Jump UP - A Platformer [Mobile]

Instructions: TOP LOVED >v<\nScratch: Jump UP got over 16k views and got top loved\nMe: faints\nI've added a little square jumping on the 'J' on the title. Do you guys like it? :D\nThe level(s) where you glide up platforms is NOT a glitch! Most people code this out, but I wanted mine to be different ;) Enjoy!\nIn this game, your player constantly wants to jump! So you can never stop jumping and when you fall back down, you almost glide down!\n- Click the green 'Play' button\n- Wall jumping gives you a 'super boost'\n- Use the arrow keys to move your player\n- Avoid the red spikes\n- Get to the green portals\n- Have fun!

@Stage\n\n@PLAYER\n\nwhen flag clicked\nshow\nforever\n    go to x: (-215) y: (-107)\n    forever\n        change [yv v] by (-0.5)\n        if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n            set [xv v] to [6]\n            switch costume to (magenta v)\n        end\n        if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n            set [xv v] to [-6]\n            switch costume to (magenta2 v)\n        end\n        set [xv v] to ((Xv) * (0.9))\n        change x by (Xv)\n        if <touching color (#a8ffb9)?> then\n            change y by (1)\n            if <touching color (#a8ffb9)?> then\n                change y by (1)\n                if <touching color (#a8ffb9)?> then\n                    change y by (1)\n                    if <touching color (#a8ffb9)?> then\n                        change y by (1)\n                        if <touching color (#a8ffb9)?> then\n                            change y by (1)\n                            if <touching color (#a8ffb9)?> then\n                                change x by ((Xv) * (-1))\n                                change x by (-1)\n                                change y by (-5)\n                                change x by (1)\n                                if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n                                    if <(Xv) > [0]> then\n                                        set [xv v] to [-8]\n                                    else\n                                        set [xv v] to [8]\n                                    end\n                                    set [yv v] to [10]\n                                else\n                                    set [xv v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change y by (Yv)\n        if <touching color (#a8ffb9)?> then\n            change y by ((Yv) * (-1))\n            set [yv v] to [0]\n        end\n        change y by (-1)\n        if <touching color (#a8ffb9)?> then\n            if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n                set [yv v] to [10]\n            end\n        end\n        change y by (1)\n    end\nend\n\nwhen backdrop switches to [backdrop11 v]\nforever\n    if <(Score) < (☁ High score)> then\n        set [☁ high score v] to (Score)\n        say [You've made the new HIGH SCORE!] for (5.5) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    change y by (10)\nend\n\nwhen flag clicked\nswitch costume to (magenta v)\n\nwhen flag clicked\nforever\n    if <touching color (#ff0000)?> then\n        go to x: (-190) y: (-87)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching color (#00ff33)?> then\n        go to x: (-194) y: (-81)\n        next backdrop\n        play sound [Pop v] until done\n    end\nend\n\nwhen backdrop switches to [backdrop2 v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (thumbail v)\n\nwhen backdrop switches to [backdrop3 v]\nswitch backdrop to (backdrop3 v)\n\nwhen backdrop switches to [thumbail v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nforever\n    show\nend\n\nwhen backdrop switches to [backdrop4 v]\nswitch backdrop to (backdrop4 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch backdrop to (backdrop5 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch backdrop to (backdrop6 v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch backdrop to (backdrop7 v)\n\nwhen backdrop switches to [backdrop8 v]\nswitch backdrop to (backdrop8 v)\n\nwhen backdrop switches to [backdrop9 v]\nswitch backdrop to (backdrop9 v)\n\nwhen backdrop switches to [backdrop10 v]\nswitch backdrop to (backdrop10 v)\n\nwhen backdrop switches to [backdrop11 v]\nswitch backdrop to (backdrop11 v)\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nwait (6) seconds\nforever\n    play sound [POL-bright-future-short v] until done\nend\n\nwhen backdrop switches to [backdrop1 v]\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nset [score v] to [0]\n\n@play\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n    Sensing_Mouse\nend\n\ndefine Sensing_Mouse\nif <touching (mouse-pointer v)?> then\n    set size to (120) %\nelse\n    set size to (100) %\nend\n\nwhen flag clicked\nset size to (100) %\n\nwhen this sprite clicked\nforever\n    switch backdrop to (backdrop1 v)\n    hide\n    broadcast (start counting v) and wait\nend\n\nwhen I receive [start counting v]\nforever\n    wait (1) seconds\n    change [score v] by (1)\nend\n\n@playertrail\n\nwhen I start as a clone\nset size to (70) %\nshow\ngo to (player v)\nrepeat (20)\n    change size by (-1.5)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n    create clone of (_myself_ v)\nend\n\n@effect\n\nwhen flag clicked\nhide\ngo to x: (-202) y: (6)\n\nwhen flag clicked\nforever\n    wait (0.2) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n    change [ghost v] effect by (50)\n    glide (1) secs to (random position v)\n    change [brightness v] effect by (5)\n    change [brightness v] effect by (-5)\nend\n\n@scores\n\n@intro\n\nwhen flag clicked\nstart sound [Connect v]\ngo to [front v] layer\nshow\nset size to (10) %\npoint in direction (90)\nrepeat (20)\n    change size by (5)\nend\nset volume to (120) %\nstart sound [pop v]\nwait (3) seconds\nstart sound [pop v]\nset volume to (100) %\nrepeat (40)\n    turn right (9) degrees\nend\nstart sound [Disconnect v]\nrepeat (20)\n    change size by (-5)\nend\nstop all sounds\nforever\n    hide\nend\n\n