Pusheen platformer 

Instructions: ＊*•̩̩͙✩•̩̩͙*˚　　˚*•̩̩͙✩•̩̩͙*˚＊  \n૮₍ •⤙•˶ˋ°•*⁀➷ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ\nฅ^•ﻌ•^ฅ\nɪɴsᴛʀᴜᴄᴛɪᴏɴs \nᴅᴏɴ'ᴛ ᴛᴏᴜᴄʜ ᴛʜᴇ sᴘɪᴋᴇs.  /ᐠ. ｡.ᐟ\ \nᴄʟɪᴄᴋ ᴛʜᴇ ɢʀᴇᴇɴ ғʟᴀɢ 2 ᵗᵒ 4 ᴛɪᴍᴇs ⁼⁽^. .^⁾⁼\nUse the arrow key to move left, right and up! ฅ^•ﻌ•^ฅ   \nᴴᵃᵛᵉ ᶠᵘⁿ!૮₍˶ •. • ⑅₎ა\n꒦꒷︶︶꒦꒷︶︶꒦꒷  ꒦꒷︶︶꒦꒷︶︶꒦꒷  ꒦꒷︶︶꒦꒷︶︶꒦\nᴾˡᵉᵃˢᵉ ♡ & ★ ᵃⁿᵈ ᶠᵉᵉˡ ᶠʳᵉᵉ ᵗᵒ ꩜.\n●○●○●○●○●○●○●○●○●○●○●○●○●○●○●○●○●○●○\n♡91  ★92 ꩜4\n╰‎▸Last updated 24/4/2024 \nPlease ♡ & ★ and feel free to ꩜.\nEnjoy \n#Pusheen Platformer \nʕ•̫͡•ʕ*̫͡*ʕ•͓͡•ʔ-̫͡-ʕ•̫͡•ʔ*̫͡*ʔ-̫͡-ʔʕ•̫͡•ʕ*̫͡*ʕ•͓͡•ʔ-̫͡-ʕ•̫͡•ʔ*̫͡*ʔ-̫͡-ʔʕ•̫͡•ʕ*̫͡*ʕ•͓͡•ʔ\n꒦꒷︶︶꒦꒷︶︶꒦꒷  ꒦꒷︶︶꒦꒷︶︶꒦꒷  ꒦꒷︶︶꒦꒷︶︶꒦ 

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (1) seconds\nswitch backdrop to (backdrop2 v)\n\n@Player\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((Speed x) / (steps))\n    Check Touching Solid\n    if <(touching) > [0]> then\n        set x to (last value)\n        set [speed x v] to [0]\n    end\n    set [last value v] to (y position)\n    change y by ((speed y) / (steps))\n    Check Touching Solid\n    if <(touching) > [0]> then\n        set y to (last value)\n        if <(speed y) < [0]> then\n            set [falling v] to [0]\n        end\n        set [speed y v] to [0]\n    end\nend\n\nwhen flag clicked\nforever\n    play sound [Odesong v] until done\nend\n\ndefine Check Touching Solid\nif <touching (levle v)?> then\n    set [touching v] to [1]\nelse\n    set [touching v] to [0]\nend\n\nwhen I receive [tick- player v]\nControls up and Down\nControls - left and Right\nMove - in steps (([abs v] of (Speed x) ) + ([abs v] of (speed y) ))\n\ndefine Controls up and Down\nif <key (up arrow v) pressed?> then\n    if <(falling) < [3]> then\n        set [speed y v] to (Jump force)\n    end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls - left and Right\nif <key (left arrow v) pressed?> then\n    switch costume to (pusheen2 v)\n    change [speed x v] by ((0) - (ACCELLERATION))\nend\nif <key (right arrow v) pressed?> then\n    switch costume to (pusheen1 v)\n    change [speed x v] by (ACCELLERATION)\nend\nset [speed x v] to ((Speed x) * (RESISTACE))\n\ndefine reset and begin levle\nset [level v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [89]\ngo to x: (-150) y: (55)\nbroadcast (Change Scene v)\nbroadcast (game loop v)\n\nwhen I receive [game loop v]\nforever\n    broadcast (Tick- Player v)\n    broadcast (Tick - last v)\nend\n\nwhen flag clicked\nforever\n    if <touching color (#ffed00)?> then\n        go to x: (-214) y: (4)\n    end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n    switch costume to (screenshot_20230116_093513 v)\nend\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [17]\nset [accelleration v] to [2]\nset [resistace v] to [0.8]\nreset and begin levle\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n    change [level v] by (1)\n    broadcast (Change Scene v)\n    set x to (-235)\nend\n\nwhen flag clicked\nswitch costume to (pusheen1 v)\n\nwhen flag clicked\nforever\n    if <(Level) = [9]> then\n        hide\n    else\n        show\n    end\nend\n\n@Levle\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nnext costume\nswitch costume to (join [Scene] (Level))\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (scene1 v)\n\n@Sprite5\n\nwhen flag clicked\nforever\n    if <(Level) = [4]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n    if <(Level) = [4]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n    if <(Level) = [5]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite10\n\nwhen flag clicked\nforever\n    if <(Level) = [5]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite13\n\nwhen flag clicked\nforever\n    if <(Level) = [7]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n    if <(Level) = [4]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite14\n\nwhen flag clicked\nforever\n    if <(Level) = [7]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite15\n\nwhen flag clicked\nforever\n    if <(Level) = [7]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n    if <(Level) = [2]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n    if <(Level) = [6]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n    if <(Level) = [3]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite17\n\nwhen flag clicked\nforever\n    if <(Level) = [6]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite18\n\nwhen flag clicked\nforever\n    if <(Level) = [6]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite12\n\nwhen flag clicked\nforever\n    if <(Level) = [6]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite20\n\nwhen flag clicked\nforever\n    if <(Level) = [5]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite9\n\nwhen flag clicked\nforever\n    if <(Level) = [2]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite19\n\nwhen flag clicked\nforever\n    if <(Level) = [3]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite21\n\nwhen flag clicked\nforever\n    if <(Level) = [3]> then\n        show\n    else\n        hide\n    end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    hide\nend\n\n