Unstructions (A Platformer)

Instructions: Here are not the unstructions.\n\nBy the way, I am only releasing a new platformer when this gets 100 likes.\n\nIf you get a high score, I will beat it.

@Stage\n\nwhen flag clicked\nswitch backdrop to (3 v)\nforever\n    play sound [2019-09-08_-_Sneaky_Rascal_-_David_Fesliyan v] until done\nend\n\n@guy\n\nwhen flag clicked\nset [jumpvel v] to [10]\nhide variable [x v]\nhide variable [platformer: y v]\nset [x v] to [0]\nset [platformer: y v] to [0]\nset [level v] to [1]\nset [yy v] to [-1]\nset [xx v] to [1]\nset [v v] to [0]\nset [startpointx v] to [-200]\nset [startpointy v] to [-80]\nset [deaths v] to [0]\nhide variable [deaths v]\nhide variable [level v]\nswitch backdrop to (intro v)\nswitch backdrop to (backdrop1 v)\nset size to (100) %\nshow\ngo to x: (startpointx) y: (startpointy)\nset [xv v] to [0]\nset [yv v] to [0]\nset [ehee v] to [0]\nset [runx v] to [3]\nset [runx2 v] to [-3]\nforever\n    change [yv v] by (-1)\n    if <key (right arrow v) pressed?> then\n        change [xv v] by (runx)\n    end\n    if <key (left arrow v) pressed?> then\n        change [xv v] by (runx2)\n    end\n    set [xv v] to ((Xv) * (0.7))\n    change x by (Xv)\n    if <touching color (#000008)?> then\n        change y by (1)\n        if <touching color (#000008)?> then\n            change y by (1)\n            if <touching color (#000008)?> then\n                change y by (1)\n                if <touching color (#000008)?> then\n                    change y by (1)\n                    if <touching color (#000008)?> then\n                        change y by (1)\n                        if <touching color (#000008)?> then\n                            change x by ((Xv) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            change x by (1)\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    if <touching color (#000008)?> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching color (#000008)?> then\n        if <key (up arrow v) pressed?> then\n            set [yv v] to (JUMPVEL)\n        end\n    end\n    change y by (1)\n    if <touching color (#ff0000)?> then\n        change [deaths v] by (1)\n        go to x: (startpointx) y: (startpointy)\n        set [xv v] to [0]\n        set [yy v] to [0]\n    end\n    if <(x position) < [-235]> then\n        if <<not <(backdrop [name v]) = [1]>> and <not <(backdrop [name v]) = [14]>>> then\n            change [level v] by (1)\n            switch backdrop to ((backdrop [name v]) + (-1))\n            set [xv v] to [0]\n            set [yy v] to [0]\n            set x to (225)\n        end\n    end\n    if <[235] < (x position)> then\n        if <<not <(backdrop [name v]) = [11]>> and <not <(backdrop [name v]) = [15]>>> then\n            change [level v] by (1)\n            switch backdrop to ((backdrop [name v]) + (1))\n            set [xv v] to [0]\n            set [yy v] to [0]\n            set x to (-225)\n        end\n    end\n    if <touching color (#ff9400)?> then\n        start sound [boing v]\n        set [yv v] to [24]\n    end\n    if <<(y position) < [-175]> and <(backdrop [name v]) = [6]>> then\n        set y to (150)\n        switch backdrop to (12 v)\n    end\n    if <<(y position) < [-175]> and <(backdrop [name v]) = [13]>> then\n        set y to (150)\n        switch backdrop to (6 v)\n    end\n    if <<[175] < (y position)> and <(backdrop [name v]) = [7]>> then\n        set y to (-150)\n        switch backdrop to (14 v)\n    end\n    if <<(y position) < [-175]> and <(backdrop [name v]) = [14]>> then\n        set y to (150)\n        switch backdrop to (7 v)\n    end\nend\n\n@Door Block 1\n\nwhen flag clicked\nset [doorblock1 v] to [YES]\ngo to x: (0) y: (0)\nhide\nforever\n    if <(DoorBlock1) = [YES]> then\n        if <(backdrop [name v]) = [1]> then\n            go to x: (0) y: (0)\n            switch costume to (costume1 v)\n            show\n        else\n            if <(backdrop [name v]) = [13]> then\n                go to x: (158) y: (128)\n                switch costume to (costume2 v)\n                show\n                if <touching (guy v)?> then\n                    set [doorblock1 v] to [NO]\n                    hide\n                end\n            else\n                hide\n            end\n        end\n    else\n        hide\n    end\nend\n\nshow\n\n@Sprite1\n\nwhen flag clicked\nset [powerup v] to [YES]\ngo to x: (-201) y: (-76)\nhide\nforever\n    if <(POWERUP) = [YES]> then\n        if <(backdrop [name v]) = [1]> then\n            switch costume to (costume1 v)\n            show\n            if <touching (guy v)?> then\n                set [powerup v] to [NO]\n                set [jumpvel v] to [15]\n            end\n        else\n            hide\n        end\n    else\n        hide\n    end\nend\n\n@Door Block 2\n\nwhen flag clicked\nset [doorblock2 v] to [YES]\ngo to x: (0) y: (0)\nhide\nforever\n    if <(DOORBLOCK2) = [YES]> then\n        if <(backdrop [name v]) = [8]> then\n            go to x: (90) y: (-90)\n            switch costume to (costume2 v)\n            show\n            if <touching (guy v)?> then\n                set [doorblock2 v] to [NO]\n                hide\n            end\n        else\n            hide\n        end\n    else\n        if <(backdrop [name v]) = [7]> then\n            go to x: (0) y: (0)\n            switch costume to (costume1 v)\n            show\n        else\n            hide\n        end\n    end\nend\n\nshow\n\n@Thumbnail\n\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide variable [score v]\nhide variable [☁ high score v]\nswitch backdrop to (3 v)\nhide\nwait until <[15] = (backdrop [number v])>\nset [score v] to (timer)\nif <(Score) < (☁ High Score)> then\n    set [☁ high score v] to (Score)\nend\nforever\n    if <[15] = (backdrop [number v])> then\n        show variable [☁ high score v]\n        show variable [score v]\n    else\n        hide\n    end\nend\n\n@PArticle\n\nwhen flag clicked\nset [powerup v] to [YES]\ngo to x: (-201) y: (-76)\nhide\nforever\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (10) %\ngo to (sprite1 v)\nchange x by (pick random (-20) to (20))\nif <(POWERUP) = [YES]> then\n    if <(backdrop [name v]) = [1]> then\n        switch costume to (costume1 v)\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\nrepeat (20)\n    change y by (2)\n    change [ghost v] effect by (3)\nend\ndelete this clone\n\n@Door Block 3\n\nwhen flag clicked\nset [db3 v] to [YES]\ngo to x: (0) y: (0)\nhide\nforever\n    if <(DB3) = [YES]> then\n        if <(backdrop [name v]) = [11]> then\n            go to x: (0) y: (-90)\n            switch costume to (costume2 v)\n            show\n            if <touching (guy v)?> then\n                set [db3 v] to [NO]\n                hide\n            end\n        else\n            if <(backdrop [name v]) = [8]> then\n                go to x: (0) y: (0)\n                switch costume to (costume1 v)\n                show\n            else\n                hide\n            end\n        end\n    else\n        hide\n    end\nend\n\nshow\n\n