Colorless - A Platformer Part - 2

Instructions:                         Colorless - A Platformer   \n                                    Part - 2\n                                    · • ✦ • ·\n                          \n                          Welcome everyone! \n\n                                  Controls - \n\n                          ♦ Right key - Move left\n                          ♦Left key   - Move left\n                          ♦ Up key    - Jump \n                        \n\n                                   Music\n                                  · • ✦ • ·\n                 \n           ♫ Alan Walker - Force [NC Release]⠀♫ \n⠀\n\n\n                          \n\n\n\n     \n\n\n\n\n\n\n\n                            \n\n\n\n\n\n\n\n\n\n\n\n                               It's colorless here! =D

@Stage\n\nwhen flag clicked\nforever\n    play sound [Alan Walker - Force \[NCS Release\] v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n    if <touching (sprite3 v)?> then\n        play sound [Hurt v] until done\n        repeat (5)\n            change size by (-8)\n        end\n        go to x: (-200) y: (-115)\n        set size to (100) %\n    end\nend\n\ndefine touch ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (sprite2 v)?>>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    set [speed y v] to [0]\nend\n\nwhen flag clicked\nbroadcast (flag v)\nset [level v] to [1]\ngo to x: (0) y: (0)\ngo to x: (-215) y: (-100)\nforever\n    change [speed y v] by (-1)\n    change y by (speed y)\n    touch ground <(speed y) > [0]>\n    set rotation style [left-right v]\n    if on edge, bounce\nend\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slopes v] to [0]\nrepeat until <<(slopes) = [8]> or <not <touching (sprite2 v)?>>>\n    change y by (2)\n    change [slopes v] by (1)\nend\nif <(slopes) = [8]> then\n    change x by (() - (speed))\n    change y by (() - (slopes))\n    if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [0]>> then\n        if <(wall jump) = [0]> then\n            set [speed x v] to ((-1.2) * (speed))\n            set [speed y v] to [12]\n            set [falling? v] to [6]\n            set [wall jump v] to [5]\n        end\n    else\n        set [speed x v] to [0]\n    end\nend\n\nwhen I receive [mouse click \( jump event \) v]\nset [speed y v] to [12]\n\nwhen flag clicked\nforever\n    game\nend\n\ndefine game\nif <touching (sprite4 v)?> then\n    broadcast (new level v)\n    change [level v] by (1)\n    go to x: (-215) y: (-100)\nend\nif <(wall jump) > [0]> then\n    change [wall jump v] by (-1)\nelse\n    if <key (right arrow v) pressed?> then\n        change [speed x v] by (2)\n        set [direction v] to [90]\n    end\n    if <key (left arrow v) pressed?> then\n        change [speed x v] by (-2)\n        set [direction v] to [-90]\n    end\nend\nset [speed x v] to ((speed x) * (0.8))\nwalk (direction) (speed x)\nif <key (up arrow v) pressed?> then\n    if <<(jump key) = [0]> and <(falling?) < [3]>> then\n        set [speed y v] to [14]\n        set [falling? v] to [6]\n        set [jump key v] to [1]\n    end\nelse\n    set [jump key v] to [0]\nend\n\nwhen flag clicked\nshow\nforever\n    if <(x position) > [247]> then\n        change [level v] by (1)\n        change [speed x v] by (0)\n        change [speed y v] by (0)\n    end\nend\n\nwhen flag clicked\nhide variable [direction v]\nhide variable [frame v]\nhide variable [jump key v]\nhide variable [slopes v]\nhide variable [speed v]\nhide variable [speed x v]\nhide variable [speed y v]\nhide variable [wall jump v]\nhide variable [falling? v]\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nwait (0.2) seconds\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n    if <(level) = [1]> then\n        switch costume to (costume1 v)\n    end\n    if <(level) = [2]> then\n        switch costume to (costume2 v)\n    end\n    if <(level) = [3]> then\n        switch costume to (costume3 v)\n    end\n    if <(level) = [4]> then\n        switch costume to (costume4 v)\n    end\n    if <(level) = [5]> then\n        switch costume to (costume5 v)\n    end\n    if <(level) = [6]> then\n        switch costume to (costume6 v)\n    end\n    if <(level) = [7]> then\n        hide\n    end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n    if <(level) = [1]> then\n        go to x: (138) y: (-8)\n    end\n    if <(level) = [2]> then\n        go to x: (63) y: (131)\n    end\n    if <(level) = [3]> then\n        go to x: (62) y: (132)\n    end\n    if <(level) = [4]> then\n        go to x: (165) y: (15)\n    end\n    if <(level) = [5]> then\n        go to x: (165) y: (15)\n    end\n    if <(level) = [6]> then\n        go to x: (154) y: (120)\n    end\nend\n\n@Sprite5\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (5)\nend\nhide\n\n@Sprite6\n\nwhen flag clicked\nshow\nforever\n    if <(level) = [1]> then\n        switch costume to (costume1 v)\n    end\n    if <(level) = [2]> then\n        switch costume to (costume2 v)\n    end\n    if <(level) = [3]> then\n        switch costume to (costume3 v)\n    end\n    if <(level) = [4]> then\n        switch costume to (costume4 v)\n    end\n    if <(level) = [5]> then\n        switch costume to (costume5 v)\n    end\n    if <(level) = [6]> then\n        switch costume to (costume6 v)\n    end\n    if <(level) = [7]> then\n        hide\n    end\nend\n\n