Light vs Dark - Platformer

Instructions: Arrow Key Controls!\nR to reset\nSpace to change perspectives.\nAll levels have been tested possible.\nSpikes and lava kill you, but trampolines bounce you.\nLike and Fave for part 2.\n\nOMG I got past 300 views in 3 days! Check out my other projects as well: https://scratch.mit.edu/projects/526688980/\n\n100: yes\n200: yes\n300: yes\n400: yes\n500: yes\n600: yes\n700: yes\n800: yes\n900: maybe (yes)\n1000: probably not (unless u show this to all of your friends, pretty plz...)

@Stage\n\n@Player\n\nwhen flag clicked\nhide variable [☁ views v]\nchange [☁ views v] by (1)\n\nwhen I receive [next level v]\ngo to x: (-226) y: (-30)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n    change size by (-10)\n    change [ghost v] effect by (13)\nend\nhide\ndelete this clone\n\nwhen I receive [death v]\ngo to x: (-226) y: (-30)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [0]\nswitch backdrop to (backdrop0.5 v)\nshow\ngo to x: (-210) y: (200)\nhide variable [score v]\nset [score v] to [0]\nset [my variable v] to [0]\nset [yv v] to [0]\nforever\n    if <key (right arrow v) pressed?> then\n        change [my variable v] by (0.7)\n    end\n    if <key (left arrow v) pressed?> then\n        change [my variable v] by (-0.7)\n    end\n    set [my variable v] to ((my variable) * (0.9))\n    change x by (my variable)\n    if <touching (level v)?> then\n        change y by (1)\n        if <touching (level v)?> then\n            change y by (1)\n            if <touching (level v)?> then\n                change y by (1)\n                if <touching (level v)?> then\n                    change y by (1)\n                    if <touching (level v)?> then\n                        change y by (1)\n                        if <touching (level v)?> then\n                            change x by ((my variable) * (-1))\n                            change y by (-5)\n                            if <key (up arrow v) pressed?> then\n                                if <(my variable) > [0]> then\n                                    set [my variable v] to [-1]\n                                else\n                                    set [my variable v] to [5]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [my variable v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [yv v] by (-1)\n    change y by (Yv)\n    if <touching (level v)?> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (level v)?> then\n        if <key (up arrow v) pressed?> then\n            start sound [Jump v]\n            switch costume to (player v)\n            set [yv v] to [11]\n        end\n    end\n    change y by (1)\n    if <touching (next level v)?> then\n        broadcast (Next level v)\n        change [level v] by (1)\n        start sound [Coin v]\n    end\n    if <<<touching (spikes v)?> or <touching (jaws v)?>> or <<touching (lava rises v)?> or <touching (falling spike v)?>>> then\n        start sound [Death v]\n        switch costume to (player v)\n        broadcast (death v)\n    end\n    if <touching (trampoline  v)?> then\n        broadcast (Boing v)\n        set [yv v] to [15]\n    end\nend\n\nwhen flag clicked\nforever\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n    play sound [Game Sound v] until done\nend\n\nwhen I receive [boing v]\nplay sound [Boing v] until done\n\nwhen flag clicked\nforever\n    if <(Level) = [5]> then\n        set [level v] to [0]\n    end\nend\n\nwhen [r v] key pressed\nbroadcast (death v)\n\ngo to x: (-210) y: (75)\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\n@Trampoline \n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (boing v)\nshow\n\n@Lava Rises\n\nwhen flag clicked\nswitch costume to (costume v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Level Words\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@THUMBNAIL\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\nend\n\nwhen [space v] key pressed\nnext costume\n\n@Jaws\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    glide (1) secs to x: (0) y: (-249)\n    glide (1) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Falling Spike\n\nwhen I receive [fall1 v]\nglide (0.5) secs to x: (x position) y: (-217)\nglide (0.5) secs to x: (x position) y: (28)\n\nwhen I receive [death v]\nset y to (28)\nset [spike dropper v] to (pick random (1) to (2))\n\nwhen I receive [next level v]\nhide\nif <(Level) = [3]> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\ngo to x: (30) y: (28)\nset y to (28)\nhide\nset [spike dropper v] to (pick random (1) to (2))\nforever\n    if <(Level) = [3]> then\n        show\n        if <(Spike Dropper) = [1]> then\n            show\n        else\n            hide\n        end\n    end\nend\n\n@Falling Spike Button\n\nwhen I receive [next level v]\nhide\nhide\n\nwhen flag clicked\nwait (0.1) seconds\nhide\nforever\n    if <(Level) = [3]> then\n        show\n        if <touching (player v)?> then\n            broadcast (Fall1 v)\n            hide\n            wait (1) seconds\n            show\n        end\n    end\nend\n\n@Falling Spike Button2\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n    show\nelse\n    hide\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n    show\nelse\n    hide\nend\n\nwhen I receive [next level v]\nhide\nif <(Level) = [3]> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nwait (0.1) seconds\nhide\nforever\n    if <(Level) = [3]> then\n        show\n        if <touching (player v)?> then\n            broadcast (Fall2 v)\n            hide\n            wait (1) seconds\n            show\n        end\n    end\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\nhide\nhide\n\n@Falling Spike2\n\nwhen I receive [fall2 v]\nglide (0.5) secs to x: (x position) y: (-217)\nglide (0.5) secs to x: (x position) y: (28)\n\nwhen I receive [death v]\nset y to (28)\n\nwhen flag clicked\ngo to x: (166) y: (28)\nhide\nforever\n    if <(Level) = [3]> then\n        show\n        if <(Spike Dropper) = [1]> then\n            hide\n        else\n            show\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        start sound [Low Whoosh v]\n        switch costume to (stare v)\n        broadcast (death v)\n    end\nend\n\nwhen I receive [next level v]\nhide\nif <(Level) = [3]> then\n    show\nelse\n    hide\nend\n\n@Next level\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    if <touching (player v)?> then\n    end\nend\n\nbroadcast (Next level v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n