Auralyst 3D


@Stage\n\nwhen flag clicked\nforever\n    play sound [Vexento - Masked Raver v] until done\nend\n\n@3D\n\nwhen flag clicked\nset [map # v] to [1]\ninit\ncreate map (map #)\nhide\nrespawn\nlevel 1\nlevel 2\nlevel 3\nforever\n    render\n    touching\n    smarts\n    touching bad?\nend\n\ndefine None\nset [length v] to ((z) + ((0.075) * ([sqrt v] of ((((x) - (x cam)) * ((x) - (x cam))) + (((y) - (y cam)) * ((y) - (y cam)))) )))\ngo to x: (((Size) * ((x) - (x cam))) / ((length) / (1))) y: (((Size) * ((y) - (y cam))) / ((length) / (1)))\n\ndefine None\nadd (x) to [x1 v]\nadd ((y) - (50)) to [y1 v]\nadd (x2) to [x2 v]\nadd ((y2) - (50)) to [y2 v]\n\ndefine None\nadd (x) to [hazard x v]\nadd ((y) - (50)) to [hazard y v]\nadd (x2) to [hazard x2 v]\nadd ((y2) - (50)) to [hazard y2 v]\n\ndefine init\ndelete (all) of [x1 v]\ndelete (all) of [x2 v]\ndelete (all) of [y1 v]\ndelete (all) of [y2 v]\ndelete (all) of [hazard x v]\ndelete (all) of [hazard y v]\ndelete (all) of [hazard x2 v]\ndelete (all) of [hazard y2 v]\n\ndefine smarts\nchange [y vel v] by (-0.16)\ntouching\nif <(touching?) = [1]> then\n    set [y vel v] to ((() - (y vel)) / (4))\n    if <key (up arrow v) pressed?> then\n        set [y vel v] to [3.5]\n    end\nend\nif <key (right arrow v) pressed?> then\n    change [x vel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n    change [x vel v] by (-1)\nend\nset [x vel v] to ((x vel) * (0.8))\nchange [x v] by (x vel)\nchange [y v] by (y vel)\nslope\n\ndefine render\nerase all\nset [render.run v] to [0]\nset [x cam v] to ((x cam) + (((x) - (x cam)) / (3)))\nset [y cam v] to ((y cam) + (((y) - (y cam)) / (3)))\nset [size v] to ((Size) + (((40) - (Size)) / (15)))\nrepeat (length of [hazard x v])\n    change [render.run v] by (1)\n    pen up\n    set pen size to (1)\n    go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (19)\n    set pen color to (#ff0000)\n    pen down\n    set pen size to (4)\n    go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (24)\n    go to x: (item (render.run) of [hazard x2 v]) y: (item (render.run) of [hazard y2 v]) z: (24)\n    go to x: (item (render.run) of [hazard x2 v]) y: (item (render.run) of [hazard y2 v]) z: (19)\n    go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (19)\nend\nset [render.run v] to [0]\nrepeat (length of [x1 v])\n    change [render.run v] by (1)\n    pen up\n    set pen size to (1)\n    go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (17)\n    set pen color to (#131313)\n    pen down\n    set pen size to (4)\n    go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (27)\n    go to x: (item (render.run) of [x2 v]) y: (item (render.run) of [y2 v]) z: (27)\n    go to x: (item (render.run) of [x2 v]) y: (item (render.run) of [y2 v]) z: (17)\n    go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (17)\nend\ncreate player\n\ndefine slope\nchange [y v] by (2)\ntouching\nif <(touching?) = [1]> then\n    change [y v] by (1)\n    touching\n    if <(touching?) = [1]> then\n        change [y v] by (1)\n        touching\n        if <(touching?) = [1]> then\n            change [y v] by (1)\n            touching\n            if <(touching?) = [1]> then\n                change [y v] by (1)\n            end\n        end\n    end\nend\nchange [y v] by (-2)\n\ndefine touching\nset [touching? v] to [0]\nset [touch.run v] to [0]\nrepeat (length of [x1 v])\n    change [touch.run v] by (1)\n    touching part (touch.run) of slope?\nend\n\ndefine level 2\n\ndefine level 1\n\ndefine respawn\nset [size v] to [70]\nset [length v] to [30]\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [x v] to [0]\nset [y v] to [20]\nset [x cam v] to [0]\nset [y cam v] to [60]\nset [size v] to [3]\n\ndefine touching bad?\nset [bad.touch.run v] to [0]\nrepeat (length of [hazard x v])\n    change [bad.touch.run v] by (1)\n    if <<<(((y) + (-6)) + (-13)) < (((x) * (((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v])))) + ((item (bad.touch.run) of [hazard y v]) - ((((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v]))) * (item (bad.touch.run) of [hazard x v]))))> and <(((x) * (((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v])))) + ((item (bad.touch.run) of [hazard y v]) - ((((item (bad.touch.run) of [hazard y2 v]) - (item (bad.touch.run) of [hazard y v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v]))) * (item (bad.touch.run) of [hazard x v])))) < (((y) + (6)) + (-13))>> and <<(item (bad.touch.run) of [hazard x v]) < (x)> and <(x) < (item (bad.touch.run) of [hazard x2 v])>>> then\n        respawn\n    end\nend\n\ndefine level 3\n\ndefine None\nif <<<(((y) + (-6)) + (-13)) < (((x) * (((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v])))) + ((item (slo) of [y1 v]) - ((((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v]))) * (item (slo) of [x1 v]))))> and <(((x) * (((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v])))) + ((item (slo) of [y1 v]) - ((((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v]))) * (item (slo) of [x1 v])))) < (((y) + (6)) + (-13))>> and <<(item (slo) of [x1 v]) < (x)> and <(x) < (item (slo) of [x2 v])>>> then\n    set [touching? v] to [1]\nend\n\ndefine create player\npen up\nset pen size to (1)\ngo to x: (x) y: ((y) - (4)) z: (14)\nset pen color to (#666666)\nset pen size to (20)\npen down\npen up\nif <(y) < [-300]> then\n    respawn\nend\nif <(y) > [490]> then\n    change [map # v] by (1)\n    respawn\n    init\n    create map (map #)\nend\n\ndefine None\nif <(#) = [1]> then\n    level 1\n    add platform from x: (-20) y: (0) to x: (250) y: (0)\n    add platform from x: (250) y: (0) to x: (300) y: (0)\n    add platform from x: (250) y: (0) to x: (250) y: (30)\n    add platform from x: (300) y: (0) to x: (300) y: (30)\n    add platform from x: (250) y: (50) to x: (300) y: (50)\n    add platform from x: (250) y: (70) to x: (300) y: (70)\n    add platform from x: (250) y: (90) to x: (300) y: (90)\n    add platform from x: (250) y: (110) to x: (300) y: (110)\n    add platform from x: (250) y: (130) to x: (300) y: (130)\n    add platform from x: (130) y: (170) to x: (200) y: (170)\n    add lava from x: (110) y: (170) to x: (130) y: (170)\n    add platform from x: (-20) y: (200) to x: (80) y: (200)\n    level 2\n    add platform from x: (-20) y: (250) to x: (300) y: (250)\n    add platform from x: (40) y: (300) to x: (60) y: (300)\n    add platform from x: (80) y: (325) to x: (100) y: (325)\n    add platform from x: (120) y: (350) to x: (200) y: (350)\n    add platform from x: (-20) y: (400) to x: (40) y: (400)\n    add platform from x: (75) y: (450) to x: (85) y: (450)\n    add lava from x: (-20) y: (480) to x: (70) y: (480)\n    add lava from x: (90) y: (480) to x: (300) y: (480)\n    add platform from x: (-20) y: (500) to x: (300) y: (500)\nend\nif <(#) = [2]> then\n    level 3\n    add platform from x: (-20) y: (0) to x: (80) y: (0)\n    add lava from x: (100) y: (0) to x: (300) y: (0)\n    add platform from x: (80) y: (0) to x: (100) y: (10)\n    add platform from x: (110) y: (20) to x: (140) y: (40)\n    add platform from x: (160) y: (10) to x: (200) y: (10)\n    add platform from x: (220) y: (50) to x: (240) y: (50)\n    add platform from x: (260) y: (70) to x: (280) y: (70)\n    add platform from x: (160) y: (90) to x: (180) y: (90)\n    add platform from x: (110) y: (120) to x: (130) y: (120)\n    add platform from x: (60) y: (160) to x: (80) y: (160)\n    add platform from x: (-20) y: (200) to x: (300) y: (200)\n    level 4\n    add platform from x: (250) y: (220) to x: (300) y: (220)\n    add platform from x: (250) y: (240) to x: (300) y: (240)\n    add platform from x: (250) y: (260) to x: (300) y: (260)\n    add platform from x: (250) y: (280) to x: (300) y: (280)\n    add platform from x: (250) y: (300) to x: (300) y: (300)\n    add platform from x: (130) y: (340) to x: (200) y: (340)\n    add lava from x: (-20) y: (370) to x: (150) y: (370)\n    add lava from x: (180) y: (370) to x: (300) y: (370)\n    add platform from x: (140) y: (390) to x: (190) y: (390)\n    add platform from x: (140) y: (430) to x: (190) y: (430)\n    add platform from x: (140) y: (470) to x: (190) y: (470)\n    add platform from x: (140) y: (500) to x: (190) y: (500)\nend\nif <(#) = [3]> then\n    level 5\n    add platform from x: (-20) y: (0) to x: (300) y: (0)\n    add platform from x: (20) y: (40) to x: (50) y: (40)\n    add platform from x: (20) y: (80) to x: (50) y: (80)\n    add platform from x: (20) y: (120) to x: (50) y: (120)\n    add platform from x: (20) y: (160) to x: (50) y: (160)\n    add platform from x: (50) y: (0) to x: (50) y: (200)\n    add lava from x: (50) y: (80) to x: (230) y: (80)\n    add platform from x: (230) y: (40) to x: (260) y: (40)\n    add platform from x: (230) y: (80) to x: (260) y: (80)\n    add platform from x: (230) y: (120) to x: (260) y: (120)\n    add platform from x: (230) y: (160) to x: (260) y: (160)\n    add platform from x: (230) y: (0) to x: (260) y: (200)\n    add platform from x: (50) y: (200) to x: (260) y: (200)\n    level 6\n    add platform from x: (200) y: (250) to x: (210) y: (250)\n    add platform from x: (200) y: (300) to x: (210) y: (300)\n    add platform from x: (200) y: (350) to x: (210) y: (350)\n    add platform from x: (200) y: (400) to x: (210) y: (400)\n    add platform from x: (150) y: (430) to x: (160) y: (430)\n    add platform from x: (100) y: (460) to x: (110) y: (460)\n    add platform from x: (0) y: (490) to x: (50) y: (490)\n    add lava from x: (-20) y: (370) to x: (170) y: (370)\n    add lava from x: (170) y: (250) to x: (170) y: (370)\nend\nif <(#) = [4]> then\n    level 7\n    add platform from x: (-20) y: (0) to x: (350) y: (0)\n    add platform from x: (20) y: (40) to x: (50) y: (40)\n    add platform from x: (40) y: (60) to x: (70) y: (60)\n    add platform from x: (60) y: (80) to x: (90) y: (80)\n    add platform from x: (80) y: (100) to x: (110) y: (100)\n    add platform from x: (100) y: (120) to x: (130) y: (120)\n    add platform from x: (120) y: (140) to x: (150) y: (140)\n    add platform from x: (140) y: (160) to x: (170) y: (160)\n    add platform from x: (160) y: (180) to x: (190) y: (180)\n    add platform from x: (180) y: (200) to x: (210) y: (200)\n    add lava from x: (80) y: (40) to x: (110) y: (40)\n    add lava from x: (100) y: (60) to x: (130) y: (60)\n    add lava from x: (120) y: (80) to x: (150) y: (80)\n    add lava from x: (140) y: (100) to x: (170) y: (100)\n    add lava from x: (160) y: (120) to x: (190) y: (120)\n    add lava from x: (180) y: (140) to x: (210) y: (140)\n    add lava from x: (200) y: (160) to x: (230) y: (160)\n    add lava from x: (220) y: (180) to x: (250) y: (180)\n    add lava from x: (240) y: (200) to x: (270) y: (200)\n    add lava from x: (260) y: (220) to x: (290) y: (220)\n    level 8\n    add platform from x: (320) y: (220) to x: (350) y: (200)\n    add platform from x: (320) y: (250) to x: (350) y: (270)\n    add platform from x: (320) y: (320) to x: (350) y: (300)\n    add platform from x: (320) y: (350) to x: (350) y: (370)\n    add platform from x: (280) y: (390) to x: (290) y: (390)\n    add platform from x: (160) y: (390) to x: (170) y: (390)\n    add platform from x: (40) y: (390) to x: (50) y: (390)\n    add platform from x: (-20) y: (440) to x: (10) y: (410)\n    add platform from x: (-20) y: (470) to x: (10) y: (500)\nend\nif <(#) = [5]> then\n    level 9\n    add platform from x: (-40) y: (0) to x: (20) y: (0)\n    add platform from x: (60) y: (0) to x: (150) y: (0)\n    add lava from x: (150) y: (0) to x: (350) y: (0)\n    add platform from x: (20) y: (0) to x: (150) y: (100)\n    add lava from x: (150) y: (0) to x: (150) y: (200)\n    add platform from x: (0) y: (-20) to x: (350) y: (-20)\n    level 10\n    add platform from x: (475) y: (-20) to x: (525) y: (-20)\n    add platform from x: (500) y: (20) to x: (550) y: (20)\n    add platform from x: (550) y: (60) to x: (600) y: (60)\n    add platform from x: (500) y: (100) to x: (550) y: (100)\n    add platform from x: (450) y: (140) to x: (500) y: (140)\n    add platform from x: (500) y: (180) to x: (550) y: (180)\n    add platform from x: (550) y: (220) to x: (600) y: (220)\n    add platform from x: (500) y: (260) to x: (550) y: (260)\n    add platform from x: (450) y: (300) to x: (500) y: (300)\n    add platform from x: (500) y: (340) to x: (550) y: (340)\n    add platform from x: (550) y: (380) to x: (600) y: (380)\n    add platform from x: (500) y: (420) to x: (550) y: (420)\n    add platform from x: (525) y: (-20) to x: (525) y: (420)\n    add platform from x: (225) y: (420) to x: (325) y: (420)\n    add platform from x: (225) y: (455) to x: (325) y: (455)\n    add platform from x: (225) y: (490) to x: (325) y: (490)\nend\nif <(#) = [6]> then\n    GG ez\n    add platform from x: (-20) y: (0) to x: (300) y: (0)\n    add platform from x: (50) y: (125) to x: (125) y: (125)\n    add platform from x: (50) y: (125) to x: (50) y: (50)\n    add platform from x: (50) y: (50) to x: (125) y: (50)\n    add platform from x: (125) y: (87) to x: (125) y: (50)\n    add platform from x: (75) y: (87) to x: (125) y: (87)\n    add platform from x: (150) y: (125) to x: (225) y: (125)\n    add platform from x: (150) y: (125) to x: (150) y: (50)\n    add platform from x: (150) y: (50) to x: (225) y: (50)\n    add platform from x: (225) y: (87) to x: (225) y: (50)\n    add platform from x: (175) y: (87) to x: (225) y: (87)\nend\n\ndefine level 4\n\ndefine GG ez\n\ndefine level 5\n\ndefine level 6\n\ndefine level 7\n\ndefine level 8\n\ndefine level 9\n\ndefine level 10\n\n@Thumb tbh\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n