Night - A Platformer HARD

Instructions: Arrow Keys! DO NOT RAGE BECAUSE YOU HAVE A HEALTH BAR AND THERE ARE EPICLY HARD LEVELS! A few levels will heal you to! :) Storyline: it's night

@Stage\n\n@Sprite1\n\ndefine LKHFASBFLABFO;AEFNHO;EHq\nswitch costume to (costume1 v)\nif on edge, bounce\nchange [y v] by (-0.5)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    point in direction (-90)\n    change [x v] by (0.7)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    point in direction (90)\n    change [x v] by (-0.7)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#006622)?> then\n    change y by (1)\n    if <touching color (#006622)?> then\n        change y by (1)\n        if <touching color (#006622)?> then\n            change y by (1)\n            if <touching color (#006622)?> then\n                change y by (1)\n                if <touching color (#006622)?> then\n                    change y by (1)\n                    if <touching color (#006622)?> then\n                        change y by (1)\n                        if <touching color (#006622)?> then\n                            change y by (-6)\n                            change x by ((x) * (-1))\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                set [y v] to [6]\n                                if <(x) > [0]> then\n                                    set [x v] to [-3]\n                                else\n                                    set [x v] to [3]\n                                end\n                            else\n                                set [x v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (y)\nif <touching color (#006622)?> then\n    change y by ((y) * (-1))\n    set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#006622)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n    set [y v] to [9]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n    broadcast (message1 v)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    set [x v] to [0]\n    set [y v] to [0]\n    set [ghost v] effect to (0)\n    go to x: (-210) y: (-135)\nend\nif <touching (sprite2 v)?> then\n    broadcast (hhhhhhhhhhh v)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    set [x v] to [0]\n    set [y v] to [0]\n    set [ghost v] effect to (0)\n    go to x: (-210) y: (-135)\n    switch backdrop to (next backdrop v)\nend\nif <touching color (#001966)?> then\n    if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n        set [y v] to [5]\n    else\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            set [y v] to [-5]\n        else\n            set [y v] to [-1]\n        end\n    end\nend\n\nwhen I receive [hhh v]\nstop [other scripts in sprite v]\nrepeat (100)\n    change [pixelate v] effect by (5)\n    broadcast (hhhhh v)\nend\n\nwhen flag clicked\npoint in direction (-90)\nset [brightness v] effect to (-10)\nswitch backdrop to (backdrop2 v)\ngo to x: (-210) y: (-135)\nset size to (50) %\nforever\n    LKHFASBFLABFO;AEFNHO;EHq\nend\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    if <key (9 v) pressed?> then\n        next backdrop\n    end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (252) y: (25)\n\n@Sprite3\n\nwhen flag clicked\nset [hp v] to [20]\nerase all\nset [ghost v] effect to (100)\nforever\n    Render\nend\n\nwhen I receive [message1 v]\nchange [hp v] by (-2)\n\nwhen I receive [hhhhh v]\nerase all\n\nwhen flag clicked\nforever\n    if <(backdrop [name v]) = [backdrop8]> then\n        repeat until <(HP) = [20]>\n            change [hp v] by (1)\n        end\n    end\n    if <(backdrop [name v]) = [backdrop11]> then\n        repeat until <(HP) = [20]>\n            change [hp v] by (1)\n        end\n    end\n    if <(backdrop [name v]) = [backdrop14]> then\n        repeat until <(HP) = [20]>\n            change [hp v] by (1)\n        end\n    end\nend\n\ndefine Render\nset pen size to (3)\nerase all\npen up\ngo to x: (([x position v] of [sprite1 v]) - (8)) y: (([y position v] of [sprite1 v]) + (10))\npen down\nset pen color to (#cc0000)\ngo to x: ((([x position v] of [sprite1 v]) - (9.5)) + (20)) y: (([y position v] of [sprite1 v]) + (10))\ngo to x: (([x position v] of [sprite1 v]) - (8)) y: (([y position v] of [sprite1 v]) + (10))\nif <not <(HP) = [0]>> then\n    set pen color to (#5af545)\n    go to x: ((([x position v] of [sprite1 v]) - (9.5)) + (HP)) y: (([y position v] of [sprite1 v]) + (10))\nend\nif <(HP) = [0]> then\n    broadcast (hhh v)\nend\n\n