3D platformer v1.2

Instructions:                              ⚠️WARNING⚠️\nLevel 8 is really laggy, so try to play on https://turbowarp.org/407040524?hqpen&size=640x360\nSorry for not sharing a new project in a while, I am busy.\n\nUse wasd to move, space to jump and arrow keys to rotate. There are 9 levels. All of them are possible.\nr to restart\nNew levels coming soon\nBlue is a platform\nYellow is a trampoine\nRed is lava\nTransparent red is ghost lava\nPurple is gravity switcher\nGreen is portal to the next level.

@Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nerase all\nshow\n\n@Sprite2\n\nwhen flag clicked\nset size to (150) %\ngo to x: (0) y: (180)\nset size to (100) %\nhide\nwait (1) seconds\nwait until <(Level) = [10]>\nshow\nrepeat until <(y position) = [150]>\n    change y by (((150) - (y position)) / (3))\nend\n\nwhen [timer v] > (timer)\nhide\n\n@3D\n\ndefine Ghost Lava at (x) (y) (z)\nif <<<<((([floor v] of (timer) ) - (3)) mod (10)) = [0]> or <((([floor v] of (timer) ) - (4)) mod (10)) = [0]>> or <((([floor v] of (timer) ) - (5)) mod (10)) = [0]>> or <<<(([floor v] of (timer) ) mod (10)) = [0]> or <((([floor v] of (timer) ) - (1)) mod (10)) = [0]>> or <((([floor v] of (timer) ) - (2)) mod (10)) = [0]>>> then\n    Level design (x) (y) (z) [Lava]\nelse\n    Level design (x) (y) (z) [GhostLava]\nend\n\ndefine Moving platform (x1) (y1) (z1) to (x2) (y2) (z2) Speed (speed) Platform type (type)\nset [speed sin v] to (([sin v] of ((timer) * (speed)) ) + (1))\nLevel design (((((x2) - (x1)) / (2)) * (speed Sin)) + (x1)) (((((y2) - (y1)) / (2)) * (speed Sin)) + (y1)) (((((z2) - (z1)) / (2)) * (speed Sin)) + (z1)) (type)\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    XY Clipping\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 (((600) - (item (ii) of [block distances v])) / (3))\nDraw Square ((x) * (100)) ((y) * (100)) ((50) + ((z) * (100)))\nDraw Line ((50) + ((x) * (100))) ((50) + ((y) * (100))) ((50) + ((z) * (100))) to ((50) + ((x) * (100))) ((50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((50) + ((x) * (100))) ((-50) + ((y) * (100))) ((50) + ((z) * (100))) to ((50) + ((x) * (100))) ((-50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((-50) + ((x) * (100))) ((-50) + ((y) * (100))) ((50) + ((z) * (100))) to ((-50) + ((x) * (100))) ((-50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((-50) + ((x) * (100))) ((50) + ((y) * (100))) ((50) + ((z) * (100))) to ((-50) + ((x) * (100))) ((50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Square ((x) * (100)) ((y) * (100)) ((-50) + ((z) * (100)))\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 XY Clipping\nset [m v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n    if <(x2) > [240]> then\n        stop [this script v]\n    else\n        Set Screen Point 1: (240) ((y1) + (((240) - (x1)) * (m)))\n    end\nend\nif <(y1) > [180]> then\n    if <(y2) > [180]> then\n        stop [this script v]\n    else\n        Set Screen Point 1: ((x1) + (((180) - (y1)) / (m))) (180)\n    end\nend\nif <(x1) < [-240]> then\n    if <(x2) < [-240]> then\n        stop [this script v]\n    else\n        Set Screen Point 1: (-240) ((y1) + (((-240) - (x1)) * (m)))\n    end\nend\nif <(y1) < [-180]> then\n    if <(y2) < [-180]> then\n        stop [this script v]\n    else\n        Set Screen Point 1: ((x1) + (((-180) - (y1)) / (m))) (-180)\n    end\nend\nif <(x2) > [240]> then\n    Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (m)))\nend\nif <(y2) > [180]> then\n    Set Screen Point 2: ((x1) + (((180) - (y1)) / (m))) (180)\nend\nif <(x2) < [-240]> then\n    Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (m)))\nend\nif <(y2) < [-180]> then\n    Set Screen Point 2: ((x1) + (((-180) - (y1)) / (m))) (-180)\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                    start sound [Boing v]\n                    set [y vel v] to [21]\n                else\n                    if <(item (i) of [platform type v]) = [GhostLava]> then\n                        set [touching platform? v] to [yes]\n                    else\n                        if <(item (i) of [platform type v]) = [Gravity]> then\n                            set [gravity v] to ((-1) * ((<([abs v] of (Gravity) ) = (Gravity)> * (2)) - (1)))\n                        else\n                            set [touching end v] to [yes]\n                        end\n                    end\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) * (Gravity))\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 <([abs v] of (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 <((Gravity) * (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    if <<<(Gravity) = [-1]> and <((Gravity) * (y)) > [0]>> or <<(Gravity) = [1]> and <((Gravity) * (y)) < [0]>>> then\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\nreset timer\nset [view factor v] to [200]\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 [rot x v] to [0]\nset [rot y v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\nset [gravity v] to [1]\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 [-0.5] [0] [0] [Platform]\n    Level design [0.5] [0] [0] [Platform]\n    Level design [-0.5] [0] [1] [Lava]\n    Level design [0.5] [0] [1] [Lava]\n    Level design [0] [0] [2] [End]\nelse\n    if <(Level) = [2]> then\n        Level design [0] [0] [0] [Platform]\n        Level design [0] [0] [1] [Trampoline]\n        Level design [0] [0] [2] [Platform]\n        Level design [0] [1] [2] [Platform]\n        Level design [0] [2] [2] [Platform]\n        Level design [0] [0] [3] [Platform]\n        Level design [0] [0] [4] [End]\n    else\n        if <(Level) = [3]> then\n            Level design [0] [0] [0] [Platform]\n            Level design [0] [0] [1] [Gravity]\n            Level design [0] [5] [1.5] [Platform]\n            Level design [0] [5] [2.5] [Gravity]\n            Level design [0] [0] [3] [Platform]\n            Level design [0] [0] [4] [End]\n            Level design [0] [10] [-1] [Lava]\n            Level design [0] [10] [0] [Lava]\n            Level design [0] [10] [1] [Lava]\n            Level design [0] [10] [2] [Lava]\n            Level design [0] [10] [3] [Lava]\n            Level design [0] [10] [4] [Lava]\n        else\n            if <(Level) = [4]> then\n                Level design [0] [0] [0] [Platform]\n                Ghost Lava at [0] [0] [1]\n                Ghost Lava at [0] [0] [2]\n                Level design [0] [0] [3] [Platform]\n                Ghost Lava at [0] [0] [4]\n                Ghost Lava at [0] [0] [5]\n                Level design [0] [0] [6] [Platform]\n                Level design [0] [0] [7] [End]\n            else\n                if <(Level) = [5]> then\n                    Level design [0] [0] [0] [Platform]\n                    Level design [0] [0] [1] [Lava]\n                    Level design [0] [0] [2] [Lava]\n                    Level design [1] [-1] [1] [Gravity]\n                    Level design [1] [5] [1] [Platform]\n                    Level design [1] [5] [2] [Platform]\n                    Level design [1] [5] [3] [Gravity]\n                    Level design [1] [0] [3] [Platform]\n                    Level design [1] [0] [4] [Platform]\n                    Ghost Lava at [1] [0] [5]\n                    Ghost Lava at [1] [0] [6]\n                    Level design [1] [0] [7] [End]\n                    Level design [0] [10] [-1] [Lava]\n                    Level design [0] [10] [0] [Lava]\n                    Level design [0] [10] [1] [Lava]\n                    Level design [0] [10] [2] [Lava]\n                    Level design [0] [10] [3] [Lava]\n                    Level design [0] [10] [4] [Lava]\n                    Level design [1] [10] [-1] [Lava]\n                    Level design [1] [10] [0] [Lava]\n                    Level design [1] [10] [1] [Lava]\n                    Level design [1] [10] [2] [Lava]\n                    Level design [1] [10] [3] [Lava]\n                    Level design [1] [10] [4] [Lava]\n                    Level design [2] [10] [-1] [Lava]\n                    Level design [2] [10] [0] [Lava]\n                    Level design [2] [10] [1] [Lava]\n                    Level design [2] [10] [2] [Lava]\n                    Level design [2] [10] [3] [Lava]\n                    Level design [2] [10] [4] [Lava]\n                else\n                    if <(Level) = [6]> then\n                        Level design [0] [0] [0] [Platform]\n                        Level design [0] [0] [1] [Trampoline]\n                        Level design [0] [3] [1] [Trampoline]\n                        Level design [0] [6] [1] [Trampoline]\n                        Level design [0] [7] [2] [Platform]\n                        Level design [0] [7] [3] [Platform]\n                        Ghost Lava at [0] [7] [4]\n                        Ghost Lava at [0] [7] [5]\n                        Level design [0] [7] [6] [Lava]\n                        Level design [0] [7] [7] [End]\n                    else\n                        if <(Level) = [7]> then\n                            Level design [0] [0] [0] [Platform]\n                            Level design [0] [0] [2] [Platform]\n                            Level design [0] [0] [4] [Platform]\n                            Level design [2] [0] [6] [Platform]\n                            Level design [2] [0] [7] [Gravity]\n                            Level design [2] [20] [7] [Lava]\n                            Level design [1] [20] [7] [Lava]\n                            Level design [3] [20] [7] [Lava]\n                            Level design [2] [20] [8] [Lava]\n                            Level design [2] [20] [6] [Lava]\n                            Level design [1] [20] [8] [Lava]\n                            Level design [3] [20] [6] [Lava]\n                            Level design [2] [0] [8] [Platform]\n                            Level design [2] [0] [9] [End]\n                        else\n                            if <(Level) = [8]> then\n                                Level design [0] [0] [0] [Platform]\n                                Level design [0] [0] [2] [Platform]\n                                Level design [0] [0] [4] [Platform]\n                                Level design [0] [0] [6] [Lava]\n                                Level design [2] [0] [0] [Platform]\n                                Level design [3] [-1] [-1] [Gravity]\n                                Level design [3] [20] [-1] [Platform]\n                                Level design [3] [20] [0] [Lava]\n                                Ghost Lava at [3] [20] [1]\n                                Ghost Lava at [3] [20] [2]\n                                Level design [3] [20] [3] [Platform]\n                                Level design [5] [30] [5] [Platform]\n                                Level design [5] [30] [6] [End]\n                                Level design [3] [40] [5] [Lava]\n                                Level design [3] [40] [6] [Lava]\n                                Level design [3] [40] [7] [Lava]\n                                Level design [3] [40] [8] [Lava]\n                                Level design [4] [40] [5] [Lava]\n                                Level design [4] [40] [6] [Lava]\n                                Level design [4] [40] [7] [Lava]\n                                Level design [4] [40] [8] [Lava]\n                                Level design [5] [40] [5] [Lava]\n                                Level design [5] [40] [6] [Lava]\n                                Level design [5] [40] [7] [Lava]\n                                Level design [5] [40] [8] [Lava]\n                                Level design [2] [40] [5] [Lava]\n                                Level design [2] [40] [6] [Lava]\n                                Level design [2] [40] [7] [Lava]\n                                Level design [2] [40] [8] [Lava]\n                                Level design [1] [40] [5] [Lava]\n                                Level design [1] [40] [6] [Lava]\n                                Level design [1] [40] [7] [Lava]\n                                Level design [1] [40] [8] [Lava]\n                                Level design [3] [40] [1] [Lava]\n                                Level design [3] [40] [2] [Lava]\n                                Level design [3] [40] [3] [Lava]\n                                Level design [3] [40] [4] [Lava]\n                                Level design [4] [40] [1] [Lava]\n                                Level design [4] [40] [2] [Lava]\n                                Level design [4] [40] [3] [Lava]\n                                Level design [4] [40] [4] [Lava]\n                                Level design [5] [40] [1] [Lava]\n                                Level design [5] [40] [2] [Lava]\n                                Level design [5] [40] [3] [Lava]\n                                Level design [5] [40] [4] [Lava]\n                                Level design [2] [40] [1] [Lava]\n                                Level design [2] [40] [2] [Lava]\n                                Level design [2] [40] [3] [Lava]\n                                Level design [2] [40] [4] [Lava]\n                                Level design [1] [40] [1] [Lava]\n                                Level design [1] [40] [2] [Lava]\n                                Level design [1] [40] [3] [Lava]\n                                Level design [1] [40] [4] [Lava]\n                                Level design [3] [40] [-3] [Lava]\n                                Level design [3] [40] [-2] [Lava]\n                                Level design [3] [40] [-1] [Lava]\n                                Level design [3] [40] [0] [Lava]\n                                Level design [4] [40] [-3] [Lava]\n                                Level design [4] [40] [-2] [Lava]\n                                Level design [4] [40] [-1] [Lava]\n                                Level design [4] [40] [0] [Lava]\n                                Level design [5] [40] [-3] [Lava]\n                                Level design [5] [40] [-2] [Lava]\n                                Level design [5] [40] [-1] [Lava]\n                                Level design [5] [40] [0] [Lava]\n                                Level design [2] [40] [-3] [Lava]\n                                Level design [2] [40] [-2] [Lava]\n                                Level design [2] [40] [-1] [Lava]\n                                Level design [2] [40] [0] [Lava]\n                                Level design [1] [40] [-3] [Lava]\n                                Level design [1] [40] [-2] [Lava]\n                                Level design [1] [40] [-1] [Lava]\n                                Level design [1] [40] [0] [Lava]\n                            else\n                                if <(Level) = [9]> then\n                                    Level design [0] [0] [0] [Platform]\n                                    Moving platform [0] [0] [1] to [0] [0] [20] Speed [10] Platform type [Platform]\n                                    Level design [0] [0] [21] [End]\n                                else\n                                    Level design [0] [0] [0] [Platform]\n                                    Level design [-1] [0] [0] [Platform]\n                                    Level design [-2] [0] [0] [Platform]\n                                    Level design [1] [0] [0] [Platform]\n                                    Level design [2] [0] [0] [Platform]\n                                    Level design [0] [0] [-1] [Platform]\n                                    Level design [-1] [0] [-1] [Platform]\n                                    Level design [-2] [0] [-1] [Platform]\n                                    Level design [1] [0] [-1] [Platform]\n                                    Level design [2] [0] [-1] [Platform]\n                                    Level design [0] [0] [-2] [Platform]\n                                    Level design [-1] [0] [-2] [Platform]\n                                    Level design [-2] [0] [-2] [Platform]\n                                    Level design [1] [0] [-2] [Platform]\n                                    Level design [2] [0] [-2] [Platform]\n                                    Level design [0] [0] [1] [Platform]\n                                    Level design [-1] [0] [1] [Platform]\n                                    Level design [-2] [0] [1] [Platform]\n                                    Level design [1] [0] [1] [Platform]\n                                    Level design [2] [0] [1] [Platform]\n                                    Level design [0] [0] [2] [Platform]\n                                    Level design [-1] [0] [2] [Platform]\n                                    Level design [-2] [0] [2] [Platform]\n                                    Level design [1] [0] [2] [Platform]\n                                    Level design [2] [0] [2] [Platform]\n                                end\n                            end\n                        end\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]) < [700]> then\n        Put Cube at ((item (ii) of [cube x pos v]) / (100)) ((item (ii) of [cube y pos v]) / (100)) ((item (ii) of [cube z pos v]) / (100)) (item (ii) of [platform type v])\n    end\nend\nDraw Frame\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\ndefine Draw Frame\nset pen size to (10)\nset pen color to (#000000)\ngo to x: (-240) y: (-180)\npen down\ngo to x: (-240) y: (180)\ngo to x: (240) y: (180)\ngo to x: (240) y: (-180)\ngo to x: (-240) y: (-180)\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 (#005ff7)\nelse\n    if <(current platform type) = [Lava]> then\n        set pen color to (#ff0000)\n    else\n        if <(current platform type) = [Trampoline]> then\n            set pen color to (#fff600)\n        else\n            if <(current platform type) = [End]> then\n                set pen color to (#03ff00)\n            else\n                if <(current platform type) = [GhostLava]> then\n                    set pen color to (#ff0000)\n                    set pen (transparency v) to (50)\n                else\n                    set pen color to (#fa00ff)\n                end\n            end\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 flag clicked\nset size to (10000000000000000000000000) %\nshow\nreset timer\nerase all\nset [level v] to [1]\nLevel\nReset\nforever\n    erase all\n    Level\n    Turn and Move\n    change [ticks in a time v] by (1)\n    if <(Touching end) = [yes]> then\n        change [level v] by (1)\n        Level\n        Reset\n    end\nend\n\nwhen flag clicked\nforever\n    play sound [Lost Sky - Lost \[NCS Release\]\[Mpgun v] until done\nend\n\nwhen flag clicked\nforever\n    if <<key (r v) pressed?> and <not <(Level) = [10]>>> then\n        Reset\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (9 v) pressed?> then\n        set [level v] to [9]\n        Reset\n    end\nend\n\nwhen flag clicked\nforever\n    if <(username) = [aletosh]> then\n        if <key (n v) pressed?> then\n            change [level v] by (1)\n            Reset\n            wait until <not <key (n v) pressed?>>\n        end\n    end\nend\n\n