The Tornado--A platformer #games

Instructions: This is my first platformer!  (yes i know its short)  Instructions:  Arrow keys to move.  Get to the red flag at the end of each level.  \n touch the pointy rocks.\nFullscreen sometimes glitches you to level 2. So only use fullscreen after you beat level 1\n\nStory:  You were camping in a forest when you heard tornado sirens.  Then you noticed a tornado in the distance and then you know you had to find shelter, FAST

@Stage\n\nwhen flag clicked\nforever\n    wait (1) seconds\nend\n\nwhen flag clicked\nforever\nend\n\nplay sound [cartersirenambiance v] until done\n\nwhen flag clicked\nforever\n    play sound [Model 120 Attack by SeanSean9275 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Camper\n\nwhen flag clicked\nReset Player Position\nset [force walk v] to [3]\nset [force gravity v] to [-1.5]\nset [force jump v] to [17]\nset [player speed x v] to [0]\nforever\n    Check Player Gravity\n    Check Player Walk\n    Check Player Touching\nend\n\ndefine move out (dx) (dy)\nrepeat until <not <<touching color (#006c02)?> or <touching color (#805c00)?>>>\n    change x by (dx)\n    change y by (dy)\nend\n\ndefine Check Player Gravity\nchange [player speed y v] by (FORCE GRAVITY)\nchange y by (Player Speed Y)\nif <<touching color (#006c02)?> or <touching color (#805c00)?>> then\n    if <(Player Speed Y) > [0]> then\n        move out [0] [-1]\n        set [player speed y v] to [0]\n    else\n        move out [0] [1]\n        if <key (up arrow v) pressed?> then\n            set [player speed y v] to (FORCE JUMP)\n        else\n            set [player speed y v] to [0]\n        end\n    end\nend\n\ndefine Check Player Walk\nif <key (left arrow v) pressed?> then\n    switch costume to (costume1 v)\n    change [player speed x v] by ((-1) * (FORCE WALK))\nend\nif <key (right arrow v) pressed?> then\n    switch costume to (player v)\n    change [player speed x v] by ((1) * (FORCE WALK))\nend\nset [player speed x v] to ((Player Speed X) * (0.7))\nchange x by (Player Speed X)\nif <(Player Speed X) > [0]> then\n    move out [-1] [0]\nelse\n    move out [1] [0]\nend\n\ndefine Check Player Touching\nif <<touching color (#ff0000)?> and <(Game end) = [0]>> then\n    broadcast (Complete level v) and wait\n    Reset Player Position\n    next backdrop\nend\nif <touching color (#fbfb12)?> then\n    set [player speed y v] to [24]\nend\nif <<touching color (#4e4e4e)?> and <(Game end) = [0]>> then\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    Reset Player Position\nend\n\ndefine Reset Player Position\nclear graphic effects\ngo to x: (-200) y: (-10)\n\nwhen flag clicked\nset [game end v] to [0]\nforever\n    if <(costume [number v]) = [13]> then\n        set [game end v] to [1]\n    else\n        set [game end v] to [0]\n    end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (228) y: (26)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (213) y: (55)\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (228) y: (26)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (200) y: (27)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (199) y: (-14)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (228) y: (26)\n\n@Sprite1\n\nwhen flag clicked\nshow\nwait (0.5) seconds\nhide\n\n@Logo\n\nwhen flag clicked\nset size to (15) %\nforever\n    go to x: (214) y: (-149)\nend\n\n