clone same sprite (id) (count)\nset [clone_val v] to [1]\nset [clone_id v] to (id)\nrepeat (count)\n    create clone of (_myself_ v)\n    change [clone_val v] by (1)\nend\nset [clone_id v] to [0]\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [controller]> then\n    set [_v1 v] to [5]\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [0]> then\n    repeat until <(\[Intro\] Keyframe) > (length of [keyframes v])>\n        wait until <(timer) > ((-.1) + (item (\[Intro\] Keyframe) of [keyframes v]))>\n        broadcast (\[Intro\] keyframe signal v)\n        change [\[intro\] keyframe v] by (1)\n    end\nend\n\ndefine 💥 Gradient shockwave\nClone same sprite [GS] [1]\n\ndefine 💥 Shockwave (x) (y) (s) (speed)\nset [_v1 v] to (s)\nset [_v3 v] to (speed)\nClone same sprite [S] spec: (x) (y) [0]\n\nwhen I start as a clone\nif <(clone_id) = [SF]> then\n    set [_v1 v] to [0]\n    \n        🖼 Set effects c/b/g [0] [100] ((100) - (_v1))\n        set [_v1 v] to ((_v1) * (.85))\n    end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [SF]> then\n    switch costume to (screen v)\n    Transition positions [0] [0] [100] speed: [1]\n    Transition direction [90] speed: [1]\n    go to [front v] layer\n    set [_v1 v] to [30]\nend\n\ndefine 🎥 Move cam to (x) (y) (z) (r)\nreplace item (1) of [\[intro\] cam x/y/z/r v] with (x)\nreplace item (2) of [\[intro\] cam x/y/z/r v] with (y)\nreplace item (3) of [\[intro\] cam x/y/z/r v] with (z)\nreplace item (4) of [\[intro\] cam x/y/z/r v] with (r)\n\nwhen I start as a clone\nif <(clone_id) = [SW]> then\n    Transition direction (direction) speed: [1]\n    Set size to [5000] %\n    switch costume to (join [shockwave1/] ((360) / (_v2)))\n    Transition positions (x) (y) (size) speed: [1]\n    set [_v1 v] to [0]\n    repeat (((3.2) * (costume)) + ((-8) * <[360] > (_v2)>))\n        Transition positions (x) (y) (_v5) speed: (_v3)\n        Transition direction ((direction) + (_v4)) speed: (_v3)\n        set [fisheye v] effect to ((200) * (round ((([ceiling v] of (([tan v] of (_v1) ) * (68.6)) ) * (_v1)) / (200))))\n        change [_v1 v] by ((25) / (costume))\n    end\n    repeat (((.8) * (costume)) + ((8) * <[360] > (_v2)>))\n        Transition positions (x) (y) (_v5) speed: (_v3)\n        Transition direction ((direction) + (_v4)) speed: (_v3)\n        change [ghost v] effect by (((5) * (costume)) + ((-20) * <[360] > (_v2)>))\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [CE]> then\n    switch costume to (circle v)\n    set [_v2 v] to [0]\n    repeat ((3.6) * (costume))\n        Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n        Transition direction ((_v4) + (direction)) speed: (_v3)\n        change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n        change [size v] by (((0) - (size)) / ((1.7) * (_v3)))\n    end\n    repeat ((.8) * (costume))\n        Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n        Transition direction ((_v4) + (direction)) speed: (_v3)\n        change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n        change [size v] by (((0) - (size)) / (_v3))\n        change [ghost v] effect by ((125) / (_v3))\n    end\n    delete this clone\nend\n\ndefine Change size by: (s) costume ph: (ph)\nSet size to ((size) + (s)) %\nswitch costume to (ph)\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nif <(clone_id) = ((clone_id) * (1))> then\n    forever\n        if <(enabled?) = [1]> then\n            Set size to [99999999999] %\n            set x to (((x) - (item (1) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n            set y to (((y) - (item (2) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n            Set size to ((size) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1))) %\n            switch costume to (costume)\n        else\n            Set size to [99999999999] %\n            set x to (x)\n            set y to (y)\n            Set size to (size) %\n            switch costume to (costume)\n        end\n        🖼 Set effects c/b/g (color) (brightness) (ghost)\n        set [color v] effect to ((color) + (\[Intro\] Color))\n    end\nelse\n    Transition positions (x) (y) (size) speed: [1]\n    Transition direction (direction) speed: [1]\n    🖼 Set effects c/b/g (color) (brightness) (ghost)\n    🎥 Disable from Cam Control? \n    go [backward v] (2) layers\n    show\nend\n\ndefine Transition direction (r) speed: (t)\nturn right (((round (r)) - (round (direction))) / (t)) degrees\n\ndefine Set size to (size) %\nif <[100] > (size)> then\n    switch costume to (screen v)\nelse\n    switch costume to (blank v)\nend\nset size to (size) %\nswitch costume to (screen v)\n\ndefine Clone same sprite (id) spec: (x) (y) (s)\nset [clone_id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (s)\ncreate clone of (_myself_ v)\nset [clone_id v] to [0]\n\ndefine 💥 Line explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n    Clone same sprite [LE] spec: (x) (y) (s)\n    change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [LE]> then\n    set [_v1 v] to [1]\n    set [_v2 v] to [0]\n    repeat ((3.6) * (costume))\n        switch costume to (join [lineexplosion] (round (_v1)))\n        Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n        Transition direction ((_v4) + (direction)) speed: (_v3)\n        change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n        change [_v1 v] by ((2.5) / (costume))\n    end\n    repeat ((.8) * (costume))\n        switch costume to (join [lineexplosion] (round (_v1)))\n        Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n        Transition direction ((_v4) + (direction)) speed: (_v3)\n        change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n        change [_v1 v] by ((2.5) / (costume))\n        change [ghost v] effect by ((125) / (_v3))\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [RE]> then\n    set [_v1 v] to [1]\n    set [_v2 v] to [0]\n    repeat until <(round (_v1)) = [23]>\n        switch costume to (join [rectexplosion] (round (_v1)))\n    end\n    delete this clone\nend\n\nTransition direction ((_v4) + (direction)) speed: (_v3)\nTransition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\nchange [_v1 v] by ((2.5) / (costume))\nchange [_v2 v] by ((((_v5) - (_v2)) / (_v3)) + (1))\n\ndefine 💥 Rect explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n    Clone same sprite [RE] spec: (x) (y) (s)\n    change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SE]> then\n    set [_v1 v] to [1]\n    set [_v2 v] to [0]\n    repeat until <(round (_v1)) = [22]>\n        switch costume to (join [splineexplosion] (round (_v1)))\n        Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n        Transition direction ((_v4) + (direction)) speed: (_v3)\n        change [_v1 v] by ((5) / (costume))\n        change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n    end\n    delete this clone\nend\n\ndefine 💥 Spline explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n    Clone same sprite [SE] spec: (x) (y) ((s) / (5))\n    change [direction v] by ((spread) / (count))\nend\n\ndefine 🖼 Set effects c/b/g (c) (b) (g)\nset [color v] to (c)\nset [brightness v] to (b)\nset [ghost v] to (g)\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (ghost)\n\ndefine 💥 Circle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n    Clone same sprite [CE] spec: (x) (y) (s)\n    change [direction v] by ((spread) / (count))\nend\n\ndefine Transition positions (x) (y) (z) speed: (t)\nchange x by (((round (x)) - (round (x position))) / (t))\nchange y by (((round (y)) - (round (y position))) / (t))\nChange size by: (((round (z)) - (round (size))) / (t)) costume ph: (costume [name v])\n\ndefine 💥 Shockwave (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [_v2 v] to (spread)\nset [costume v] to (framespeed)\nClone same sprite [SW] spec: (x) (y) (s)\n\nwhen I start as a clone\nif <(clone_id) = [GS]> then\n    🖼 Set effects c/b/g (color) [50] [0]\n    Transition positions [0] [0] [0] speed: [1]\n    switch costume to (gradientshock v)\n    repeat (25)\n        change [ghost v] effect by (4)\n        Transition positions [0] [0] [575] speed: [7]\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [S]> then\n    switch costume to (shock v)\n    repeat until <(ghost) > [99]>\n        set [ghost v] effect to (ghost)\n        change [ghost v] by (((100) - (round (ghost))) / (_v3))\n        Transition positions (x) (y) (_v1) speed: (_v3)\n    end\n    delete this clone\nend\n\ndefine 💥 Sparkle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nrepeat (count)\n    set [_v3 v] to (pick random (5) to (speed))\n    set [_v4 v] to (pick random (20) to (40))\n    set [costume v] to (pick random (10) to (30))\n    Clone same sprite [SP] spec: (pick random ((0) - (x)) to (x)) (pick random ((0) - (y)) to (y)) (pick random ((s) / (2.5)) to ((s) * (1.1)))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SP]> then\n    Transition positions [0] [0] (size) speed: [1]\n    Transition direction [90] speed: [1]\n    switch costume to (sparkle v)\n    set [_v1 v] to [10]\n    set [_v2 v] to [0]\n    set [_v5 v] to [0]\n    set [z v] to [.9]\n    repeat until <[1] > (_v1)>\n        set [fisheye v] effect to ((5) * (round (((-45) + ((-45) * ([abs v] of ([sin v] of (_v2) ) ))) / (5))))\n        change [_v1 v] by (((0) - (round (_v1))) / (costume))\n        change [_v2 v] by (_v4)\n        Transition positions (x) (y) (((size) / (100)) * (((50) * ([sin v] of (_v2) )) + ([abs v] of (([sin v] of (_v2) ) * ((_v1) * (costume))) ))) speed: (_v3)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n    🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n    🎥 Disable from Cam Control? <>\n    if <[21] > (clone_val)> then\n        🖼 Set effects c/b/g [0] [100] [0]\n    else\n        🖼 Set effects c/b/g [0] [0] [0]\n    end\n    set [costume v] to [text]\n    set [direction v] to [0]\n    ⏱ Keyframe [1]\n    show\n    repeat until <(\[Intro\] Keyframe) > [11]>\n        change [size v] by (((round (90)) - (round (size))) / (5))\n    end\n    repeat until <(\[Intro\] Keyframe) > [18]>\n        change [direction v] by (((360) - (direction)) / (8))\n    end\n    set [_v1 v] to [0]\n    set [_v2 v] to [0]\n    repeat (17)\n        🎥 Transition x/y/z/s/r (x) (y) [1] ((100) - (_v1)) [90] speed: [1]\n        change [_v1 v] by (_v2)\n        change [_v2 v] by (1)\n    end\n    delete this clone\nend\n\nwhen I receive [\[intro\] over v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone_id) = [8]> then\n    🖼 Set effects c/b/g [0] [100] [0]\n    ⏱ Keyframe [1]\n    \n        🎥 Transition x/y/z/s/r [0] [0] [1] [80] (pick random (1) to (360)) speed: [1]\n        🎥 Disable from Cam Control? \n        set [costume v] to [lightray22]\n        wait (pick random (0) to (.9999)) seconds\n        show\n        set [_v3 v] to (pick random (90) to (200))\n        set [_v4 v] to [300]\n        set [_v1 v] to [1]\n        set [_v2 v] to [0]\n        repeat until <(round (_v1)) = [22]>\n            set [costume v] to (join [lightray] (round (_v1)))\n            change [_v1 v] by (1)\n            change [_v4 v] by (((_v3) - (_v4)) / (5))\n            Set pos zrot: (_v4) [0] rot: ((90) - (direction)) trans: [0] [0] scalar: [1]\n        end\n        repeat until <(round (_v1)) = [22]>\n            set [costume v] to (join [lightray] (round (_v1)))\n            change [_v1 v] by (1)\n            change [_v4 v] by (((_v3) - (_v4)) / (5))\n            Set pos zrot: (_v4) [0] rot: ((90) - (direction)) trans: [0] [0] scalar: [1]\n        end\n        hide\n    end\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [0]> then\n    wait (.3) seconds\n    set [_v1 v] to [0]\n    repeat until <(\[Intro\] Keyframe) > [1]>\n        🖼 Set effects c/b/g [0] [100] [0]\n        💥 Sparkle explosion [150] [150] [100] [0] [0] [0] [20] [30] [0] [2]\n    end\n    ⏱ Keyframe [1]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Sparkle explosion [240] [180] [150] [0] [0] [0] [20] [30] [0] [20]\n    🖼 Set effects c/b/g [0] [-100] [90]\n    💥 Line explosion [5] [-5] [70] [120] [0] [360] [5] [7] [0] [18]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Line explosion [0] [0] [70] [120] [20] [360] [5] [7] [0] [18]\n    🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n    💥 Gradient shockwave\n    ⏱ Keyframe [2]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Shockwave [0] [0] [350] [8]\n    ⏱ Keyframe [3]\n    🖼 Set effects c/b/g [0] [-100] [90]\n    💥 Shockwave [5] [-5] [50] [200] [0] [90] [8] [10] [0] [1]\n    💥 Shockwave [5] [-5] [50] [200] [180] [90] [8] [10] [0] [1]\n    🖼 Set effects c/b/g [110] [100] [0]\n    💥 Shockwave [0] [0] [50] [200] [0] [90] [8] [10] [0] [1]\n    💥 Shockwave [0] [0] [50] [200] [180] [90] [8] [10] [0] [1]\n    ⏱ Keyframe [4]\n    🖼 Set effects c/b/g [0] [-100] [90]\n    💥 Shockwave [5] [-5] [50] [200] [90] [90] [8] [10] [0] [1]\n    💥 Shockwave [5] [-5] [50] [200] [270] [90] [8] [10] [0] [1]\n    🖼 Set effects c/b/g [110] [100] [0]\n    💥 Shockwave [0] [0] [50] [200] [90] [90] [8] [10] [0] [1]\n    💥 Shockwave [0] [0] [50] [200] [270] [90] [8] [10] [0] [1]\n    ⏱ Keyframe [5]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Shockwave [0] [0] [350] [8]\n    ⏱ Keyframe [6]\n    🖼 Set effects c/b/g [0] [-100] [90]\n    💥 Circle explosion [5] [-5] [400] [150] [0] [360] [6] [7] [-5] [12]\n    💥 Circle explosion [5] [-5] [400] [100] [0] [360] [5] [5] [10] [8]\n    🖼 Set effects c/b/g (\[Intro\] Color) [30] [0]\n    💥 Circle explosion [0] [0] [400] [150] [0] [360] [6] [7] [-5] [12]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Circle explosion [0] [0] [400] [100] [0] [360] [5] [5] [10] [8]\n    🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n    💥 Gradient shockwave\n    ⏱ Keyframe [7]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Shockwave [0] [0] [350] [7]\n    ⏱ Keyframe [8]\n    🖼 Set effects c/b/g [0] [-100] [90]\n    💥 Line explosion [-130] [25] [45] [30] [0] [360] [5] [5] [0] [4]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Line explosion [-135] [30] [45] [30] [0] [360] [5] [5] [0] [4]\n    ⏱ Keyframe [9]\n    🖼 Set effects c/b/g [0] [-100] [90]\n    💥 Line explosion [125] [-15] [45] [30] [0] [360] [5] [5] [0] [4]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Line explosion [120] [-10] [45] [30] [0] [360] [5] [5] [0] [4]\n    ⏱ Keyframe [10]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Shockwave [0] [0] [350] [7]\n    ⏱ Keyframe [11]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Sparkle explosion [240] [180] [150] [0] [0] [0] [20] [30] [0] [25]\n    🖼 Set effects c/b/g [0] [-100] [90]\n    💥 Line explosion [5] [-5] [70] [100] [12] [360] [5] [7] [0] [12]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Line explosion [0] [0] [70] [100] [12] [360] [5] [7] [0] [12]\n    🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n    💥 Gradient shockwave\n    ⏱ Keyframe [12]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Shockwave [0] [0] [350] [7]\n    ⏱ Keyframe [13]\n    🖼 Set effects c/b/g (\[Intro\] Color) [100] [0]\n    💥 Shockwave [-315] [-105] [50] [170] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [-105] [-105] [50] [170] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [105] [-105] [50] [170] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [315] [-105] [50] [170] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [-315] [105] [50] [170] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [-105] [105] [50] [170] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [105] [105] [50] [170] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [315] [105] [50] [170] [0] [360] [6] [7] [0] [1]\n    ⏱ Keyframe [14]\n    🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n    💥 Shockwave [-220] [-220] [50] [180] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [0] [-220] [50] [180] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [220] [-220] [50] [180] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [-220] [0] [50] [180] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [0] [0] [50] [180] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [220] [0] [50] [180] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [-220] [220] [50] [180] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [0] [220] [50] [180] [0] [360] [6] [7] [0] [1]\n    💥 Shockwave [220] [220] [50] [180] [0] [360] [6] [7] [0] [1]\n    ⏱ Keyframe [15]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Shockwave [0] [0] [350] [7]\n    ⏱ Keyframe [16]\n    🖼 Set effects c/b/g [0] [-100] [90]\n    💥 Shockwave [5] [-5] [150] [320] [0] [360] [7] [8] [0] [1]\n    🖼 Set effects c/b/g [0] [100] [0]\n    💥 Shockwave [0] [0] [150] [320] [0] [360] [7] [8] [0] [1]\n    💥 Scattered shockwave explosion\n    ⏱ Keyframe [17]\n    🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n    💥 Gradient shockwave\nend\n\nwhen I start as a clone\nif <(clone_id) = [1]> then\n    🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n    🎥 Disable from Cam Control? \n    🖼 Set effects c/b/g [0] [0] [0]\n    set [costume v] to [screen]\n    wait (.6) seconds\n    show\nend\n\nwhen I start as a clone\nif <(clone_id) = [3]> then\n    🎥 Transition x/y/z/s/r [0] [0] [1] ((190) - (((clone_val) - (1)) * (20))) (_v1) speed: [1]\n    🎥 Disable from Cam Control? \n    🖼 Set effects c/b/g [0] (((100) * <(round ((clone_val) / (2))) = ((clone_val) / (2))>) + ([abs v] of ((30) * ([sin v] of (_v1) )) )) [0]\n    wait (0) seconds\n    set [costume v] to [transition1]\n    wait (((clone_val) - (1)) / (15)) seconds\n    show\n    set [_v1 v] to [1]\n    repeat until <(round (_v1)) > [25]>\n        set [costume v] to (join [transition] (round (_v1)))\n        change [_v1 v] by (1)\n    end\n    delete this clone\nend\n\nwhen I receive [\[intro\] delete clones v]\ndelete this clone\n\ndefine Setup\nstop [other scripts in sprite v]\nrepeat (1)\n    delete this clone\nend\n🖼 Set effects c/b/g [0] [0] [100]\nshow\nreset timer\nTransition positions [-500000] [0] [5000] speed: [1]\nswitch costume to (round (90))\nrepeat until <(costume [number v]) = [1]>\n    next costume\nend\nhide\n\nwhen I start as a clone\nif <(clone_id) = [2]> then\n    🎥 Transition x/y/z/s/r [0] [0] [1] [200] [-45] speed: [1]\n    🎥 Disable from Cam Control? \n    🖼 Set effects c/b/g [0] [0] [0]\n    set [costume v] to [linegrid]\n    wait (.6) seconds\n    show\nend\n\nwhen I start as a clone\nif <(clone_id) = [5]> then\n    🖼 Set effects c/b/g [0] [0] [0]\n    wait (0) seconds\n    ⏱ Keyframe [1]\n    \n        hide\n        set [costume v] to [particle1]\n        🎥 Transition x/y/z/s/r (pick random (-240) to (240)) (pick random (-200) to (200)) [1] (pick random (40) to (130)) [90] speed: [1]\n        🎥 Disable from Cam Control? \n        show\n        repeat until <(round (y)) > (round (200))>\n            change [y v] by ((size) / (20))\n        end\n    end\nend\n\nwhen I start as a clone\nif <(clone_id) = [6]> then\n    🎥 Transition x/y/z/s/r [0] [0] [10] [200] [90] speed: [1]\n    🎥 Disable from Cam Control? <>\n    🖼 Set effects c/b/g [0] [30] [0]\n    set [costume v] to [linegrid]\n    wait (0) seconds\n    ⏱ Keyframe [1]\n    show\n    set [_v1 v] to [0]\n    \n        Transition direction (_v1) speed: [1]\n        change [_v1 v] by (3)\n    end\nend\n\nwhen I start as a clone\nif <<(clone_id) = [100]> or <(clone_id) = [101]>> then\n    set [_v5 v] to [0]\n    \n        point in direction ((item (4) of [\[intro\] cam x/y/z/r v]) + ((direction) + ((90) + ((2) * ([sin v] of (_v5) )))))\n        change [_v5 v] by (15)\n        if <[21] > (clone_val)> then\n            Set pos zrot: ((5) - ((20) * <(clone_id) = [101]>)) [0] rot: (((18) * ((clone_val) - (1))) + ((item (4) of [\[intro\] cam x/y/z/r v]) + ((direction) + ((90) + ((2) * ([sin v] of (_v5) )))))) trans: [0] [0] scalar: ((size) / (90))\n        end\n    end\nend\n\nwhen I start as a clone\nif <(clone_id) = [7]> then\n    🎥 Transition x/y/z/s/r [0] [0] [5] (((clone_val) * (150)) - (50)) [90] speed: [1]\n    🎥 Disable from Cam Control? <>\n    🖼 Set effects c/b/g [0] [0] [0]\n    set [costume v] to [diamond]\n    set [direction v] to [0]\n    ⏱ Keyframe [1]\n    show\n    \n        change [size v] by (5)\n        if <(size) > [420]> then\n            set [size v] to [20]\n        end\n    end\nend\n\nwhen I start as a clone\nif <(clone_id) = [4]> then\n    🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n    🎥 Disable from Cam Control? \n    🖼 Set effects c/b/g [0] [100] [0]\n    set [costume v] to [shockwave1/1]\n    set [_v1 v] to [0]\n    wait (.7) seconds\n    show\n    repeat ((3.6) * (8))\n        🎥 Transition x/y/z/s/r [0] [0] [1] ((50) + ((clone_val) * (150))) [90] speed: [7]\n        set [fisheye v] effect to (([ceiling v] of (([tan v] of (_v1) ) * (68.6)) ) * (_v1))\n        change [_v1 v] by ((25) / (15))\n    end\n    repeat ((.8) * (8))\n        🎥 Transition x/y/z/s/r [0] [0] [1] ((50) + ((clone_val) * (100))) [90] speed: [7]\n        change [ghost v] effect by ((5) * (8))\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [101]> then\n    🎥 Transition x/y/z/s/r [0] [-20] [1] [0] [90] speed: [1]\n    🎥 Disable from Cam Control? <>\n    🖼 Set effects c/b/g [0] [0] [0]\n    set [costume v] to [textshadow]\n    set [direction v] to [0]\n    ⏱ Keyframe [1]\n    show\n    repeat until <(\[Intro\] Keyframe) > [11]>\n        change [size v] by (((round (90)) - (round (size))) / (5))\n    end\n    repeat until <(\[Intro\] Keyframe) > [18]>\n        change [direction v] by (((360) - (direction)) / (8))\n    end\n    set [_v1 v] to [0]\n    set [_v2 v] to [0]\n    repeat (17)\n        🎥 Transition x/y/z/s/r (x) (y) [1] ((100) - (_v1)) [90] speed: [1]\n        change [_v1 v] by (_v2)\n        change [_v2 v] by (1)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [7]> then\n    ⏱ Keyframe [11]\n    \n        change [direction v] by (((360) - (direction)) / (8))\n        point in direction ((90) + (direction))\n    end\nend\n\nwhen I start as a clone\nif <(clone_id) = [102]> then\n    🎥 Transition x/y/z/s/r [0] [0] [1] [155] [90] speed: [1]\n    🎥 Disable from Cam Control? \n    🖼 Set effects c/b/g [0] [-100] [0]\n    set [costume v] to [bars]\n    set [direction v] to [0]\n    wait (.7) seconds\n    show\n    repeat until <(\[Intro\] Keyframe) > [18]>\n        🎥 Transition x/y/z/s/r [0] [0] [1] [115] [90] speed: [8]\n        go to [front v] layer\n    end\n    \n        🎥 Transition x/y/z/s/r [0] [0] [1] [160] [90] speed: [3.5]\n        go to [front v] layer\n    end\nend\n\nwhen I start as a clone\n⏱ Keyframe [18]\nif <(\[Intro\] Keyframe) > [18]> then\n    if <not <(clone_id) = [100]>> then\n        repeat (6)\n            change [ghost v] by (17)\n        end\n    end\nend\n\ndefine 💥 Scattered shockwave explosion\nrepeat (10)\n    💥 Shockwave [0] [0] [50] (pick random (190) to (280)) (pick random (-180) to (180)) [45] (pick random (5) to (7)) (pick random (7) to (10)) [0] [1]\nend\n\n@Ground\n\nwhen I receive [\[intro\] over v]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Danger\n\nwhen I receive [\[intro\] over v]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Blank\n\nwhen flag clicked\nbroadcast (\[Intro\] start v)\n\nwhen I receive [\[intro\] over v]\nforever\n    play sound [Popsicle v] until done\nend\n\n@Commentary\n\nwhen I receive [\[intro\] over v]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Level\n\ndefine Number (costume ) Spacing (spacing)\nbroadcast (Delete Clones v)\nset [digit v] to [1]\ngo to x: (-200) y: (-150)\nrepeat (length of (costume ))\n    switch costume to (letter (Digit) of (costume ))\n    create clone of (_myself_ v)\n    change x by ((spacing) * (size))\n    change [digit v] by (1)\nend\nhide\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I start as a clone\nforever\n    show\nend\n\nwhen I receive [\[intro\] over v]\ngo to [front v] layer\nshow\nforever\n    Number (Level) Spacing [0.11]\nend\n\n@Enemy AI\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <touching (ground v)?> then\n    repeat until <not <touching (ground v)?>>\n        change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n    end\n    set [yv v] to (<<(y position) < (([y position v] of [player v]) - (25))> and <(([abs v] of (YV) ) / (YV)) = [2]>> * (jump height))\nend\nset [xv v] to (((xv) + ((<(x position) > ([x position v] of [player v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [player v])> * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <touching (ground v)?>>>\n    change y by (1)\n    change [enemy - slope v] by (-1)\nend\nif <touching (ground v)?> then\n    change y by (Enemy - Slope)\n    repeat until <not <touching (ground v)?>>\n        change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n    end\nend\npoint towards (player v)\nif <(y position) < [-180]> then\n    delete this clone\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nhide\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    if <not <(Switch In Progress) = [yes]>> then\n        Gravity [-1] Jump Height [15] Speed [0.5] Friction [.75] Slope [2]\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<touching (sword v)?> or <touching (player v)?>> then\n        if <(Swing?) = [No]> then\n            broadcast (Die v)\n        else\n            start sound [Hit v]\n            delete this clone\n        end\n    end\nend\n\nwhen I receive [next level v]\nrepeat (1)\n    delete this clone\nend\nrepeat (13)\n    move (0) steps\nend\nif <(Level) = [10]> then\n    Clone at [240] [-45]\nelse\n    if <(Level) = [15]> then\n        Clone at [240] [-45]\n        wait (2) seconds\n        Clone at [240] [-45]\n        wait (2) seconds\n        Clone at [240] [-45]\n        wait (2) seconds\n    else\n        if <(Level) = [18]> then\n            repeat (10)\n                Clone at [240] [-45]\n                Clone at [140] [-45]\n                Clone at [40] [-45]\n                wait (4) seconds\n            end\n        else\n            if <(Level) = [29]> then\n                Clone at [240] [-45]\n                Clone at [140] [-45]\n            end\n        end\n    end\nend\n\nset [level v] to [17]\n\n@Sword\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [\[intro\] over v]\nrepeat (14)\n    move (0) steps\nend\nif <(Level) = [17]> then\n    show\n    go to x: (-15) y: (10)\nelse\n    if <(Sword) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [tick v]\nif <(Sword) = [1]> then\n    go to (player v)\n    point in direction ([direction v] of [player v])\nend\n\nwhen [e v] key pressed\nif <not <(Switch In Progress) = [yes]>> then\n    go to [front v] layer\n    if <(Sword) = [1]> then\n        switch costume to (1 v)\n        start sound [slash v]\n        set [swing? v] to [Yes]\n        repeat (7)\n            next costume\n        end\n        repeat (5)\n            change [ghost v] effect by (20)\n        end\n        set [swing? v] to [No]\n        switch costume to (1 v)\n        set [ghost v] effect to (0)\n        wait (0.7) seconds\n    end\nend\n\nwhen I receive [\[intro\] over v]\nset [sword v] to [0]\nforever\n    if <(Level) = [17]> then\n        show\n    end\n    if <touching (player v)?> then\n        forever\n            broadcast (Tick v)\n            set [sword v] to [1]\n        end\n    end\nend\n\n@Fake stone\n\nwhen I receive [\[intro\] over v]\nforever\n    if <(Level) = [25]> then\n        show\n    else\n        hide\n    end\nend\n\n@Real stone\n\nwhen I receive [\[intro\] over v]\nforever\n    if <(Level) = [30]> then\n        show\n        go to x: (0) y: (0)\n        if <touching (player v)?> then\n            hide\n            broadcast (Ending v)\n        else\n            show\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\n@Ending\n\nwhen I receive [ending v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (3) seconds\nforever\n    switch costume to (costume2 v)\nend\n\nwhen flag clicked\nhide\n\n@Notification\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\] over v]\nforever\n    go to [front v] layer\n    switch costume to (notification v)\n    go to x: (55) y: (100)\n    wait (pick random (10) to (20)) seconds\n    show\n    start sound [pop v]\n    repeat (9)\n        change y by (-6)\n    end\n    repeat (5)\n        change y by (6)\n    end\n    repeat (5)\n        change y by (-5)\n    end\n    wait (2) seconds\n    repeat (15)\n        change y by (7)\n    end\n    hide\nend\n\n@Player\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (9)\n    change size by (-10)\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [\[intro\] over v]\nforever\n    create clone of (_myself_ v)\nend\n\nwhen I receive [\[intro\] over v]\nshow\ngo to x: (-206) y: (-50)\nset [skip v] to [0]\nset [level v] to [1]\nforever\n    if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n        change [xv v] by (1.2)\n        point in direction (90)\n    end\n    if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n        change [xv v] by (-1.2)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.9))\n    change x by (Xv)\n    if <touching (ground v)?> then\n        change y by (1)\n        if <touching (ground v)?> then\n            change y by (1)\n            if <touching (ground v)?> then\n                change y by (1)\n                if <touching (ground v)?> then\n                    change y by (1)\n                    if <touching (ground v)?> then\n                        change y by (1)\n                        if <touching (ground v)?> then\n                            change x by ((Xv) * (-1))\n                            change y by (-5)\n                            if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-5]\n                                else\n                                    set [xv v] to [5]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [yv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [yv v] by (-0.5)\n    change y by (Yv)\n    if <touching (ground v)?> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (ground v)?> then\n        if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n            set [yv v] to [12]\n        end\n        change y by (1)\n    end\n    if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n        switch costume to (down v)\n    else\n        switch costume to (up v)\n    end\n    if <<(y position) = [-190]> or <(y position) = [-180]>> then\n        go to x: (-206) y: (-50)\n    end\n    if <<<<touching (danger v)?> or <<<touching (fireball 2 v)?> or <<touching (fireball v)?> or <<<touching (danger v)?> or <touching (enemy ai v)?>> or <touching (lightning v)?>>>> or <touching (lazer v)?>>> or <touching (lightning 2 v)?>> or <touching (lightning 3 v)?>> then\n        go to x: (-206) y: (-50)\n    end\n    if <key (r v) pressed?> then\n        go to x: (-206) y: (-50)\n    end\nend\n\nwhen I receive [die v]\ngo to x: (-206) y: (-50)\n\nwhen I receive [ending v]\nforever\n    hide\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\nwhen I receive [\[intro\] over v]\nrepeat until <(Level) = [30]>\n    if <(Skip) < [3]> then\n        if <key (space v) pressed?> then\n            change [level v] by (1)\n            change [skip v] by (1)\n            wait (0.5) seconds\n            go to x: (-206) y: (-58)\n        end\n    end\n    if <<(x position) = [248]> or <(x position) = [249]>> then\n        go to x: (-206) y: (-50)\n        broadcast (Next Level v)\n        change [level v] by (1)\n    end\nend\n\n@Fireball 2\n\nwhen I receive [\[intro\] over v]\nforever\n    if <not <<(Level) = [11]> or <(Level) = [12]>>> then\n        hide\n    else\n        if <(Level) = [11]> then\n            show\n            repeat until <(Level) = [12]>\n                go to x: (253) y: (-13)\n                glide (3) secs to x: (-253) y: (-13)\n            end\n        else\n            if <(Level) = [12]> then\n                go to x: (253) y: (-13)\n                glide (3) secs to x: (-253) y: (-13)\n            else\n                if <(Level) = [13]> then\n                    hide\n                else\n                    hide\n                end\n            end\n        end\n    end\nend\n\n@Fireball\n\nwhen I receive [\[intro\] over v]\nforever\n    if <not <<(Level) = [29]> or <(Level) = [12]>>> then\n        hide\n    else\n        if <(Level) = [12]> then\n            show\n            go to x: (253) y: (-13)\n            glide (3) secs to x: (-253) y: (-13)\n        else\n            if <(Level) = [13]> then\n                hide\n            else\n                if <(Level) = [29]> then\n                    show\n                    go to x: (253) y: (0)\n                    glide (4) secs to x: (-253) y: (-13)\n                else\n                    if <(Level) = [30]> then\n                        hide\n                    else\n                        hide\n                    end\n                end\n            end\n        end\n    end\nend\n\n@Meteor\n\nwhen I receive [\[intro\] over v]\nhide\nforever\n    if <(Level) = [13]> then\n        create clone of (_myself_ v)\n        wait (1) seconds\n    else\n        if <(Level) = [22]> then\n            create clone of (_myself_ v)\n            wait (0.5) seconds\n        else\n            if <(Level) = [29]> then\n                create clone of (_myself_ v)\n                wait (4) seconds\n            else\n                hide\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-203) to (168)) y: (189)\nglide (1) secs to x: (pick random (-203) to (191)) y: (-15)\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\nset [level v] to [13]\n\n@Lazer\n\nwhen I receive [\[intro\] over v]\nswitch costume to (0 v)\nforever\n    if <(Level) = [23]> then\n        switch costume to (1 v)\n        show\n        wait (0.9) seconds\n        hide\n        wait (0.9) seconds\n    else\n        switch costume to (0 v)\n    end\n    if <(Level) = [24]> then\n        switch costume to (2 v)\n        show\n        wait (0.9) seconds\n        hide\n        wait (0.9) seconds\n    else\n        switch costume to (0 v)\n    end\nend\n\n@Lightning\n\nwhen I receive [\[intro\] over v]\nforever\n    if <(Level) = [1]> then\n        hide\n    else\n        if <(Level) = [9]> then\n            go to x: (pick random (-100) to (150)) y: (0)\n            switch costume to (lighting 1 v)\n            point in direction (90)\n            hide\n            show\n            set [brightness v] effect to (25)\n            wait (0.2) seconds\n            set [brightness v] effect to (0)\n            wait (1.5) seconds\n            point in direction (-90)\n            show\n            set [brightness v] effect to (25)\n            wait (0.2) seconds\n            set [brightness v] effect to (0)\n            wait (1) seconds\n            hide\n            wait (1.3) seconds\n        else\n            if <(Level) = [10]> then\n                hide\n            else\n                if <(Level) = [26]> then\n                    go to x: (pick random (-100) to (150)) y: (0)\n                    switch costume to (lighting 1 v)\n                    point in direction (90)\n                    hide\n                    show\n                    set [brightness v] effect to (25)\n                    wait (0.2) seconds\n                    set [brightness v] effect to (0)\n                    wait (1.5) seconds\n                    point in direction (-90)\n                    show\n                    set [brightness v] effect to (25)\n                    wait (0.2) seconds\n                    set [brightness v] effect to (0)\n                    wait (1) seconds\n                    hide\n                    wait (1.3) seconds\n                else\n                    if <(Level) = [27]> then\n                        hide\n                    else\n                        if <(Level) = [29]> then\n                            go to x: (0) y: (0)\n                            switch costume to (lighting 1 v)\n                            point in direction (90)\n                            hide\n                            show\n                            set [brightness v] effect to (25)\n                            wait (0.2) seconds\n                            set [brightness v] effect to (0)\n                            wait (1.5) seconds\n                            point in direction (-90)\n                            show\n                            set [brightness v] effect to (25)\n                            wait (0.2) seconds\n                            set [brightness v] effect to (0)\n                            wait (1) seconds\n                            hide\n                            wait (2) seconds\n                        else\n                            if <(Level) = [29]> then\n                                hide\n                            else\n                                hide\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [\[intro\] over v]\nforever\n    if <(Level) = [1]> then\n        hide\n    else\n        if <(Level) = [10]> then\n            show\n            forever\n                wait (1) seconds\n            end\n        else\n            hide\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\ngo to x: (pick random (-100) to (150)) y: (0)\nswitch costume to (lighting 1 v)\npoint in direction (90)\nhide\nshow\nset [brightness v] effect to (25)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (1.5) seconds\npoint in direction (-90)\nshow\nset [brightness v] effect to (25)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (1) seconds\nhide\nwait (1.3) seconds\n\n@Lightning 2\n\nwhen I receive [\[intro\] over v]\nforever\n    if <(Level) = [1]> then\n        hide\n    else\n        if <(Level) = [26]> then\n            go to x: (pick random (-100) to (150)) y: (0)\n            switch costume to (lighting 1 v)\n            point in direction (90)\n            hide\n            show\n            set [brightness v] effect to (25)\n            wait (0.2) seconds\n            set [brightness v] effect to (0)\n            wait (1.5) seconds\n            point in direction (-90)\n            show\n            set [brightness v] effect to (25)\n            wait (0.2) seconds\n            set [brightness v] effect to (0)\n            wait (1) seconds\n            hide\n            wait (1.3) seconds\n        else\n            if <(Level) = [27]> then\n                hide\n            else\n                hide\n            end\n        end\n    end\nend\n\nwhen I receive [\[intro\] over v]\nforever\n    if <(Level) = [1]> then\n        hide\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nhide\n\n@Lightning 3\n\nwhen I receive [\[intro\] over v]\nforever\n    if <(Level) = [1]> then\n        hide\n    else\n        if <(Level) = [26]> then\n            go to x: (pick random (-100) to (150)) y: (0)\n            switch costume to (lighting 1 v)\n            point in direction (90)\n            hide\n            show\n            set [brightness v] effect to (25)\n            wait (0.2) seconds\n            set [brightness v] effect to (0)\n            wait (1.5) seconds\n            point in direction (-90)\n            show\n            set [brightness v] effect to (25)\n            wait (0.2) seconds\n            set [brightness v] effect to (0)\n            wait (1) seconds\n            hide\n            wait (1.3) seconds\n        else\n            if <(Level) = [27]> then\n                hide\n            else\n                hide\n            end\n        end\n    end\nend\n\nwhen I receive [\[intro\] over v]\nforever\n    if <(Level) = [1]> then\n        hide\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nhide\n\ngo to x: (pick random (-100) to (150)) y: (0)\nswitch costume to (lighting 1 v)\npoint in direction (90)\nhide\nshow\nset [brightness v] effect to (25)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (1.5) seconds\npoint in direction (-90)\nshow\nset [brightness v] effect to (25)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (1) seconds\nhide\nwait (1.3) seconds\n\n@Thumbnail2\n\nwhen I receive [\[intro\] over v]\nforever\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n
Double Click Green Flag!\n\nNew thumbnail by @projectlabs i love their artstyle alot! please follow he/she :D\n\n100% of this is possible I tested it myself! (I didn't make alot of invisible levels since those are pretty hard)\n\nThis is my Christmas gift for you :)\n\n\nPlay Pt 1: https://scratch.mit.edu/projects/558436985/\nPlay Pt 2: https://scratch.mit.edu/projects/561670758/\n\nPlease  ❤️+⭐️ It took a long time\n\nCan someone please propose this? it would make me very happy :D\nhttps://scratch.mit.edu/studios/28715018/\n\nAchievements:\n\nInstructions:\nR To respawn and shrink fire\nSpace To Skip A Level If it's too hard only 3 uses\nW-A-S-D Or arrow keys to move\n(Mobile) Touch where you wanna go\n\nRules:\nDon't Skip All The Levels At Once.. It might glitch\nNo Advertising\nDon't ask for followers\nNo F4F\n\nGlitches:\nAfter you complete a level traps might stick around for a bit.\n\nSometimes when you spawn some things that shouldn't show, show\n\nAliens are supposed to jump but they don't\n\nWhen you duck you get stuck in the floor\n\nCredits:\n@ARamdomNub\n@Pizzarush\n@Rgantzos\nGoogle & Cooltext.com\n\n\n\nTags (Ignore)\n#fun\n#cool\n#awesome\n#games\n#all\n#music\n#adventure\n#best\n#hard\n#mobile\n#friendly\n#platformer\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nStop Scrolling.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI said stop..\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhat are you even doing down here??\n\n\n\n\n\n\n\nStop this is a OUTRAGE stop scrolling\n\n\n\n\n\n\n\nI WARNED YOU.. Now you have to follow me or I eat your cookie >:)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nUgh stop.. I dare you to heart and fave now.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nStop\n\n\n\n\n\n\n\n\n\nNope\n\n\n\n\n\n\n\n\n\n\nFine you want something??? here\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\nPeriods are fun right?\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\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\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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nBye bye\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\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\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment: I am a rule breaker 