Warm and Cold | A platformer

Instructions: ✎ Warm and Cold - A platformer\nThank you so much to @alyaelwan2009 for curating. Go and check them out (and follow) ˎˊ-\n\n⤹ Instructions •\n • Arrow keys or click and hold to move\n • Avoid the spikes\n • Avoid the sadness\n • Get to the end\n\n⤹ Notes •\n I made this project a while back but didn't finish it, so today I did.\nAlso it is possible >:)\n\n⤹ Credits •\n• @pompom1010 (me) - For creating the character\n• @BearTV - For the code for most of it (I edited some stuff)\n• @alyaelwan2009 - For curating\n• @FishyCat2022 - For proposing\n• @dumdeeda - For uh... Check them out!\n\n\nTags=\n#warm #cold #cool #hot #cute #characters #warmandcold #platformer\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\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\n\n\nheh nothing here *cough cough

@Stage\n\nwhen flag clicked\nforever\n    play sound [Minecraft - Piano 3 v] until done\nend\n\n@cube\n\ndefine reset\nclear graphic effects\nset size to (100) %\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n    go to [front v] layer\n    if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n        change [x v v] by (.9)\n    end\n    if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n        change [x v v] by (-.9)\n    end\n    set [x v v] to ((X v) * (0.9))\n    change x by (X v)\n    if <touching (level v)?> then\n        change y by (2)\n        if <touching (level v)?> then\n            change y by (2)\n            if <touching (level v)?> then\n                change y by (2)\n                if <touching (level v)?> then\n                    change y by (2)\n                    if <touching (level v)?> then\n                        change y by (2)\n                        if <touching (level v)?> then\n                            change x by ((X v) * (-2))\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n                                if <(X v) > [0]> then\n                                    set [x v v] to [-5]\n                                else\n                                    set [x v v] to [5]\n                                end\n                                set [y v v] to [13]\n                            else\n                                set [x v v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y v v] by (-0.8)\n    change y by (Y v)\n    if <touching (level v)?> then\n        change y by ((Y v) * (-1))\n        set [y v v] to [0]\n    end\n    change y by (-1)\n    if <touching (level v)?> then\n        if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n            set [y v v] to [12]\n        end\n    end\n    change y by (1)\n    if <<<<<touching (killer wheel v)?> or <touching (death v)?>> or <touching (moving killer wheels v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n        Spin off screen\n    end\n    if <touching (jump pad v)?> then\n        set [y v v] to [20]\n    end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n    set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n    if <<(x position) = [240]> and <(dead?) = [0]>> then\n        broadcast (NEXT LEVEL v)\n        change [level v] by (1)\n    end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n    if <(y position) = [-179]> then\n        Spin off screen\n    end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n    reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (10)\n    change size by (-10)\n    change [ghost v] effect by (10)\nend\nreset\n\nwhen flag clicked\nforever\n    if <(character) = [1]> then\n        switch costume to (cold v)\n    end\n    if <(character) = [2]> then\n        switch costume to (warm v)\n    end\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [0]\nswitch costume to (level 1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\n@death\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen I receive [alright bros let's go v]\nhide\n\nwhen flag clicked\nshow\n\n@Cold character\n\nwhen flag clicked\nset [character v] to [0]\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [alright bros let's go v]\nhide\n\nwhen this sprite clicked\nset [character v] to [1]\nbroadcast (alright bros let's go v)\n\n@Warm character\n\nwhen flag clicked\nset [character v] to [0]\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [alright bros let's go v]\nhide\n\nwhen this sprite clicked\nset [character v] to [2]\nbroadcast (alright bros let's go v)\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\n