Platformer...but controls change every 5 seconds

Instructions: -------------------------------About----------------------------------\n                             Hello scratchers! \nThis is a second platformer in the Platformer BUT series :D This time controls randomly changes every 5 seconds. It may seems easy but it's really hard >:) \nEnjoy playing :)

@Stage\n\nwhen flag clicked\nswitch backdrop to (pozadí1 v)\nwait (1) seconds\nforever\n    switch backdrop to (pozadí1 v)\n    if <([costume # v] of [level v]) = [8]> then\n        switch backdrop to (pozadí3 v)\n    end\n    if <([costume # v] of [level v]) = [9]> then\n        switch backdrop to (pozadí2 v)\n        replace item (2) of [control v] with [left arrow]\n        replace item (1) of [control v] with [right arrow]\n        replace item (3) of [control v] with [up arrow]\n    end\nend\n\nbroadcast (next level v)\n\nwhen flag clicked\nforever\n    play sound [Inferno v] until done\nend\n\n@Player\n\ndefine Heyy\ngo to [front v] layer\nif <(x position) = [268]> then\n    broadcast (next level v)\n    Start Position\nend\nif <(x position) < [-254]> then\n    Start Position\nend\nif <key ((item (3) of [control v]) v) pressed?> then\n    if <<key ((item (1) of [control v]) v) pressed?> or <key ((item (2) of [control v]) v) pressed?>> then\n        switch costume to (right-up v)\n    else\n        switch costume to (up v)\n    end\nelse\n    if <<key ((item (1) of [control v]) v) pressed?> or <key ((item (2) of [control v]) v) pressed?>> then\n        switch costume to (right v)\n    else\n        switch costume to (no v)\n    end\nend\nchange [y_vel v] by (-1)\nif <key ((item (1) of [control v]) v) pressed?> then\n    point in direction (90)\n    change [x_vel v] by (1)\nend\nif <key ((item (2) of [control v]) v) pressed?> then\n    point in direction (-90)\n    change [x_vel v] by (-1)\nend\nset [x_vel v] to ((x_vel) * (0.9))\nchange x by (x_vel)\nif <<touching (level v)?> or <touching (move v)?>> then\n    change y by (1)\n    if <<touching (level v)?> or <touching (move v)?>> then\n        change y by (1)\n        if <<touching (level v)?> or <touching (move v)?>> then\n            change y by (1)\n            if <<touching (level v)?> or <touching (move v)?>> then\n                change y by (1)\n                if <<touching (level v)?> or <touching (move v)?>> then\n                    change y by (1)\n                    if <<touching (level v)?> or <touching (move v)?>> then\n                        change y by (1)\n                        if <<touching (level v)?> or <touching (move v)?>> then\n                            change y by (-6)\n                            if <key ((item (3) of [control v]) v) pressed?> then\n                                set [y_vel v] to [8]\n                                if <(x_vel) > [0]> then\n                                    set [x_vel v] to [-10]\n                                else\n                                    set [x_vel v] to [10]\n                                end\n                            else\n                                change x by ((x_vel) * (-1))\n                                set [x_vel v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (y_vel)\nif <<touching (level v)?> or <touching (move v)?>> then\n    change y by ((y_vel) * (-1))\n    set [y_vel v] to [0]\nend\nchange y by (-1)\nif <<<touching (level v)?> or <touching (move v)?>> and <key ((item (3) of [control v]) v) pressed?>> then\n    set [y_vel v] to [12]\nend\nif <<touching (obstacles v)?> or <(y position) < [-175]>> then\n    Start Position\nend\nif <touching (trampoline v)?> then\n    set [y_vel v] to [20]\nend\nchange y by (1)\n\ndefine Start Position\nset [y_vel v] to [0]\nset [x_vel v] to [0]\nset size to (100) %\ngo to x: (-220) y: (100)\n\nwhen flag clicked\nshow\nStart Position\ngo to [front v] layer\nshow\nset rotation style [left-right v]\nforever\n    Heyy\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (kostým4 v)\nshow\ngo to x: (0) y: (0)\n\n@Obstacles\n\nwhen flag clicked\nshow\nswitch costume to (kostým1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostým1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@thumb\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\nswitch backdrop to (pozadí1 v)\ngo to x: (5) y: (14)\nshow\nrepeat until <(backdrop [number v]) = [2]>\n    switch costume to (costume1 v)\n    repeat (5)\n        wait (1) seconds\n        next costume\n    end\n    randomize\nend\nhide\n\ndefine randomize\ndelete all of [control v]\nrepeat until <(length of [control v]) = [3]>\n    set [random v] to (item (pick random (1) to (3)) of [controls list v])\n    if <not <[control v] contains (random)?>> then\n        add (random) to [control v]\n    end\nend\n\nwhen backdrop switches to [pozadí2 v]\nhide\n\n@Trail\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nrepeat (20)\n    change [ghost v] effect by (4)\n    change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nforever\n    show\n    set size to (100) %\n    set [ghost v] effect to (100)\n    go to (player v)\n    wait (0) seconds\n    create clone of (_myself_ v)\nend\n\n