Quest for Fame - a platformer

Instructions: woah @--DarkFire-- loved and faved\nand @yellowtrees omg im dying

@Stage\n\n@the ball for the game...\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [speed x v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [improved2: slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(Improved2: slope) = (step)> or <(touch) = [0]>>\n    change y by (1)\n    change [improved2: slope v] by (1)\n    Get Touching <(in platforrm) = [1]>\nend\nif <(Improved2: slope) = (step)> then\n    change x by ((0) - (speed))\n    change y by ((0) - (Improved2: slope))\n    if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n        set [in platforrm v] to [2]\n        Walk (direction) (speed) max step (step)\n        if <(speed x) = [0]> then\n            set [in platforrm v] to [1]\n        end\n    else\n        if <<<key (w v) pressed?> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n            set [speed x v] to ((-1.2) * (speed))\n            set [improved2: speed y v] to [11]\n            set [falling? v] to [6]\n            set [wall jump v] to [15]\n        else\n            set [speed x v] to [0]\n        end\n    end\nend\n\ndefine Controls - Jump, Crouch\nif <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n    if <<(jump key) = [0]> and <(falling?) < [3]>> then\n        set [improved2: speed y v] to [14]\n        set [falling? v] to [6]\n        set [jump key v] to [1]\n    end\nelse\n    set [jump key v] to [0]\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n    set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(Improved2: speed y) < [4]> or <key (w v) pressed?>> then\n    change [improved2: speed y v] by (-1)\nelse\n    change [improved2: speed y v] by (-2)\nend\nchange y by (Improved2: speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n    set [in platforrm v] to [1]\nelse\n    if <<up?> and <(touch) = [1]>> then\n        set [in platforrm v] to [2]\n    end\nend\nrepeat until <(touch) < (in platforrm)>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    Get Touching <not <up?>>\n    set [improved2: speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n    set [touch v] to [9]\nelse\n    if <<check platform?> and <touching (platforms v)?>> then\n        set [touch v] to [1]\n    else\n        set [touch v] to [0]\n    end\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-232) y: (-91)\nreset timer\nshow\nset [speed x v] to [0]\nset [improved2: speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n    if <(frame) = [0]> then\n        switch costume to (stand_1 v)\n    else\n        switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n    end\nelse\n    if <(Improved2: speed y) > [0]> then\n        switch costume to (jump_1 v)\n    else\n        switch costume to (fall_1 v)\n    end\nend\n\nwhen I receive [change me backdrop mate v]\nReset Level\n\nwhen flag clicked\nhide\nforever\n    play sound [91476_Glorious_morning v] until done\nend\n\nwhen I receive [some next level sh v]\ngo to x: (-232) y: (-91)\n\nwhen I receive [go v]\nshow\nif <<(Title) > [0]> and <(Full) < [12]>> then\n    hide\n    stop [this script v]\nend\nReset Level\nforever\n    switch costume to (hitbox v)\n    Controls - Jump, Crouch\n    Gravity\n    Check Hit Ceiling / Floor <(Improved2: speed y) > [0]>\n    if <<(y position) < [-179]> or <touching (sprite2 v)?>> then\n        Reset Level\n    end\n    \n        go to x: (-232) y: (-91)\n    end\n    if <(wall jump) > [0]> then\n        change [wall jump v] by (-1)\n    else\n        Controls - Left and Right\n    end\n    if <(speed x) < [-0.5]> then\n        Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n    else\n        if <(speed x) > [0.5]> then\n            Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n        else\n            set [frame v] to [0]\n        end\n    end\n    Set Costume\n    broadcast (tick v) and wait\nend\n\nwhen I receive [go v]\nshow\nforever\n    if <<(x position) = [247]> or <(x position) > [247]>> then\n        broadcast (Some next level sh v)\n    end\nend\n\nwhen I receive [text v]\nhide\n\n@Ground\n\nwhen I receive [some next level sh v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\npoint in direction (90)\nshow\nswitch costume to (costume1 v)\nforever\n    if <(costume [number v]) = [5]> then\n        broadcast (Spikes! v)\n    else\n        if <(costume [number v]) = [6]> then\n            broadcast (Spikes! Ultra! v)\n        end\n        if <(costume [number v]) = [8]> then\n            broadcast (Invisible spikes v)\n        end\n        if <(costume [number v]) > [16]> then\n            broadcast (wobbly yeet v)\n        end\n        if <(costume [number v]) = [23]> then\n            broadcast (text v)\n        end\n        if <not <<<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> or <(costume [number v]) = [8]>>> then\n            broadcast (hide v)\n        end\n    end\nend\n\nnext costume\n\nif <not <<<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> or <(costume [number v]) = [8]>>> then\n    broadcast (hide v)\nend\n\n\n\nwhen I receive [wobbly yeet v]\nforever\n    point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset size to (60) %\nset [ghost v] effect to (60)\nset [buttonshouldaccodingtocodehidenow...\(lolz\) v] to [0]\nshow\nrepeat until <(ButtonShouldAccodingToCodeHideNow...\(LOLZ\)) = [1]>\n    point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\n    if <touching (mouse-pointer v)?> then\n        change size by (((100) - (size)) / (3))\n        set [ghost v] effect to (0)\n    else\n        set size to (60) %\n        set [ghost v] effect to (60)\n    end\nend\n\nchange size by (50)\n\nwhen this sprite clicked\nbroadcast (Go v)\nswitch backdrop to (backdrop2 v)\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [spikes! v]\nshow\nswitch costume to (costume1 v)\ngo to x: (141) y: (32)\n\nwhen I receive [spikes! ultra! v]\nshow\nswitch costume to (costume2 v)\ngo to x: (141) y: (32)\n\nwhen I receive [hide v]\nhide\n\nswitch costume to (costume2 v)\ngo to x: (141) y: (32)\n\nwhen I receive [invisible spikes v]\nshow\nswitch costume to (costume3 v)\ngo to x: (141) y: (32)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n