if sprite(32).intersects(5) or sprite(32).intersects(12) or sprite(32).intersects(11) or sprite(32).intersects(10) or sprite(32).intersects(3) then
pLocH = pLocH - h
pLocV = pLocV - v
else
sheepSounds()
SheepCounter()
end if
else
if gLevel = 2 then
if sprite(32).intersects(5) or sprite(32).intersects(13) or sprite(32).intersects(12) or sprite(32).intersects(11) or sprite(32).intersects(10) or sprite(32).intersects(3) then
pLocH = pLocH - h
pLocV = pLocV - v
else
sheepSounds()
SheepCounter()
end if
else
if gLevel = 3 then
if sprite(32).intersects(8) or sprite(32).intersects(5) or sprite(32).intersects(13) or sprite(32).intersects(12) or sprite(32).intersects(11) or sprite(32).intersects(10) or sprite(32).intersects(3) then
pLocH = pLocH - h
pLocV = pLocV - v
else
sheepSounds()
SheepCounter()
end if
else
if gLevel = 4 then
if sprite(32).intersects(8) or sprite(32).intersects(5) or sprite(32).intersects(13) or sprite(32).intersects(12) or sprite(32).intersects(11) or sprite(32).intersects(10) or sprite(32).intersects(3) then
pLocH = pLocH - h
pLocV = pLocV - v
else
sheepSounds()
SheepCounter()
end if
else
if gLevel = 5 then
if sprite(32).intersects(8) or sprite(32).intersects(16) or sprite(32).intersects(5) or sprite(32).intersects(13) or sprite(32).intersects(12) or sprite(32).intersects(11) or sprite(32).intersects(10) or sprite(32).intersects(3) then
pLocH = pLocH - h
pLocV = pLocV - v
else
sheepSounds()
SheepCounter()
end if
else
if gLevel = 6 then
if sprite(32).intersects(5) or sprite(32).intersects(12) or sprite(32).intersects(11) or sprite(32).intersects(10) or sprite(32).intersects(3) then
pLocH = pLocH - h
pLocV = pLocV - v
else
sheepSounds()
SheepCounter()
end if
else
if gLevel = 7 then
if sprite(32).intersects(5) or sprite(32).intersects(12) or sprite(32).intersects(11) or sprite(32).intersects(10) or sprite(32).intersects(3) or sprite(32).intersects(13) or sprite(32).intersects(14) then