A Trolled Platformer

Instructions: left and right keys and A and D keys are to move,\nUp arrow, W, and space bar to jump.\n\ntry to beat each level, some walls you can go through (-:< 

@Stage\n\nwhen flag clicked\nforever\n    switch backdrop to (level)\nend\n\nwhen flag clicked\nforever\n    play sound [RICK ROLLED!!!!! v] until done\nend\n\n@DAT BOI\n\nwhen flag clicked\nhide variable [level v]\nhide\nset size to (30) %\nwait (1) seconds\nreset timer\nshow variable [level v]\nshow\ngo to [front v] layer\ngo to x: (-200) y: (-60)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to [front v] layer\nforever\n    platform\nend\n\nwhen I receive [die v]\ngo to x: (-200) y: (-60)\n\ndefine platform\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [xv v] by (-1)\n    point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [xv v] by (1)\n    point in direction (90)\nend\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nif <touching color (#000000)?> then\n    change y by (-2)\n    if <touching color (#000000)?> then\n        change y by (1)\n        if <touching color (#000000)?> then\n            change y by (1)\n            if <touching color (#000000)?> then\n                change y by (1)\n                if <touching color (#000000)?> then\n                    change y by (1)\n                    if <touching color (#000000)?> then\n                        change y by (1)\n                        if <touching color (#000000)?> then\n                            change y by (-5)\n                            change x by ((-1) * (xv))\n                            if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <not <(xv) = [0]>>> then\n                                set [mode v] to [walljump]\n                                set [yv v] to [8]\n                                set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n                            else\n                                set [mode v] to [wallslide]\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (2)\nend\nchange y by (-3)\nif <touching color (#000000)?> then\n    if <(yv) = [-3]> then\n        if <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n            set [mode v] to [run]\n        else\n            if <([abs v] of (xv) ) > [.1]> then\n                set [mode v] to [skid]\n            else\n                set [mode v] to [stand]\n            end\n        end\n    end\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n        set [mode v] to [jump]\n        set [yv v] to [9]\n    end\nend\nif <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n    set [mode v] to [fall]\nend\nchange y by (3)\nif <(yv) > [-15]> then\n    change [yv v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching color (#000000)?>> then\n    change y by (-1)\n    if <not <touching color (#000000)?>> then\n        change y by (-1)\n        if <not <touching color (#000000)?>> then\n            change y by (-1)\n            if <not <touching color (#000000)?>> then\n                change y by (-1)\n                if <not <touching color (#000000)?>> then\n                    change y by (-1)\n                    if <not <touching color (#000000)?>> then\n                        change y by (5)\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (2)\nchange y by (yv)\nif <touching color (#000000)?> then\n    change y by (-2)\n    if <touching color (#000000)?> then\n        change y by ((-1) * (yv))\n        set [yv v] to [-3]\n    end\n    change y by (2)\nend\nswitch costume to (datboiright v)\n\nwhen flag clicked\nhide variable [☁ record time: v]\nhide variable [time: v]\nrepeat until <(level) = [20]>\n    set [time: v] to (timer)\nend\nshow variable [time: v]\nshow variable [☁ record time: v]\nif <(Time:) < (☁ Record Time:)> then\n    set [☁ record time: v] to (Time:)\nend\n\nwhen flag clicked\nwait (2) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    if <touching color (#a300ff)?> then\n        set [yv v] to [10]\n    end\n    if <touching (win v)?> then\n        change [level v] by (1)\n        broadcast (die v)\n    end\n    if <touching color (#c157ff)?> then\n        set [yv v] to [20]\n    end\n    if <<touching color (#ff0000)?> or <(y position) < [-194]>> then\n        if <not <(level) = [20]>> then\n            broadcast (hahaha noob v)\n        end\n        wait (1) seconds\n        broadcast (die v)\n    end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (1) seconds\ngo to [front v] layer\nwait until <(level) = [19]>\ngo to [back v] layer\n\nwhen flag clicked\nforever\n    switch costume to (level)\nend\n\n@logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (1) seconds\nhide\n\nwhen flag clicked\nrepeat (35)\n    go to [front v] layer\nend\n\n@win\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n    switch costume to (level)\nend\n\n@level:\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n    go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hahaha noob v]\ngo to [front v] layer\nshow\nswitch costume to (pick random (1) to (7))\nwait (1) seconds\nhide\n\n