A Mobile Friendly Underwater Platformer 

Instructions: A Mobile Friendly Underwater Platformer:\nArrow keys / WASD / Tap to move\nDon't touch the spikes else you dead\nCan you beat all the levels\nComment some feedback\nHave fun...\nThanks @frolicking_cat for the music and 2 costumes all else by me

@Stage\n\nwhen flag clicked\nforever\n    play sound [Luke_Bergs_-_Tropical_Soul_Vlog_No_\(getmp3 v] until done\nend\n\n@PLAYER\n\nwhen flag clicked\nsetup\nset [level ? v] to [1]\nset [color v] effect to (0)\nforever\n    if <not <(y) = [n]>> then\n        show\n        plattformer [1] [-0.5] [0.9] [10]\n        create clone of (_myself_ v)\n    else\n        hide\n    end\nend\n\ndefine plattformer (speed x) (grafity) (friction) (jump height)\nset rotation style [left-right v]\nswitch costume to (player1 v)\nchange [y vel v] by (grafity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <<<(mouse x) > (x position)> and <(mouse x) > ((x position) + (1))>> and <(mouse x) > ((x position) - (1))>>>>> then\n    change [x vel v] by (speed x)\n    point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<<(mouse x) < (x position)> and <(mouse x) < ((x position) + (1))>> and <(mouse x) < ((x position) - (1))>>>> then\n    change [x vel v] by ((speed x) * (-1))\n    point in direction (-90)\nend\nset [x vel v] to ((x vel) * (friction))\nchange x by (x vel)\nif <touching (ground v)?> then\n    change y by (1)\n    if <touching (ground v)?> then\n        change y by (1)\n        if <touching (ground v)?> then\n            change y by (1)\n            if <touching (ground v)?> then\n                change y by (1)\n                if <touching (ground v)?> then\n                    change y by (1)\n                    if <touching (ground v)?> then\n                        change y by (1)\n                        if <touching (ground v)?> then\n                            change y by (1)\n                            if <touching (ground v)?> then\n                                change y by (1)\n                                if <touching (ground v)?> then\n                                    change y by (-8)\n                                    repeat until <not <touching (ground v)?>>\n                                        change x by ((([abs v] of (x vel) ) / (x vel)) * (-1))\n                                    end\n                                    set [x vel v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (y vel)\nif <touching (ground v)?> then\n    repeat until <not <touching (ground v)?>>\n        change y by ((([abs v] of (y vel) ) / (y vel)) * (-1))\n    end\n    set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (30))>>>> and <touching (ground v)?>> then\n    set [y vel v] to (jump height)\nend\nchange y by (1)\nif <(x position) > [220]> then\n    setup\n    change [level ? v] by (1)\n    broadcast (next v)\nend\nif <touching (spikes v)?> then\n    setup\nend\n\ndefine setup\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-204) y: (-3)\npoint in direction (90)\nclear graphic effects\n\nwhen flag clicked\nforever\n    if <<<touching color (#adadad)?> or <touching color (#828282)?>> or <touching color (#ff7a00)?>> then\n        set [y vel v] to [10]\n        repeat (10)\n            set [x vel v] to [0]\n            change y by (y vel)\n            turn right (10) degrees\n            change [ghost v] effect by (10)\n        end\n        setup\n    end\n    if <(x position) > [230]> then\n        setup\n        change [level ? v] by (1)\n    end\n    go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (player2 v)\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nrepeat (10)\n    change [color v] effect by (1)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\n@GROUND\n\nwhen flag clicked\nforever\n    switch costume to (join [Level_] (level ?))\nend\n\n@SPIKES\n\nwhen flag clicked\ngo [backward v] (50) layers\nforever\n    switch costume to (join [Level_] (level ?))\nend\n\n@Figur1\n\nwhen I receive [next v]\nset [y v] to [n]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n    go to [front v] layer\n    switch costume to (t v)\n    go to x: (-240) y: (0)\n    repeat (30)\n        go to [front v] layer\n        change x by (((0) - (x position)) / (8))\n    end\n    wait (0.1) seconds\n    repeat (30)\n        go to [front v] layer\n        change x by (((500) - (x position)) / (8))\n    end\n    set [y v] to [y]\n    delete this clone\nelse\n    switch costume to (b v)\n    go to x: (-240) y: (0)\n    repeat (30)\n        change x by (((240) - (x position)) / (8))\n    end\n    wait (0.1) seconds\n    repeat (30)\n        change x by (((800) - (x position)) / (8))\n    end\n    delete this clone\nend\n\n@Figur2\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (100)\n    go to [front v] layer\n    show\nend\n\n