5 colors! ||  A 100% pen platformer 

Instructions:                                   ✿ 5 colors! ✿\n                         - 100% pen platformer -\n \n                                 - Information - \nHey, everyone! Welcome to my first 100% pen platformer! I tried my best for making my first 100% pen platformer! Please leave a love/fav/follow! :D\n\n                               - DISCLAMIER! -\n\nTHIS GAME MAY LAG, SO TO GET RID OF THE LAG PLEASE PLAY THIS GAME HERE - \nhttps://turbowarp.org/#431982918  .\n\n                                     - Controls - \nArrow keys to move.. Not Mobile friendly.\nDon't touch red or you'll die\nTouch yellow to bounce! \nTouch blue to go to the next level.\n                                      - Credits - \nThanks to @EpicPro_36 for the tutorial\nThanks to @SqaureLemonStudios for helping me add features!\nThanks to @EpicPro_36 for inspiration.\n                                        - Tags - \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen 100% pen #100% #100% pen #100% pen #100% pen #100% 

@Stage\n\nwhen [space v] key pressed\nset [mouse v] to (join ((mouse x) + (CamX)) (join [, ] ((mouse y) + (CamY))))\n\n@pen\n\nAdd Cube [-100] [-100] [200] [80] type [1]\nAdd Cube [-529] [30] [20] [20] type [1]\nAdd Cube [100] [-100] [20] [200] type [1]\nAdd Cube [-200] [-100] [50] [20] type [3]\n\ndefine Win or die check\ncollisions\nif <(Collisions) = [4]> then\n    Reset\n    change [__level v] by (1)\nend\nif <<(Collisions) = [2]> or <(CamY) < [-700]>> then\n    Reset\nend\n\nwhen flag clicked\nset [__level v] to [1]\nReset\nforever\n    erase all\n    Make Level\n    Render\n    update\n    Render Player at ((X) - (CamX)) ((Y) - (CamY)) size [20]\nend\n\ndefine Reset\nset [#penradius v] to [10]\nset [camy v] to (Y)\nset [camx v] to (X)\nset [collisions v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [100]\n\ndefine update\nchange [camx v] by (((X) - (CamX)) / (10))\nchange [camy v] by (((Y) - (CamY)) / (10))\nchange [sx v] by (((<key (left arrow v) pressed?> * (-1)) + <key (right arrow v) pressed?>) - ((Sx) * (.1)))\nchange [x v] by (Sx)\ncollisions\nif <(Collisions) = [1]> then\n    change [x v] by (() - (Sx))\n    set [sx v] to [0]\nend\nchange [sy v] by (-1)\nchange [y v] by (Sy)\ncollisions\nif <(Collisions) = [1]> then\n    repeat until <not <(Collisions) = [1]>>\n        change [y v] by (() - ((Sy) / ([abs v] of (Sy) )))\n        collisions\n    end\n    set [sy v] to (<key (up arrow v) pressed?> * (15))\nend\nWin or die check\n\ndefine Render\nset [_i v] to [0]\nrepeat ((length of [points v]) / (5))\n    pen up\n    set pen size to (#PenRadius)\n    get colour (type (item ((_i) + (5)) of [points v]) )\n    Go To ( X (item ((_i) + (1)) of [points v]) Y (item ((_i) + (2)) of [points v]) )\n    pen down\n    Go To ( X ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v])) Y (item ((_i) + (2)) of [points v]) )\n    Go To ( X ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v])) Y ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v])) )\n    Go To ( X (item ((_i) + (1)) of [points v]) Y ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v])) )\n    Go To ( X (item ((_i) + (1)) of [points v]) Y (item ((_i) + (2)) of [points v]) )\n    change [_i v] by (5)\nend\n\ndefine Make Level\ndelete all of [points v]\nif <(__Level) = [1]> then\n    Add Cube [-100] [-100] [200] [80] type [1]\n    Add Cube [-200] [-100] [50] [20] type [3]\n    Add Cube [100] [-100] [20] [200] type [1]\n    Add Cube [-529] [30] [20] [20] type [4]\n    Add Cube [-400] [-100] [20] [200] type [1]\nend\nif <(__Level) = [2]> then\n    Add Cube [-100] [-100] [200] [80] type [1]\n    Add Cube [186] [30] [100] [50] type [1]\n    Add Cube [295] [30] [100] [50] type [2]\n    Add Cube [405] [30] [100] [50] type [3]\n    Add Cube [550] [300] [50] [50] type [1]\n    Add Cube [700] [300] [50] [20] type [1]\n    Add Cube [800] [300] [50] [20] type [4]\nend\nif <(__Level) = [3]> then\n    Add Cube [-100] [0] [500] [50] type [1]\n    Add Cube [150] [0] [50] [150] type [1]\n    Add Cube [350] [0] [50] [150] type [1]\n    Add Cube [200] [50] [150] [80] type [2]\n    Add Cube [500] [0] [100] [50] type [1]\n    Add Cube [750] [0] [100] [50] type [1]\n    Add Cube [850] [10] [100] [50] type [2]\n    Add Cube [950] [0] [100] [50] type [3]\n    Add Cube [1050] [280] [100] [50] type [1]\n    Add Cube [1300] [170] [100] [50] type [4]\nend\nif <(__Level) = [4]> then\n    Add Cube [-50] [0] [150] [50] type [3]\n    Add Cube [-50] [300] [150] [50] type [3]\n    Add Cube [-50] [600] [150] [50] type [3]\n    Add Cube [-50] [900] [150] [50] type [3]\n    Add Cube [-200] [1000] [150] [50] type [1]\n    Add Cube [90] [1000] [150] [50] type [1]\n    Add Cube [-200] [1300] [150] [50] type [1]\n    Add Cube [90] [1300] [150] [50] type [1]\n    Add Cube [-50] [1290] [140] [50] type [2]\n    Add Cube [300] [1100] [140] [50] type [1]\n    Add Cube [600] [1100] [100] [30] type [4]\nend\nif <(__Level) = [5]> then\n    Add Cube [-50] [0] [700] [50] type [1]\n    Add Cube [50] [0] [100] [100] type [2]\n    Add Cube [180] [0] [100] [60] type [3]\n    Add Cube [300] [0] [200] [100] type [2]\n    Add Cube [750] [0] [100] [40] type [4]\nend\nif <(__Level) = [6]> then\n    Add Cube [-50] [0] [100] [50] type [1]\n    Add Cube [50] [-50] [50] [85] type [2]\n    Add Cube [100] [-30] [50] [50] type [3]\n    Add Cube [170] [50] [50] [150] type [2]\n    Add Cube [200] [250] [50] [50] type [1]\n    Add Cube [350] [250] [50] [50] type [3]\n    Add Cube [600] [250] [50] [50] type [3]\n    Add Cube [900] [250] [50] [50] type [3]\n    Add Cube [1050] [250] [100] [50] type [1]\n    Add Cube [1300] [250] [50] [50] type [4]\nend\nif <(__Level) = [7]> then\n    Add Cube [-50] [0] [400] [50] type [1]\n    Add Cube [50] [0] [300] [50] type [3]\n    Add Cube [50] [300] [400] [50] type [2]\n    Add Cube [170] [100] [100] [50] type [1]\n    Add Cube [500] [100] [100] [50] type [1]\n    Add Cube [400] [0] [1000] [70] type [2]\n    Add Cube [800] [100] [100] [50] type [1]\n    Add Cube [1100] [100] [100] [50] type [1]\n    Add Cube [1400] [100] [100] [50] type [3]\n    Add Cube [1500] [380] [100] [50] type [1]\n    Add Cube [1700] [250] [100] [50] type [3]\n    Add Cube [2000] [380] [100] [50] type [1]\n    Add Cube [2200] [380] [50] [20] type [4]\nend\nif <(__Level) = [8]> then\n    Add Cube [-50] [0] [100] [50] type [1]\n    Add Cube [100] [100] [50] [50] type [1]\n    Add Cube [-100] [200] [100] [50] type [1]\n    Add Cube [110] [300] [100] [50] type [3]\n    Add Cube [200] [590] [100] [50] type [1]\n    Add Cube [50] [590] [50] [50] type [2]\n    Add Cube [-100] [590] [140] [50] type [1]\n    Add Cube [-250] [500] [100] [50] type [2]\n    Add Cube [-150] [500] [50] [50] type [3]\n    Add Cube [-350] [590] [100] [50] type [1]\n    Add Cube [-550] [590] [50] [50] type [1]\n    Add Cube [-740] [670] [100] [50] type [1]\n    Add Cube [-800] [770] [40] [50] type [1]\n    Add Cube [-750] [900] [200] [25] type [1]\n    Add Cube [-450] [800] [25] [50] type [1]\n    Add Cube [-400] [800] [25] [50] type [2]\n    Add Cube [-300] [800] [50] [70] type [4]\nend\nif <(__Level) = [9]> then\n    Add Cube [-50] [0] [100] [50] type [1]\n    Add Cube [150] [0] [20] [50] type [1]\n    Add Cube [50] [200] [400] [50] type [2]\n    Add Cube [200] [0] [67] [50] type [3]\n    Add Cube [410] [0] [70] [50] type [1]\n    Add Cube [750] [0] [50] [50] type [4]\nend\nif <(__Level) = [10]> then\n    Add Cube [-100] [0] [200] [50] type [1]\nend\n\ndefine Add Cube (x) (y) (length) (height) type (type)\nadd (x) to [points v]\nadd (y) to [points v]\nadd (length) to [points v]\nadd (height) to [points v]\nadd (type) to [points v]\n\ndefine Go To ( X (x) Y (y) )\ngo to x: ((x) - (CamX)) y: ((y) - (CamY))\n\ndefine get colour (type (type) )\nif <(type) = [1]> then\n    set pen color to (#22a000)\nend\nif <(type) = [2]> then\n    set pen color to (#ff0000)\nend\nif <(type) = [3]> then\n    set pen color to (#fff600)\nend\nif <(type) = [4]> then\n    set pen color to (#3cb4ff)\nend\n\ndefine collisions\nset [_i v] to [0]\nset [collisions v] to [0]\nrepeat ((length of [points v]) / (5))\n    if <((X) + ((#PlayerSize) + (#PenRadius))) > (item ((_i) + (1)) of [points v])> then\n        if <((Y) + ((#PlayerSize) + (#PenRadius))) > (item ((_i) + (2)) of [points v])> then\n            if <((X) - (#PenRadius)) < ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v]))> then\n                if <((Y) - (#PenRadius)) < ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v]))> then\n                    set [collisions v] to (item ((_i) + (5)) of [points v])\n                    if <(Collisions) = [3]> then\n                        set [sy v] to ((25) + (<key (up arrow v) pressed?> * (5)))\n                    end\n                end\n            end\n        end\n    end\n    change [_i v] by (5)\nend\n\ndefine Render Player at (x) (y) size (size)\nset [#playersize v] to (size)\nset pen color to (#ffa947)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: ((x) + (size)) y: (y)\ngo to x: ((x) + (size)) y: ((y) + (size))\ngo to x: (x) y: ((y) + (size))\ngo to x: (x) y: (y)\n\nset [__level v] to [5]\n\nset [__level v] to [9]\n\n@TB\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\n