Explore : A platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (title screen v)\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <(Music Number) = [1]> then\n    set volume to (50) %\n    set [canmoveplayer v] to [1]\n    repeat until <(TotalStars) > [7]>\n        play sound [Dreamlands v] until done\n    end\n    stop [this script v]\nelse\n    if <(Music Number) = [2]> then\n        set volume to (25) %\n        set [canmoveplayer v] to [1]\n        repeat until <(Level) = [19]>\n            play sound [Droughty Desert v] until done\n        end\n        stop [this script v]\n    else\n        if <(Music Number) = [3]> then\n            set volume to (25) %\n            set [canmoveplayer v] to [1]\n            \n                play sound [Cosmic Endurance v] until done\n            end\n            stop [this script v]\n        end\n    end\nend\n\nplay sound [Rainy Dreams v] until done\nplay sound [Droughty Desert v] until done\n\nwhen I receive [particles v]\nrepeat (10)\n    change [pitch v] effect by (-1)\nend\nwait (0.5) seconds\nrepeat (10)\n    change [pitch v] effect by (1)\nend\nclear sound effects\n\nwhen I receive [show intro v]\nwait until <(TotalStars) > [7]>\nstop all sounds\nset volume to (0) %\nstop [this script v]\n\nwhen I receive [win 2 v]\nset volume to (0) %\n\nwhen I receive [intro done v]\nswitch backdrop to (round 1 v)\n\nwhen I receive [round 2 v]\nwait (1) seconds\nswitch backdrop to (round 2 v)\n\nbroadcast (Play Music v)\n\nset volume to (100) %\n\nrepeat (10)\n    change [pitch v] effect by (-2)\nend\n\nclear sound effects\n\nwhen I receive [round 3 v]\nwait (2) seconds\nswitch backdrop to (round 3 v)\n\nwhen I receive [win3 v]\nstop all sounds\nset volume to (0) %\n\nstop all sounds\n\nset volume to (26) %\n\nplay sound [Cosmic Endurance v] until done\n\n@Blank\n\n@Intro\n\ndefine Particle (amount)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) Size: (size) Dir: (dir) & Speed: (speed) || Costume: (costume)\nrepeat until <<<(x position) = (x)> and <(y position) = (y)>> and <<(size) = (size)> and <(round (direction)) = (dir)>>>\n    switch costume to (pos hack v)\n    change x by (((x) - (x position)) / (speed))\n    change y by (((y) - (y position)) / (speed))\n    turn right (((dir) - (direction)) / (speed)) degrees\n    switch costume to (costume)\n    change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n    go to x: (0) y: (200)\n    Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 1]\nelse\n    if <(id) = [2]> then\n        go to x: (0) y: (200)\n        Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 2]\n    else\n        if <(id) = [3]> then\n            go to x: (0) y: (0)\n            switch costume to (logo v)\n            go to [front v] layer\n            show\n            point in direction (-45)\n            set [ghost v] effect to (100)\n            set size to (0) %\n            repeat (20)\n                change size by (((120) - (size)) / (5))\n                change [ghost v] effect by (-10)\n                turn right (((92) - (direction)) / (5)) degrees\n            end\n            repeat (23)\n                change size by (((100) - (size)) / (5))\n                change y by (((0) - (y position)) / (5))\n            end\n            wait (0.5) seconds\n            Smooth Glide To X: [0] Y: [40] Size: [100] Dir: [90] & Speed: [6] || Costume: [Logo]\n        else\n            if <(id) = [5]> then\n                go to [front v] layer\n                go to x: (0) y: (0)\n                Smooth Glide To X: [0] Y: [100] Size: [90] Dir: [90] & Speed: [5] || Costume: [Text]\n            else\n                if <(id) = [6]> then\n                    go to [front v] layer\n                    go to x: (0) y: (200)\n                    Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 3]\n                else\n                    if <(id) = [7]> then\n                        go to [front v] layer\n                        go to x: (0) y: (200)\n                        Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 4]\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n    show\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (100)\n    set [1 v] to (pick random (-15) to (15))\n    set [2 v] to (pick random (-15) to (15))\n    set [3 v] to (pick random (-50) to (50))\n    set size to (pick random (50) to (300)) %\n    go to x: (0) y: (0)\n    repeat (25)\n        go to [front v] layer\n        switch costume to (thing 1 v)\n        change [ghost v] effect by (-7.5)\n        set size to ((size) * (.9)) %\n        change x by (1)\n        change y by (2)\n        turn right (3) degrees\n        set [1 v] to ((1) * (0.9))\n        set [2 v] to ((2) * (0.9))\n        switch costume to (pick random (6) to (7))\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n    forever\n        change [yv v] by (-0.1)\n        change y by (YV)\n    end\nend\n\nwhen I receive [play scene v]\nif <(id) = [1]> then\n    delete this clone\nelse\n    if <(id) = [2]> then\n        delete this clone\n    else\n        if <(id) = [3]> then\n            delete this clone\n        else\n            if <(id) = [5]> then\n                delete this clone\n            else\n                if <(id) = [6]> then\n                    repeat (50)\n                        change [ghost v] effect by (10)\n                    end\n                    wait (0.5) seconds\n                    delete this clone\n                else\n                    if <(id) = [7]> then\n                        repeat (50)\n                            change [ghost v] effect by (10)\n                        end\n                        wait (0.5) seconds\n                        delete this clone\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [intro v]\nstart sound (pick random (1) to (2))\nset volume to (50) %\nwait (0.3) seconds\nset [id v] to [1]\nset [sequence # v] to [1]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [2]\nset [sequence # v] to [2]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [id v] to [3]\nset [sequence # v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [id v] to [4]\nset [sequence # v] to [4]\nParticle [20]\nwait (1) seconds\nset [id v] to [5]\nset [sequence # v] to [5]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [id v] to [6]\nset [sequence # v] to [6]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [7]\nset [sequence # v] to [7]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nwait (5) seconds\nrepeat (100)\n    change volume by (-1)\nend\n\nstop all sounds\n\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nrepeat (1000)\n    change [ghost v] effect by (1)\nend\nwait (0) seconds\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Play Scene v)\n\nstop all sounds\nset volume to (50) %\nstart sound [Test v]\n\nstop all sounds\nset volume to (50) %\nstart sound [Test2 v]\n\nwhen I receive [play scene v]\nrepeat (50)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nwait (2) seconds\ndelete this clone\n\n@Player\n\nwhen I receive [animation v]\n\nwhen I receive [move player v]\nif <not <touching (danger v)?>> then\n    change x by (10)\n    change y by (10)\nend\n\nwhen flag clicked\nset [level v] to [0]\nset [gravity v] to [1]\nset volume to (100) %\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <(CanMovePlayer) = [1]> then\n    Ground Touch <(Y Velocity) > [0]>\n    if <(Gravity) = [1]> then\n        switch costume to (idle v)\n    else\n        switch costume to (upsidedownidle v)\n    end\n    if <not <touching (water v)?>> then\n        if <not <<touching (grabbars v)?> or <touching (vines v)?>>> then\n            if <not <(Dashing?) = [1]>> then\n                if <(Gravity) = [1]> then\n                    change [y velocity v] by (-1)\n                else\n                    change [y velocity v] by (1)\n                end\n            end\n        end\n    end\n    if <touching (vines v)?> then\n        Ladders\n    end\n    if <(STICK X) > [0.3]> then\n        change [x velocity v] by (1.85)\n    end\n    if <(STICK X) < [-0.3]> then\n        change [x velocity v] by (-1.85)\n    end\n    set [x velocity v] to ((X Velocity) * (friction))\n    change x by (X Velocity)\n    set [slope v] to [0]\n    if <<<touching (level v)?> or <touching (coinlock v)?>> or <<touching (blocks v)?> or <touching (lockclones v)?>>> then\n        repeat until <<not <<<touching (level v)?> or <touching (coinlock v)?>> or <<touching (blocks v)?> or <touching (lockclones v)?>>>> or <(Slope) = [-8]>>\n            change [slope v] by (-1)\n            change y by (1)\n        end\n    end\n    if <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> and <not <(Round) = [3]>>>>> or <<touching (blocks v)?> or >> then\n        change y by (Slope)\n        repeat until <not <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> and <not <(Round) = [3]>>>>> or <<touching (blocks v)?> or >>>\n            change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n        end\n        set [x velocity v] to [0]\n    end\n    change y by (Y Velocity)\n    if <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> and <not <(Round) = [3]>>>>> or <<touching (blocks v)?> or >> then\n        repeat until <not <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> and <not <(Round) = [3]>>>>> or <<touching (blocks v)?> or >>>\n            change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n        end\n        set [falling? v] to [-1]\n        set [y velocity v] to [0]\n    end\n    change y by (-1)\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> and <<<touching (level v)?> or <<touching (blocks v)?> or <touching (jumpable v)?>>> or <<touching (jump through v)?> and <<(On JT?) = [1]> and <(AbleJT?) = [1]>>>>> then\n        if <(Able to Jump) = [1]> then\n            if <(Jumping?) = [False]> then\n                set [jumping? v] to [True]\n                set [holding v] to [True]\n            end\n            if <<(Jump) = [0]> and <(Jump) < [3]>> then\n                if <(Jumps) < (TotalJumps)> then\n                    change [jumps v] by (1)\n                    set [falling? v] to [6]\n                    set [jump v] to [1]\n                    if <not <touching (water v)?>> then\n                        if <(Gravity) = [1]> then\n                            set [y velocity v] to ((jump height) + (0.1))\n                        else\n                            set [y velocity v] to [-12.8]\n                        end\n                    end\n                    if <(Falling?) < [7]> then\n                        if <<touching (left v)?> or <touching (right v)?>> then\n                            start sound (pick random (34) to (36))\n                        else\n                            start sound (pick random (27) to (33))\n                        end\n                    end\n                else\n                    broadcast (Shake v)\n                end\n            end\n        end\n        if <(Able to Jump) = [0]> then\n            broadcast (Show Jump v)\n        end\n    else\n        if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n            set [jump v] to [0]\n        end\n    end\n    change y by (1)\n    if <touching (water v)?> then\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n            if <(Y Velocity) < [11]> then\n                change [y velocity v] by (0.8)\n            end\n        end\n        if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n            change [y velocity v] by (-0.8)\n        end\n        if <touching (water v)?> then\n            if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n                change [y velocity v] by (-0.1)\n            end\n        end\n    end\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jumprings v)?>> then\n        set [y velocity v] to [13]\n    end\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (small jump rings v)?>> then\n        set [y velocity v] to [8]\n    end\n    if <not <<touching (water v)?> or <touching (vines v)?>>> then\n        if <(Gravity) = [1]> then\n            if <(Y Velocity) > [0]> then\n                switch costume to (jump v)\n            end\n            if <(Y Velocity) < [-1]> then\n                switch costume to (fall v)\n            end\n        else\n            if <(Y Velocity) > [0]> then\n                switch costume to (upsidedownfall v)\n            end\n            if <(Y Velocity) < [-1]> then\n                switch costume to (upsidedownjump v)\n            end\n        end\n    end\nend\nset [playery v] to (round (y position))\nBars\n\ndefine Detection\nif <<(x position) > [230]> and <not <<(Level) = [8]> or <<(Level) = [18]> or <(Level) = [24]>>>>> then\n    broadcast (ResetLava v)\n    broadcast (Next Level v)\n    broadcast (Swich to black v)\n    broadcast (Create Clone v)\n    broadcast (Next v)\n    broadcast (Animation v)\n    broadcast (Start Keys v)\n    broadcast (Lock v)\n    start sound [Checkpoint v]\n    set size to (100) %\n    wait (.04) seconds\n    set [level v] to ((Level) + (1))\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    Spawn Position\n    JumpCount\n    broadcast (Reset orb v)\n    broadcast (Next Level v)\nend\nif <<<touching (danger v)?> or <<touching (saws v)?> or <<(y position) < [-166]> or <<<(y position) > [165]> and <(Gravity) = [2]>> or <<touching (movingspikes v)?> or <<touching (movingspikes2 v)?> or >>>>>> and <not <(CHEAT) = [1]>>> then\n    broadcast (Particles v)\n    broadcast (Lock v)\n    broadcast (Start Keys v)\n    broadcast (Animation v)\n    broadcast (Reset orb v)\n    broadcast (Next v)\n    start sound [Respawn v]\n    switch costume to (idle v)\n    if <<(Level) = []> or > then\n        broadcast (Reset v)\n    end\n    JumpCount\n    Respawn Position\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n    start sound [Big Boing v]\n    set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n    set [y velocity v] to [18]\nend\nif <(CanMovePlayer) = [1]> then\n    if <(STICK X) < [-0.3]> then\n        point in direction (-90)\n    end\n    if <(STICK X) > [0.3]> then\n        point in direction (90)\n    end\n    set rotation style [left-right v]\nend\nif <touching (bounce part v)?> then\n    if <(Level) = [8]> then\n        set [y velocity v] to [18]\n    else\n        set [y velocity v] to [17.5]\n    end\n    start sound [spring v]\nend\nif <touching (left v)?> then\n    change [x velocity v] by (-1.1)\nend\nif <touching (right v)?> then\n    if <(Level) > [22]> then\n        change [x velocity v] by (1.34)\n    else\n        change [x velocity v] by (1.1)\n    end\nend\nif <touching (gravityup v)?> then\n    set [gravity v] to [2]\nend\nif <touching (gravitydown v)?> then\n    set [gravity v] to [1]\nend\nif <touching (bouncepad v)?> then\n    if <(Gravity) = [1]> then\n        set [y velocity v] to [16]\n    else\n        set [y velocity v] to [-16]\n    end\nend\nif <touching (oppositebounce v)?> then\n    if <(Gravity) = [1]> then\n        set [y velocity v] to [-11]\n    else\n        set [y velocity v] to [11]\n    end\nend\n\nbroadcast (Stop Sounds v)\nset [lost v] to [1]\nstart sound [Splash v]\nstart sound [Eliminated v]\nchange y by (150)\nset [canmoveplayer v] to [0]\nbroadcast (Level Fail v)\n\nbroadcast (Swich to black v)\n\nwhen I receive [intro done v]\nset [jumping? v] to [False]\nset [holding v] to [False]\nset [speed? v] to [0]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-47)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [able to jump v] to [1]\nrepeat (20)\n    go [backward v] (1) layers\nend\nforever\n    Check if on JT\n    if <<touching color (#a1ff27)?> or <touching color (#88f000)?>> then\n        if <(Jumping Higher) = [1]> then\n            Platformer Physics [1.85] [0.7] [15]\n            Detection\n        else\n            Platformer Physics [1.85] [0.8] [12.9]\n            Detection\n        end\n    else\n        if <(Jumping Higher) = [1]> then\n            Platformer Physics [1.85] [0.8] [15]\n            Detection\n        else\n            Platformer Physics [1.85] [0.8] [12.9]\n            Detection\n        end\n    end\n    Ground Touch <(Y Velocity) > [0]>\nend\n\nwhen flag clicked\nforever\n    Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n    set [cheat v] to [1]\n    wait (0.3) seconds\nelse\n    if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n        set [cheat v] to [0]\n        wait (0.3) seconds\n    end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n    set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n    set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n    set [x v] to (round (x position))\n    set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\nif <<(Level) = []> or > then\n    broadcast (Reset v)\nend\nstart sound [Crunch v]\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-215) y: (-60)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n    if <(username) = [250119code2]> then\nend\n\nwhen flag clicked\nforever\n    if <(username) = [250119code2]> then\nend\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    wait until <touching (water v)?>\n    set [y velocity v] to ((Y Velocity) / (2))\n    wait until <not <touching (water v)?>>\nend\n\nwhen I receive [jump v]\nset [y velocity v] to [10]\n\nwhen I receive [intro done v]\nset [level v] to [1]\n\ndefine Respawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [jumps v] to [0]\nset [speed? v] to [0]\nif  then\n    go to x: (-215) y: (-20)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: (40)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [7]> or <<(Level) = [9]> or <(Level) = [10]>>> then\n    go to x: (-215) y: (-20)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nRespawn Position 2\n\ndefine Ladders\nif <touching (vines v)?> then\n    if <touching (vines v)?> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <not <touching (level v)?>> then\n                change [viney v] by (1.6)\n            end\n        end\n    end\n    if <touching (vines v)?> then\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            if <not <touching (level v)?>> then\n                change [viney v] by (-1.6)\n            end\n        end\n    end\nend\nset [viney v] to ((VineY) * (0.8))\nchange y by (VineY)\nset [y velocity v] to [0]\n\ngo to x: (-215) y: (-55)\n\nwhen flag clicked\nforever\n    wait until <touching (vines v)?>\n    set [viney v] to [3]\n    wait until <not <touching (vines v)?>>\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n        set [y velocity v] to [8]\n    end\nend\n\ngo [forward v] (5) layers\n\nwhen flag clicked\nforever\n    wait until <touching (high gravity v)?>\n    broadcast (Show Red v)\n    wait until <not <touching (high gravity v)?>>\n    broadcast (Hide Red v)\nend\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nforever\n    wait until <touching (water v)?>\n    broadcast (Water v)\n    start sound [In Water v]\n    wait until <not <touching (water v)?>>\n    if <(x position) > [-215]> then\n        set [y velocity v] to [7.5]\n    end\nend\n\nstop all sounds\nplay sound [Drum Roll v] until done\nstart sound [Clash v]\nwait (0.65) seconds\nstart sound [Qualified v]\n\nwait (1) seconds\n\nwhen I receive [hide v]\ngo to x: (0) y: ((50) + (25))\npoint in direction (90)\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nhide\n\nwhen I receive [count v]\n\nshow\n\nwhen I receive [win v]\nstart sound [Qualified v]\n\nwhen I receive [game over v]\nhide\nset [lost v] to [1]\n\nwhen flag clicked\nset [lost v] to [0]\n\nwhen flag clicked\nforever\n    if <<<touching (right v)?> or <touching (left v)?>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n        play sound (pick random (20) to (25)) until done\n    end\n    if <(Level) > [15]> then\n        set [totaljumps v] to [999]\n    end\nend\n\nif <touching (left v)?> then\n    change x by (-4.8)\nend\nif <touching (right v)?> then\n    change x by (4.8)\nend\n\nwhen I receive [be still v]\nswitch costume to (idle v)\n\nwhen I receive [speed up v]\n\nif <(Speed?) = [1]> then\n    Platformer Physics [2] [0.8] [14]\n    Detection\nend\n\ndefine Spawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [speed? v] to [0]\nif <<(Level) < [6]> or > then\n    go to x: (-215) y: (-43)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: (5)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [7]> or > then\n    go to x: (-215) y: (-43)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [10]> or > then\n    go to x: (-215) y: (-89)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nSpawn2\n\ndefine Ground Touch <up?>\nchange [falling? v] by (1)\nif <(AbleJT?) = [1]> then\n    if <touching (jump through v)?> then\n        if <<touching (jump through v)?> and <not <up?>>> then\n            set [slope v] to [0]\n            repeat until <<(Slope) > (([abs v] of (Y Velocity) ) + (2))> or <not <touching (jump through v)?>>>\n                change y by (1)\n                change [slope v] by (1)\n            end\n            if <not <touching (jump through v)?>> then\n                change y by ((0) - (round (Slope)))\n                repeat until <not <touching (jump through v)?>>\n                    change y by (1)\n                    switch costume to (idle v)\n                    set [falling? v] to [0]\n                    set [y velocity v] to [0]\n                end\n            else\n                if <(Slope) > (([abs v] of (Y Velocity) ) + (2))> then\n                    change y by ((0) - (round (Slope)))\n                end\n            end\n        end\n    end\nend\n\nif <touching (jump through v)?> then\n    repeat until <not <touching (jump through v)?>>\n        change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n    end\n    set [y velocity v] to [0]\nend\n\ndefine Jump\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>> then\n    set [falling? v] to [6]\n    set [jump v] to [1]\n    if <not <touching (water v)?>> then\n        set [y velocity v] to [12.8]\n    end\n    if <(Falling?) < [7]> then\n        start sound (pick random (27) to (33))\n        wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>>>\n    end\nend\nchange y by (1)\n\nforever\n    Jump\nend\n\nbroadcast (Animation v)\n\nwhen flag clicked\nwait (1) seconds\nwait until <(TotalStars) > [7]>\ngo [backward v] (3) layers\nswitch costume to (idle v)\nwait (0) seconds\nset [canmoveplayer v] to [0]\nhide variable [stars count v]\nstart sound [Qualified v]\nbroadcast (Win 1 v)\nrepeat (10)\n    set [ghost v] effect to (100)\n    switch costume to (idle v)\nend\n\nwhen I receive [round 2 v]\nset [canmoveplayer v] to [0]\ngo to x: (-215) y: (-23)\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\ndefine Respawn\nif <key (r v) pressed?> then\n    broadcast (Particles v)\n    broadcast (Lock v)\n    broadcast (Start Keys v)\n    broadcast (Animation v)\n    broadcast (Reset orb v)\n    broadcast (Next v)\n    start sound [Respawn v]\n    switch costume to (idle v)\n    if <<(Level) = []> or > then\n        broadcast (Reset v)\n    end\n    Respawn Position\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    wait until <not <key (r v) pressed?>>\nend\n\nwhen flag clicked\nforever\n    Respawn\nend\n\ndefine JumpCount\nif <(Level) = [8]> then\n    set [jumps v] to [0]\n    set [totaljumps v] to [999]\nend\nif <(Level) = [10]> then\n    set [jumps v] to [0]\n    set [totaljumps v] to [999]\nend\n\nwhen flag clicked\n\nwhen I receive [showp v]\nswitch costume to (idle v)\ngo to x: (-215) y: (-44)\nclear graphic effects\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [totaljumps v] to [9999]\nbroadcast (Rise v)\n\nbroadcast (Next v)\n\nset [canmoveplayer v] to [1]\n\nwhen flag clicked\nrepeat until <(Level) = [8]>\n    set [totaljumps v] to [999]\nend\n\nwhen flag clicked\nset [lost v] to [0]\n\nset [lost v] to [1]\nstart sound [Splash v]\nstart sound (pick random (11) to (16))\nstart sound [Eliminated v]\nchange y by (150)\nset [canmoveplayer v] to [0]\nbroadcast (Level Fail v)\n\nwhen flag clicked\nforever\n    set volume to (100) %\nend\n\nwhen I receive [win3 v]\nset volume to (100) %\nstart sound [Qualified v]\n\nplay sound [3 v] until done\n\nwhen I receive [countdown4 v]\ngo to x: (-215) y: (-37)\npoint in direction (90)\nswitch costume to (idle v)\nclear graphic effects\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [totaljumps v] to [9999]\nbroadcast (Rise v)\n\ndefine Respawn Position 2\nif <<(Level) = [12]> or <<(Level) = [13]> or <(Level) = [15]>>> then\n    go to x: (-215) y: (20)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [14]> or > then\n    go to x: (-215) y: (90)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [16]> or > then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [18]> or > then\n    go to x: (-215) y: (50)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [19]> or > then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [gravity v] to [1]\nend\nif <<(Level) = [20]> or <<(Level) = [21]> or >> then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [gravity v] to [1]\nend\nif <<(Level) = [23]> or > then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [gravity v] to [1]\nend\n\ndefine Spawn2\nif <<(Level) = [11]> or > then\n    go to x: (-215) y: (-29)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [totaljumps v] to [6]\nend\nif  then\n    go to x: (-215) y: (20)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [totaljumps v] to [6]\nend\nif  then\n    go to x: (-215) y: (-79)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: (78)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif <<(Level) = [16]> or > then\n    go to x: (-215) y: (-44)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: (-36)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nif  then\n    go to x: (-215) y: (21)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\nend\nSpawn 3\n\nwhen flag clicked\nwait (1) seconds\nforever\n    if <[] > [50]> then\nend\n\nwhen I receive [play music v]\nset volume to (5) %\nset [canmoveplayer v] to [1]\n\nwhen I receive [animation v]\nswitch costume to (idle v)\nset size to (50) %\nrepeat (20)\n    change size by (((100) - (size)) / (10))\nend\nrepeat (30)\n    change size by (((100) - (size)) / (10))\nend\n\nrepeat (80)\n    change size by (((100) - (size)) / (10))\nend\n\ndefine Bars\n\nif <touching (grabbars v)?> then\n    set [y velocity v] to [0]\nend\n\nstart sound (pick random (27) to (33))\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (grabbars v)?>> then\n    set [y velocity v] to [12]\nend\n\nwait (1) seconds\nwait until <<touching (coins v)?> and <(Level) = [13]>>\n\nwhen I receive [countdown2 v]\ngo to x: (-215) y: (-53)\n\nwhen I receive [countdown2 v]\nforever\n    if <<touching (toxicwater v)?> and <not <(CHEAT) = [1]>>> then\n        broadcast (Particles v)\n        broadcast (Lock v)\n        broadcast (Start Keys v)\n        broadcast (Animation v)\n        broadcast (Reset orb v)\n        broadcast (Next v)\n        start sound [Splash v]\n        switch costume to (idle v)\n        if <<(Level) = []> or > then\n            broadcast (Reset v)\n        end\n        JumpCount\n        Respawn Position\n        set size to (100) %\n        set [x velocity v] to [0]\n        set [y velocity v] to [0]\n    end\nend\n\nif <touching (vines v)?> then\n    if <touching (vines v)?> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <not <touching (level v)?>> then\n                set [y velocity v] to [5]\n            end\n        end\n    end\n    if <touching (vines v)?> then\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            if <not <touching (level v)?>> then\n                set [y velocity v] to [-5]\n            end\n        end\n    end\nend\nif <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <[] = [1]>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <[] = [1]>>>> then\n\ndefine Check if on JT\nif <(y position) > [-160]> then\n    change y by (-30)\n    if <touching (jump through v)?> then\n        set [on jt? v] to [1]\n    else\n        set [on jt? v] to [0]\n    end\n    change y by (30)\nend\n\nchange y by (-30)\n\nwait until <not <touching (vines v)?>>\n\nwhen flag clicked\nforever\n    set [totaljumps v] to [999]\nend\n\ndefine Drop Down\nif <<(On JT?) = [1]> and <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <(STICK Y) < [-0.1]>>> then\n    set [ablejt? v] to [0]\n    wait (0.2) seconds\n    set [ablejt? v] to [1]\nend\n\nwhen flag clicked\nset [ablejt? v] to [1]\nforever\n    Drop Down\nend\n\ndefine Hold to Jump Higher\nif <(Device) = [1]> then\n    if <(Y Velocity) < [-5]> then\n        set [jumping? v] to [False]\n    end\n    if <<not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>>> and <(Holding) = [True]>> then\n        set [y velocity v] to ((Y Velocity) / (1.3))\n        set [holding v] to [False]\n    end\nend\n\nset [jumping? v] to [False]\nset [holding v] to [False]\n\nwait (0.1) seconds\nset [ablejt? v] to [1]\n\nwhen I receive [animation v]\nset [canmoveplayer v] to [0]\nwait (0.3) seconds\nset [canmoveplayer v] to [1]\n\nforever\n    if <(STICK X) > [0.3]> then\n    if <(STICK X) < [-0.3]> then\nend\n\nset [cheat v] to [1]\nset [win v] to [1]\ngo to x: (-215) y: (-30)\nset [ghost v] effect to (100)\nswitch costume to (idle v)\nswitch costume to (idle v)\nset [canmoveplayer v] to [0]\nbroadcast (Win 1 v)\nwait (0) seconds\nset volume to (100) %\nstart sound [Qualified v]\n\nwhen I receive [countdown2 v]\n\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown2 v]\ngo to x: (-215) y: (-34)\nif <(TotalStars) = [0]> then\n    set [jumping? v] to [False]\n    set [holding v] to [False]\n    set [speed? v] to [0]\n    set [canmoveplayer v] to [0]\n    set [totaljumps v] to [999]\n    point in direction (90)\n    set size to (100) %\n    set [cheat v] to [0]\n    wait (0.1) seconds\n    show\n    switch costume to (idle v)\n    set rotation style [left-right v]\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    forever\n        Check if on JT\n        if <<touching color (#a1ff27)?> or <touching color (#88f000)?>> then\n            if <(Jumping Higher) = [1]> then\n                Platformer Physics [1.85] [0.7] [15]\n                Detection\n            else\n                Platformer Physics [1.85] [0.8] [12.9]\n                Detection\n            end\n        else\n            if <(Jumping Higher) = [1]> then\n                Platformer Physics [1.85] [0.8] [15]\n                Detection\n            else\n                Platformer Physics [1.85] [0.8] [12.9]\n                Detection\n            end\n        end\n        Ground Touch <(Y Velocity) > [0]>\n    end\nend\n\nwhen I receive [round 2 v]\ngo to x: (-215) y: (-36)\n\nwhen I receive [countdown2 v]\nset [able to jump v] to [0]\n\nwhen flag clicked\nset [dashing? v] to [0]\nforever\n    Dashing\nend\n\ndefine Dashing\nif <(Purchased3) = [1]> then\n    if <key (space v) pressed?> then\n        if <(DashCooldown) = [0]> then\n            start sound [Dash v]\n            set [dashing? v] to [1]\n            set [y velocity v] to [0]\n            broadcast (Cooldown v)\n            set [dashcooldown v] to [1]\n            if <(direction) = [90]> then\n                set [x velocity v] to [30]\n            end\n            if <(direction) = [-90]> then\n                set [x velocity v] to [-30]\n            end\n            set [dashing? v] to [0]\n            wait until <not <key (space v) pressed?>>\n        end\n    end\nend\n\nset [x velocity v] to [0]\n\nset [dashing? v] to [0]\n\nwhen I receive [cooldown v]\nrepeat until <(DashCooldown) = [0]>\n    wait (1) seconds\n    change [dashcooldown v] by (-1)\nend\n\nwhen I receive [cooldown v]\nrepeat (10)\n    create clone of (_myself_ v)\n    wait (0.01) seconds\nend\n\nwhen I start as a clone\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nbroadcast (ResetLava v)\nbroadcast (Swich to black v)\nbroadcast (Create Clone v)\nbroadcast (Next v)\nbroadcast (Animation v)\nbroadcast (Start Keys v)\nbroadcast (Lock v)\nbroadcast (Reset orb v)\nbroadcast (Next Level v)\nstart sound [Checkpoint v]\nset size to (100) %\nset [level v] to ((Level) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nSpawn Position\nJumpCount\n\nwhen flag clicked\n\nwhen I receive [countdown3 v]\nstop [other scripts in sprite v]\ngo to x: (-215) y: (-36)\nclear graphic effects\nset [jumping? v] to [False]\nset [holding v] to [False]\nset [speed? v] to [0]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\nset [jumping higher v] to [0]\nset [purchased3 v] to [0]\nset [able to jump v] to [1]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (idle v)\nset rotation style [left-right v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n    Check if on JT\n    Platformer Physics [1.85] [0.8] [12.9]\n    Detection\n    Ground Touch <(Y Velocity) > [0]>\nend\n\nwhen I receive [countdown3 v]\ngo [forward v] (100) layers\n\nwhen I receive [round 3 v]\ngo to x: (-215) y: (-34)\n\nset [able to jump v] to [1]\n\ndefine Spawn 3\nif  then\n    go to x: (-215) y: (0)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [gravity v] to [1]\nend\nif <<(Level) = [21]> or <<(Level) = [22]> or <<(Level) = [23]> or >>> then\n    go to x: (-215) y: (20)\n    point in direction (90)\n    set size to (100) %\n    set [x velocity v] to [0]\n    set [y velocity v] to [0]\n    set [gravity v] to [1]\nend\n\nSpawn 3\n\nwhen I receive [switchgravity v]\nif <(Gravity) = [1]> then\n    set [gravity v] to [2]\n    set [y velocity v] to [0.5]\nelse\n    set [gravity v] to [1]\n    set [y velocity v] to [-0.5]\nend\n\nif <(Gravity) = [1]> then\n\nwhen I receive [countdown3 v]\ngo [backward v] (5) layers\nclear graphic effects\n\nwhen I receive [round 3 v]\ngo to x: (-215) y: (-34)\n\nbroadcast (Create Clone v)\n\nwhen I receive [bounce v]\nif <(Gravity) = [1]> then\n    set [y velocity v] to [15]\nelse\n    set [y velocity v] to [-14]\nend\n\nwhen flag clicked\n\nwhen I receive [countdown3 v]\nrepeat (10)\n    go to x: (-215) y: (-34)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (0) seconds\nwait until <<touching (stars v)?> and <(Level) = [24]>>\nswitch costume to (idle v)\ngo [backward v] (3) layers\nwait (0) seconds\nset [canmoveplayer v] to [0]\nstart sound [Qualified v]\nbroadcast (Win3 v)\nrepeat (10)\n    set [ghost v] effect to (100)\n    switch costume to (idle v)\nend\nwait until <not <<touching (stars v)?> and <(Level) = [24]>>>\n\nwhen I receive [round 2 v]\nwait (1) seconds\nwait until <<touching (stars v)?> and <(Level) = [18]>>\nswitch costume to (idle v)\nwait (0) seconds\nset [canmoveplayer v] to [0]\nhide variable [coinspurchasecount v]\nstart sound [Qualified v]\nbroadcast (Win 2 v)\nrepeat (10)\n    set [ghost v] effect to (100)\n    switch costume to (idle v)\nend\ngo to x: (-215) y: (-30)\n\nwhen I receive [round 3 v]\ngo [forward v] (10) layers\n\ngo [backward v] (1) layers\n\nswitch costume to (idle v)\nwait (0) seconds\nset [canmoveplayer v] to [0]\nhide variable [coinspurchasecount v]\nstart sound [Qualified v]\nbroadcast (Win 2 v)\nrepeat (10)\n    set [ghost v] effect to (100)\n    switch costume to (idle v)\nend\ngo to x: (-215) y: (-30)\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nforever\n    Hold to Jump Higher\nend\n\nwhen I receive [round 2 v]\nforever\n    Hold to Jump Higher\nend\n\nwhen I receive [next v]\nforever\n    Hold to Jump Higher\nend\n\nwhen I receive [round 3 v]\nwait (1) seconds\nforever\n    if <<touching (stars v)?> and <(Level) = [24]>> then\n        switch costume to (idle v)\n        go [backward v] (3) layers\n        wait (0) seconds\n        set [canmoveplayer v] to [0]\n        start sound [Qualified v]\n        broadcast (Win3 v)\n        repeat (10)\n            set [ghost v] effect to (100)\n            switch costume to (idle v)\n        end\n        wait until <not <<touching (stars v)?> and <(Level) = [24]>>>\n    end\nend\n\n@Level\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\ngo [forward v] (5) layers\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    switch costume to (Level)\nend\n\ngo to [front v] layer\n\nwhen I receive [animation start v]\nhide\n\ngo to [front v] layer\n\ngo [backward v] (5) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\n\nwhen flag clicked\n\nforever\n\ngo to [back v] layer\n\nClone At X: [-116] [-120] At Size: [100] [0]\n\nwhen I receive [countdown 1 v]\ngo [backward v] (5) layers\n\ngo [backward v] (5) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [intro done v]\n\nwait until <(Level) = [9]>\n\ngo [forward v] (5) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Jump Through\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [showing? v] to [0]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    if <key (e v) pressed?> then\n        if <(username) = [250119code2]> then\n            if <(Showing?) = [0]> then\n                set [ghost v] effect to (0)\n                set [showing? v] to [1]\n            else\n                set [ghost v] effect to (100)\n                set [showing? v] to [0]\n            end\n        end\n        wait until <not <key (e v) pressed?>>\n    end\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen [space v] key pressed\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [showing? v] to [0]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    if <key (e v) pressed?> then\n        if <(username) = [250119code2]> then\n            if <(Showing?) = [0]> then\n                set [ghost v] effect to (0)\n                set [showing? v] to [1]\n            else\n                set [ghost v] effect to (100)\n                set [showing? v] to [0]\n            end\n        end\n        wait until <not <key (e v) pressed?>>\n    end\nend\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Vines\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (100)\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\n    set [ghost v] effect to (0)\n    switch costume to (Level)\nend\n\ngo [backward v] (10) layers\n\nwhen I receive [animation start v]\nhide\n\n@Saws\n\nwhen flag clicked\n\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nwait (0) seconds\nif <(Level) = [21]> then\n    Clone At X: [-190] [133] At Size [100]\nend\nif <(Level) = [22]> then\n    Clone At X: [95] [-174] At Size [100]\nend\nif <(Level) = [23]> then\n    Clone At X: [-40] [106] At Size [100]\nend\nif <(Level) = [24]> then\n    Clone At X: [-60] [20] At Size [90]\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [move x v] to [0]\nset [move y v] to [0]\nshow\ngo [forward v] (20) layers\nforever\n    turn right (4) degrees\nend\n\nset [move x v] to ((Move X) * (0.9))\nset [move y v] to ((Move Y) * (0.9))\nchange x by (Move X)\nchange y by (Move Y)\nturn right ((Move X) * (2)) degrees\nturn right ((Move Y) * (2)) degrees\n\nwhen I receive [intro done v]\nif  then\n    delete this clone\nend\n\nforever\n    repeat (38)\n        set [move y v] to [-3]\n    end\n    wait (0.8) seconds\n    repeat (38)\n        set [move y v] to [3]\n    end\n    wait (0.8) seconds\nend\n\nbroadcast (Next Level v)\n\nwhen flag clicked\n\nwhen I receive [hide saw v]\ndelete this clone\n\nClone At X: [-190] [137] At Size [100]\n\nClone At X: [-80] [20] At Size [100]\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    if <<(LostGame) = [0]> or <(Win) = [1]>> then\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\ngo [forward v] (5) layers\n\nset [ghost v] effect to (0)\n\nset [ghost v] effect to (100)\n\n@Left\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\nend\n\nset [ghost v] effect to (0)\nset [showing? v] to [1]\n\nset [ghost v] effect to (100)\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n    if <(Showing?) = [0]> then\n        set [ghost v] effect to (0)\n        set [showing? v] to [1]\n    else\n        set [ghost v] effect to (100)\n        set [showing? v] to [0]\n    end\nend\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [showing? v] to [0]\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [showing? v] to [0]\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    if <(Showing?) = [0]> then\n        set [ghost v] effect to (0)\n        set [showing? v] to [1]\n    else\n        set [ghost v] effect to (100)\n        set [showing? v] to [0]\n    end\nend\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@TITLE\n\nwhen flag clicked\nset [screen v] to [1]\ngo [backward v] (99) layers\nhide\nset size to (100) %\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n    if <(SCREEN) = [1]> then\n        change [titleturn v] by (1)\n    end\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <(SCREEN) = [0]> then\n        go [backward v] (6) layers\n    end\nend\n\nhide\n\nshow\n\nclear graphic effects\n\nwhen I receive [hidecreditsscreen v]\nrepeat (5)\n    change size by (1)\n    change [ghost v] effect by (-20)\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (5)\n    change [ghost v] effect by (-20)\n    change size by (1)\nend\n\nwhen I receive [in v]\nrepeat (5)\n    change [ghost v] effect by (20)\n    change size by (-1)\nend\n\nwhen I receive [creditsshow v]\nrepeat (5)\n    change [ghost v] effect by (20)\n    change size by (-1)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\n    switch costume to (Level)\n    set [ghost v] effect to (50)\nend\n\nwhen I receive [intro done v]\nshow\n\nrepeat (29)\n\nwhen I receive [intro done v]\nwait until <(Level) = [4]>\n\ngo [forward v] (5) layers\n\nwhen flag clicked\n\nwait until <(Level) = [11]>\n\ngo [forward v] (3) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\n    switch costume to (Level)\n    set [ghost v] effect to (40)\nend\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (50)\n    set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [animation start v]\nhide\n\n@Transitions\n\nwhen I receive [died v]\n\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n    thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n    other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Instructions) = [1]>>>\n\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (Next v)\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <<not <(InCredits) = [1]>> and <not <(InLevelSelect) = [1]>>>>> then\n            set volume to (100) %\n            start sound [MouseHover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nhide\nset [inlevelselect v] to [0]\n\nwhen I receive [play scene v]\nset [screen v] to [1]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <<touching (mouse-pointer v)?> and > then\n        change size by (((120) - (size)) / (5))\n        set [brightness v] effect to (5)\n        switch costume to (costume2 v)\n        if <<mouse down?> and <(SCREEN) = [1]>> then\n            start sound [Click v]\n            broadcast (LevelSelect v)\n            set [inlevelselect v] to [1]\n            wait until <not <mouse down?>>\n        end\n    else\n        change size by (((110) - (size)) / (5))\n        set [brightness v] effect to (0)\n        switch costume to (costume1 v)\n    end\nend\n\nwait (0.8) seconds\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nset [screen v] to [0]\n\nbroadcast (Swich to black v)\n\nstart sound [Selected v]\nwait (0.8) seconds\nbroadcast (Show Intro v)\nset [screen v] to [0]\n\nstop [other scripts in sprite v]\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [in v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [creditsshow v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nstart sound [Click v]\nbroadcast (LevelSelect v)\nset [inlevelselect v] to [1]\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\nwhen I receive [animation start v]\n\n@Instructions\n\nwhen I receive [play scene v]\nset [instructions v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Instructions) = [1]>>>\nbroadcast (IN v)\nstart sound [Click v]\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <<not <(InCredits) = [1]>> and <not <(InLevelSelect) = [1]>>>>> then\n            set volume to (100) %\n            start sound [MouseHover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <<touching (mouse-pointer v)?> and > then\n        change size by (((100) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <<mouse down?> and <(SCREEN) = [1]>> then\n            if <(Instructions) = [0]> then\n                start sound [Click v]\n                set [instructions v] to [1]\n                broadcast (IN v)\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((90) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [in v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\nwhen I receive [creditsshow v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\n@Credits\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <<not <(InCredits) = [1]>> and <not <(InLevelSelect) = [1]>>>>> then\n            set volume to (100) %\n            start sound [MouseHover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\nset [incredits v] to [0]\n\nwhen I receive [play scene v]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <<touching (mouse-pointer v)?> and > then\n        change size by (((100) - (size)) / (5))\n        switch costume to (costume3 v)\n        set [brightness v] effect to (5)\n        if <<mouse down?> and <(SCREEN) = [1]>> then\n            if <(InCredits) = [0]> then\n                start sound [Click v]\n                broadcast (CreditsShow v)\n                set [incredits v] to [1]\n            end\n        end\n    else\n        switch costume to (costume1 v)\n        change size by (((90) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\nstart sound [Click v]\nbroadcast (CreditsShow v)\nset [incredits v] to [1]\n\nwhen I receive [in v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [levelselect v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [creditsshow v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\n@SelecttDevice\n\nwhen I receive [play scene v]\nforever\n    if <touching (mouse-pointer v)?> then\n        if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <<not <(InCredits) = [1]>> and <not <(InLevelSelect) = [1]>>>>> then\n            set volume to (100) %\n            start sound [MouseHover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nhide\nset [inlevelselect v] to [0]\nset [device v] to [1]\nswitch costume to (1 v)\n\nwhen I receive [play scene v]\n\nset [screen v] to [1]\nshow\nforever\n    if <(SCREEN) = [1]> then\n        show\n    else\n        hide\n    end\n    if <<touching (mouse-pointer v)?> and > then\n        change size by (((80) - (size)) / (5))\n        set [brightness v] effect to (5)\n        if <<mouse down?> and <(SCREEN) = [1]>> then\n            start sound [Click v]\n            if <(Device) = [1]> then\n                set [device v] to [2]\n                switch costume to (2 v)\n            else\n                set [device v] to [1]\n                switch costume to (1 v)\n            end\n            wait until <not <mouse down?>>\n        end\n    else\n        change size by (((70) - (size)) / (5))\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [animation start v]\n\nwait (0.8) seconds\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nset [screen v] to [0]\n\nbroadcast (Swich to black v)\n\nstart sound [Selected v]\nwait (0.8) seconds\nbroadcast (Show Intro v)\nset [screen v] to [0]\n\nstop [other scripts in sprite v]\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [in v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [creditsshow v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n    change size by (-1)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n    change size by (1)\n    change [ghost v] effect by (-10)\nend\n\nbroadcast (LevelSelect v)\nset [inlevelselect v] to [1]\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\n@How To Play\n\nwhen flag clicked\nhide\nset [win v] to [0]\n\nwhen I receive [show intro v]\nswitch costume to (1 v)\nshow\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (10) seconds\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nset [music# v] to [1]\nwait (0.2) seconds\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nhide\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nbroadcast (Round 4 v)\n\nbroadcast (Countdown4 v)\n\nwhen I receive [show intro v]\n\nwhen I receive [round 2 v]\n\nswitch costume to (1 v)\nshow\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nhide\n\ngo [forward v] (5) layers\nswitch costume to (2 v)\nshow\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nswitch backdrop to (2 v)\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nbroadcast (Countdown2 v)\nhide\nwait (1) seconds\n\nwhen I receive [round 2 v]\nswitch costume to (2 v)\ngo to [front v] layer\nshow\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nset [canmoveplayer v] to [0]\nwait (10) seconds\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nset [music# v] to [2]\nwait (0.2) seconds\nbroadcast (Countdown2 v)\nhide\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nset [music# v] to [0]\n\nwhen I receive [round 3 v]\nswitch costume to (3 v)\ngo to [front v] layer\nshow\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\nset [canmoveplayer v] to [0]\nwait (10) seconds\nrepeat (20)\n    change [brightness v] effect by (5)\nend\nset [music# v] to [3]\nwait (0.2) seconds\nbroadcast (Countdown3 v)\nhide\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nset [ghost v] effect to (100)\n\n@Instructions Scene\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [in v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [instructions v] to [0]\nend\n\ngo [forward v] (6) layers\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nelse\n    if <(TitleScrenID) = [2]> then\n        go to x: (0) y: (0)\n        switch costume to (2 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    else\n        go to x: (-205) y: (-145)\n        switch costume to (3 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    end\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nset [instructions v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((120) - (size)) / (5))\n            set [brightness v] effect to (5)\n            switch costume to (costume2 v)\n            if <mouse down?> then\n                broadcast (HideTitleScreen v)\n                start sound [Click v]\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((110) - (size)) / (5))\n            set [brightness v] effect to (0)\n            switch costume to (costume1 v)\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n\nif <(TitleScrenID) = [3]> then\n    if <touching (mouse-pointer v)?> then\n        start sound [MouseHover v]\n        wait until <not <touching (mouse-pointer v)?>>\n    end\nend\n\nbroadcast (HideTitleScreen v)\n\n@LevelSelectScreen\n\nwhen I receive [levelselect v]\nset [selectedlevel v] to [1]\nset [titlescrenid v] to [Black]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Text]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Left]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Right]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Level1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Play]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Back]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [instructions v] to [0]\nend\n\nwhen I start as a clone\nif <(TitleScrenID) = [Black]> then\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nelse\n    if <(TitleScrenID) = [Text]> then\n        go to x: (0) y: (0)\n        go to [front v] layer\n        switch costume to (2 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    else\n        if <(TitleScrenID) = [Left]> then\n            go to x: (-185) y: (0)\n            go to [front v] layer\n            switch costume to (left v)\n            show\n            set [ghost v] effect to (100)\n            repeat (10)\n                change [ghost v] effect by (-10)\n            end\n        else\n            if <(TitleScrenID) = [Right]> then\n                go to [front v] layer\n                go to x: (185) y: (0)\n                switch costume to (right v)\n                show\n                set [ghost v] effect to (100)\n                repeat (10)\n                    change [ghost v] effect by (-10)\n                end\n            else\n                if <(TitleScrenID) = [Level1]> then\n                    set size to (80) %\n                    go to [front v] layer\n                    go to x: (0) y: (-10)\n                    switch costume to (level1 v)\n                    show\n                    set [ghost v] effect to (100)\n                    repeat (10)\n                        change [ghost v] effect by (-10)\n                    end\n                else\n                    if <(TitleScrenID) = [Play]> then\n                        set size to (100) %\n                        go to [front v] layer\n                        go to x: (0) y: (-130)\n                        switch costume to (play v)\n                        show\n                        set [ghost v] effect to (100)\n                        repeat (10)\n                            change [ghost v] effect by (-10)\n                        end\n                    else\n                        if <(TitleScrenID) = [Back]> then\n                            set size to (100) %\n                            go to [front v] layer\n                            go to x: (-205) y: (-145)\n                            switch costume to (back v)\n                            show\n                            set [ghost v] effect to (100)\n                            repeat (10)\n                                change [ghost v] effect by (-10)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen [space v] key pressed\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [Left]> then\n        if <(SelectedLevel) = [1]> then\n            set [ghost v] effect to (50)\n        else\n            set [ghost v] effect to (0)\n        end\n    else\n        if <(TitleScrenID) = [Right]> then\n            if <(SelectedLevel) = [3]> then\n                set [ghost v] effect to (50)\n            else\n                set [ghost v] effect to (0)\n            end\n        end\n    end\nend\n\nbroadcast (LevelSelect v)\n\nwhen I receive [levelchange+1 v]\nif <(TitleScrenID) = [Level1]> then\n    next costume\n    set [brightness v] effect to (100)\n    repeat (10)\n        change [brightness v] effect by (-10)\n    end\nend\n\nwhen I receive [levelchange-1 v]\nif <(TitleScrenID) = [Level1]> then\n    switch costume to ((costume [number v]) - (1))\n    set [brightness v] effect to (100)\n    repeat (10)\n        change [brightness v] effect by (-10)\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [Play]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((110) - (size)) / (5))\n            switch costume to (costume2 v)\n            if <mouse down?> then\n                start sound [Click v]\n                if <(SelectedLevel) = [1]> then\n                    wait (0.5) seconds\n                    start sound [Selected v]\n                    broadcast (Show Intro v)\n                    set [screen v] to [0]\n                    broadcast (HideLevelSelect v)\n                else\n                    if <(SelectedLevel) = [2]> then\n                        wait (0.5) seconds\n                        start sound [Selected v]\n                        broadcast (Round 2 v)\n                        set [screen v] to [0]\n                        broadcast (HideLevelSelect v)\n                    else\n                        if <(SelectedLevel) = [3]> then\n                            wait (0.5) seconds\n                            start sound [Selected v]\n                            broadcast (Round 3 v)\n                            set [screen v] to [0]\n                            broadcast (HideLevelSelect v)\n                        end\n                        wait until <not <mouse down?>>\n                    end\n                    wait until <not <mouse down?>>\n                end\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((100) - (size)) / (5))\n            switch costume to (costume1 v)\n        end\n    end\nend\n\nwhen I receive [hidelevelselect v]\nstop [other scripts in sprite v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nbroadcast (HideLevelSelect v)\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [Back]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((120) - (size)) / (5))\n            set [brightness v] effect to (5)\n            switch costume to (back v)\n            if <mouse down?> then\n                set [inlevelselect v] to [0]\n                broadcast (HideLevelSelect v)\n                start sound [Click v]\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((110) - (size)) / (5))\n            set [brightness v] effect to (0)\n            switch costume to (back v)\n        end\n    end\nend\n\nwhen I receive [animation v]\n\nwhen I receive [show intro v]\nstop [other scripts in sprite v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n\nif <(TitleScrenID) = [Back]> then\n    if <touching (mouse-pointer v)?> then\n        wait until <not <touching (mouse-pointer v)?>>\n        start sound [MouseHover v]\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [Left]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((125) - (size)) / (5))\n            switch costume to (costume2 v)\n            if <mouse down?> then\n                start sound [Click v]\n                if <not <(SelectedLevel) = [1]>> then\n                    change [selectedlevel v] by (-1)\n                    broadcast (LevelChange-1 v)\n                end\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((110) - (size)) / (5))\n            switch costume to (costume1 v)\n        end\n    else\n        if <(TitleScrenID) = [Right]> then\n            if <touching (mouse-pointer v)?> then\n                change size by (((125) - (size)) / (5))\n                switch costume to (costume2 v)\n                if <mouse down?> then\n                    start sound [Click v]\n                    if <not <(SelectedLevel) = [3]>> then\n                        change [selectedlevel v] by (1)\n                        broadcast (LevelChange+1 v)\n                    end\n                    wait until <not <mouse down?>>\n                end\n            else\n                change size by (((110) - (size)) / (5))\n                switch costume to (costume1 v)\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [Left]> then\n        if <touching (mouse-pointer v)?> then\n            start sound [MouseHover2 v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    else\n        if <(TitleScrenID) = [Right]> then\n            if <touching (mouse-pointer v)?> then\n                start sound [MouseHover2 v]\n                wait until <not <touching (mouse-pointer v)?>>\n            end\n        else\n            if <(TitleScrenID) = [Play]> then\n                if <touching (mouse-pointer v)?> then\n                    start sound [MouseHover2 v]\n                    wait until <not <touching (mouse-pointer v)?>>\n                end\n            end\n        end\n    end\nend\n\nbroadcast (HideLevelSelect v)\n\n@CreditsScreen\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [creditsshow v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [instructions v] to [0]\nend\n\ngo [forward v] (6) layers\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nelse\n    if <(TitleScrenID) = [2]> then\n        go to x: (0) y: (0)\n        switch costume to (2 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    else\n        go to x: (-205) y: (-145)\n        switch costume to (3 v)\n        show\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    end\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nset [incredits v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((120) - (size)) / (5))\n            set [brightness v] effect to (5)\n            switch costume to (costume2 v)\n            if <mouse down?> then\n                broadcast (HideCreditsScreen v)\n                start sound [Click v]\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((110) - (size)) / (5))\n            set [brightness v] effect to (0)\n            switch costume to (costume1 v)\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\nend\n\nif <touching (mouse-pointer v)?> then\n    start sound [MouseHover v]\n    wait until <not <touching (mouse-pointer v)?>>\nend\n\nbroadcast (HideCreditsScreen v)\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (5)\nend\n\n@Particle\n\ndefine Particle (amount)\nrepeat (amount)\n    set [clone id v] to [Particle]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (20)\n    set [a v] to (pick random (-15) to (15))\n    set [b v] to (pick random (-15) to (15))\n    set [c v] to (pick random (-50) to (50))\n    set size to (pick random (100) to (150)) %\n    repeat (25)\n        go to [front v] layer\n        switch costume to (size hack  v)\n        change [ghost v] effect by (0)\n        set size to ((size) * (0.9)) %\n        change x by (a)\n        change y by (b)\n        turn right (c) degrees\n        set [a v] to ((a) * (0.85))\n        set [b v] to ((b) * (0.85))\n        switch costume to (particle v)\n    end\n    delete this clone\nend\n\nwhen I receive [particles v]\n\nif  then\n    delete this clone\nend\ngo to (player v)\nParticle [40]\n\n@Hidden\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    Hidden\nend\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n    change [ghost v] effect by (16)\nelse\n    change [ghost v] effect by (-20)\nend\n\nrepeat (10)\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    Hidden\nend\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    Hidden\nend\n\nwhen I receive [countdown3 v]\ngo [forward v] (3) layers\n\ngo [forward v] (25) layers\n\ngo [forward v] (3) layers\n\n@Hidden2\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    Hidden\nend\n\ngo [forward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n    change [ghost v] effect by (16)\nelse\n    change [ghost v] effect by (-20)\nend\n\n@Water Particles\n\ndefine Particle (amount)\nrepeat (amount)\n    set [clone id v] to [Particle]\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n    switch costume to (particle v)\n    set [brightness v] effect to (0)\n    set [ghost v] effect to (20)\n    set [a v] to (pick random (-15) to (15))\n    set [b v] to (pick random (-15) to (15))\n    set [c v] to (pick random (-50) to (50))\n    set size to (pick random (100) to (150)) %\n    repeat (25)\n        go to [front v] layer\n        switch costume to (size hack  v)\n        change [ghost v] effect by (0)\n        set size to ((size) * (0.9)) %\n        change x by (a)\n        change y by (b)\n        turn right (c) degrees\n        set [a v] to ((a) * (0.8))\n        set [b v] to ((b) * (0.8))\n        switch costume to (particle v)\n    end\n    delete this clone\nend\n\nwhen I receive [water v]\nif  then\n    delete this clone\nend\ngo to (player v)\nParticle [10]\n\nchange [change y v] by (-1)\nchange y by (Change Y)\n\nwhen I start as a clone\nforever\n    change [change y v] by (-0.2)\n    change y by (Change Y)\nend\n\n@Coins\n\ndefine Spin\n\nwhen flag clicked\nset [coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [coins: frame v] to [0]\nset [coinscollected v] to [0]\nwait (0) seconds\nif  then\n    delete this clone\nend\nwait (0) seconds\nif <(Level) = [2]> then\n    Clone At X: [6] [105] At Size: [100] [0]\nend\nif <(Level) = [3]> then\n    Clone At X: [131] [155] At Size: [100] [0]\n    Clone At X: [-99] [-155] At Size: [100] [0]\nend\nif <(Level) = [5]> then\n    Clone At X: [-194] [80] At Size: [100] [0]\nend\nif <(Level) = [19]> then\n    Clone At X: [223] [-113] At Size: [100] [0]\n    Clone At X: [-89] [100] At Size: [100] [0]\nend\nif <(Level) = [20]> then\n    Clone At X: [-110] [-105] At Size: [100] [0]\n    Clone At X: [-220] [110] At Size: [100] [0]\nend\nif <(Level) = [21]> then\n    Clone At X: [149] [85] At Size: [100] [0]\n    Clone At X: [-2] [-142] At Size: [100] [0]\n    Clone At X: [69] [113] At Size: [100] [0]\nend\nif <(Level) = [22]> then\n    Clone At X: [88] [-115] At Size: [100] [0]\n    Clone At X: [-212] [150] At Size: [100] [0]\nend\nif <(Level) = [23]> then\n    Clone At X: [-118] [105] At Size: [100] [0]\nend\nif <(Level) = [24]> then\n    Clone At X: [-215] [112] At Size: [100] [0]\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (2) layers\nwait until <touching (player v)?>\nchange [coinscollected v] by (1)\nstart sound [Coin v]\nset rotation style [all around v]\nset [coinmovey v] to [10]\nrepeat (20)\n    change [coinmovey v] by (-1)\n    change [ghost v] effect by (5)\n    turn right (8) degrees\n    change y by (CoinMoveY)\nend\nhide\ndelete this clone\n\nSpin\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nforever\n    change y by ((0.5) * ([sin v] of (Coins: frame) ))\n    change [coins: frame v] by (5)\nend\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nbroadcast (Next v)\n\nwhen I receive [countdown2 v]\n\nif  then\n    delete this clone\nend\nClone At X: [124] [150] At Size: [100] [0.2]\nClone At X: [-128] [141] At Size: [100] [0.2]\n\nwhen [e v] key pressed\ndelete this clone\n\nstart sound [4 v]\nClone At X: [-221] [10] At Size: [100] [0]\n\nwhen I receive [round 2 v]\n\nwhen I receive [countdown2 v]\nwait (1) seconds\nbroadcast (Delete Coins v)\ndelete this clone\n\nwhen I receive [delete coins v]\ndelete this clone\n\nbroadcast (Delete Coins v)\n\nwhen I receive [coins2 v]\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [-123] [-33] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-74] [144] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [3 v]\nClone At X: [22] [35] At Size: [100] [0]\nwait (SecondsWait) seconds\n\n@CoinsPurchase\n\ndefine Spin\n\nwhen flag clicked\nset [coinspurchasecount v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [countdown2 v]\nset [coins: frame v] to [0]\nif  then\n    delete this clone\nend\nshow variable [coinspurchasecount v]\nwait until <(Level) = [9]>\nClone At X: [-36] [-80] At Size: [100] [0]\nClone At X: [4] [-80] At Size: [100] [0.2]\nClone At X: [44] [-80] At Size: [100] [0.4]\nwait until <(Level) = [10]>\nClone At X: [-150] [-81] At Size: [100] [0]\nClone At X: [-110] [-81] At Size: [100] [0.2]\nClone At X: [-70] [-81] At Size: [100] [0.4]\nwait until <(Level) = [11]>\nClone At X: [-122] [64] At Size: [100] [0]\nClone At X: [84] [-64] At Size: [100] [0]\nClone At X: [-46] [106] At Size: [100] [0.2]\nClone At X: [33] [129] At Size: [100] [0.4]\nClone At X: [73] [129] At Size: [100] [0.6]\nClone At X: [113] [129] At Size: [100] [0.8]\nwait until <(Level) = [12]>\nClone At X: [-1] [94] At Size: [100] [0]\nClone At X: [39] [94] At Size: [100] [0.2]\nClone At X: [79] [94] At Size: [100] [0.4]\nwait until <(Level) = [13]>\nClone At X: [29] [-153] At Size: [100] [0]\nClone At X: [160] [-153] At Size: [100] [0.2]\nClone At X: [-29] [96] At Size: [100] [0.4]\nClone At X: [88] [135] At Size: [100] [0.4]\nwait until <(Level) = [14]>\nClone At X: [-73] [-156] At Size: [100] [0]\nClone At X: [59] [126] At Size: [100] [0]\nClone At X: [99] [126] At Size: [100] [0.2]\nClone At X: [139] [126] At Size: [100] [0.4]\nwait until <(Level) = [15]>\nClone At X: [19] [139] At Size: [100] [0]\nClone At X: [76] [10] At Size: [100] [0]\nClone At X: [116] [10] At Size: [100] [0.2]\nClone At X: [156] [10] At Size: [100] [0.4]\nClone At X: [196] [10] At Size: [100] [0.6]\nwait until <(Level) = [16]>\nClone At X: [-122] [115] At Size: [100] [0]\nClone At X: [-72] [-60] At Size: [100] [0]\nClone At X: [30] [-60] At Size: [100] [0.2]\nClone At X: [3] [160] At Size: [100] [0]\nClone At X: [46] [149] At Size: [100] [0]\nClone At X: [80] [126] At Size: [100] [0.2]\nClone At X: [196] [-130] At Size: [100] [0]\nClone At X: [196] [-170] At Size: [100] [0]\nwait until <(Level) = [17]>\nClone At X: [32] [30] At Size: [100] [0]\nClone At X: [72] [30] At Size: [100] [0.2]\nClone At X: [112] [30] At Size: [100] [0.4]\nClone At X: [152] [30] At Size: [100] [0.4]\nClone At X: [-105] [131] At Size: [100] [0]\n\nwhen I start as a clone\nshow\ngo [backward v] (10) layers\nwait until <touching (player v)?>\nif <(Level) = [12]> then\n    change [collectedlevel12 v] by (1)\nelse\n    if <(Level) = [17]> then\n        change [collectedlevel17 v] by (1)\n    end\nend\nchange [coinspurchasecount v] by (1)\nchange [coinchangey v] by (1)\nstart sound [Coin v]\nset rotation style [all around v]\nset [coinchangey v] to [10]\nrepeat (20)\n    change [coinchangey v] by (-1)\n    change [ghost v] effect by (5)\n    turn right (8) degrees\n    change y by (CoinChangeY)\nend\nhide\ndelete this clone\n\nSpin\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nforever\n    change y by ((0.5) * ([sin v] of (Coins: frame) ))\n    change [coins: frame v] by (5)\nend\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nbroadcast (Next v)\n\nwhen [e v] key pressed\ndelete this clone\n\nwhen I receive [round 2 v]\n\nwhen I receive [delete coins v]\n\nset [coinspurchasecount v] to [0]\n\ndelete this clone\n\nwhen I receive [countdown2 v]\nshow variable [coinspurchasecount v]\n\nwait (SecondsWait) seconds\n\nset [pressedlevel10 v] to [0]\n\ndefine Coins\n\nCoins\n\nwhen I start as a clone\nwait until <touching (player v)?>\n\nwhen flag clicked\nset [collectedlevel12 v] to [0]\n\nwhen I receive [next level v]\ndelete this clone\n\nClone At X: [30] [-60] At Size: [100] [0.2]\n\nClone At X: [32] [30] At Size: [100] [0]\nClone At X: [72] [30] At Size: [100] [0.2]\nClone At X: [112] [30] At Size: [100] [0.4]\nClone At X: [-105] [131] At Size: [100] [0]\n\nClone At X: [32] [30] At Size: [100] [0]\nClone At X: [72] [30] At Size: [100] [0.2]\nClone At X: [112] [30] At Size: [100] [0.4]\nClone At X: [152] [30] At Size: [100] [0.4]\nClone At X: [-105] [131] At Size: [100] [0]\n\nwhen I receive [win 2 v]\nhide variable [coinspurchasecount v]\n\nClone At X: [140] [-19] At Size: [100] [0]\n\nClone At X: [140] [-19] At Size: [100] [0.2]\nClone At X: [180] [-19] At Size: [100] [0.4]\n\nwhen I receive [coins3 v]\nif <(PressedLevel10) = [0]> then\n    set [secondswait v] to [0.4]\n    wait (SecondsWait) seconds\n    start sound [1 v]\n    Clone At X: [25] [141] At Size: [100] [0]\n    wait (SecondsWait) seconds\n    start sound [2 v]\n    Clone At X: [65] [144] At Size: [100] [0]\n    wait (SecondsWait) seconds\n    start sound [3 v]\n    Clone At X: [105] [144] At Size: [100] [0]\n    wait (SecondsWait) seconds\n    set [pressedlevel10 v] to [1]\nend\n\n@Flash\n\nwhen I receive [swich to black v]\nset [brightness v] effect to (90)\nshow\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (16)\n    next costume\n    go to [front v] layer\nend\nbroadcast (nextblackswitch v)\n\nwhen I receive [nextblackswitch v]\nwait (0.5) seconds\npoint in direction (-90)\nrepeat (16)\n    switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\n\nwhen I receive [start game v]\nshow\nset [brightness v] effect to (87)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (new piskel - 2021-04-26t12280533 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (16)\n    switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\nhide\n\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Death Particles\n\nwhen I receive [particles v]\nset [last death x v] to (PLAYER X)\nset [last death y v] to (PLAYER Y)\nif  then\n    delete this clone\nend\nParticle [20]\n\nwhen flag clicked\nhide\nset [death v] to [0]\nset [last death x v] to [0]\nset [last death y v] to [0]\nforever\n    set [player x v] to ([x position v] of [player v])\n    set [player y v] to ([y position v] of [player v])\nend\n\ndefine Particle (amount)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset [a v] to (pick random (-15) to (15))\nset [b v] to (pick random (-15) to (15))\nset [c v] to (pick random (-50) to (50))\nset size to (pick random (50) to (300)) %\ngo to x: (LAST DEATH X) y: (LAST DEATH Y)\nrepeat (25)\n    go to [front v] layer\n    switch costume to (sh v)\n    change [ghost v] effect by (-7.5)\n    set size to ((size) * (.9)) %\n    change x by (a)\n    change y by (b)\n    turn right (c) degrees\n    set [a v] to ((a) * (0.9))\n    set [b v] to ((b) * (0.9))\n    switch costume to (pick random (1) to (2))\n    go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [particles v]\n\nset [player x v] to ([x position v] of [player v])\nset [player y v] to ([y position v] of [player v])\n\nwhen I receive [countdown3 v]\nforever\n    set [player x v] to ([x position v] of [player v])\n    set [player y v] to ([y position v] of [player v])\nend\n\nwhen I receive [countdown2 v]\nforever\n    set [player x v] to ([x position v] of [player v])\n    set [player y v] to ([y position v] of [player v])\nend\n\n@Slippery\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (100)\nend\n\ngo [backward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [intro done v]\nforever\n    wait until <touching (player v)?>\n    broadcast (Speed Up v)\n    wait until <not <touching (player v)?>>\nend\n\nbroadcast (Speed Up v)\n\n@Message\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [intro done v]\n\nwait until <(Level) = [7]>\nset [can move? v] to [0]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n    change [ghost v] effect by (16)\nend\n\nwhen I receive [win 1 v]\ngo to [front v] layer\nswitch costume to (level 1 win v)\nset [can move? v] to [0]\nhide variable [counter collect v]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (5) seconds\nrepeat (10)\n    change [ghost v] effect by (16)\nend\nwait (0.5) seconds\nbroadcast (Round 2 v)\nbroadcast (Next Level v)\n\nswitch costume to (untitled drawing \(3\) v)\n\nwait (5) seconds\nset [win v] to [1]\nset [brightness v] effect to (100)\nswitch costume to (game complete v)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\ngo to [front v] layer\n\nset [brightness v] effect to (100)\nnext costume\nrepeat (10)\n    go to [front v] layer\n    change [brightness v] effect by (-10)\nend\n\nbroadcast (Win3 v)\n\nwait (2) seconds\n\nrepeat (10)\n    change [ghost v] effect by (16)\nend\n\nwhen I receive [win4 v]\nset [canmoveplayer v] to [0]\nswitch costume to (level 3 win v)\ngo to [front v] layer\nset [can move? v] to [0]\nhide variable [counter collect v]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (5) seconds\nset [brightness v] effect to (100)\nswitch costume to (game complete v)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\ngo to [front v] layer\n\nstop [all v]\n\nstop [all v]\n\nbroadcast (Next Level v)\n\nwhen I receive [win 2 v]\ngo to [front v] layer\nswitch costume to (level 2 win v)\nset [can move? v] to [0]\nhide variable [coinspurchasecount v]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (5) seconds\nrepeat (10)\n    change [ghost v] effect by (16)\nend\nwait (0.5) seconds\nbroadcast (Round 3 v)\n\nwhen I receive [win3 v]\ngo to [front v] layer\nswitch costume to (level 3 win v)\nset [can move? v] to [0]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-16)\nend\nwait (5) seconds\nset [brightness v] effect to (100)\nswitch costume to (game complete v)\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\n\n@Timer (Level Changing)\n\nwhen I start as a clone\ngo [forward v] (5) layers\nshow\ngo to [front v] layer\nforever\n    show\n    set size to (120) %\n    go to x: (((Timer: Clone #) * (20)) - (-195)) y: (142)\n    if <(length of (round (TIME))) < (Timer: Clone #)> then\n        hide\n    else\n        show\n        switch costume to (letter (Timer: Clone #) of (TIME))\n    end\nend\n\nwhen I receive [show intro v]\nwait (1) seconds\nset [timer: clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [show intro v]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n    wait (1) seconds\n    change [time v] by (-1)\nend\n\nwhen I receive [countdown 1 v]\ndelete this clone\n\nwhen I receive [countdown2 v]\ndelete this clone\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [countdown4 v]\ndelete this clone\n\nwhen I receive [round 2 v]\nset [level v] to [9]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n    wait (1) seconds\n    change [time v] by (-1)\nend\n\nwhen I receive [round 2 v]\nwait (1) seconds\nset [timer: clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [round 2 v]\n\nwhen I receive [round 3 v]\nset [level v] to [19]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n    wait (1) seconds\n    change [time v] by (-1)\nend\n\nwhen I receive [round 3 v]\nwait (1) seconds\nset [timer: clone # v] to [1]\nrepeat (30)\n    create clone of (_myself_ v)\n    change [timer: clone # v] by (1)\nend\nhide\n\n@Stick\n\nwhen flag clicked\nhide\n\ndefine Keyboard controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\n\nif <key (space v) pressed?> then\n    change [stick button v] by (1)\nelse\n    set [stick button v] to [0]\nend\n\ndefine Stick Activated\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n    Detect Stick Movement\n    Detect Stick Button\nend\nbroadcast (Deactivate stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n    set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n    set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n    if <(STICK BUTTON) > []> then\n        change [stick button v] by (1)\n    end\nelse\n    set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n    go [forward v] (1) layers\n    set [ghost v] effect to (0)\n    forever\n        go to (stick v)\n        change x by ((STICK X) * (range))\n        change y by ((STICK Y) * (range))\n    end\nend\ngo to x: (170) y: (-110)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n    if <mouse down?> then\n        set [ghost v] effect to (25)\n    else\n        set [ghost v] effect to (75)\n    end\nend\n\nwhen I receive [intro done v]\nif <(Device) = [2]> then\n    show\n    go to [front v] layer\n    set [ghost v] effect to (80)\n    set [range v] to ((size) / (2.5))\n    forever\n        switch costume to (base v)\n        go to x: (-170) y: (-110)\n        repeat until <not <mouse down?>>\n            Keyboard controls\n        end\n        repeat until <mouse down?>\n            Keyboard controls\n        end\n        if <(distance to [mouse-pointer v]) < (size)> then\n            Stick Activated\n        end\n    end\nend\n\nwait (1) seconds\nhide\nwait until <mouse down?>\nshow\ngo to [front v] layer\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n    switch costume to (base v)\n    go to x: (-170) y: (-110)\n    repeat until <not <mouse down?>>\n        Keyboard controls\n    end\n    repeat until <mouse down?>\n        Keyboard controls\n    end\n    if <(distance to [mouse-pointer v]) < (size)> then\n        Stick Activated\n    end\nend\n\n\n\nwhen flag clicked\nforever\n    Keyboard controls\nend\n\nwhen flag clicked\n\nforever\nend\n\nhide\n\nStick Activated\n\nset [device v] to [2]\n\n@Countdown\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\nset [round v] to [1]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\nset [music number v] to [1]\nbroadcast (Play Music v)\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nset [round v] to [0]\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nwhen I receive [countdown2 v]\nbroadcast (Delete Coins v)\nset [round v] to [2]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\nset [music number v] to [2]\nbroadcast (Play Music v)\n\nwhen I receive [countdown3 v]\ngo to [front v] layer\nset [round v] to [3]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [music number v] to [3]\nset [canmoveplayer v] to [1]\nbroadcast (Play Music v)\n\nwhen I receive [countdown2 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nwhen I receive [countdown3 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nbroadcast (Shots1 v)\n\nwhen I receive [countdown4 v]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n    repeat (10)\n        change size by (-10)\n    end\n    next costume\n    repeat (10)\n        change size by (10)\n    end\n    wait (0.5) seconds\nend\nbroadcast (Play Music v)\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown4 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\n@CoinLock\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [2]>\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [1]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nclear graphic effects\nswitch costume to (1 v)\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    hide\nend\n\n@CoinLock2\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [3]>\ngo to [back v] layer\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    hide\nend\n\n@Stars\n\ndefine Spin\n\nwhen flag clicked\nhide variable [stars count v]\nset [totalstars v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [intro done v]\nset [coins: frame v] to [0]\nif  then\n    delete this clone\nend\nshow variable [stars count v]\nwait until <(Level) = [1]>\nClone At X: [-56] [100] At Size: [100] [0]\nwait until <(Level) = [2]>\nClone At X: [128] [150] At Size: [100] [0]\nwait until <(Level) = [3]>\nClone At X: [97] [-155] At Size: [100] [0]\nwait until <(Level) = [4]>\nClone At X: [-201] [80] At Size: [100] [0]\nwait until <(Level) = [5]>\nClone At X: [23] [155] At Size: [100] [0]\nwait until <(Level) = [7]>\nClone At X: [141] [149] At Size: [100] [0]\nwait until <(Level) = [8]>\nClone At X: [-206] [82] At Size: [100] [0]\nClone At X: [212] [140] At Size: [100] [0]\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nwait until <touching (player v)?>\nchange [totalstars v] by (1)\nstart sound [Collect v]\nrepeat (4)\n    change [ghost v] effect by (25)\n    change size by (((10) - (size)) / (4))\nend\nset size to (110) %\nswitch costume to (2 v)\nrepeat (4)\n    change [ghost v] effect by (-25)\n    change size by (((90) - (size)) / (6))\nend\nwait (0.3) seconds\nset [collected? v] to [1]\nrepeat (20)\n    change y by (0.5)\n    change [ghost v] effect by (5)\nend\n\nset rotation style [all around v]\nset [coin y v] to [10]\nrepeat (20)\n    change [coin y v] by (-1)\n    change [ghost v] effect by (5)\n    turn right (8) degrees\n    change y by (Coin Y)\nend\n\nSpin\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nset [collected? v] to [0]\ngo [backward v] (10) layers\nforever\n    if <(collected?) = [0]> then\n        change y by ((0.5) * ([sin v] of (Coins: frame) ))\n        change [coins: frame v] by (5)\n    end\nend\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [countdown 1 v]\nshow variable [stars count v]\n\nwhen [e v] key pressed\ndelete this clone\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\n\nwhen I receive [round 2 v]\ndelete this clone\n\nwhen flag clicked\nforever\n    set [stars count v] to (join (TotalStars) (join [ / ] [8]))\nend\n\nset [totalstars v] to [0]\n\nset [totalstars v] to [5]\n\nwhen I receive [coins1 v]\nwait (0.4) seconds\nif <(TotalStars) < [6]> then\n    Clone At X: [105] [-90] At Size: [100] [0]\nend\n\nwhen I receive [coins1 v]\ndelete this clone\n\nClone At X: [100] [-40] At Size: [150] [0]\n\nwhen I receive [round 2 v]\nwait until <(Level) = [18]>\nClone At X: [100] [-40] At Size: [150] [0]\n\nClone At X: [100] [-40] At Size: [150] [0]\n\nwhen I receive [round 3 v]\nwait until <(Level) = [24]>\nClone At X: [212] [5] At Size: [150] [0]\n\nClone At X: [212] [5] At Size: [150] [0]\n\n@Blocks\n\ndefine Spin\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [coins: frame v] to [0]\nset [coinscollected v] to [0]\nif  then\n    delete this clone\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\n\nwait until <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>>\nstart sound [Open v]\nif <(Level) = [10]> then\n    broadcast (Fall v)\n    broadcast (Coins1 v)\n    set [raining v] to [0]\nelse\n    if <(Level) = [11]> then\n        broadcast (Fall v)\n        broadcast (Coins2 v)\n        set [raining v] to [0]\n        set [coinspawn v] to [1]\n    else\n        if <(Level) = []> then\n    end\nend\nrepeat (10)\n    change size by (3)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nSpin\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nClone At X: [-68] [106] At Size: [100] [0]\n\nbroadcast (Countdown2 v)\n\nstart sound [Collect v]\nset rotation style [all around v]\nset [coin y v] to [10]\nrepeat (20)\n    change [coin y v] by (-1)\n    change [ghost v] effect by (5)\n    turn right (8) degrees\n    change y by (Coin Y)\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    delete this clone\nend\n\nClone At X: [-198] [164] At Size: [100] [0]\n\nchange y by (-3)\n\nwhen I receive [countdown2 v]\nif  then\n    delete this clone\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n    change y by (-1)\n    if <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>> then\n        broadcast (Open v)\n    end\n    change y by (1)\nend\n\nwhen flag clicked\nset [coinspawn v] to [0]\n\nwhen I receive [open v]\nstart sound [Open v]\nif <(Level) = [6]> then\n    broadcast (Coins1 v)\nelse\n    if <(Level) = [7]> then\n        broadcast (Coins2 v)\n    else\n        if <(Level) = [10]> then\n            broadcast (Coins3 v)\n        else\n            if <(Level) = [15]> then\n                broadcast (Coin4 v)\n            end\n        end\n    end\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nchange size by (2)\n\nbroadcast (Fall v)\n\nwhen I receive [open2 v]\nrepeat (10)\n    change size by (2)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nbroadcast (Fall v)\n\nset [raining v] to [0]\n\nwhen I receive [coins1 v]\nwait (0.4) seconds\nstart sound [1 v]\n\nwhen flag clicked\nset [pressedlevel10 v] to [0]\n\nClone At X: [128] [100] At Size: [100] [0]\n\nwhen I receive [next v]\nwait (0) seconds\nif  then\n    delete this clone\nend\nif <(Level) = [6]> then\n    Clone At X: [19] [150] At Size: [100] [0]\nend\nif <(Level) = [7]> then\n    Clone At X: [128] [100] At Size: [100] [0]\nend\nif <(Level) = [10]> then\n    Clone At X: [69] [38] At Size: [100] [0]\nend\nif <(Level) = [15]> then\n    Clone At X: [-83] [40] At Size: [100] [0]\nend\n\nwhen I receive [next v]\nif  then\n    delete this clone\nend\n\n@Conveyor Belt 1\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\nforever\n    go to x: (0) y: (0)\n    if <(Level) = [5]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\ngo [backward v] (3) layers\n\n@Shine\n\nwhen I receive [play scene v]\nset size to (100) %\nshow\ngo to [back v] layer\nforever\n    go to x: (145) y: (50)\n    turn right (2) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [show intro v]\nhide\n\nwhen I receive [hidelevelselect v]\nshow\nrepeat (10)\n    change size by (5)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [in v]\nrepeat (5)\n    change [ghost v] effect by (20)\n    change size by (-1)\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (5)\n    change [ghost v] effect by (-20)\n    change size by (1)\nend\n\nwhen I receive [creditsshow v]\nrepeat (5)\n    change [ghost v] effect by (20)\n    change size by (-1)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n    change size by (-5)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidecreditsscreen v]\nrepeat (5)\n    change size by (1)\n    change [ghost v] effect by (-20)\nend\n\nwhen I receive [round 2 v]\nrepeat (10)\n    hide\nend\n\nwhen I receive [intro done v]\nhide\n\nwhen I receive [round 3 v]\n\nwhen I receive [countdown3 v]\nhide\n\n@CoinLock3\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (2 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [5]>\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [1]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\ngo [forward v] (4) layers\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    hide\nend\n\n@CoinLock4\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [7]>\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    hide\nend\n\nwhen I receive [next v]\nwait until <(Level) = [9]>\nhide\n\ngo to [front v] layer\n\n@Shop\n\nwhen I receive [play scene v]\nforever\n    if <(Round) = [2]> then\n        if <<touching (mouse-pointer v)?> and <not <(InShop) = [1]>>> then\n            set volume to (100) %\n            start sound [MouseHover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    end\nend\n\nwhen flag clicked\nhide\nset [inshop v] to [0]\nhide variable [coinspurchasecount v]\ngo to [front v] layer\n\nwhen I receive [countdown2 v]\nhide variable [coinspurchasecount v]\nshow\nforever\n    if <<touching (mouse-pointer v)?> and <not <(InShop) = [1]>>> then\n        change size by (((70) - (size)) / (5))\n        set [brightness v] effect to (5)\n        switch costume to (costume2 v)\n        if <mouse down?> then\n            start sound [Click v]\n            broadcast (ShopScreenSHow v)\n            set [inshop v] to [1]\n            wait until <not <mouse down?>>\n        end\n    else\n        change size by (((60) - (size)) / (5))\n        set [brightness v] effect to (0)\n        switch costume to (costume1 v)\n    end\nend\n\nbroadcast (Swich to black v)\n\nwhen I receive [show jump v]\nset size to (70) %\n\nwhen I receive [countdown3 v]\nhide\n\n    hide\n    delete this clone\nend\n\n@Shop Screen\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [shopscreenshow v]\nset [canmoveplayer v] to [0]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [4]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [5]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [6]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [purchased1 v] to [0]\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    go to [front v] layer\n    repeat (20)\n        go to [front v] layer\n        change size by (((100) - (size)) / (5))\n    end\n    wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    hide\n    set [instructions v] to [0]\nend\n\ngo [forward v] (6) layers\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n    set size to (100) %\n    go to x: (0) y: (0)\n    switch costume to (1 v)\n    show\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nelse\n    if <(TitleScrenID) = [2]> then\n        go to x: (0) y: (0)\n        switch costume to (2 v)\n        show\n        go to [front v] layer\n        set [ghost v] effect to (100)\n        repeat (10)\n            change [ghost v] effect by (-10)\n            go to [front v] layer\n        end\n    else\n        if <(TitleScrenID) = [3]> then\n            set size to (75) %\n            go to x: (-157) y: (-90)\n            switch costume to (3 v)\n            show\n            go to [front v] layer\n            set [ghost v] effect to (100)\n            repeat (10)\n                change [ghost v] effect by (-10)\n                go to [front v] layer\n            end\n        else\n            if <(TitleScrenID) = [4]> then\n                set size to (70) %\n                go to x: (135) y: (45)\n                switch costume to (green v)\n                if <(Purchased1) = [0]> then\n                    switch costume to (green v)\n                else\n                    switch costume to (grey v)\n                end\n                show\n                go to [front v] layer\n                set [ghost v] effect to (100)\n                repeat (10)\n                    change [ghost v] effect by (-10)\n                    go to [front v] layer\n                end\n            else\n                if <(TitleScrenID) = [5]> then\n                    set size to (70) %\n                    go to x: (135) y: (10)\n                    switch costume to (green v)\n                    if <(Purchased2) = [0]> then\n                        switch costume to (green v)\n                    else\n                        switch costume to (grey v)\n                    end\n                    show\n                    go to [front v] layer\n                    set [ghost v] effect to (100)\n                    repeat (10)\n                        change [ghost v] effect by (-10)\n                        go to [front v] layer\n                    end\n                else\n                    if <(TitleScrenID) = [6]> then\n                        set size to (70) %\n                        go to x: (135) y: (-25)\n                        switch costume to (green v)\n                        show\n                        if <(Purchased3) = [0]> then\n                            switch costume to (green v)\n                        else\n                            switch costume to (grey v)\n                        end\n                        go to [front v] layer\n                        set [ghost v] effect to (100)\n                        repeat (10)\n                            change [ghost v] effect by (-10)\n                            go to [front v] layer\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [shopscreenhide v]\nset [canmoveplayer v] to [1]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nset [inshop v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            change size by (((90) - (size)) / (5))\n            set [brightness v] effect to (5)\n            switch costume to (costume2 v)\n            if <mouse down?> then\n                broadcast (ShopScreenHide v)\n                start sound [Click v]\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((80) - (size)) / (5))\n            set [brightness v] effect to (0)\n            switch costume to (costume1 v)\n        end\n    else\n        if <(TitleScrenID) = [4]> then\n            if <touching (mouse-pointer v)?> then\n                change size by (((75) - (size)) / (5))\n                set [brightness v] effect to (5)\n                if <mouse down?> then\n                    start sound [Click v]\n                    if <<(CoinsPurchaseCount) > [4]> and <(Able to Jump) = [0]>> then\n                        start sound [Success v]\n                        broadcast (Purchase Sucess v)\n                        switch costume to (grey v)\n                        set [able to jump v] to [1]\n                        set [coinspurchasecount v] to ((CoinsPurchaseCount) - (5))\n                        set [purchased1 v] to [1]\n                    else\n                        broadcast (Purchase Unsucessful v)\n                    end\n                    wait until <not <mouse down?>>\n                end\n            else\n                change size by (((70) - (size)) / (5))\n                set [brightness v] effect to (0)\n            end\n        else\n            if <(TitleScrenID) = [5]> then\n                if <touching (mouse-pointer v)?> then\n                    change size by (((75) - (size)) / (5))\n                    set [brightness v] effect to (5)\n                    if <mouse down?> then\n                        start sound [Click v]\n                        if <(CoinsPurchaseCount) > [14]> then\n                            start sound [Success v]\n                            broadcast (Purchase Sucess v)\n                            switch costume to (grey v)\n                            set [jumping higher v] to [1]\n                            set [coinspurchasecount v] to ((CoinsPurchaseCount) - (15))\n                            set [purchased2 v] to [1]\n                        else\n                            broadcast (Purchase Unsucessful v)\n                        end\n                        wait until <not <mouse down?>>\n                    end\n                else\n                    change size by (((70) - (size)) / (5))\n                    set [brightness v] effect to (0)\n                end\n            else\n                if <(TitleScrenID) = [6]> then\n                    if <touching (mouse-pointer v)?> then\n                        change size by (((75) - (size)) / (5))\n                        set [brightness v] effect to (5)\n                        if <mouse down?> then\n                            start sound [Click v]\n                            if <(CoinsPurchaseCount) > [19]> then\n                                start sound [Success v]\n                                broadcast (Purchase Sucess v)\n                                switch costume to (grey v)\n                                set [coinspurchasecount v] to ((CoinsPurchaseCount) - (20))\n                                set [purchased3 v] to [1]\n                            else\n                                broadcast (Purchase Unsucessful v)\n                            end\n                            wait until <not <mouse down?>>\n                        end\n                    else\n                        change size by (((70) - (size)) / (5))\n                        set [brightness v] effect to (0)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(TitleScrenID) = [3]> then\n        if <touching (mouse-pointer v)?> then\n            start sound [MouseHover v]\n            wait until <not <touching (mouse-pointer v)?>>\n        end\n    else\n        if <(TitleScrenID) = [4]> then\n            if <touching (mouse-pointer v)?> then\n                start sound [MouseHover2 v]\n                wait until <not <touching (mouse-pointer v)?>>\n            end\n        else\n            if <(TitleScrenID) = [5]> then\n                if <touching (mouse-pointer v)?> then\n                    start sound [MouseHover2 v]\n                    wait until <not <touching (mouse-pointer v)?>>\n                end\n            else\n                if <(TitleScrenID) = [6]> then\n                    if <touching (mouse-pointer v)?> then\n                        start sound [MouseHover2 v]\n                        wait until <not <touching (mouse-pointer v)?>>\n                    end\n                end\n            end\n        end\n    end\nend\n\nbroadcast (ShopScreenHide v)\n\nset [coinspurchasecount v] to [5]\nset [able to jump v] to [0]\nset [purchased1 v] to [0]\n\nset [coinspurchasecount v] to [15]\n\nwhen flag clicked\nset [purchased1 v] to [0]\nset [purchased2 v] to [0]\nset [jumping higher v] to [0]\n\nset [jumping higher v] to [1]\n\nset [jumping higher v] to [0]\n\nwhen flag clicked\nset [purchased3 v] to [0]\n\n@Arrow\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [animation v]\n\nwhen I receive [countdown2 v]\ngo to x: (0) y: (-84)\nforever\n    set x to ((5) * ([sin v] of ((timer) * (360)) ))\nend\n\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\n\nswitch costume to (1 v)\n\nwhen I receive [countdown2 v]\nswitch costume to (1 v)\nwait (0.5) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (-84)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [coinspurchasecount v] to [0]\nwait until <(CoinsPurchaseCount) > [14]>\nswitch costume to (2 v)\nwait (0.5) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (-84)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\nwait until <(CoinsPurchaseCount) > [14]>\ngo to x: (0) y: (-84)\nforever\n    set x to ((5) * ([sin v] of ((timer) * (360)) ))\nend\n\nwhen flag clicked\nset [coinspurchasecount v] to [0]\nwait until <(CoinsPurchaseCount) > [4]>\nswitch costume to (3 v)\nwait (0.5) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (-84)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [coinspurchasecount v] to [0]\nwait until <(CoinsPurchaseCount) > [19]>\nswitch costume to (4 v)\nwait (0.5) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (-84)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\n@PSuccess\n\nwhen I receive [purchase sucess v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nset [ghost v] effect to (100)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@CoinLock5\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n    hide\nend\n\nwhen flag clicked\nwait (0.1) seconds\nwait until <(Level) = [12]>\ngo to [back v] layer\nclear graphic effects\nshow\nwait until <(CollectedLevel12) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n    next costume\nend\n\n@Conveyor Belt 2\n\nwhen flag clicked\nswitch costume to (1 v)\nrepeat (10)\n    hide\nend\n\nwhen I receive [intro done v]\n\nshow\n\nwhen I receive [round 2 v]\nforever\n    go to x: (-45) y: (0)\n    if <(Level) = [16]> then\n        show\n        next costume\n    else\n        hide\n    end\nend\n\ngo [backward v] (3) layers\n\nswitch costume to (1 v)\n\n@CoinLock6\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n    next costume\nend\n\nwhen [e v] key pressed\n\nif <(username) = [250119code2]> then\n    hide\nend\n\nwhen flag clicked\nwait (0.1) seconds\nwait until <(Level) = [17]>\ngo to [back v] layer\nclear graphic effects\nshow\nwait until <(CollectedLevel17) = [5]>\nstart sound [Door Open v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nset [collectedlevel17 v] to [0]\n\n@Earth\n\nwhen I receive [round 3 v]\nwait (1) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [1]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [2]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [3]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [4]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [5]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [6]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [7]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [8]\n\nwhen I start as a clone\nclear graphic effects\nif <(CloneID) = [1]> then\n    switch costume to (1 v)\n    show\n    repeat (5)\n        go to [back v] layer\n    end\nelse\n    if <(CloneID) = [2]> then\n        switch costume to (2 v)\n        show\n    else\n        if <(CloneID) = [3]> then\n            switch costume to (3 v)\n            show\n        else\n            if <(CloneID) = [4]> then\n                switch costume to (4 v)\n                show\n            else\n                if <(CloneID) = [5]> then\n                    switch costume to (5 v)\n                    show\n                else\n                    if <(CloneID) = [6]> then\n                        switch costume to (6 v)\n                        show\n                    else\n                        if <(CloneID) = [7]> then\n                            switch costume to (glow v)\n                            go [backward v] (30) layers\n                            show\n                            go to [back v] layer\n                        else\n                            if <(CloneID) = [8]> then\n                                go [forward v] (25) layers\n                                switch costume to (stars v)\n                                show\n                                forever\n                                    turn right (0.3) degrees\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ngo [backward v] (10) layers\n\nwhen I start as a clone\nif <<(CloneID) > [1]> and <(CloneID) < [7]>> then\n    set [random v] to (pick random (90) to (150))\n    set [random2 v] to (pick random (3) to (6))\n    forever\n        set y to (([sin v] of ((timer) * (Random)) ) * (8))\n    end\nend\n\nwhen I receive [countdown 3 v]\ndelete this clone\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n    if  then\n        delete this clone\n    end\n    create clone of (_myself_ v)\n    set [cloneid v] to [1]\n    wait (0) seconds\n    create clone of (_myself_ v)\n    set [cloneid v] to [2]\n    wait (0) seconds\n    create clone of (_myself_ v)\n    set [cloneid v] to [3]\n    wait (0) seconds\n    create clone of (_myself_ v)\n    set [cloneid v] to [4]\n    wait (0) seconds\n    create clone of (_myself_ v)\n    set [cloneid v] to [5]\n    wait (0) seconds\n    create clone of (_myself_ v)\n    set [cloneid v] to [6]\n    wait (0) seconds\n    create clone of (_myself_ v)\n    set [cloneid v] to [7]\n    wait (0) seconds\n    create clone of (_myself_ v)\n    set [cloneid v] to [8]\nend\n\nwhen I start as a clone\ngo [backward v] (25) layers\n\ndelete this clone\n\n@LockClones\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nwait (0) seconds\nif <(Level) = [19]> then\n    Clone At X: [0] Y: [0] Costume: [1] Size: [100]\nend\nif <(Level) = [20]> then\n    Clone At X: [0] Y: [0] Costume: [2] Size: [100]\nend\nif <(Level) = [21]> then\n    Clone At X: [0] Y: [0] Costume: [3] Size: [100]\nend\nif <(Level) = [22]> then\n    Clone At X: [0] Y: [0] Costume: [4] Size: [100]\nend\nif <(Level) = [23]> then\n    Clone At X: [0] Y: [0] Costume: [5] Size: [100]\nend\nif <(Level) = [24]> then\n    Clone At X: [0] Y: [0] Costume: [6] Size: [100]\nend\n\ndefine Clone At X: (x) Y: (y) Costume: (costume) Size: (size)\nswitch costume to (costume)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo [backward v] (10) layers\nif <(Level) = [19]> then\n    wait until <(CoinsCollected) = [2]>\n    set [lockopened v] to [1]\n    broadcast (LockOpen v)\n    start sound [Door Open v]\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    hide\nelse\n    if <(Level) = [20]> then\n        wait until <(CoinsCollected) = [2]>\n        set [lockopened v] to [1]\n        broadcast (LockOpen v)\n        start sound [Door Open v]\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        hide\n    else\n        if <(Level) = [20]> then\n            wait until <(CoinsCollected) = [2]>\n            set [lockopened v] to [1]\n            broadcast (LockOpen v)\n            start sound [Door Open v]\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n            hide\n        else\n            if <(Level) = [21]> then\n                wait until <(CoinsCollected) = [3]>\n                set [lockopened v] to [1]\n                broadcast (LockOpen v)\n                start sound [Door Open v]\n                repeat (10)\n                    change [ghost v] effect by (10)\n                end\n                hide\n            else\n                if <(Level) = [22]> then\n                    wait until <(CoinsCollected) = [2]>\n                    set [lockopened v] to [1]\n                    broadcast (LockOpen v)\n                    start sound [Door Open v]\n                    repeat (10)\n                        change [ghost v] effect by (10)\n                    end\n                    hide\n                else\n                    if <(Level) = [23]> then\n                        wait until <(CoinsCollected) = [1]>\n                        set [lockopened v] to [1]\n                        broadcast (LockOpen v)\n                        start sound [Door Open v]\n                        repeat (10)\n                            change [ghost v] effect by (10)\n                        end\n                        hide\n                    else\n                        if <(Level) = [24]> then\n                            wait until <(CoinsCollected) = [1]>\n                            set [lockopened v] to [1]\n                            broadcast (LockOpen v)\n                            start sound [Door Open v]\n                            repeat (10)\n                                change [ghost v] effect by (10)\n                            end\n                            hide\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [countdown3 v]\nbroadcast (Next v)\n\nwhen flag clicked\nset [lockopened v] to [0]\n\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\n\nwhen I receive [countdown3 v]\nClone At X: [0] Y: [0] Costume: [1] Size: [100]\n\nwhen I receive [next v]\nif <(LockOpened) = [1]> then\n    set [lockopened v] to [0]\n    if  then\n        delete this clone\n    end\n    if <(Level) = [19]> then\n        Clone At X: [0] Y: [0] Costume: [1] Size: [100]\n    end\n    if <(Level) = [20]> then\n        Clone At X: [0] Y: [0] Costume: [2] Size: [100]\n    end\n    if <(Level) = [21]> then\n        Clone At X: [0] Y: [0] Costume: [3] Size: [100]\n    end\n    if <(Level) = [22]> then\n        Clone At X: [0] Y: [0] Costume: [4] Size: [100]\n    end\n    if <(Level) = [23]> then\n        Clone At X: [0] Y: [0] Costume: [5] Size: [100]\n    end\n    if <(Level) = [24]> then\n        Clone At X: [0] Y: [0] Costume: [6] Size: [100]\n    end\n    if <(Level) = [25]> then\n    if <(Level) = [26]> then\nend\n\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\nwait (0) seconds\nif  then\n    delete this clone\nend\n\nClone At X: [0] Y: [0] Costume: [6] Size: [100]\n\n@LockAnimations\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n    if <(Level) = [19]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [20]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [21]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [22]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [23]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [24]> then\n        create clone of (_myself_ v)\n        wait (1.6) seconds\n    end\n    if <(Level) = [25]> then\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo [backward v] (23) layers\nclear graphic effects\nif <(Level) = [19]> then\n    go to x: (210) y: (-40)\nelse\n    if <(Level) = [20]> then\n        go to x: (68) y: (-40)\n    else\n        if <(Level) = [21]> then\n            go to x: (210) y: (-40)\n        else\n            if <(Level) = [22]> then\n                go to x: (210) y: (-150)\n            else\n                if <(Level) = [23]> then\n                    go to x: (210) y: (-150)\n                else\n                    if <(Level) = [24]> then\n                        go to x: (210) y: (-50)\n                    end\n                end\n            end\n        end\n    end\nend\nforever\n    if <(Level) = [19]> then\n        repeat until <(y position) > [200]>\n            set size to (300) %\n            change y by (1)\n            set size to (100) %\n        end\n        delete this clone\n    else\n        if <(Level) = [20]> then\n            repeat until <(y position) > [200]>\n                set size to (300) %\n                change y by (1)\n                set size to (100) %\n            end\n            delete this clone\n        else\n            if <(Level) = [21]> then\n                repeat until <(y position) > [200]>\n                    set size to (300) %\n                    change y by (1)\n                    set size to (100) %\n                end\n                delete this clone\n            else\n                if <(Level) = [22]> then\n                    repeat until <(y position) > [200]>\n                        set size to (300) %\n                        change y by (1)\n                        set size to (100) %\n                    end\n                    delete this clone\n                else\n                    if <(Level) = [23]> then\n                        repeat until <(y position) > [200]>\n                            set size to (300) %\n                            change y by (1)\n                            set size to (100) %\n                        end\n                        delete this clone\n                    else\n                        if <(Level) = [24]> then\n                            repeat until <(y position) > [200]>\n                                set size to (300) %\n                                change y by (1)\n                                set size to (100) %\n                            end\n                            delete this clone\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [next level v]\n\nwhen [space v] key pressed\n\ndelete this clone\n\nwhen I receive [lockopen v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\ndelete this clone\n\nwhen I receive [next v]\ngo [forward v] (4) layers\nclear graphic effects\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nif <(LockOpened) = [1]> then\n    set [ghost v] effect to (100)\nelse\n    set [ghost v] effect to (0)\nend\n\n@GravityUp\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\n\ngo [backward v] (3) layers\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        set [brightness v] effect to (100)\n        start sound [Switch v]\n        repeat (10)\n            change [brightness v] effect by (-10)\n        end\n        wait until <not <touching (player v)?>>\n    end\nend\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\ngo [backward v] (5) layers\n\n@GravityDown\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\ngo [backward v] (3) layers\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        set [brightness v] effect to (100)\n        start sound [Switch v]\n        repeat (10)\n            change [brightness v] effect by (-10)\n        end\n        wait until <not <touching (player v)?>>\n    end\nend\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\ngo [forward v] (7) layers\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Jumpable\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [forward v] (25) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [round 2 v]\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nwait (1) seconds\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Glow\n\nwhen flag clicked\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size) (costume)\nswitch costume to (costume)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next level v]\nwait (0) seconds\nif  then\n    delete this clone\nend\nif <(Level) = [19]> then\n    Clone At X: [103] [-25] At Size [80] [1]\n    Clone At X: [-87] [144] At Size [80] [1]\n    Clone At X: [-6] [-140] At Size [80] [1]\nend\nif <(Level) = [20]> then\n    Clone At X: [118] [-30] At Size [80] [2]\n    Clone At X: [22] [-132] At Size [80] [1]\nend\nif <(Level) = [21]> then\n    Clone At X: [-107] [135] At Size [80] [2]\n    Clone At X: [-160] [21] At Size [80] [1]\nend\nif <(Level) = [22]> then\n    Clone At X: [-121] [65] At Size [80] [2]\n    Clone At X: [92] [2] At Size [80] [2]\nend\nif <(Level) = [23]> then\n    Clone At X: [46] [-60] At Size [80] [1]\n    Clone At X: [46] [75] At Size [80] [2]\nend\nif <(Level) = [24]> then\n    Clone At X: [22] [-123] At Size [80] [2]\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to [back v] layer\nset [move x v] to [0]\nset [move y v] to [0]\nshow\nif <(Level) = [25]> then\n    go [forward v] (10) layers\nelse\n    if <(Level) = [23]> then\n        go [forward v] (12) layers\n    else\n        go [forward v] (4) layers\n    end\nend\nforever\n    turn right (2) degrees\nend\n\nwhen I receive [intro done v]\nif  then\n    delete this clone\nend\n\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\n\nwhen flag clicked\nwait (1) seconds\nif  then\n    delete this clone\nend\nwait until <(Level) = [19]>\nClone At X: [103] [-25] At Size [80] [1]\nClone At X: [-87] [144] At Size [80] [1]\nClone At X: [-6] [-140] At Size [80] [1]\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n    if  then\n        delete this clone\n    end\n    if <(Level) = [19]> then\n        Clone At X: [103] [-25] At Size [80] [1]\n        Clone At X: [-87] [144] At Size [80] [1]\n        Clone At X: [-6] [-140] At Size [80] [1]\n    end\n    if <(Level) = [20]> then\n        Clone At X: [118] [-30] At Size [80] [2]\n        Clone At X: [22] [-132] At Size [80] [1]\n    end\n    if <(Level) = [21]> then\n        Clone At X: [-107] [135] At Size [80] [2]\n        Clone At X: [-160] [21] At Size [80] [1]\n    end\nend\n\nif <(username) = [250119code2]> then\n\nClone At X: [22] [-123] At Size [80] [2]\n\nbroadcast (Next Level v)\n\nClone At X: [46] [-60] At Size [80] [1]\nClone At X: [46] [75] At Size [80] [2]\n\n@BouncePad\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        set [brightness v] effect to (100)\n        start sound [Bounce v]\n        repeat (10)\n            change [brightness v] effect by (-10)\n        end\n        wait until <not <touching (player v)?>>\n    end\nend\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@AntiGravRings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif  then\n    delete this clone\nend\nwait (0) seconds\nif <(Level) = [20]> then\n    Clone At X: [120] [134] At Size: [90]\nend\nif <(Level) = [22]> then\n    Clone At X: [14] [150] At Size: [90]\n    Clone At X: [100] [150] At Size: [90]\nend\nif <(Level) = [23]> then\n    Clone At X: [-190] [156] At Size: [90]\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (25) layers\nforever\n    point in direction (90)\n    if <touching (player v)?> then\n        set [brightness v] effect to (5)\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n            broadcast (SwitchGravity v)\n            start sound [Jump v]\n            repeat (10)\n                change [ghost v] effect by (10)\n                change size by (-2)\n            end\n            delete this clone\n        end\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nbroadcast (Reset orb v)\n\nwhen I start as a clone\nshow\nforever\n    set size to ((([sin v] of (((timer) + ((0) * (400))) * (150)) ) * (10)) + (80)) %\nend\n\nClone At X: [-113] [8] At Size: [90]\n\nbroadcast (Reset orb v)\n\nif <(Level) = [24]> then\n    Clone At X: [14] [45] At Size: [90]\nend\n\n@MovingSpikes\n\nwhen flag clicked\n\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size) (costume)\nswitch costume to (costume)\ngo to x: (x) y: (y)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nif <(Level) = [21]> then\n    Clone At X: [0] [0] At Size [100] [1]\nend\nif <(Level) = [23]> then\n    Clone At X: [0] [0] At Size [100] [2]\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [move x v] to [0]\nset [move y v] to [0]\nshow\nforever\n    if <(Level) = [21]> then\n        change x by ((2.5) * ([sin v] of (frame) ))\n        change [frame v] by (5)\n    else\n        if <(Level) = [23]> then\n            change x by ((5) * ([sin v] of (frame) ))\n            change [frame v] by (5)\n        end\n    end\nend\n\nset [move x v] to ((Move X) * (0.9))\nset [move y v] to ((Move Y) * (0.9))\nchange x by (Move X)\nchange y by (Move Y)\nturn right ((Move X) * (2)) degrees\nturn right ((Move Y) * (2)) degrees\n\nwhen I receive [intro done v]\nif  then\n    delete this clone\nend\n\nforever\n    repeat (38)\n        set [move y v] to [-3]\n    end\n    wait (0.8) seconds\n    repeat (38)\n        set [move y v] to [3]\n    end\n    wait (0.8) seconds\nend\n\nwhen I receive [hide saw v]\ndelete this clone\n\nset [movesize v] to [0]\n\nchange x by ((2.5) * ([sin v] of (frame) ))\nchange [frame v] by (5)\n\n@MovingSpikes2\n\nwhen flag clicked\n\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size) (costume)\nswitch costume to (costume)\ngo to x: (x) y: (y)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif  then\n    delete this clone\nend\nif <(Level) = [21]> then\n    Clone At X: [0] [0] At Size [100] [1]\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [move x v] to [0]\nset [move y v] to [0]\nshow\ngo [forward v] (12) layers\nforever\n    if <(Level) = [21]> then\n        change y by ((2.5) * ([sin v] of (frame) ))\n        change [frame v] by (5)\n    end\nend\n\nset [move x v] to ((Move X) * (0.9))\nset [move y v] to ((Move Y) * (0.9))\nchange x by (Move X)\nchange y by (Move Y)\nturn right ((Move X) * (2)) degrees\nturn right ((Move Y) * (2)) degrees\n\nwhen I receive [intro done v]\nif  then\n    delete this clone\nend\n\nforever\n    repeat (38)\n        set [move y v] to [-3]\n    end\n    wait (0.8) seconds\n    repeat (38)\n        set [move y v] to [3]\n    end\n    wait (0.8) seconds\nend\n\nwhen I receive [hide saw v]\ndelete this clone\n\nset [movesize v] to [0]\n\nchange x by ((2.5) * ([sin v] of (frame) ))\nchange [frame v] by (5)\n\nClone At X: [0] [0] At Size [100] [1]\n\n@OppositeBounce\n\nwhen flag clicked\nhide\n\ngo [forward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        set [brightness v] effect to (100)\n        start sound [Bounce v]\n        repeat (10)\n            change [brightness v] effect by (-10)\n        end\n        wait until <not <touching (player v)?>>\n    end\nend\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@LaserCannon\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\ngo [backward v] (25) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nwait (1) seconds\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [laser v]\nrepeat (4)\n    change y by (2)\nend\nrepeat (8)\n    change y by (-1)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nforever\n    if <(Level) = [20]> then\n        wait (1.5) seconds\n        broadcast (Laser v)\n        create clone of (lasers v)\n    else\n        if <(Level) = [22]> then\n            wait (1.5) seconds\n            broadcast (Laser v)\n            create clone of (lasers v)\n        else\n            if <(Level) = [24]> then\n                wait (1.5) seconds\n                broadcast (Laser v)\n                create clone of (lasers v)\n            else\n                broadcast (DeleteLasers v)\n            end\n        end\n    end\nend\n\ngo to x: (0) y: (0)\n\n@Lasers\n\nwhen I start as a clone\nshow\ngo [forward v] (12) layers\nif <(Level) = [20]> then\n    go to x: (-189) y: (125)\n    repeat until <<touching (player v)?> or >\n        change y by (-15)\n    end\n    set [laserx v] to (x position)\n    set [lasery v] to (y position)\n    broadcast (LaserParticle v)\n    repeat (5)\n        change [ghost v] effect by (20)\n    end\n    delete this clone\nelse\n    if <(Level) = [22]> then\n        go to x: (212) y: (176)\n        repeat until <<touching (player v)?> or >\n            change y by (-15)\n        end\n        set [laserx v] to (x position)\n        set [lasery v] to (y position)\n        broadcast (LaserParticle v)\n        repeat (5)\n            change [ghost v] effect by (20)\n        end\n        delete this clone\n    else\n        if <(Level) = [24]> then\n            go to x: (70) y: (190)\n            repeat until <<touching (player v)?> or >\n                change y by (-15)\n            end\n            set [laserx v] to (x position)\n            set [lasery v] to (y position)\n            broadcast (LaserParticle v)\n            repeat (5)\n                change [ghost v] effect by (20)\n            end\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\ngo to x: (-200) y: (200)\n\nwhen [a v] key pressed\n\nwhen I receive [next level v]\nrepeat (10)\n    delete this clone\nend\n\nwhen I receive [deletelasers v]\ndelete this clone\n\ndelete this clone\n\n@LaserParticle\n\nwhen I receive [laserparticle v]\nif  then\n    delete this clone\nend\nParticle [15]\n\nwhen flag clicked\nhide\nset [death v] to [0]\nset [last death x v] to [0]\nset [last death y v] to [0]\nforever\n    set [player x v] to (LaserX)\n    set [player y v] to (LaserY)\nend\n\ndefine Particle (amount)\nrepeat (amount)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nset [brightness v] effect to (0)\ngo [backward v] (2) layers\nset [ghost v] effect to (100)\nset [a v] to (pick random (-8) to (8))\nset [b v] to (pick random (-8) to (8))\nset [c v] to (pick random (-50) to (50))\nset size to (pick random (50) to (300)) %\ngo to x: (LaserX) y: (LaserY)\nrepeat (25)\n    switch costume to (sh v)\n    change [ghost v] effect by (-7.5)\n    set size to ((size) * (.9)) %\n    change x by (a)\n    change y by (b)\n    turn right (c) degrees\n    set [a v] to ((a) * (0.9))\n    set [b v] to ((b) * (0.9))\n    switch costume to (pick random (1) to (2))\nend\ndelete this clone\n\nwhen I receive [particles v]\n\nset [last death x v] to (LaserX)\nset [last death y v] to (LaserY)\n\nwhen [space v] key pressed\n\ndelete this clone\n\n@YellowRings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif  then\n    delete this clone\nend\nif <(Level) = [23]> then\n    Clone At X: [123] [136] At Size: [90]\nend\nif <(Level) = [24]> then\n    Clone At X: [14] [45] At Size: [90]\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (25) layers\nforever\n    point in direction (90)\n    if <touching (player v)?> then\n        set [brightness v] effect to (5)\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n            broadcast (Bounce v)\n            start sound [Jump v]\n            repeat (10)\n                change [ghost v] effect by (10)\n                change size by (-2)\n            end\n            delete this clone\n        end\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nbroadcast (Reset orb v)\n\nwhen I start as a clone\nshow\nforever\n    set size to ((([sin v] of (((timer) + ((0) * (400))) * (150)) ) * (10)) + (80)) %\nend\n\n@TreadmillClones\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) Dir (dir)\npoint in direction (dir)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset rotation style [left-right v]\n\nwhen I receive [next v]\nif  then\n    delete this clone\nend\nwait (0) seconds\nif <(Level) = [24]> then\n    Clones\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (20) layers\nforever\n    next costume\n    set [brightness v] effect to (-5)\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I receive [countdown3 v]\ndelete this clone\n\ndefine Clones\nif <(Level) = [24]> then\n    Clone At X: [-116] [-128] At Size: [100] [0] Dir [90]\n    Clone At X: [-56] [-128] At Size: [100] [0] Dir [90]\n    Clone At X: [4] [-128] At Size: [100] [0] Dir [90]\n    Clone At X: [64] [-128] At Size: [100] [0] Dir [90]\nend\n\nnext costume\nnext costume\n\nClones\n\nbroadcast (Next v)\n\n