Desert - A Platformer !!NIGHT UPDATE!!

Instructions:                                        ᴅᴇꜱᴇʀᴛ\n\n♢♢ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ♢♢\n♢ ᴀʀʀᴏᴡ  ᴋᴇʏꜱ\n♢ ᴡᴀᴅ\n♢ᴀᴠᴏɪᴅ ꜱᴘɪᴋᴇꜱ\n♢ᴀᴠᴏɪᴅ Qᴜɪᴄᴋꜱᴀɴᴅ\n♢15 ʟᴇᴠᴇʟꜱ\n♢ᴍᴀᴋᴇ ꜱᴜʀᴇ ᴛᴏ ♥ ᴀɴᴅ ⋆\n♢ #110 on trending 2021-01-05!!! THANKS SO MUCH!!!\n♢ @Jranknom Loved/Faved!\n♢♢ᴄʀᴇᴅɪᴛꜱ♢♢\n\n♢ @--ᴀᴡᴇꜱᴏᴍᴇᴄᴏᴅᴇ-- ꜰᴏʀ ᴛʜᴇ ᴇɴɢɪɴᴇ\n♢ @ᴍɪꜱᴛᴀᴋᴇɴɢᴇɴɪᴜꜱ123 ꜰᴏʀ ꜱᴏᴍᴇ ᴏꜰ ᴛʜᴇ ᴀʀᴛ\n♢ @-ꜱɪɢɴᴀʟꜱ- ꜰᴏʀ ᴄᴏᴅᴇ ʜᴇʟᴘ\n♢ @xxᴇᴅɢᴇxx ꜰᴏʀ ᴛʜᴇ ʀᴇꜱᴛ ᴏꜰ ᴛʜᴇ ᴄᴏᴅᴇ\n♢ ʏᴏᴜ, ꜰᴏʀ ᴘʟᴀʏɪɴɢ!\n@ChewingFruitGum loved and Faved!?!?!\n@--AwesomeCode-- commented?!?!\n♢♢ᴛᴀɢꜱ♢♢\n#Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes 

@Stage\n\nwhen flag clicked\nforever\n    switch backdrop to (The Level)\nend\n\n@Player\n\nwhen I receive [scroll v]\nforever\n    go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [x velocity v] by (-1.5)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [x velocity v] by (1.5)\n    end\n    set [x velocity v] to ((X velocity) * (0.85))\n    change x by (X velocity)\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (-4)\n        change x by (([y position v] of [ground v]) * (-1))\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <(X velocity) > [0]> then\n                set [x velocity v] to [-10]\n            else\n                set [x velocity v] to [10]\n            end\n            set [y velocity v] to [15]\n        else\n            set [x velocity v] to [0]\n        end\n    end\n    change [y velocity v] by (-1)\n    change y by (Y velocity)\n    if <touching (ground v)?> then\n        change y by ((Y velocity) - ((Y velocity) * (2)))\n        set [y velocity v] to [0]\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            switch costume to (crouch v)\n        else\n            switch costume to (player v)\n        end\n    end\n    change y by (-1)\n    if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        set [y velocity v] to [15]\n    end\n    change y by (1)\n    if <(x position) > [239]> then\n        broadcast (Next Level v) and wait\n        change [the level v] by (1)\n    end\n    if <touching (spikes and other v)?> then\n        broadcast (Reset v)\n        create clone of (_myself_ v)\n    else\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            switch costume to (crouch v)\n        else\n            switch costume to (player v)\n        end\n        if <touching (lava v)?> then\n            broadcast (Reset v)\n        end\n    end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (20)\n    change [ghost v] effect by (5)\n    change y by (15)\n    turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nforever\n    if <touching (enemy v)?> then\n        broadcast (Reset v)\n    end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n    switch costume to (The Level)\nend\n\n@Spikes and Other\n\nwhen flag clicked\nshow\nforever\n    switch costume to (The Level)\nend\n\n@Desert Dan\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n    switch costume to (The Level)\nend\n\n@Thumbnail2\n\nwhen [timer v] > (0.25)\nstart sound [Hit_Hurt4 v]\nbroadcast (Hide all Variables v)\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (0) y: (400)\ngo to [front v] layer\nshow\nrepeat (20)\n    change y by (((0) - (y position)) / (4))\nend\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (400)\nhide\nforever\n    reset timer\nend\n\ngo to x: (0) y: (0)\nshow\n\n@Sprite1\n\nwhen flag clicked\nwait (0.1) seconds\nhide\nforever\n    create clone of (_myself_ v)\n    wait (0.07) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (pick random (80) to (95))\nshow\ngo to x: (260) y: (pick random (-180) to (180))\nglide (pick random (6) to (12)) secs to x: (-240) y: (y position)\ndelete this clone\n\n