3D Platformer Game

Instructions: Hey all I have been working on this game and today its finally done! I used @k0stya 's engine so most credits to him\nWASD keys to move, Arrow keys to look around\nSpace bar to jump\n5 levels\nYou can remix this and add new new levels:)\nGive @k0stya credit if you are remixing

@Stage\n\nwhen flag clicked\nforever\n    play sound [The face of innocence v] until done\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n    set [list_item v] to [0]\n    change [passes v] by (1)\n    set [switches v] to [0]\n    repeat ((length of [block distances v]) - (1))\n        change [list_item v] by (1)\n        if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n            set [value v] to (item ((List_Item) + (1)) of [block distances v])\n            replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n            replace item (List_Item) of [block distances v] with (value)\n            set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n            replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n            replace item (List_Item) of [cube y pos v] with (value)\n            set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n            replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n            replace item (List_Item) of [cube x pos v] with (value)\n            set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n            replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n            replace item (List_Item) of [cube z pos v] with (value)\n            set [value v] to (item ((List_Item) + (1)) of [platform type v])\n            replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n            replace item (List_Item) of [platform type v] with (value)\n            change [switches v] by (1)\n        end\n    end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n    change [iii v] by (1)\n    add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n    Z Clipping\n    Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n    Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n    go to x: (x1) y: (y1)\n    pen down\n    go to x: (x2) y: (y2)\n    pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nset pen (brightness v) to (((1000) - (item (ii) of [block distances v])) / (4))\nDraw Square (x) (y) ((50) + (z))\nDraw Line ((50) + (x)) ((50) + (y)) ((50) + (z)) to ((50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Line ((50) + (x)) ((-50) + (y)) ((50) + (z)) to ((50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((-50) + (y)) ((50) + (z)) to ((-50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((50) + (y)) ((50) + (z)) to ((-50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Square (x) (y) ((-50) + (z))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n    set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n    if <(z1) < (near plane)> then\n        Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n    else\n        if <(z2) < (near plane)> then\n            Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n        end\n    end\nend\n\ndefine Turn and Move\nif <key (up arrow v) pressed?> then\n    change [rot y v] by (4)\nend\nif <key (left arrow v) pressed?> then\n    change [rot x v] by (4)\nend\nif <key (right arrow v) pressed?> then\n    change [rot x v] by (-4)\nend\nif <key (down arrow v) pressed?> then\n    change [rot y v] by (-4)\nend\nif <key (w v) pressed?> then\n    change [zvel v] by ((2) * (cos Y))\n    change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n    change [zvel v] by ((-2) * (cos Y))\n    change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n    change [zvel v] by ((-2) * (sin Y))\n    change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n    change [zvel v] by ((2) * (sin Y))\n    change [xvel v] by ((2) * (cos Y))\nend\nif <(rot Y) < [-90]> then\n    set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n    set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n    change [i v] by (1)\n    if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n        if <(item (i) of [platform type v]) = [Platform]> then\n            set [touching platform? v] to [yes]\n        else\n            if <(item (i) of [platform type v]) = [Lava]> then\n                Reset\n            else\n                if <(item (i) of [platform type v]) = [Trampoline]> then\n                    set [y vel v] to [40]\n                else\n                    set [touching end v] to [yes]\n                end\n            end\n        end\n        stop [this script v]\n    end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [y vel v] by (-1)\nchange [cam y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n    Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n    Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n    X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n    set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n    Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n    if <(y) > [0]> then\n        change [cam y v] by (-1)\n    else\n        change [cam y v] by (1)\n        set [falling? v] to [0]\n    end\n    set [y vel v] to [0]\n    Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n    if <(z) > [0]> then\n        change [cam z v] by (-1)\n    else\n        change [cam z v] by (1)\n    end\n    set [zvel v] to [0]\n    Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n    if <(x) > [0]> then\n        change [cam x v] by (-1)\n    else\n        change [cam x v] by (1)\n    end\n    set [xvel v] to [0]\n    Collisions!\nend\n\ndefine Reset\nset [view factor v] to [150]\nset [cam speed v] to [6]\nset [cam x v] to [0]\nset [cam y v] to [150]\nset [cam z v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (9999999999999999999) %\nswitch costume to (costume1 v)\nreset timer\nerase all\nset [level v] to [1]\nLevel\nReset\nforever\n    erase all\n    Turn and Move\n    if <(Touching end) = [yes]> then\n        change [level v] by (1)\n        Level\n        Reset\n    end\nend\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n    Level design [0] [0] [0] [Platform]\n    Level design [0] [0] [1] [Lava]\n    Level design [0] [0] [2] [Platform]\n    Level design [0] [0] [3] [End]\nelse\n    if <(Level) = [2]> then\n        Level design [0] [0] [0] [Platform]\n        Level design [0] [1] [2] [Platform]\n        Level design [0] [1] [3] [Platform]\n        Level design [0] [1] [4] [Lava]\n        Level design [0] [1] [5] [Platform]\n        Level design [0] [1] [6] [Lava]\n        Level design [1] [1] [7] [Platform]\n        Level design [0] [1] [8] [Lava]\n        Level design [1] [1] [9] [Platform]\n        Level design [0] [0] [10] [End]\n    else\n        if <(Level) = [3]> then\n            Level design [0] [0] [0] [Platform]\n            Level design [0] [0] [1] [Platform]\n            Level design [0] [0] [2] [Platform]\n            Level design [0] [0] [3] [Platform]\n            Level design [0] [0] [4] [Lava]\n            Level design [0] [0] [5] [Platform]\n            Level design [0] [1] [6] [Platform]\n            Level design [0] [1] [7] [Platform]\n            Level design [0] [1] [8] [Platform]\n            Level design [0] [1] [9] [Platform]\n            Level design [0] [ 0] [10] [Platform]\n            Level design [0] [ 0] [11] [Lava]\n            Level design [0] [ 0] [12] [Platform]\n            Level design [0] [ 0] [13] [Platform]\n            Level design [0] [ 0] [15] [Platform]\n            Level design [0] [ 0] [17] [Platform]\n            Level design [0] [ 0] [19] [Platform]\n            Level design [0] [ 0] [20] [Platform]\n            Level design [0] [ 0] [21] [End]\n        else\n            if <(Level) = [4]> then\n                Level design [0] [0] [0] [Platform]\n                Level design [0] [0] [1] [Platform]\n                Level design [0] [0] [2] [Platform]\n                Level design [0] [0] [3] [Lava]\n                Level design [0] [1] [4] [Platform]\n                Level design [0] [1] [7] [Platform]\n                Level design [0] [2] [8] [Platform]\n                Level design [1] [2] [9] [Platform]\n                Level design [1] [2] [10] [Platform]\n                Level design [1] [2] [11] [Platform]\n                Level design [1] [2] [12] [Lava]\n                Level design [1] [2] [13] [End]\n                Level design [1] [2] [14] [End]\n            else\n                if <(Level) = [5]> then\n                    Level design [0] [0] [0] [Platform]\n                    Level design [0] [0] [1] [Platform]\n                    Level design [-1] [0] [1] [Platform]\n                    Level design [-1] [0] [2] [Platform]\n                    Level design [-1] [0] [3] [Platform]\n                    Level design [0] [0] [3] [Platform]\n                    Level design [1] [0] [3] [Platform]\n                    Level design [1] [0] [4] [Platform]\n                    Level design [1] [0] [5] [Platform]\n                    Level design [1] [0] [6] [Platform]\n                    Level design [1] [0] [7] [lava]\n                    Level design [1] [0] [8] [Platform]\n                    Level design [1] [1] [9] [Platform]\n                    Level design [2] [1] [9] [Platform]\n                    Level design [2] [1] [10] [Platform]\n                    Level design [2] [1] [11] [Platform]\n                    Level design [2] [1] [12] [Platform]\n                    Level design [3] [1] [12] [Platform]\n                    Level design [3] [2] [13] [Platform]\n                    Level design [3] [2] [14] [Trampoline]\n                    Level design [3] [2] [15] [Lava]\n                    Level design [3] [2] [17] [Platform]\n                    Level design [3] [2] [18] [Platform]\n                    Level design [3] [2] [19] [End]\n                else\n                    if <(Level) = [6]> then\n                        broadcast (WIN v)\n                        stop [other scripts in sprite v]\n                        stop [this script v]\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n    change [ii v] by (1)\n    if <(item (ii) of [block distances v]) < [1100]> then\n        Put Cube at (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v]) (item (ii) of [platform type v])\n    end\nend\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\nwhen flag clicked\nforever\n    if <mouse down?> then\n        set [old mouse x v] to (mouse x)\n        set [old mouse y v] to (mouse y)\n        wait (0.000001) seconds\n        if <not <<<(mouse y) < [-80]> and <(mouse x) < [-140]>> and <(mouse y) < [-80]>>> then\n            change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n            change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\n        end\n    end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [Platform]> then\n    set pen color to (#33f7db)\nelse\n    if <(current platform type) = [Lava]> then\n        set pen color to (#ff3333)\n    else\n        if <(current platform type) = [Trampoline]> then\n            set pen color to (#fff830)\n        else\n            set pen color to (#33ff30)\n        end\n    end\nend\n\ndefine Level design (x) (y) (z) (type)\nadd ((x) * (100)) to [cube x pos v]\nadd ((y) * (100)) to [cube y pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\nwhen I receive [nxt v]\nchange [level v] by (1)\nLevel\nReset\n\n@nxt\n\nwhen this sprite clicked\nbroadcast (nxt v)\n\n@outro\n\ndefine Outro\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (checkerboard pattern v)\ncreate clone of (_myself_ v)\nset [i1 v] to [-200]\nswitch costume to (light v)\ncreate clone of (_myself_ v)\nset [i1 v] to [200]\nswitch costume to (light v)\ncreate clone of (_myself_ v)\nset [i1 v] to [0]\nswitch costume to (blank v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (oc v)\ncreate clone of (_myself_ v)\nswitch costume to (heart v)\ncreate clone of (_myself_ v)\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n    forever\n        play sound [Alan Walker, AuRa, Tomine Harket - Darkside v] until done\n    end\nelse\n    if <(costume [number v]) = [2]> then\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n    else\n        if <(costume [number v]) = [3]> then\n            forever\n                point in direction ((90) + (i1))\n                switch costume to (blank v)\n                set size to ((130) + (([sin v] of ((i1) * (5)) ) * (10))) %\n                switch costume to (checkerboard pattern v)\n                change [i1 v] by (0.5)\n            end\n        else\n            if <(costume [number v]) = [4]> then\n                forever\n                    set [i1 v] to (((i1) * (0.8)) + ((((100) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n                    change size by (i1)\n                    go to x: (0) y: ((120) + (([sin v] of (i2) ) * (10)))\n                    point in direction ((90) + (([cos v] of (i2) ) * (3)))\n                    change [i2 v] by (5)\n                end\n            else\n                if <(costume [number v]) = [5]> then\n                    forever\n                        set [i1 v] to (((i1) * (0.8)) + (((((100) + (([sin v] of ((i2) * (1.5)) ) * (10))) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n                        change size by (i1)\n                        go to x: (80) y: ((([sin v] of (i2) ) * (10)) - (30))\n                        point in direction ((90) + ((([sin v] of (i2) ) * (3)) + (([tan v] of ((i2) * (0.2)) ) * (5))))\n                        change [i2 v] by (5)\n                    end\n                else\n                    if <(costume [number v]) = [6]> then\n                        forever\n                            set [i1 v] to (((i1) * (0.8)) + (((((200) + (([sin v] of ((i2) * (1.5)) ) * (10))) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n                            change size by (i1)\n                            go to x: ((([sin v] of (i2) ) * (10)) - (100)) y: ((([tan v] of (i2) ) * (5)) - (30))\n                            point in direction ((90) + (([sin v] of (i2) ) * (3)))\n                            set [ghost v] effect to (([abs v] of ((y position) - (-30)) ) / (1.5))\n                            change [i2 v] by (5)\n                            if <(y position) > [20]> then\n                                switch costume to (pick random (6) to (8))\n                            end\n                        end\n                    else\n                        if <(costume [number v]) = [9]> then\n                            go to x: (i1) y: (-130)\n                            forever\n                                if <(x position) < [0]> then\n                                    point in direction ((135) + (([sin v] of (i1) ) * (10)))\n                                    change [i1 v] by (10)\n                                else\n                                    point in direction ((45) + (([sin v] of (i1) ) * (10)))\n                                    change [i1 v] by (10)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [win v]\nOutro\n\n@tb\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (1000)\n\n