Rainy Night platformer || #dark # plarformer

Instructions: 1000 viewsssss!!!!!\n\n\n▃▅▇█▓▒░ʀᴀɪɴʏ ɴɪɢʜt||ᴘʟᴀᴛꜰᴏʀᴍᴇʀ░▒▓█▇▅▃\nᴄᴏɴᴛʀᴏʟꜱ:- \nᴜ ᴍᴏᴠᴇ ᴡɪᴛʜ ᴀʀʀᴏᴡ ᴋᴇʏꜱ, ꜱᴏʀʀʏ ɪꜰ ɪᴛ'ꜱ ᴛᴏᴏ ꜱʜᴏʀᴛ. \n__________________________\n\nCHECK OUT MY NEWEST PROJECT:\nhttps://scratch.mit.edu/projects/605701505/\n\n15/12/2021 added bubbles  and added world score.\n

@Stage\n\n@Blank\n\n@Dec\n\nwhen flag clicked\ngo [backward v] (999) layers\nforever\n    switch costume to (The Level)\nend\n\n@Player\n\nwhen I receive [next level v]\n\nbroadcast (Reset v)\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n    change [ghost v] effect by (10)\n    change y by (5)\n    turn right (10) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\n\nset [y velocity v] to [0]\n\nwhen flag clicked\npoint in direction (90)\ngo [backward v] (99999999) layers\ngo to [back v] layer\nwait (2) seconds\ngo to x: (-216) y: (40)\nset [the level v] to [1]\nbroadcast (Next Level v)\ngo to [front v] layer\ngo [forward v] (99999999) layers\nforever\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [x velocity v] by (1.5)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [x velocity v] by (-1.5)\n    end\n    set [x velocity v] to ((X Velocity) * (0.85))\n    change x by (X Velocity)\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (-8)\n        change x by ((X Velocity) * (-1))\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <touching (sprite4 v)?>> then\n            if <(X Velocity) > [0]> then\n                set [x velocity v] to [-10]\n            else\n                set [x velocity v] to [10]\n            end\n            set [y velocity v] to [15]\n        else\n            set [x velocity v] to [0]\n        end\n    end\n    change [y velocity v] by (-1)\n    change y by (Y Velocity)\n    if <touching (ground v)?> then\n        change y by ((Y Velocity) - ((Y Velocity) * (2)))\n        set [y velocity v] to [0]\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            switch costume to (crouch v)\n        else\n            switch costume to (player v)\n        end\n    end\n    change y by (-1)\n    if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        set [y velocity v] to [15]\n    end\n    change y by (1)\n    if <(x position) > [239]> then\n        change [the level v] by (1)\n        broadcast (Next Level v) and wait\n        go to x: (-216) y: (40)\n    end\n    if <touching (spikes v)?> then\n        broadcast (Reset v)\n    else\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            switch costume to (crouch v)\n        else\n            switch costume to (player v)\n        end\n        if <touching (lava v)?> then\n            broadcast (Reset v)\n        end\n    end\n    if <(y position) = [-181]> then\n        broadcast (Reset v)\n    end\n    if <touching (bounce v)?> then\n        set [y velocity v] to [16.6]\n    end\nend\n\nbroadcast (Reset v)\n\nwhen [left arrow v] key pressed\nswitch costume to (costume2 v)\n\nwhen [right arrow v] key pressed\nswitch costume to (costume3 v)\n\ngo to x: (-167) y: (33)\n\nwhen flag clicked\n\nwhen I receive [reset v]\nbroadcast (Next Level v)\ngo to x: (-216) y: (40)\n\nset [the level v] to (The Level)\n\n\n\n\n\nset [ys v] to [-57]\n\nbroadcast (Ys change v)\n\nset y to (ys)\n\nset y to (0)\n\nchange y by (ys)\n\nforever\n\nwhen flag clicked\nforever\n    repeat (10)\n        change [ghost v] effect by (0.0000000000000000000000000000001)\n        repeat (1111)\n            turn right (10) degrees\n        end\n    end\n    delete this clone\nend\n\nset [y velocity v] to [100]\n\nif <(x position) = [232]> then\n    broadcast (Next Level v)\n    change [the level v] by (1)\n    wait (1) seconds\nend\n\nwhen flag clicked\n\ngo to [front v] layer\n\nwait until <(x position) = [-216]>\n\n@Player Trail \n\nwhen flag clicked\nshow\nforever\n    point in direction ([direction v] of [player v])\n    switch costume to ([costume name v] of [player v])\n    go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n    create clone of (_myself_ v)\nend\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nrepeat (10)\n    change [ghost v] effect by (21)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nswitch costume to (a v)\ngo to [front v] layer\nforever\n    switch costume to (The Level)\nend\n\nwhen flag clicked\nrepeat until <not <(The Level) = [12]>>\n    if <(The Level) = [12]> then\n        go to [back v] layer\n    end\nend\n\nwhen flag clicked\nswitch costume to (a v)\n\n@Spikes\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (a v)\ngo to [front v] layer\ngo to x: (34) y: (-31)\npoint in direction (90)\nforever\n    switch costume to (The Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n    if <(The Level) = [7]> then\n        go to x: () y: (-30)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [5]> then\n        go to [back v] layer\n        go to x: (7) y: (-48)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [4]> then\n        go to x: () y: (-30)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [3]> then\n        go to [back v] layer\n        go to x: (0) y: (-50)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [2]> then\n        point in direction (90)\n        go to [back v] layer\n        go to x: (0) y: (-84)\n    end\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n    if <(The Level) = [8]> then\n        go to x: (30) y: (-30)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [9]> then\n        go to [back v] layer\n        go to x: (30) y: (-30)\n    end\nend\n\n@Sprite3\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\n@Rain Drops\n\nwhen flag clicked\ngo [backward v] (999999) layers\ngo to [back v] layer\nshow\nforever\n    repeat (10)\n        create clone of (_myself_ v)\n        create clone of (_myself_ v)\n    end\n    go to [back v] layer\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\ngo to x: (pick random (-240) to (240)) y: (184)\nglide (pick random (0.005) to (2)) secs to x: (x position) y: (-184)\ndelete this clone\n\n@Sun\n\nwhen flag clicked\ngo [forward v] (55) layers\ngo to x: (180) y: (120)\nset size to (100) %\ngo to [back v] layer\nforever\n    repeat (50)\n        change size by (0.3)\n    end\n    repeat (50)\n        change size by (-0.3)\n    end\nend\n\nwhen flag clicked\ngo to x: (180) y: (120)\n\nwhen I receive [game on! v]\nset [effect v] to [0]\nclear graphic effects\nforever\n    set [brightness v] effect to (Effect)\nend\n\nwhen I receive [game on! v]\nforever\n    go to [back v] layer\nend\n\n@SKIP\n\nwhen flag clicked\nforever\n    if <(The Level) = [11]> then\n        stop [this script v]\n    end\n    wait until <key (s v) pressed?>\n    wait until <key (k v) pressed?>\n    wait until <key (i v) pressed?>\n    wait until <key (p v) pressed?>\n    broadcast (Next Level v)\n    change [the level v] by (1)\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [11]> then\n        stop [this script v]\n    end\n    wait until <key (r v) pressed?>\n    wait until <key (e v) pressed?>\n    wait until <key (s v) pressed?>\n    wait until <key (t v) pressed?>\n    wait until <key (a v) pressed?>\n    wait until <key (r v) pressed?>\n    wait until <key (t v) pressed?>\n    broadcast (Next Level v)\nend\n\nbroadcast (Next Level v)\nchange [the level v] by (-1)\n\nchange [the level v] by (-1)\n\n@Bounce\n\nwhen flag clicked\nforever\n    switch costume to (The Level)\nend\n\n@Text\n\nwhen flag clicked\nforever\n    switch costume to (The Level)\nend\n\n@TB\n\nwhen [timer v] > ((.TIMER) + (0.01))\nhide variable [score v]\nhide variable [decoded username v]\nswitch backdrop to (black  v)\nswitch costume to (tb v)\nset y to (100)\nrepeat (10)\n    set y to ((y position) / (1.5))\nend\ngo to x: (0) y: (0)\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [decoded username v]\nset [sound effect \( ting sound \) v] to [0]\nwait (2) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [sound effect \( ting sound \) v] to [1]\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    go to [front v] layer\n    set [.timer v] to (timer)\nend\n\n@particles6\n\nwhen flag clicked\nhide\nforever\n    create clone of (_myself_ v)\n    wait (.5) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (40) to (70))\nset size to (pick random (30) to (70)) %\ngo to (random position v)\nglide (10) secs to (random position v)\nrepeat (45)\n    change [ghost v] effect by (5)\nend\n\n@world score\n\nwhen flag clicked\nwait (2) seconds\nreset timer\nshow variable [time v]\nif <(The Level) = [11]> then\n    forever\n        if <(Time) < (☁ Time)> then\n            set [☁ time v] to (Time)\n        end\n    end\nend\n\nwhen flag clicked\nhide variable [☁ time v]\nhide variable [time v]\nset [time v] to [0]\nrepeat until <(The Level) = [11]>\n    set [time v] to (timer)\nend\n\n