-Outside- a 3D Platformer V0.1.3

Instructions: ----------------------------- Welcome ---------------------------\n- Not Mobile friendly sorry\n-------------------------------- Lag -------------------------------\n- Close All Tabs (For The Smoothest)\n- Space To Get Rid Of Clouds (Helps a little)\n------------------------- Instructions ----------------------------\n-Can we get this Featured?!?!\n- Space To Get Rid Of Clouds (Less Lag)\n- Arrow Keys To Move\n- A and D To Rotate Background\n- Have Fun\n- Follow k0stya\n- Love and Fave!\n----------------------------- Enjoy -------------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n--------------------------------- Tags -------------------------\n#3D #Cool #Featured #Fun #2.5D #a #b #c #d #e #f #g #h #i #j #k #l #k0stya #Pizza #Challenge #Simple #pen #Lag #Simple #Trending #Views #Love #Fave #Follow

@Stage\n\n@Level\n\nwhen flag clicked\nhide\npoint in direction (120)\nset [level v] to [1]\nGenerate level 1\n\ndefine Generate level 1\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass2 v)\nrepeat (30)\n    stamp\n    change y by (0.5)\nend\n\nwhen [d v] key pressed\nrepeat until <<not <key (d v) pressed?>> or <(Direction) > [130]>>\n    turn right (2) degrees\n    set [direction v] to (direction)\nend\n\nwhen [a v] key pressed\nrepeat until <<not <key (a v) pressed?>> or <[60] > (Direction)>>\n    turn left (2) degrees\n    set [direction v] to (direction)\nend\n\ndefine Generate Level 2\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass2 v)\nrepeat (30)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass3 v)\nrepeat (60)\n    stamp\n    change y by (0.5)\nend\n\ndefine Ground level 3\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass4 v)\nrepeat (30)\n    stamp\n    change y by (0.5)\nend\n\nwhen [a v] key pressed\nGenerate level\n\nwhen [d v] key pressed\nGenerate level\n\nwhen I receive [change level! v]\nGenerate level\n\ndefine Generate Level 4\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass2 v)\nrepeat (30)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass3 v)\nrepeat (150)\n    stamp\n    change y by (0.5)\nend\n\ndefine Generate Level 5\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass2 v)\nrepeat (30)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass5 v)\nrepeat (20)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass6 v)\nrepeat (10)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass7 v)\nrepeat (200)\n    stamp\n    change y by (0.5)\nend\n\ndefine Ending\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass2 v)\nrepeat (30)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass8 v)\nrepeat (20)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass9 v)\nrepeat (15)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (stem v)\nrepeat (15)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (flower v)\nrepeat (10)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (flower2 v)\nrepeat (5)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (stem2 v)\nrepeat (20)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (flower3 v)\nrepeat (10)\n    stamp\n    change y by (0.5)\nend\n\ndefine Generate Level 6\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass4 v)\nrepeat (30)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass10 v)\nrepeat (100)\n    stamp\n    change y by (0.5)\nend\n\ndefine Generate level\nif <(Level) = [1]> then\n    go to [back v] layer\n    Generate level 1\n    set [direction v] to (direction)\nelse\n    if <(Level) = [2]> then\n        go to [back v] layer\n        Generate Level 2\n        set [direction v] to (direction)\n    else\n        if <(Level) = [3]> then\n            go to [back v] layer\n            Ground level 3\n            set [direction v] to (direction)\n        else\n            if <(Level) = [4]> then\n                go to [back v] layer\n                Generate Level 4\n                set [direction v] to (direction)\n            else\n                if <(Level) = [5]> then\n                    go to [back v] layer\n                    Generate Level 5\n                    set [direction v] to (direction)\n                else\n                    if <(Level) = [6]> then\n                        go to [back v] layer\n                        Generate Level 6\n                        set [direction v] to (direction)\n                    else\n                        if <(Level) = [7]> then\n                            go to [back v] layer\n                            Generate Level 7\n                            set [direction v] to (direction)\n                        else\n                            go to [back v] layer\n                            Ending\n                            set [direction v] to (direction)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Generate Level 7\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass2 v)\nrepeat (30)\n    stamp\n    change y by (0.5)\nend\nswitch costume to (semi ground and grass12 v)\nrepeat (30)\n    stamp\n    change y by (0.5)\nend\nchange y by (126)\nswitch costume to (semi ground and grass11 v)\nrepeat (30)\n    stamp\n    change y by (0.5)\nend\n\n@Script\n\nwhen flag clicked\ngo to x: (-120) y: (140)\nset size to (200) %\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nhide\nforever\n    if <(y position) < [-160]> then\n        Restart\n    end\n    point in direction (Direction)\n    Physics: Gravity [-1] Jump Height [10] Side Movement Speed [3] Friction [0.75] Slope [10]\n    if <[140] < (x position)> then\n        broadcast (Change Level! v)\n        change [level v] by (1)\n        Restart\n    end\nend\n\ndefine Physics: Gravity (gravity) Jump Height (jump height) Side Movement Speed (side movement speed) Friction (friction) Slope (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y velocity)\nif <touching color (#05e300)?> then\n    repeat until <not <touching color (#05e300)?>>\n        change y by ((([abs v] of (Y velocity) ) / (Y velocity)) * (-1))\n    end\n    set [y velocity v] to (<<key (up arrow v) pressed?> and <(([abs v] of (Y velocity) ) / (Y velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<key (left arrow v) pressed?> * ((side movement speed) * (-1))) + (<key (right arrow v) pressed?> * (side movement speed)))) * (friction))\nmove (X Velocity) steps\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching color (#05e300)?>>>\n    change y by (1)\n    change [slope v] by (-1)\nend\nif <touching color (#05e300)?> then\n    change y by (Slope)\n    set [x velocity v] to ((X Velocity) * (-1))\n    move (X Velocity) steps\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n    if <touching color (#ff1414)?> then\n        Restart\n    end\n    if <touching color (#ff1212)?> then\n        set [y velocity v] to [0]\n        repeat (20)\n            if <touching color (#ff1212)?> then\n                change [y velocity v] by (0.9)\n            end\n        end\n        if <touching color (#ff1212)?> then\n            Restart\n        end\n    end\n    if <touching color (#fff000)?> then\n        set [y velocity v] to [15]\n        play sound [Boing v] until done\n    end\nend\n\ndefine Restart\ngo to x: (-120) y: (140)\nset size to (200) %\nset [y velocity v] to [0]\nset [x velocity v] to [0]\n\n@Player\n\nwhen flag clicked\nhide\nPlayer\n\ndefine Player\nset [clone id v] to [0]\nswitch costume to (shoes v)\nrepeat (10)\n    create clone of (_myself_ v)\n    change [clone id v] by (0.5)\nend\nswitch costume to (legs v)\nrepeat (10)\n    create clone of (_myself_ v)\n    change [clone id v] by (0.5)\nend\nswitch costume to (shorts v)\nrepeat (10)\n    create clone of (_myself_ v)\n    change [clone id v] by (0.5)\nend\nswitch costume to (shorts2 v)\nrepeat (8)\n    create clone of (_myself_ v)\n    change [clone id v] by (0.5)\nend\nswitch costume to (shirt v)\nrepeat (25)\n    create clone of (_myself_ v)\n    change [clone id v] by (0.5)\nend\nswitch costume to (shirt2 v)\nrepeat (10)\n    create clone of (_myself_ v)\n    change [clone id v] by (0.5)\nend\nswitch costume to (shirt3 v)\nrepeat (15)\n    create clone of (_myself_ v)\n    change [clone id v] by (0.5)\nend\nswitch costume to (shirt4 v)\nrepeat (2)\n    create clone of (_myself_ v)\n    change [clone id v] by (0.5)\nend\nswitch costume to (shirt5 v)\nrepeat (15)\n    create clone of (_myself_ v)\n    change [clone id v] by (0.5)\nend\n\nwhen I start as a clone\nshow\nforever\n    Go to script\nend\n\ndefine Go to script\nif <(X Velocity) < [0]> then\n    point in direction ((Direction) + (180))\nelse\n    point in direction (Direction)\nend\ngo to (script v)\nchange y by ((-25) + (Clone Id))\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (160)\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [change level! v]\nif <(Level) < [9]> then\n    switch costume to (Level)\nend\n\n@clouds\n\nwhen flag clicked\nhide\nset [clouds on or off v] to [On]\nbroadcast (Clouds v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (20) to (75))\nswitch costume to (pick random (1) to (8))\ngo to x: (-240) y: (pick random (145) to (160))\nrepeat until <(x position) > [171]>\n    move (pick random (3) to (8)) steps\nend\ndelete this clone\n\nwhen I receive [clouds v]\nforever\n    wait (pick random (7) to (10)) seconds\n    create clone of (_myself_ v)\nend\n\nwhen [space v] key pressed\nif <(Clouds on or off) = [Off]> then\n    set [clouds on or off v] to [On]\n    broadcast (Clouds v)\nelse\n    set [clouds on or off v] to [Off]\n    stop [other scripts in sprite v]\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nshow\n\n