Rainforest || A Platformer(Part 5)#games

Instructions: Wait, #1?!Thank you so much=D      \n           Welcome to Rainforest-A Platformer!\n°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°\nEVERYTHING IS MOVING!\nMove with Arrow Keys\n"R" to reset.\nMusic: Imagine Dragons - Demons\n95% by me,Platform-Engine from youtube.\nInspired by @TimMcCool \nRemember to follow him!=D\nFamous scratchers who liked this:\n@Benelem12\n@0014049

@Stage\n\nwhen flag clicked\nforever\n    play sound [Imagine Dragons - Demons mp.3 v] until done\nend\n\n@Player\n\ndefine Platform Physics\nif <(Animation) = [0]> then\n    if <(Death) = [0]> then\n        if <touching (water v)?> then\n            change [yvelocity v] by (0.2)\n            change y by (YVelocity)\n            if <key (up arrow v) pressed?> then\n                change [yvelocity v] by (0.5)\n            end\n            if <key (down arrow v) pressed?> then\n                change [yvelocity v] by (-0.5)\n            end\n            if <key (right arrow v) pressed?> then\n                change [xvelocity v] by (1)\n            end\n            if <key (left arrow v) pressed?> then\n                change [xvelocity v] by (-1)\n            end\n            set [xvelocity v] to ((XVelocity) * (0.7))\n            change x by (XVelocity)\n        else\n            change [yvelocity v] by (-1)\n            change y by (YVelocity)\n            if <touching (level v)?> then\n                repeat until <not <touching (level v)?>>\n                    change y by ((([abs v] of (YVelocity) ) / (YVelocity)) * (-1))\n                end\n                if <<key (up arrow v) pressed?> and <<(YVelocity) = [0]> or <[0] > (YVelocity)>>> then\n                    set [yvelocity v] to [14]\n                else\n                    set [yvelocity v] to [0]\n                end\n            end\n        end\n        if <key (right arrow v) pressed?> then\n            change [xvelocity v] by (2.5)\n        end\n        if <key (left arrow v) pressed?> then\n            change [xvelocity v] by (-2.5)\n        end\n        set [xvelocity v] to ((XVelocity) * (0.7))\n        change x by (XVelocity)\n        set [slope v] to [0]\n        if <touching (level v)?> then\n            repeat until <<(Slope) = [-8]> or <not <touching (level v)?>>>\n                change y by (1)\n                change [slope v] by (-1)\n            end\n        end\n        if <touching (level v)?> then\n            change y by (Slope)\n            repeat until <not <touching (level v)?>>\n                change x by ((([abs v] of (XVelocity) ) / (XVelocity)) * (-1))\n            end\n        end\n    end\n    if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n        if <key (left arrow v) pressed?> then\n            switch costume to (left v)\n        end\n        if <key (right arrow v) pressed?> then\n            switch costume to (right v)\n        end\n    else\n        switch costume to (stand v)\n    end\nend\n\nif <key (up arrow v) pressed?> then\n    set [yvelocity v] to [15]\n    if <(XVelocity) > [0]> then\n        set [xvelocity v] to [-10]\n    else\n        set [xvelocity v] to [10]\n    end\nelse\n    set [xvelocity v] to [0]\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n    Platform Physics\nend\n\ndefine Variablen\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\n\nwhen [r v] key pressed\ngo to x: (-180) y: (-50)\nVariablen\n\nwhen flag clicked\nset [animation v] to [0]\nset [death v] to [0]\nforever\n    if <(Animation) = [0]> then\n        if <(y position) < [-179]> then\n            Death Animation\n        end\n        if <touching (spikes v)?> then\n            Death Animation\n        end\n        if <(x position) > [239]> then\n            set [animation v] to [1]\n            broadcast (Next Level v)\n            hide\n            Variablen\n        end\n    end\nend\n\ndefine Death Animation\nset [death v] to [1]\nset [yvelocity v] to [15]\nchange y by (YVelocity)\nstart sound [Crunch v]\nrepeat until <(y position) < [-179]>\n    change y by (YVelocity)\n    turn right (((-90) - (direction)) / (7)) degrees\n    change [yvelocity v] by (-1)\nend\nstart sound [Crunch v]\nset [yvelocity v] to [0]\nset [death v] to [0]\nset [animation v] to [1]\nbroadcast (Reset v)\ngo to x: (-180) y: (-50)\nhide\npoint in direction (90)\nVariablen\n\nwhen I receive [now change jungle v]\ngo to x: (-180) y: (-50)\nset [animation v] to [0]\nshow\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    point in direction (90)\n    set y to ((([cos v] of (((timer) + (0.5)) * (200)) ) * (10)) + (0))\n    switch costume to (Level)\nend\n\npoint in direction ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    point in direction (90)\n    if <not <(costume [number v]) = [12]>> then\n        set y to ((([cos v] of (((timer) + (0.5)) * (200)) ) * (10)) + (0))\n    end\n    switch costume to (Level)\nend\n\nset [level v] to [11]\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nforever\n    point in direction (90)\n    set y to ((([cos v] of (((timer) + (0.5)) * (300)) ) * (8)) + (0))\n    set [ghost v] effect to (50)\nend\n\nwhen I start as a clone\nforever\n    point in direction (90)\n    set [brightness v] effect to (50)\n    set y to ((([sin v] of (((timer) + (0.1)) * (350)) ) * (10)) + (-5))\n    set [ghost v] effect to (80)\nend\n\n@Lianes\n\nwhen flag clicked\nset [liane id v] to [0]\nrepeat (3)\n    change [liane id v] by (1)\n    create clone of (_myself_ v)\nend\ngo to x: (178) y: (180)\nswitch costume to ( 4 v)\nforever\n    point in direction ((([cos v] of ((timer) * (125)) ) * (12)) + (90))\n    go to [front v] layer\nend\n\nwhen I start as a clone\nif <(Liane ID) = [1]> then\n    switch costume to (  v)\n    go to x: (-124) y: (180)\n    forever\n        go to [front v] layer\n        point in direction ((([cos v] of ((timer) * (200)) ) * (15)) + (90))\n    end\nelse\n    if <(Liane ID) = [2]> then\n        switch costume to ( 2 v)\n        go to x: (0) y: (180)\n        forever\n            go to [front v] layer\n            point in direction ((([sin v] of ((timer) * (150)) ) * (18)) + (90))\n        end\n    else\n        if <(Liane ID) = [3]> then\n            switch costume to ( 3 v)\n            go to x: (58) y: (180)\n            forever\n                go to [front v] layer\n                point in direction ((([sin v] of ((timer) * (125)) ) * (6)) + (90))\n            end\n        end\n    end\nend\n\n@Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    switch costume to (kostüm1 v)\n    set size to (125) %\n    switch costume to ( 2 v)\n    go to [back v] layer\n    change x by (((XVelocity) * (-1)) / (2))\nend\n\nwhen I receive [now change jungle v]\ngo to x: (0) y: (0)\n\n@Screen\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [next level v]\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (-5)\nend\nchange [level v] by (1)\nbroadcast (Now Change Jungle v)\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (5)\nend\n\nwhen I receive [reset v]\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (-5)\nend\nbroadcast (Now Change Jungle v)\nrepeat (20)\n    go to [front v] layer\n    change [ghost v] effect by (5)\nend\n\nset [level v] to [12]\n\n@Skip\n\nwhen flag clicked\nset [cos v] to [0]\ngo to x: (-195) y: (157)\ngo to [front v] layer\nforever\n    if <not <(Level) = [12]>> then\n        show\n        set y to ((([cos v] of ((cos) * (20)) ) * (10)) + (150))\n        point in direction ((([cos v] of ((cos) * (40)) ) * (10)) + (90))\n        change [cos v] by (0.5)\n        if <mouse down?> then\n            broadcast (Next Level v)\n        end\n    else\n        hide\n    end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nforever\n    go to [front v] layer\n    go [forward v] (99) layers\nend\n\n