Surface Worlds || A Scrolling Platformer v6.47
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nset [exit v] to []\nbroadcast (start s plat v)\nforever\n    if <([costume # v] of [sun v]) = [1]> then\n        switch costume to (blue sky 2  v)\n    else\n        switch costume to (blue sky 2 2 v)\n    end\nend\n\nset [level v] to [2]\n\nwhen flag clicked\nif <<<(username) = [Batemanb08]> or <(username) = [StratfordJames]>> or <(username) = [VanDijkbeast]>> then\n    forever\n        if <key (space v) pressed?> then\n            wait until <not <key (space v) pressed?>>\n            set [exit v] to [win]\n            set [skip? v] to [1]\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(EXIT) = [win]> then\n        stop all sounds\n        play sound [C2 Piano v] until done\n        wait until <not <(EXIT) = [win]>>\n        play sound [C2 Piano v] until done\n        stop all sounds\n        if <(LEVEL) = [1]> then\n            repeat until <(EXIT) = [win]>\n                play sound [Submarine from water drop phisics v] until done\n            end\n        end\n        if <(LEVEL) = [2]> then\n            stop all sounds\n            repeat until <(EXIT) = [win]>\n                play sound [Calum Bowen - The Mountain Village v] until done\n                stop all sounds\n            end\n            stop all sounds\n        end\n        if <(LEVEL) = [3]> then\n            stop all sounds\n            repeat until <(EXIT) = [win]>\n                stop all sounds\n                play sound [Music by @getbent v] until done\n            end\n        end\n        if <(LEVEL) = [4]> then\n            stop all sounds\n            repeat until <(EXIT) = [win]>\n                stop all sounds\n                play sound [Mystical Folklore Music Alva by Glen Gabriel v] until done\n            end\n        end\n        if <(LEVEL) = [5]> then\n            repeat until <(EXIT) = [win]>\n                stop all sounds\n                wait (0.5) seconds\n                play sound [recording1 v] until done\n                play sound [recording 2  v] until done\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [3]> then\n        set [color v] effect to (100)\n        set [brightness v] effect to (25)\n    else\n        if <(Rain?) = [1]> then\n            set [brightness v] effect to (-25)\n            set [color v] effect to (0)\n        else\n            set [brightness v] effect to (0)\n            set [color v] effect to (0)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [1]> then\n        repeat until <(EXIT) = [win]>\n            play sound [Submarine from water drop phisics v] until done\n        end\n        stop [this script v]\n    end\nend\n\nset [exit v] to [win]\n\n@Blank\n\nwhen flag clicked\nhide\n\n@platforms\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nif <(LEVEL) = [1]> then\n    new platform at [0] [0]\n    new platform at [450] [0]\n    new platform at [450] [0]\n    new platform at [450] [0]\n    new platform at [0] [150]\n    new platform at [0] [150]\n    new platform at [450] [-300]\n    new platform at [450] [0]\n    new platform at [450] [0]\n    new platform at [450] [0]\n    new platform at [450] [0]\n    new platform at [400] [0]\n    switch costume to (costume42 v)\n    new platform at ((-1350) - (900)) [-400]\n    new platform at [450] [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (kostüm9 v)\n        new platform at [0] [0]\n        new platform at [450] [0]\n        new platform at [450] [0]\n        new platform at [600] [0]\n        new platform at [430] [0]\n        new platform at [450] [0]\n        new platform at [570] [0]\n        new platform at [570] [0]\n        new platform at [600] [0]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (costume9 v)\n            new platform at [0] [0]\n            new platform at [450] [0]\n            new platform at [450] [0]\n            new platform at [450] [0]\n            new platform at [450] [0]\n            new platform at [450] [0]\n            new platform at [450] [0]\n            new platform at [450] [0]\n            new platform at [450] [0]\n            new platform at [450] [0]\n            new platform at [450] [0]\n        else\n            if <(LEVEL) = [4]> then\n                switch costume to (costume20 v)\n                new platform at [0] [0]\n                new platform at [450] [0]\n                new platform at [450] [0]\n                new platform at [450] [0]\n                new platform at [450] [0]\n                new platform at [450] [0]\n                new platform at [450] [0]\n                new platform at [450] [0]\n                new platform at [450] [0]\n                new platform at [450] [0]\n                new platform at [450] [0]\n                new platform at [450] [0]\n            else\n                if <(LEVEL) = [5]> then\n                    switch costume to (costume32 v)\n                    new platform at [0] [0]\n                    new platform at [450] [0]\n                    new platform at [450] [0]\n                    new platform at [450] [0]\n                    new platform at [450] [0]\n                    new platform at [450] [0]\n                    new platform at [450] [0]\n                    new platform at [450] [0]\n                    new platform at [500] [0]\n                    new platform at [500] [0]\n                    new platform at [500] [0]\n                end\n            end\n        end\n    end\nend\n\nclear graphic effects\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new platform at (x) (y)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\n\nforever\n    go [forward v] (3) layers\nend\n\n@Decor\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nif <(LEVEL) = [1]> then\n    New Decor at [0] [0]\n    New Decor at [450] [0]\n    New Decor at [450] [0]\n    New Decor at [450] [0]\n    New Decor at [0] [150]\n    New Decor at [0] [150]\n    New Decor at [450] [-300]\n    New Decor at [450] [0]\n    New Decor at [450] [0]\n    New Decor at [450] [0]\n    New Decor at [450] [0]\n    New Decor at [400] [0]\n    New Decor at [400] [0]\n    switch costume to (@timmccool plant designs v)\n    New Decor at ((-1750) - (900)) [-400]\n    New Decor at [450] [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (kostüm9 v)\n        New Decor at [0] [0]\n        New Decor at [450] [0]\n        New Decor at [450] [0]\n        New Decor at [600] [0]\n        New Decor at [430] [0]\n        New Decor at [450] [0]\n        New Decor at [570] [0]\n        New Decor at [570] [0]\n        New Decor at [600] [0]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (costume9 v)\n            New Decor at [0] [0]\n            New Decor at [450] [0]\n            New Decor at [450] [0]\n            New Decor at [450] [0]\n            New Decor at [450] [0]\n            New Decor at [450] [0]\n            New Decor at [450] [0]\n            New Decor at [450] [0]\n            New Decor at [450] [0]\n            New Decor at [450] [0]\n            New Decor at [450] [0]\n        else\n            if <(LEVEL) = [4]> then\n                switch costume to (costume20 v)\n                New Decor at [0] [0]\n                New Decor at [450] [0]\n                New Decor at [450] [0]\n                New Decor at [450] [0]\n                New Decor at [450] [0]\n                New Decor at [450] [0]\n                New Decor at [450] [0]\n                New Decor at [450] [0]\n                New Decor at [450] [0]\n                New Decor at [450] [0]\n                New Decor at [450] [0]\n                New Decor at [450] [0]\n            else\n                if <(LEVEL) = [5]> then\n                    switch costume to (costume32 v)\n                    New Decor at [0] [0]\n                    New Decor at [450] [0]\n                    New Decor at [450] [0]\n                    New Decor at [450] [0]\n                    New Decor at [450] [0]\n                    New Decor at [450] [0]\n                    New Decor at [450] [0]\n                    New Decor at [450] [0]\n                    New Decor at [500] [0]\n                    New Decor at [500] [0]\n                    New Decor at [500] [0]\n                end\n            end\n        end\n    end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine New Decor at (x) (y)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nif <<(LEVEL) = [3]> or <(LEVEL) = [5]>> then\n    if <(LEVEL) = [3]> then\n        set [brightness v] effect to (100)\n        set [ghost v] effect to (0)\n        go to [front v] layer\n        go [forward v] (30) layers\n    else\n        set [ghost v] effect to (0)\n        go to [front v] layer\n        go [forward v] (30) layers\n    end\nelse\n    if <<(costume [number v]) = [4]> or <<(costume [number v]) = [9]> or <<<(costume [number v]) = [58]> or <(costume [number v]) = [59]>> or <<<(costume [number v]) = [39]> or <(costume [number v]) = [10]>> or <(costume [number v]) = [11]>>>>> then\n        set [brightness v] effect to (-10)\n        set [ghost v] effect to (0)\n        go to [front v] layer\n        go [backward v] (20) layers\n    else\n        if <(costume [number v]) = [2]> then\n            set [brightness v] effect to (-10)\n            set [ghost v] effect to (0)\n            go to [front v] layer\n            go [backward v] (20) layers\n        else\n            if <<<<<(costume [number v]) = [3]> or <(costume [number v]) = [6]>> or <(costume [number v]) = [7]>> or <(costume [number v]) = [5]>> or <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>>> then\n                set [brightness v] effect to (-10)\n                set [ghost v] effect to (30)\n                go to [front v] layer\n                go [backward v] (20) layers\n            else\n                if <(LEVEL) = [4]> then\n                    set [ghost v] effect to (0)\n                    go [forward v] (40) layers\n                else\n                    set [ghost v] effect to (30)\n                    go to [front v] layer\n                    go [backward v] (10) layers\n                end\n            end\n        end\n    end\nend\n\n@Player\n\ndefine Blink\nif <(Exhaustion) = [0]> then\n    switch costume to (costume10 v)\n    wait until <(Exhaustion) = [100]>\n    switch costume to (costume1 v)\nend\nswitch costume to (costume1 v)\nstart sound [High Hat v]\nrepeat (8)\n    next costume\nend\nrepeat (8)\n    switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n    if <<key (down arrow v) pressed?> and <(Shovel Collected) = [1]>> then\n        switch costume to (shovel v)\n    else\n        if <<(EXIT) = [die]> and <(LEVEL) = [2]>> then\n            switch costume to (death \(mushroom level\) v)\n        else\n            if <<(EXIT) = [die]> and <(LEVEL) = [3]>> then\n                switch costume to (death \(cloud level\) v)\n            else\n                if <<<(EXIT) = [die]> and <(LEVEL) = [4]>> and <(Can Swim?) = [1]>> then\n                    switch costume to (death \(lake level\) v)\n                else\n                    if <(Exhaustion Direction) = [up]> then\n                        switch costume to (costume10 v)\n                    else\n                        if <key (left arrow v) pressed?> then\n                            switch costume to (left v)\n                        else\n                            if <key (right arrow v) pressed?> then\n                                switch costume to (right v)\n                            else\n                                if <(pick random (1) to (30)) = [1]> then\n                                    Blink\n                                else\n                                    switch costume to (costume1 v)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [green flag v]\nhide\n\ndefine game on!\nset [scroll x v] to ((SCROLL X) / (5))\nset [scroll y v] to ((SCROLL Y) / (5))\nset [scroll x v] to (round (SCROLL X))\nset [scroll y v] to (round (SCROLL Y))\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nbroadcast (close space v)\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (base v)\nset [ghost v] effect to (0)\nset size to (80) %\nshow\ngo to [front v] layer\ngo [forward v] (500) layers\n\nclear graphic effects\n\ndefine Tick\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nif <touching (bounce v)?> then\n    set [sy v] to [30]\nend\nif <touching (exit v)?> then\n    set [exit v] to [win]\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n    if <(Exhaustion Direction) = [up]> then\n        set [sx v] to [4]\n        change player x by [4]\n    else\n        set [sx v] to [8]\n        change player x by [8]\n    end\nelse\n    if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>> then\n        if <(Exhaustion Direction) = [up]> then\n            set [sx v] to [-4]\n            change player x by [-4]\n        else\n            set [sx v] to [-8]\n            change player x by [-8]\n        end\n    else\n    end\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n    if <(in air) < [1]> then\n        start sound [Jump v]\n        change [stats: jumps v] by (1)\n    end\n    if <<(in air) < [4]> or <<touching (water v)?> and <(Can Swim?) = [1]>>> then\n        if <<touching (water v)?> and <(Can Swim?) = [1]>> then\n            set [sy v] to [8.5]\n        else\n            if <(Exhaustion Direction) = [up]> then\n                if <(LEVEL) = [3]> then\n                    set [sy v] to [3]\n                else\n                    set [sy v] to [10]\n                end\n            else\n                if <(LEVEL) = [3]> then\n                    set [sy v] to [5]\n                else\n                    set [sy v] to [14.4]\n                end\n            end\n        end\n    end\nend\nif <(LEVEL) = [3]> then\n    change [sy v] by (-0.3)\nelse\n    if <<touching (water v)?> and <(Can Swim?) = [1]>> then\n        set [sy v] to ((sy) * (0.8))\n        if <not <(sy) = ([abs v] of (sy) )>> then\n            change [sy v] by (-0.8)\n        else\n            change [sy v] by (-2)\n        end\n    else\n        change [sy v] by (-2)\n    end\nend\nchange player y by (sy)\ntest die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(LEVEL) = [1]> then\n    if <(SCROLL Y) < [-600]> then\n        set [scroll y v] to [-170]\n    end\n    position\n    if <(y) < [-600]> then\n        set [exit v] to [die]\n    end\nelse\n    if <(SCROLL Y) < [-20]> then\n        set [scroll y v] to [-20]\n    end\n    position\n    if <(y) < [-300]> then\n        set [exit v] to [die]\n    end\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platforms v)?>>\n    if <(sy) > [0.5]> then\n        change [y v] by (-1)\n        set [in air v] to [5]\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n        if <[-7] > (sy)> then\n            start sound [Landing v]\n            if <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <(costume [number v]) = [15]>>> then\n                set [exit v] to []\n                switch costume to (costume1 v)\n            end\n        end\n    end\n    position\n    set [sy v] to [0]\n    if <touching (platforms v)?> then\nend\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n    set [sy v] to [0]\n    set [in air v] to [0]\n    repeat (4)\n        change [y v] by (1)\n        position\n        if <not <touching (platforms v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-4)\n    position\n    repeat until <not <touching (platforms v)?>>\n        if <(sx) < [0]> then\n            change [x v] by (2)\n        else\n            change [x v] by (-2)\n        end\n        position\n    end\n    set [in air v] to [0]\nend\n\ndefine game-die\nchange [stats: deaths v] by (1)\nstart sound [Crunch2 v]\nif <<(LEVEL) = [4]> and <(Can Swim?) = [1]>> then\n    switch costume to (death \(lake level\) v)\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (death \(mushroom level\) v)\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (death \(cloud level\) v)\n        else\n            if <<(LEVEL) = [1]> or <<(LEVEL) = [4]> and <(Can Swim?) = [0]>>> then\n                set [exit v] to []\n                set [glitch v] to [0]\n                repeat (5)\n                    hide\n                    wait (0.1) seconds\n                    show\n                    wait (0.1) seconds\n                end\n                hide\n                wait (0.5) seconds\n            end\n        end\n    end\nend\n\nchange player y by [2000]\nchange player y by [400]\nchange player y by [260]\n\ndefine test die\nif <touching (danger v)?> then\n    set [exit v] to [die]\nend\n\ndefine game - win\nstart sound [C2 Piano v]\nrepeat (50)\n    point towards (exit v)\n    turn right (65) degrees\n    move ((distance to [exit v]) / (2)) steps\n    change size by (-0.5)\n    change [ghost v] effect by (2)\nend\nhide\nif <(LEVEL) = [5]> then\n    set [level v] to [1]\nelse\n    change [level v] by (1)\nend\nwait (1) seconds\nstop all sounds\nset [weather v] to [0]\nwait (1) seconds\nbroadcast (New Weather v)\nset [weather v] to [1]\nset [skip? v] to [0]\n\nwhen I receive [green flag v]\nforever\n    broadcast (reset v) and wait\n    broadcast (setup v) and wait\n    game on!\n    repeat until <(EXIT) > []>\n        Tick\n        broadcast (tick v)\n        change [tick v] by (1)\n    end\n    if <(EXIT) = [win]> then\n        game - win\n        set [scroll x v] to [0]\n        set [scroll y v] to [0]\n    else\n        if <(EXIT) = [die]> then\n            game-die\n        end\n    end\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [start s plat v]\nhide\nbroadcast (green flag v) and wait\nbroadcast (start! v) and wait\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (500) layers\n\nwhen [p v] key pressed\nwait until <not <key (p v) pressed?>>\nbroadcast (Pixel v)\n\nwhen [n v] key pressed\nwait until <not <key (n v) pressed?>>\nbroadcast (Normal v)\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen flag clicked\nforever\n    if <<(Exhaustion) = [0]> or <(Exhaustion) < [0]>> then\n        switch costume to (costume10 v)\n        wait until <(Exhaustion) = [100]>\n        switch costume to (costume1 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (r v) pressed?> then\n        wait until <not <key (r v) pressed?>>\n        set [exit v] to [die]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Exhaustion Direction) = [up]> then\n        switch costume to (costume10 v)\n    end\nend\n\nwhen flag clicked\nset [glitch v] to [0]\n\nwhen I receive [tick v]\nif <touching (shop \(lvl 1\) v)?> then\n    set [shop i open? v] to [1]\nelse\n    set [shop i open? v] to [0]\nend\n\nwhen I receive [tick v]\nif <(Skip?) = [0]> then\n    if <<<<(y) > [700]> or <(y position) > [145]>> or <<(y position) < [-150]> and <touching color (#473c14)?>>> and <not <(EXIT) = [win]>>> then\n        set [glitch v] to [1]\n        set [exit v] to [die]\n    end\nend\n\nwhen I receive [tick v]\nif <touching (shop \(lvl 5\) v)?> then\n    set [shop lvl v open v] to [1]\nelse\n    set [shop lvl v open v] to [0]\nend\n\nwhen I receive [tick v]\nif <touching (shop \(lvl 2\) v)?> then\n    set [shop lvl. ii open v] to [1]\nelse\n    set [shop lvl. ii open v] to [0]\nend\n\nset [sx v] to [0]\n\nif <touching (platforms v)?> then\n    repeat (5)\n        if <(sy) > [0]> then\n            change [y v] by (-1)\n            set [in air v] to [0]\n        else\n            change [y v] by (1)\n            set [in air v] to [0]\n            if <[-7] > (sy)> then\n                start sound [Landing v]\n                if <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <(costume [number v]) = [15]>>> then\n                    set [exit v] to []\n                    switch costume to (costume1 v)\n                end\n            end\n        end\n        position\n        set [sy v] to [0]\n        if <touching (platforms v)?> then\n    end\n    if <(sy) > [0]> then\n        change [y v] by (5)\n    else\n        change [y v] by (-5)\n    end\n    position\n    repeat until <not <touching (platforms v)?>>\n        if <(sx) > [0]> then\n            change player x by [-1]\n        else\n            change player x by [1]\n        end\n    end\nend\n\nposition\n\n\n\n@Parallax 3\n\nwhen [b v] key pressed\nwait until <not <key (b v) pressed?>>\nif <(Transparent backdrop?) = [False]> then\n    set [ghost v] effect to (85)\nelse\n    set [ghost v] effect to (0)\nend\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\ngo [backward v] (1) layers\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    go to x: (([x position v] of [player v]) / (20)) y: (([y position v] of [player v]) / (20))\nend\n\nwhen flag clicked\nforever\n    switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [2]> then\n        set [brightness v] effect to (-5)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@Clouds\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen flag clicked\nhide\nforever\n    wait (pick random (0.3) to (1)) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Rain?) = [1]> then\n    set [brightness v] effect to (-35)\nelse\n    set [brightness v] effect to (0)\nend\ngo to [back v] layer\ngo [forward v] (5) layers\nswitch costume to (1588695107113 v)\nset x to (210)\nif <(LEVEL) = [3]> then\n    set y to (pick random (-151) to (151))\nelse\n    set y to (pick random (86) to (151))\nend\npoint in direction (pick random (-90) to (90))\nset [ghost v] effect to (pick random (40) to (80))\nshow\nif <(pick random (1) to (3)) = [3]> then\n    repeat until <[-226] > (x position)>\n        change x by (-3)\n    end\nelse\n    if <(pick random (1) to (2)) = [2]> then\n        repeat until <[-226] > (x position)>\n            change x by (-2)\n        end\n    else\n        repeat until <[-226] > (x position)>\n            change x by (-1.5)\n        end\n    end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <([costume # v] of [sun v]) = [1]> then\n        if <(Transparent backdrop?) = [False]> then\n            hide\n        else\n            show\n        end\n    else\n        hide\n    end\nend\n\n@Parallax 1\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    go to x: (([x position v] of [player v]) / (2.5)) y: (([y position v] of [player v]) / (2.5))\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nset [transparent backdrop? v] to [True]\nset [ghost v] effect to (0)\nforever\n    switch costume to (LEVEL)\nend\n\nwhen [b v] key pressed\nwait until <not <key (b v) pressed?>>\nif <(Transparent backdrop?) = [True]> then\n    set [ghost v] effect to (85)\n    set [transparent backdrop? v] to [False]\nelse\n    set [ghost v] effect to (0)\n    set [transparent backdrop? v] to [True]\nend\n\n@Parallax 2\n\nwhen [b v] key pressed\nwait until <not <key (b v) pressed?>>\nif <(Transparent backdrop?) = [False]> then\n    set [ghost v] effect to (85)\nelse\n    set [ghost v] effect to (0)\nend\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    go to x: (([x position v] of [player v]) / (10)) y: (([y position v] of [player v]) / (10))\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nforever\n    switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n    if <(costume [number v]) = [2]> then\n        set [brightness v] effect to (-15)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@Sun\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [cmon let’s go v]\ncreate clone of (_myself_ v)\nset size to (75) %\nshow\ngo to [back v] layer\ngo [backward v] (500) layers\n\nwhen flag clicked\nset [weather v] to [0]\nswitch costume to (sun v)\ngo to x: (-201) y: (0)\nhide\nbroadcast (Cmon let’s go v)\nforever\n    set [weather v] to [0]\n    broadcast (New Weather v)\n    set [weather v] to [1]\n    switch costume to (sun v)\n    go to [back v] layer\n    glide (30) secs to x: (0) y: (148)\n    glide (30) secs to x: (201) y: (0)\n    set [weather v] to [0]\n    broadcast (New Weather v)\n    set [weather v] to [1]\n    go to [back v] layer\n    switch costume to (join [Moon ] (LEVEL))\n    glide (30) secs to x: (0) y: (148)\n    glide (30) secs to x: (-201) y: (0)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (52)\nset size to (25) %\nshow\ngo [backward v] (500) layers\nforever\n    change size by ((0) + ((10) * ([cos v] of (((Timer II) - (3)) * (200)) )))\nend\n\nwhen I start as a clone\nswitch costume to (sun v)\nforever\n    set [timer ii v] to [0]\n    show\n    glide (30) secs to x: (0) y: (148)\n    glide (30) secs to x: (201) y: (0)\n    set [timer ii v] to [0]\n    hide\n    glide (30) secs to x: (0) y: (148)\n    glide (30) secs to x: (-201) y: (0)\nend\n\nwhen flag clicked\nset [timer i v] to [0]\nforever\n    change [timer i v] by (0.03)\nend\n\nwhen flag clicked\nset [timer ii v] to [0]\nforever\n    change [timer ii v] by (0.03)\nend\n\nwhen flag clicked\nforever\n    if <(EXIT) = [win]> then\n        if <<(costume [number v]) > [1]> and <(costume [number v]) < [5]>> then\n            switch costume to (join [Moon ] (LEVEL))\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    wait (0.03) seconds\n    turn right (1) degrees\nend\n\n@Player shadow\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen flag clicked\nshow\nclear graphic effects\nset [ghost v] effect to (40)\npoint in direction (75)\nforever\n    go to (player v)\nend\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nshow\nclear graphic effects\nset [ghost v] effect to (40)\npoint in direction (75)\nforever\n    point towards (sun v)\nend\n\nwhen flag clicked\nshow\nclear graphic effects\nset [ghost v] effect to (40)\npoint in direction (75)\nforever\n    if <(LEVEL) = [3]> then\n        set [ghost v] effect to (100)\n    else\n        set [ghost v] effect to (40)\n    end\nend\n\n@Player Decor\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (100) layers\nset rotation style [left-right v]\nswitch costume to (LEVEL)\nforever\n    go to (player v)\n    go to [front v] layer\n    point in direction ([direction v] of [player v])\nend\n\nwhen flag clicked\nforever\n    switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n    if <<<(EXIT) = [win]> or <<key (down arrow v) pressed?> and <(Shovel Collected) = [1]>>> or <<(Shop Lvl V Open) = [1]> or <<(Shop I Open?) = [1]> or <(Shop Lvl. II Open) = [1]>>>> then\n        hide\n    else\n        show\n    end\nend\n\n@Art \n\nwhen flag clicked\nhide\n\n@Exit\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nif <(LEVEL) = [5]> then\n    go to [front v] layer\nelse\n    go to [front v] layer\n    go [backward v] (30) layers\nend\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (LEVEL)\nif <(LEVEL) = [1]> then\n    new platform at (((3300) + (450)) + (450)) [0]\nelse\n    if <(LEVEL) = [2]> then\n        new platform at [4120] [0]\n    else\n        if <(LEVEL) = [3]> then\n            new platform at [4500] [100]\n        else\n            if <(LEVEL) = [4]> then\n                new platform at [4950] [0]\n            else\n                new platform at [4650] [0]\n            end\n        end\n    end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new platform at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\ngo [forward v] (1) layers\n\n@Tiles From @Capt_Bonarges\n\nwhen flag clicked\nhide\n\nwhen I receive [parelax v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n@Birds\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen flag clicked\nhide\nforever\n    if <(LEVEL) = [5]> then\n        delete this clone\n    else\n        wait (pick random (1) to (4)) seconds\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\nset size to (pick random (80) to (100)) %\ngo to [front v] layer\nswitch costume to (1 v)\ngo [backward v] (30) layers\nif <(LEVEL) = [3]> then\n    set y to (pick random (-151) to (151))\nelse\n    set y to (pick random (20) to (151))\nend\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nshow\nif <(pick random (1) to (2)) = [1]> then\n    point in direction (90)\n    set x to (210)\n    if <(pick random (1) to (3)) = [3]> then\n        repeat until <[-226] > (x position)>\n            change x by (-3)\n            next costume\n        end\n    else\n        if <(pick random (1) to (2)) = [2]> then\n            repeat until <[-226] > (x position)>\n                change x by (-2)\n                next costume\n            end\n        else\n            repeat until <[-226] > (x position)>\n                change x by (-1.5)\n                next costume\n            end\n        end\n    end\nelse\n    point in direction (-90)\n    set x to (-210)\n    if <(pick random (1) to (3)) = [3]> then\n        repeat until <[226] < (x position)>\n            change x by (3)\n            next costume\n        end\n    else\n        if <(pick random (1) to (2)) = [2]> then\n            repeat until <[226] < (x position)>\n                change x by (2)\n                next costume\n            end\n        else\n            repeat until <[226] < (x position)>\n                change x by (1.5)\n                next costume\n            end\n        end\n    end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <([costume # v] of [sun v]) = [1]> then\n        if <(Transparent backdrop?) = [False]> then\n            hide\n        else\n            show\n        end\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [1]> then\n    set [color v] effect to (100)\nelse\n    set [color v] effect to (0)\nend\n\n@Water\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (60)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nif <(LEVEL) = [4]> then\n    switch costume to (level 0 0 v)\n    new platform at [0] [0]\n    new platform at [485] [0]\n    new platform at [485] [0]\n    new platform at [485] [0]\n    new platform at [485] [0]\n    new platform at [485] [0]\n    new platform at [485] [0]\n    new platform at [485] [0]\n    new platform at [485] [0]\n    new platform at [485] [0]\n    new platform at [485] [0]\n    new platform at [485] [0]\nelse\n    hide\n    delete this clone\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(LEVEL) = [4]> then\n    if <<(x) = (x position)> and <(y) = (y position)>> then\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new platform at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (5)\nset [fisheye v] to (pick random (10) to (30))\nset [fisheye v] effect to (Fisheye)\nshow\ngo [forward v] (45) layers\nforever\n    next costume\n    change [fisheye v] by (pick random (-15) to (15))\n    set [fisheye v] effect to (Fisheye)\n    if <(Fisheye) < [-60]> then\n        set [fisheye v] to [10]\n        set [fisheye v] effect to (10)\n    end\n    if <(Fisheye) > [230]> then\n        set [fisheye v] to [30]\n        set [fisheye v] effect to (30)\n    end\n    wait (0.01) seconds\n    show\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (5)\n\n\n\n@Grunge Filter\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (80)\nhide\ngo to [front v] layer\nforever\n    go [forward v] (10000) layers\nend\n\nwhen [g v] key pressed\nwait until <not <key (g v) pressed?>>\nshow\n\nwhen [c v] key pressed\nwait until <not <key (c v) pressed?>>\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    reset timer\nend\n\nwhen [timer v] > (0.01)\ngo to x: (0) y: (-300)\nswitch costume to (download \(34\)3 v)\ngo to [front v] layer\nshow\ngo [forward v] (15000) layers\nglide (1.1) secs to x: (0) y: (0)\nforever\n    if <key (space v) pressed?> then\n        wait until <not <key (space v) pressed?>>\n        next costume\n    end\nend\n\n@Cloud View\n\nwhen flag clicked\nhide variable [☁ who viewed v]\n\nwhen flag clicked\nchange [☁ who viewed v] by (1)\n\n@Exhaustion Meter\n\nwhen flag clicked\nset [exhaustion v] to [100]\nswitch costume to (100% v)\ngo to x: (-128) y: (125)\ngo to [front v] layer\ngo [forward v] (1000) layers\nforever\n    if <<(Exhaustion) = [0]> or <(Exhaustion) < [0]>> then\n        switch costume to (0% v)\n    else\n        if <<(Exhaustion) = [10]> or <(Exhaustion) < [10]>> then\n            switch costume to (10% v)\n        else\n            if <<(Exhaustion) = [20]> or <(Exhaustion) < [20]>> then\n                switch costume to (20% v)\n            else\n                if <<(Exhaustion) = [30]> or <(Exhaustion) < [30]>> then\n                    switch costume to (30% v)\n                else\n                    if <<(Exhaustion) = [40]> or <(Exhaustion) < [40]>> then\n                        switch costume to (40% v)\n                    else\n                        if <<(Exhaustion) = [50]> or <(Exhaustion) < [50]>> then\n                            switch costume to (50% v)\n                        else\n                            if <<(Exhaustion) = [60]> or <(Exhaustion) < [60]>> then\n                                switch costume to (60% v)\n                            else\n                                if <<(Exhaustion) = [70]> or <(Exhaustion) < [70]>> then\n                                    switch costume to (70% v)\n                                else\n                                    if <<(Exhaustion) = [80]> or <(Exhaustion) < [80]>> then\n                                        switch costume to (80% v)\n                                    else\n                                        if <<(Exhaustion) = [90]> or <(Exhaustion) < [90]>> then\n                                            switch costume to (90% v)\n                                        else\n                                            if <<(Exhaustion) = [100]> or <(Exhaustion) < [100]>> then\n                                                switch costume to (100% v)\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(Exhaustion) = [-5]> or <(Exhaustion) < [-5]>> then\n        set [exhaustion direction v] to [up]\n        repeat until <(Exhaustion) = [101]>\n            wait (0.05) seconds\n            change [exhaustion v] by (1)\n        end\n        set [exhaustion direction v] to [down]\n    else\n        if <<(Exhaustion) = [101]> or <(Exhaustion) > [100]>> then\n    end\nend\n\nwhen flag clicked\nforever\n    go [forward v] (1000) layers\nend\n\nwhen [up arrow v] key pressed\nif <(Exhaustion Direction) = [down]> then\n    wait until <not <key (up arrow v) pressed?>>\n    change [exhaustion v] by (-6)\nend\n\nwhen [right arrow v] key pressed\nif <(Exhaustion Direction) = [down]> then\n    wait until <not <key (right arrow v) pressed?>>\n    change [exhaustion v] by (-6)\nend\n\nwhen [left arrow v] key pressed\nif <(Exhaustion Direction) = [down]> then\n    wait until <not <key (left arrow v) pressed?>>\n    change [exhaustion v] by (-6)\nend\n\nwhen flag clicked\nshow\nforever\n    if <(EXIT) = [win]> then\n        set [exhaustion v] to [100]\n        hide\n        wait until <(EXIT) = []>\n        show\n    end\nend\n\n@Skip\n\nwhen flag clicked\nshow\nset drag mode [not draggable v]\ngo to x: (186) y: (123)\ngo to [front v] layer\ngo [forward v] (1000) layers\nforever\n    point in direction ((([sin v] of ((Timer II) * (300)) ) * (5)) + (90))\n    go [forward v] (1000) layers\nend\n\nwhen flag clicked\nset [skip? v] to [0]\nforever\n    if <(EXIT) = [win]> then\n        hide\n        wait until <(EXIT) = []>\n        show\n    else\n        if <([costume # v] of [bar v]) = [1]> then\n            show\n            if <<touching (mouse-pointer v)?> and <mouse down?>> then\n                wait until <not <mouse down?>>\n                if <touching (mouse-pointer v)?> then\n                    if <<(Shop I Open?) = [1]> or <<(Shop Lvl V Open) = [1]> or <(Shop Lvl. II Open) = [1]>>> then\n                else\n                    hide\n                    wait until <(EXIT) = []>\n                    show\n                    set [skip? v] to [0]\n                end\n            end\n        else\n            hide\n        end\n    end\nend\n\n@Readout\n\nwhen flag clicked\nforever\n    if <(Glitch) = [1]> then\n        switch costume to (glitch v)\n    else\n        switch costume to (LEVEL)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(EXIT) = [win]> then\n        hide\n    else\n        show\n    end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] ((1500) + (☁ Who Viewed)) layers\nshow\ngo to x: (-3) y: (0)\nset size to (100) %\n\nwhen flag clicked\ngo to [front v] layer\nset [pixelate v] effect to (0)\nforever\n    if <touching (mouse-pointer v)?> then\n        play sound [Buzz v] until done\n        set [pixelate v] effect to (20)\n    else\n        set [pixelate v] effect to (0)\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    go [forward v] (50) layers\nend\n\nwait (1) seconds\n\n@Border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    go [forward v] (5) layers\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n    if <(Glitch) = [1]> then\n        switch costume to (glitch v)\n    else\n        if <(EXIT) = [win]> then\n            switch costume to (costume3 v)\n            wait (0.3) seconds\n        else\n            if <(LEVEL) = [5]> then\n                switch costume to (costume1 v)\n            else\n                if <([costume # v] of [sun v]) = [1]> then\n                    switch costume to (costume1 v)\n                else\n                    switch costume to (costume2 v)\n                end\n            end\n        end\n    end\nend\n\n@Other Text by @quiccha\n\nwhen flag clicked\nhide\n\n@Rain\n\nwhen I receive [new weather v]\nset [rain? v] to [0]\nif <(pick random (1) to (3)) = [1]> then\n    if <not <(LEVEL) = [3]>> then\n        set [rain? v] to [1]\n        repeat until <(Weather) = [0]>\n            Rain\n            wait (pick random (0.01) to (0.03)) seconds\n        end\n        set [rain? v] to [0]\n    else\n        set [rain? v] to [0]\n        delete this clone\n    end\nelse\n    set [rain? v] to [0]\n    delete this clone\nend\n\ndefine Rain\nif <(pick random (1) to (2)) = [1]> then\n    go to x: (pick random (-240) to (240)) y: (150)\n    create clone of (_myself_ v)\nelse\n    go to x: (240) y: (pick random (-150) to (150))\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (10) %\nshow\nswitch costume to (costume1 v)\npoint in direction (-135)\nrepeat until <<touching (platforms v)?> or <<touching (player v)?> or <<touching (water v)?> or <<(y position) < [-173]> or <(x position) < [-240]>>>>>\n    move (15) steps\n    wait (0.01) seconds\nend\nswitch costume to (costume2 v)\nrepeat (10)\n    if <not <<touching (platforms v)?> or <<touching (player v)?> or <<touching (water v)?> or <<(y position) < [-173]> or <(x position) < [-240]>>>>>> then\n        delete this clone\n    end\n    change [ghost v] effect by (10)\n    wait (0.03) seconds\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    set size to (50) %\nend\n\n@Bar\n\ndefine xb\nif <(costume [number v]) = [1]> then\n    set [vel2 v] to (((vel2) * (0.7)) + (((y position) - (0)) * (-0.3)))\n    change y by ([floor v] of (vel2) )\nelse\n    set [vel2 v] to (((vel2) * (0.7)) + (((y position) - (20)) * (-0.3)))\n    change y by ([floor v] of (vel2) )\nend\n\nwhen flag clicked\nset [ghost v] effect to (40)\nforever\n    if <(mouse y) > [90]> then\n        switch costume to (costume1 v)\n        go to x: (0) y: (181)\n        repeat (24)\n            xb\n        end\n        wait until <(mouse y) < [90]>\n    else\n        switch costume to (costume2 v)\n        repeat (24)\n            xb\n        end\n        wait until <(mouse y) > [90]>\n    end\nend\n\nwhen flag clicked\ngo to x: (0) y: (181)\ngo to [front v] layer\nforever\n    go [forward v] (3) layers\nend\n\n@Clock\n\nwhen flag clicked\nswitch costume to (clock v)\ngo to x: (130) y: (115)\nset size to (17) %\nLoad Clock\n\ndefine Load Clock\nswitch costume to (hour v)\ncreate clone of (_myself_ v)\nswitch costume to (second v)\ncreate clone of (_myself_ v)\nswitch costume to (minute v)\ncreate clone of (_myself_ v)\nswitch costume to (clock v)\n\nwhen I start as a clone\ngo to x: (130) y: (115)\nset size to (100) %\nif <(costume [name v]) = [Hour]> then\n    forever\n        set [angle v] to ((current [hour v]) * (30))\n        change [angle v] by ((current [minute v]) / (2))\n        point in direction (angle)\n        wait (60) seconds\n    end\nend\nif <(costume [name v]) = [Minute]> then\n    forever\n        point in direction ((current [minute v]) * (6))\n        wait (60) seconds\n    end\nend\nif <(costume [name v]) = [Second]> then\n    forever\n        point in direction ((current [second v]) * (6))\n        wait (1) seconds\n    end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n    go [forward v] (1000) layers\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n    go [forward v] (1000) layers\nend\n\nwhen I start as a clone\nforever\n    if <(Glitch) = [1]> then\n        hide\n    else\n        if <(EXIT) = [win]> then\n            hide\n        else\n            if <([costume # v] of [bar v]) = [1]> then\n                show\n            else\n                hide\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Glitch) = [1]> then\n        hide\n    else\n        if <(EXIT) = [win]> then\n            hide\n        else\n            if <([costume # v] of [bar v]) = [1]> then\n                show\n            else\n                hide\n            end\n        end\n    end\nend\n\n@Acheivements\n\nwhen flag clicked\nset [stats: deaths v] to [0]\nset [stats: jumps v] to [0]\nhide\ngo to x: (0) y: (-300)\n\nwhen flag clicked\nforever\n    if <(Stats: Jumps) = [50]> then\n        show\n        switch costume to (50 jumps v)\n        repeat (30)\n            Bounce Up\n        end\n        wait (1) seconds\n        glide (0.4) secs to x: (0) y: (-300)\n        hide\n        stop [this script v]\n    end\nend\n\ndefine Bounce Up\nset [vel2 v] to (((vel2) * (0.7)) + (((y position) - (0)) * (-0.3)))\nchange y by ([floor v] of (vel2) )\n\nwhen flag clicked\ngo to [front v] layer\nforever\n    go [forward v] (100000) layers\nend\n\nwhen flag clicked\nforever\n    if <(Stats: Jumps) = [25]> then\n        show\n        switch costume to (25 jumps v)\n        repeat (30)\n            Bounce Up\n        end\n        wait (1) seconds\n        glide (0.4) secs to x: (0) y: (-300)\n        hide\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Stats: Jumps) = [5]> then\n        show\n        switch costume to (5 jumps v)\n        repeat (30)\n            Bounce Up\n        end\n        wait (1) seconds\n        glide (0.4) secs to x: (0) y: (-300)\n        hide\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (r v) pressed?> then\n        wait until <not <key (r v) pressed?>>\n        show\n        switch costume to (respawn v)\n        repeat (30)\n            Bounce Up\n        end\n        wait (1) seconds\n        glide (0.4) secs to x: (0) y: (-300)\n        hide\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Stats: Deaths) = [3]> then\n        show\n        switch costume to (3 deaths v)\n        repeat (30)\n            Bounce Up\n        end\n        wait (1) seconds\n        glide (0.4) secs to x: (0) y: (-300)\n        hide\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [3]> then\n        set [brightness v] effect to (-45)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Stats: Jumps) = [500]> then\n        show\n        switch costume to (500 jumps v)\n        repeat (30)\n            Bounce Up\n        end\n        wait (1) seconds\n        glide (0.4) secs to x: (0) y: (-300)\n        hide\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nshow\nswitch costume to (click the green flag v)\nrepeat (30)\n    Bounce Up\nend\nwait (1) seconds\nglide (0.4) secs to x: (0) y: (-300)\nhide\nstop [this script v]\n\nwhen flag clicked\nset [level v] to [1]\nforever\n    if <(LEVEL) = [2]> then\n        wait (2.5) seconds\n        show\n        switch costume to (mushroom level v)\n        repeat (30)\n            Bounce Up\n        end\n        wait (1) seconds\n        glide (0.4) secs to x: (0) y: (-300)\n        hide\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [3]> then\n        wait (2.5) seconds\n        show\n        switch costume to (cloud level v)\n        repeat (30)\n            Bounce Up\n        end\n        wait (1) seconds\n        glide (0.4) secs to x: (0) y: (-300)\n        hide\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [4]> then\n        wait (2.5) seconds\n        show\n        switch costume to (lake level v)\n        repeat (30)\n            Bounce Up\n        end\n        wait (1) seconds\n        glide (0.4) secs to x: (0) y: (-300)\n        hide\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [5]> then\n        wait (2.5) seconds\n        show\n        switch costume to (finish the game v)\n        repeat (30)\n            Bounce Up\n        end\n        wait (1) seconds\n        glide (0.4) secs to x: (0) y: (-300)\n        hide\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nset [shovel collected v] to [0]\nforever\n    if <(Shovel Collected) = [1]> then\n        show\n        switch costume to (quest started v)\n        repeat (30)\n            Bounce Up\n        end\n        wait (1) seconds\n        glide (0.4) secs to x: (0) y: (-300)\n        hide\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nset [can travel v] to [0]\nforever\n    if <(Can Travel) = [1]> then\n        show\n        switch costume to (quest finished v)\n        repeat (30)\n            Bounce Up\n        end\n        play sound [Connect v] until done\n        wait (0.003) seconds\n        start sound [Game completed v]\n        wait (2.6) seconds\n        glide (0.4) secs to x: (0) y: (-300)\n        hide\n        stop [this script v]\n    end\nend\n\n@Nice rounded box\n\nwhen flag clicked\nhide\n\n@Monsters [Fanart Inside!]\n\nwhen flag clicked\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [1]> then\n    new Monster at [850] [0]\n    new Monster at ((2150) + (900)) [-60]\n    new Monster at [40000] [0]\n    hide\nelse\n    new Monster at [4000000] [0]\n    delete this clone\nend\nclear graphic effects\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new Monster at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n    if <touching (player v)?> then\n        if <not <([y position v] of [player v]) > ((y position) + (45))>> then\n            set [exit v] to [die]\n        else\n            change [sy v] by (18)\n            start sound [pop v]\n            repeat (10)\n                wait (0.02) seconds\n                change [ghost v] effect by (10)\n                change size by (-3)\n            end\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\ngo [forward v] (1) layers\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (level 1 1 v)\nset size to (30) %\nforever\n    switch costume to (level 1 1 v)\n    repeat (14)\n        wait (0.05) seconds\n        next costume\n    end\nend\n\n@Shop (LVL 1)\n\nwhen flag clicked\nhide\nset [pixelate v] effect to (0)\nset size to (30) %\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [1]> then\n    new Shop at ((1900) + (850)) [0]\n    if <not <(Can Swim?) = [1]>> then\n        new Shop at [40000] [0]\n    end\n    hide\nelse\n    new Shop at [4000000] [0]\n    delete this clone\nend\nclear graphic effects\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new Shop at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\n\nset size to (200) %\n\nif <touching (player v)?> then\n    set [shop i open? v] to [1]\nelse\n    set [shop i open? v] to [0]\nend\n\nwhen I start as a clone\ngo [forward v] (1) layers\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (level 1 1 v)\nset size to (30) %\nforever\n    switch costume to (level 1 1 v)\n    repeat (14)\n        wait (0.05) seconds\n        next costume\n    end\nend\n\nwhen I start as a clone\nforever\n    go [forward v] (0) layers\nend\n\nwhen I receive [tick v]\n\n@Shop (LVL 1) Item Screen\n\nwhen I start as a clone\n\nforever\n    if <(Shovel Collected) = [1]> then\n        if <(costume [number v]) = [1]> then\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [1]> then\n    if <(Shovel Collected) = [1]> then\n        switch costume to (costume4 v)\n    else\n        switch costume to (costume2 v)\n    end\n    if <not <(Can Swim?) = [1]>> then\n        new Shop at ((1900) + (850)) [0]\n    end\n    hide\n    new Shop at [40000000] [0]\nelse\n    delete this clone\nend\nclear graphic effects\n\nnew Shop at [40000] [0]\n\nnew Shop at [4000000] [0]\n\ndefine position (x) (y)\nset size to (80) %\nshow\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(Shop I Open?) = [1]> then\n        set [ghost v] effect to (15)\n    else\n        set [ghost v] effect to (100)\n    end\nelse\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new Shop at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [shovel collected v] to [0]\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n    go [forward v] (9) layers\nend\n\nwhen I start as a clone\ngo [forward v] (1) layers\npoint in direction (90)\nset rotation style [left-right v]\nset size to (30) %\nif <(costume [number v]) = [1]> then\n    if <not <(Shovel Collected) = [1]>> then\n        switch costume to (botuun  \(lol\) v)\n        create clone of (_myself_ v)\n        switch costume to (costume2 v)\n    end\n    forever\n        if <(Shovel Collected) = [1]> then\n            switch costume to (costume3 v)\n            wait (1.5) seconds\n            switch costume to (costume4 v)\n            stop [this script v]\n        end\n    end\nelse\n    if <(costume [number v]) = [4]> then\n        set [shovel collected v] to [0]\n        forever\n            if <<<mouse down?> and <[coins collected v] contains [1]?>> and <touching (mouse-pointer v)?>> then\n                switch costume to (botuun  \(lol\) v)\n                set [shovel collected v] to [1]\n                start sound [Connect v]\n                delete this clone\n            end\n        end\n    end\nend\n\n@Coins!\n\nwhen I start as a clone\nforever\n    if <[coins collected v] contains [1]?> then\n        if <(costume [number v]) = [1]> then\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nshow list [coins collected v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [1]> then\n    if <not <[coins collected v] contains [1]?>> then\n        New Coin At ((1900) + (660)) [10] [1]\n    end\n    New Coin At [1640] [0] [1]\n    if <not <[coins collected v] contains [2]?>> then\n        New Coin At ((-1400) - (900)) [-500] [2]\n    end\n    New Coin At [400000] [0] [1]\n    hide\nelse\n    if <(LEVEL) = [2]> then\n        if <not <[coins collected v] contains [3]?>> then\n            New Coin At [160] [-70] [3]\n        end\n        New Coin At [4000000] [0] [1]\n        hide\n    else\n        New Coin At [4000000] [0] [1]\n        delete this clone\n    end\nend\nclear graphic effects\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine New Coin At (x) (y) (#)\nswitch costume to (#)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ndelete all of [coins collected v]\n\nwhen I start as a clone\nset size to (10) %\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [1]>> then\n    forever\n        if <<touching (player v)?> and <key (down arrow v) pressed?>> then\n            add [1] to [coins collected v]\n            start sound [B Guitar v]\n            delete this clone\n        end\n    end\nelse\n    if <(costume [number v]) = [3]> then\n        set [ghost v] effect to (0)\n        forever\n            if <<<(distance to [player v]) < [100]> and <key (down arrow v) pressed?>> and <(Shovel Collected) = [1]>> then\n                add [2] to [coins collected v]\n                start sound [C Major Ukulele v]\n                repeat (10)\n                    wait (0.001) seconds\n                    change [brightness v] effect by (12)\n                    change [ghost v] effect by (4)\n                    change size by (-1)\n                end\n                delete this clone\n            end\n        end\n    else\n        if <(costume [number v]) = [4]> then\n            set [ghost v] effect to (0)\n            forever\n                if <<<(distance to [player v]) < [100]> and <key (down arrow v) pressed?>> and <(Shovel Collected) = [1]>> then\n                    add [3] to [coins collected v]\n                    start sound [B Bass v]\n                    repeat (10)\n                        wait (0.001) seconds\n                        turn right (15) degrees\n                        change [ghost v] effect by (4)\n                        change size by (-1)\n                    end\n                    delete this clone\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n        if <touching (player v)?> then\n            switch costume to (1 instruction v)\n            change size by (((20) - (size)) / (3))\n            set [ghost v] effect to (10)\n        else\n            switch costume to (1 v)\n            change size by (((10) - (size)) / (3))\n            set [ghost v] effect to (0)\n        end\n    end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n    set [brightness v] effect to (-30)\n    forever\n        go [forward v] (5) layers\n    end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n    set [brightness v] effect to (0)\n    forever\n        go [forward v] (4) layers\n    end\nend\n\n@Shop (LVL 5)\n\nwhen flag clicked\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [5]> then\n    if <(Shovel Collected) = [1]> then\n        new Shop at [2600] [0]\n    end\n    hide\n    new Shop at [40000] [0]\nelse\n    new Shop at [4000000] [0]\n    delete this clone\nend\nclear graphic effects\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new Shop at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (30) %\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n    go [forward v] (2) layers\nend\n\nwhen I receive [tick v]\n\nif <touching (player v)?> then\n    set [shop lvl v open v] to [1]\nelse\n    set [shop lvl v open v] to [0]\nend\n\n@Shop (LVL 5) Item Screen\n\nwhen flag clicked\nset [can swim? v] to [0]\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [5]> then\n    if <(Can Swim?) = [1]> then\n        switch costume to (costume4 v)\n    else\n        switch costume to (costume2 v)\n    end\n    if <(Shovel Collected) = [1]> then\n        new Shop at [2600] [0]\n    end\n    hide\nelse\n    delete this clone\nend\nclear graphic effects\n\nnew Shop at [40000] [0]\n\nnew Shop at [4000000] [0]\n\ndefine position (x) (y)\nset size to (80) %\nshow\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(Shop Lvl V Open) = [1]> then\n        set [ghost v] effect to (15)\n    else\n        set [ghost v] effect to (100)\n    end\nelse\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new Shop at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n    go [forward v] (6) layers\nend\n\nwhen I start as a clone\ngo [forward v] (1) layers\npoint in direction (90)\nset rotation style [left-right v]\nset size to (30) %\nif <<<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> or <(costume [number v]) = [3]>> then\n    if <not <(Can Swim?) = [1]>> then\n        switch costume to (botuun v)\n        create clone of (_myself_ v)\n        switch costume to (costume2 v)\n    end\n    forever\n        if <(Can Swim?) = [1]> then\n            switch costume to (costume3 v)\n            wait (1.5) seconds\n            switch costume to (costume4 v)\n            stop [this script v]\n        end\n    end\nelse\n    if <(costume [number v]) = [4]> then\n        set [can swim? v] to [0]\n        forever\n            if <<<mouse down?> and <<[coins collected v] contains [2]?> and <[coins collected v] contains [3]?>>> and <touching (mouse-pointer v)?>> then\n                switch costume to (botuun v)\n                set [can swim? v] to [1]\n                start sound [Connect v]\n                delete this clone\n            else\n                if <<<mouse down?> and <not <<[coins collected v] contains [2]?> and <[coins collected v] contains [3]?>>>> and <touching (mouse-pointer v)?>> then\n                    start sound [Disconnect v]\n                end\n            end\n        end\n    end\nend\n\n@Shop (LVL 2)\n\nwhen flag clicked\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [2]> then\n    if <(Can Swim?) = [1]> then\n        new Shop at [3170] [140]\n    end\n    hide\n    new Shop at [40000] [0]\nelse\n    new Shop at [4000000] [0]\n    delete this clone\nend\nclear graphic effects\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new Shop at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (30) %\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n    go [forward v] (2) layers\nend\n\nwhen I receive [tick v]\n\nif <touching (player v)?> then\n    set [shop lvl v open v] to [1]\nelse\n    set [shop lvl v open v] to [0]\nend\n\n@Shop (LVL 2) Item Screen\n\nwhen flag clicked\nset [can travel v] to [0]\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [2]> then\n    if <(Can Travel) = [1]> then\n        switch costume to (costume4 v)\n    else\n        switch costume to (costume2 v)\n    end\n    if <(Can Swim?) = [1]> then\n        new Shop at [3170] [140]\n        hide\n        new Shop at [40000] [0]\n    end\nelse\n    delete this clone\nend\nclear graphic effects\n\nnew Shop at [4000000] [0]\n\ndefine position (x) (y)\nset size to (80) %\nshow\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(Shop Lvl. II Open) = [1]> then\n        set [ghost v] effect to (15)\n    else\n        set [ghost v] effect to (100)\n    end\nelse\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new Shop at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n    if <(costume [number v]) = [2]> then\n        go [forward v] (2) layers\n    else\n        go [forward v] (4) layers\n    end\nend\n\nwhen I start as a clone\ngo [forward v] (1) layers\npoint in direction (90)\nset rotation style [left-right v]\nset size to (30) %\nif <<<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> or <(costume [number v]) = [3]>> then\n    if <not <(Can Travel) = [1]>> then\n        switch costume to (botuun v)\n        create clone of (_myself_ v)\n        switch costume to (costume2 v)\n    end\n    forever\n        if <(Can Travel) = [1]> then\n            switch costume to (costume3 v)\n            wait (3) seconds\n            wait (2.6) seconds\n            switch costume to (costume4 v)\n            stop [this script v]\n        end\n    end\nelse\n    if <(costume [number v]) = [4]> then\n        set [can travel v] to [0]\n        forever\n            if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                hide\n                ask [Tell me, what's down in that cave on the grassy planet?____________ \(Leave blank to remove\)] and wait\n                if <<(answer) = [Ammonite]> or <<(answer) = [Ammonites]> or <<(answer) = [fossil]> or <<(answer) = [fossils]> or <<(answer) = [Crystal]> or <(answer) = [crystals]>>>>>> then\n                    switch costume to (botuun v)\n                    set [can travel v] to [1]\n                    delete this clone\n                else\n                    set [brightness v] effect to (0)\n                    switch costume to (botuun v)\n                    show\n                    start sound [Disconnect v]\n                    repeat (5)\n                        change [brightness v] effect by (20)\n                        wait (0.001) seconds\n                    end\n                    wait (0.001) seconds\n                    repeat (5)\n                        change [brightness v] effect by (20)\n                        wait (0.001) seconds\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(Can Travel) = [1]> then\n        if <(costume [number v]) = [1]> then\n            delete this clone\n        end\n    end\nend\n\n@Travel \n\nwhen flag clicked\nhide\nforever\n    if <(Can Travel) = [1]> then\n        if <key (t v) pressed?> then\n            wait until <not <key (t v) pressed?>>\n            ask [Select level \(1-5\). Leave blank to exit.] and wait\n            if <<(answer) = [1]> or <<(answer) = [2]> or <<(answer) = [3]> or <<(answer) = [4]> or <(answer) = [5]>>>>> then\n                play sound [Disconnect v] until done\n                set [level v] to ((answer) - (1))\n                set [exit v] to [win]\n                set [level v] to (answer)\n                set [exit v] to [die]\n                play sound [Connect v] until done\n            else\n                if <(answer) = []> then\n            end\n        end\n    end\nend\n\n@Time\n\nwhen flag clicked\nset [time v] to [0]\nset [place # v] to [0]\ngo to x: (208) y: (-160)\nset size to (17) %\nswitch costume to (. v)\ncreate clone of (_myself_ v)\ngo to x: (184) y: (-156)\nset size to (17) %\nswitch costume to (: v)\ncreate clone of (_myself_ v)\nset [place # v] to [1]\ngo to x: (173) y: (-155)\nset size to (15) %\nswitch costume to (0 v)\ncreate clone of (_myself_ v)\nset [place # v] to [2]\ngo to x: (197) y: (-155)\nset size to (15) %\nswitch costume to (0 v)\ncreate clone of (_myself_ v)\nset [place # v] to [3]\ngo to x: (219) y: (-155)\nset size to (15) %\nswitch costume to (0 v)\ncreate clone of (_myself_ v)\nhide\nforever\n    if <not <(EXIT) = [win]>> then\n        wait (1) seconds\n        change [time v] by (1)\n        Set length of time to 3\n        Convert to min + sec\n    else\n        set [time v] to [0]\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(EXIT) = [win]> then\n        hide\n    else\n        show\n        go to [front v] layer\n        if <not <<(costume [name v]) = [.]> or <(costume [name v]) = [:]>>> then\n            switch costume to (letter (Place #) of (Time))\n        end\n    end\nend\n\ndefine Set length of time to 3\nif <(length of (Time)) > [3]> then\n    change [time v] by (-1000)\nend\nif <(length of (Time)) < [3]> then\n    repeat until <(length of (Time)) = [3]>\n        set [time v] to (join [0] (Time))\n    end\nend\n\ndefine Convert to min + sec\nif <(letter (2) of (Time)) > [5]> then\n    change [time v] by (100)\n    change [time v] by (-60)\nend\n\n
----/  ~ ~                              ____                      Surface Worlds\n--/    ~ ~                              |   |  | |                       ,, \n/   ~ ~                               /  | ___|     _            " @ "\n                                         /  /  /       /|||||||\          /  "\n========================|||||||||||====|============\n\nSPAM LE GREN FLAGG!\n             \n                 __________________________\n                | 2 Months, 30 hours, finally done!  |\n                  ----------------------------------------------\n\n--------------------------------------------------------------------------Story\nYou are an explorer working for the last remains of humanity. 13 years previously, earth was declared uninhabitable as earthquakes, volcanoes, and freak hurricanes razed the face of the Earth. You and the few remaining survivors boarded the ISS and escaped before earth was consumed by the sun. The Leader declared it humanity's home base until another home was found. They send Finders. None returned. Meanwhile, some at the home base stole supplies and bailed out of the search. Soon, it was just you and 26 others, the last determined to help humanity. The others stayed at home base, and sent you to explore the iT763 Green Iris Galaxy, 36.5741 light years away from the Milky way. Venture forth and explore this galaxy, observing these four beautiful planets, meeting rouge travelers, encountering savage wildlife, and finding humanity a new home. Read below to find out how. (Notes and Credits)\n=============================================\nInstructions:\n*Use arrow keys (<^>), or mobile controls (Hold to the side of the player you want to move in), to move the player from level to level.\n*Reach the Rocket at the end to advance to the next level.\n*Once you have reached your homeworld, you may revisit the other levels or choose to stay and mingle.\n   \n  {See Notes and credits for options available. Highly \n   recommended. Options include completing the shop \n                 quest and testing out new features.}\n\n*Press space to skip, or the skip button.\n*See in the art crew notes below for additional settings.\n*Space to change Thumbnail.\n*Hold on the upper part of the screen to access the drop-down menu, which contains your exhaustion bar, current time, and skip button.\n*Press "r" to restart a level.\n   See notes and credits for a full run-through of all the features, and tips to help you progress through the game.\n\n-----------------------------------------------------------------------Credits\n\n\n<<<+++~~~==                Art Crew                     ==~~~+++>>>\n|| Rocket Art: @CardboardGuy06\n|| A Square: @TimMcTest\n|| Player Art & Animation: @Batemanb08\n|| Background Parallax: @Batemanb08\n|| Sun / Moon: 99% @Batemanb08, 1% Someone else.\n|| Grass Art: @Batemanb08\n|| Fallen Debris: @MJM3\n|| Player Decor: @Batemanb08\n||Ground: @Batemanb08\n|| All other: @Batemanb08\n|| A Couple of logs: @Capt_Bonarges\n|| Nom-Nom Apples: @Scratchteam\n|| Grunge Filter: @emax18\n|| Thumbnail: @Batemanb08\n|| Some Nice Designs: @TimMcCool\n|| Fog: @TimMcCool\n||Timer: @Batemanb08, edited and revised by @sh_g\nNote: Press "p" for pixel mode, and "n" for normal mode. Doesn't do a thing to help lag, but it still looks cool.        ; )\nNote: Press "g" for grunge filter, and "c" for clear mode. \nNote: Press "b" to toggle transparent backdrop mode. Less overwhelming, and might just help with lag. Thanks to @--Art4Fun-- for the recommendation.\n<~~@@@===      ♫     Audio Crew       ♫      ===@@@~~>\n|| Grassland : Submarine by @CgBB \n|| Mushroom World: Calum Bowen - The Mountain Village\n||Cloud World: By @getbent\n||Lake World: Mystical Folklore Music Alva by Glen Gabriel\n|| Homeworld: Sakura, Japanese Folk Song, Arrangement, Preformed by @Batemanb08\n~~~                             Support Crew                                   ~~~\n|| Inspiration and Support: @Mrllive\n|| Inspiration: @MJM3, @Thepugmen, @--Explosion--,  @--Ignition--, @0014049, @_MistyLight_\n|| Contest Host: @StratfordJames\n<-^->                          Playability Crew                             <-^->\n||Platformer Engine (With major tweaks from @Batemanb08): @TimMcCool\n¯\_(ツ)_/¯                      Anything Else                    ¯\_(ツ)_/¯\n|| If its cool and its not listed (Or its not cool; totally fine): @Batemanb08 probably did it.\n\n----------------------------------------------------------------------TAGS\n#Platformer #Platformers #TrendingPlatformers #Unique #UniquePlatformers #PlatformerIdeas #UniquePlatformerIdeas #All #Music #Games #Animations #Art #Tutorials #PlatformerTutorials #CavityProtection #Stories #ScrollingPlatformer  #ScrollingPlatformers #Coins #Shops #Players #SurfaceWorlds #Surface #Worlds #Planet #FeedUrWeeds #Scrolling #ScrollingGame #Cool #Trending #Burgers #griffpatch #TimMcCool #Rain #UniqueFeatures #Exhaustion #ExhaustionBar #Platforming