Fill The Gap Platformer

Instructions: Check out my Itch.io!\nYoutube Channel : https://www.youtube.com/watch?v=5TRJXugojvI\nhttps://ziyu3.itch.io/\n\nThis project is awesome, love and fave it or else I will eat your cookies:\nhttps://scratch.mit.edu/projects/500093891\n\n4k loves, am I dreaming?\n\nHey guys! So I hear that many of you guys want to make platformers, but don't know the code to do it. Well here it is!! The platform engine! Feel free to remix and design your own levels, just make sure to give credit to me, @Ziyu3!!!!\nSong is Vexento - Syndrome\n\nNo ads pls\n\nFAQ answers : \n\nOn the last level, remove the big block on the right side to continue and add more levels\n\nIf you can't get past it, then make it easier by remixing it and making your own.\n\nYou can also change the sounds into other sounds, but I recommend you keeping them except for the music :D\n\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\n\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\n\nI had to do this because so many of you guys think this is a game and call it too short, or ez, or whatever mean thing you called it. I keep telling you that this is not a game and this is an engine, but you guys don't listen.\n\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\n\n

@Stage\n\nwhen I receive [end intro v]\nswitch backdrop to (backdrop7 v)\nstop all sounds\nforever\n    play sound [so cool v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [cool v] until done\n\nwhen I receive [next lv v]\nnext backdrop\n\n@player\n\nwhen flag clicked\nhide\n\nset [playery v] to (y position)\n\nchange [xv v] by (1)\n\ndefine reset\ngo to x: (-195) y: (-92)\n\nwhen flag clicked\nforever\n    if <(x position) > [240]> then\n        broadcast (next lv v)\n        reset\n    else\n        if <<<touching (danger v)?> or <<touching (sprite2 v)?> and <<(ebeny 1 costume) = [1]> or <(ebeny 1 costume) = [3]>>>> or <<touching (sprite3 v)?> and <<(enemy 2 costume) = [1]> or <(enemy 2 costume) = [3]>>>> then\n            reset\n        end\n    end\nend\n\nbroadcast (pick up v)\n\n\n\nset y to (-91)\n\nshow\n\nchange [yv v] by (-1)\n\n\n\nif <(xv) > [0]> then\n    set [xv v] to [-10]\nelse\n    set [xv v] to [10]\nend\nset [yv v] to [12]\n\nwhen I receive [end intro v]\nshow\nset rotation style [left-right v]\nreset\nforever\n    change [yv v] by (-.5)\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n        change [xv v] by (-.8)\n    end\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n        change [xv v] by (.8)\n    end\n    set [xv v] to ((xv) * (.9))\n    change x by (xv)\n    if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n        change y by (1)\n        if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n            change y by (1)\n            if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n                change y by (1)\n                if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n                    change y by (1)\n                    if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n                        change y by (1)\n                        if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n                            change y by (1)\n                            if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n                                change y by (-6)\n                                change x by ((xv) * (-1))\n                            end\n                            if <key (up arrow v) pressed?> then\n                                set [yv v] to [9]\n                                if <(xv) > [0]> then\n                                    set [xv v] to [-10]\n                                else\n                                    set [xv v] to [10]\n                                end\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (yv)\n    if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n        change y by ((yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-.5)\n    if <<<touching (platforms v)?> or <touching color (#007e12)?>> and <key (up arrow v) pressed?>> then\n        set [yv v] to [10]\n    end\n    change y by (.5)\n    set [player direction v] to (direction)\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    set [ghost v] effect to (100)\n    show\n    go to [front v] layer\nend\n\nbroadcast (no car v)\n\n@Sword\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    if <(player direction) = [90]> then\n        go to (player v)\n    else\n        go to (player v)\n        change x by (-20)\n    end\n    if <(player direction) = [90]> then\n        switch costume to (knight2 v)\n    else\n        switch costume to (knight3 v)\n    end\nend\n\nwhen flag clicked\n\nturn left (30) degrees\n\npoint in direction (player direction)\n\n\n\nturn right (30) degrees\n\nwhen I receive [end intro v]\nforever\n    if <key (space v) pressed?> then\n        point in direction (0)\n        go to [front v] layer\n        go [backward v] (3) layers\n        show\n        repeat (6)\n            if <(player direction) = [90]> then\n                turn right (30) degrees\n            end\n            if <(player direction) = [-90]> then\n                turn right (30) degrees\n            end\n        end\n        hide\n        wait (.1) seconds\n    end\nend\n\n@dialogue\n\nwhen flag clicked\nhide\n\nhide\n\nwait (.25) seconds\n\nswitch costume to (costume16 v)\nwait until <key (c v) pressed?>\n\nwhen I receive [end intro v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume2 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nhide\n\n@clouds\n\nwhen flag clicked\n\ndefine make clouds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (50)\nset x to (200)\nset y to (pick random (1) to (100))\nif <[12] > (backdrop [number v])> then\n    show\nend\nrepeat until <(x position) < [-275]>\n    change x by (-3)\nend\ndelete this clone\n\nwhen I receive [end intro v]\nhide\nforever\n    make clouds\n    wait (pick random (2) to (5)) seconds\nend\n\n@platforms\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [end intro v]\nshow\n\nwhen I receive [next lv v]\nnext costume\n\n@intro\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\npoint in direction (90)\nrepeat (6)\n    repeat (20)\n        turn right (18) degrees\n    end\n    repeat (5)\n        change size by (10)\n    end\n    repeat (5)\n        change size by (-10)\n    end\nend\nbroadcast (end intro v)\n\nbroadcast (end intro v)\n\nwhen I receive [end intro v]\nhide\n\nwhen I receive [next lv v]\nchange [level v] by (1)\n\n@danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [end intro v]\nshow\n\nwhen I receive [next lv v]\nchange [level!?!?!?!?!???! v] by (1)\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n    go to (player v)\nend\n\nwhen I receive [end intro v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nset rotation style [left-right v]\nset [level v] to [1]\nhide\nforever\n    if <touching (sword v)?> then\n        broadcast (particles v)\n        wait (1) seconds\n    end\n    set [ebeny 1 costume v] to (costume [number v])\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop4 v]\npoint in direction (-90)\nshow\ngo to x: (136) y: (-114)\nswitch costume to (costume1 v)\nattack 1\n\ndefine attack 1\nrepeat until <(level) = [5]>\n    point in direction (-90)\n    glide (1.5) secs to x: (0) y: (-114)\n    point in direction (90)\n    glide (1.5) secs to x: (136) y: (-114)\nend\n\nwhen I receive [particles v]\nhide\nswitch costume to (costume2 v)\nset [ebeny 1 costume v] to [2]\nrepeat (15)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nchange x by (pick random (-10) to (30))\nchange y by (pick random (-10) to (30))\nwait (pick random (.1) to (.5)) seconds\ndelete this clone\n\npoint in direction (90)\n\nwhen backdrop switches to [backdrop6 v]\npoint in direction (-90)\nshow\ngo to x: (136) y: (-108)\nswitch costume to (costume1 v)\nattack 2\n\nattack 1\n\ndefine attack 2\nrepeat until <(level) = [8]>\n    point in direction (-90)\n    glide (1) secs to x: (50) y: (-108)\n    point in direction (90)\n    glide (1) secs to x: (136) y: (-108)\nend\n\ndefine attack 3\nrepeat until <(level) = [9]>\n    point in direction (-90)\n    glide (1) secs to x: (50) y: (12)\n    point in direction (90)\n    glide (1) secs to x: (100) y: (12)\nend\n\nattack 3\n\nattack 2\n\nwhen backdrop switches to [backdrop9 v]\npoint in direction (-90)\nshow\ngo to x: (136) y: (12)\nswitch costume to (costume1 v)\nattack 3\n\nwhen I receive [next lv v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide variable [enemy 2 costume v]\nset rotation style [left-right v]\nset [level v] to [1]\nhide\nforever\n    if <touching (sword v)?> then\n        broadcast (paricle 2 v)\n        wait (1) seconds\n    end\n    set [enemy 2 costume v] to (costume [number v])\nend\n\nwhen flag clicked\n\nwhen I receive [paricle 2 v]\nhide\nswitch costume to (costume2 v)\nset [enemy 2 costume v] to [2]\nrepeat (15)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nchange x by (pick random (-10) to (30))\nchange y by (pick random (-10) to (30))\nwait (pick random (.1) to (.5)) seconds\ndelete this clone\n\npoint in direction (90)\n\nwhen backdrop switches to [backdrop6 v]\npoint in direction (-90)\nshow\ngo to x: (0) y: (-108)\nswitch costume to (costume1 v)\nattack 2\n\ndefine attack 2\nrepeat until <(level) = [8]>\n    point in direction (-90)\n    glide (1.1) secs to x: (-100) y: (-108)\n    point in direction (90)\n    glide (1.1) secs to x: (0) y: (-108)\nend\n\nwhen I receive [next lv v]\nhide\n\n