Free || A Platformer

Instructions: Yoo! welcome to my platformer! so,this platformer has no traps! that's why it's called free a platformer! \n\nPls love and fave,pls help me get top loved\n\ncredits:-\n@ScratchBoy179 » Engine :P

@Stage\n\n@Player\n\ndefine script\nchange y by (1)\ngo to [front v] layer\nif <(x position) = [241]> then\n    broadcast (next level v)\n    Start Position\nend\nif <(x position) = [-241]> then\n    set [x_vel v] to [0]\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n    if <<<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n        switch costume to (right-up v)\n    else\n        switch costume to (up v)\n    end\nelse\n    if <<<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n        switch costume to (right v)\n    else\n        switch costume to (no v)\n    end\nend\nchange [y_vel v] by (-1)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n    point in direction (90)\n    change [x_vel v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n    point in direction (-90)\n    change [x_vel v] by (-1)\nend\nset [x_vel v] to ((x_vel) * (.9))\nchange x by (x_vel)\nif <<touching (level v)?> or <touching (move v)?>> then\n    change y by (1)\n    if <<touching (level v)?> or <touching (move v)?>> then\n        change y by (1)\n        if <<touching (level v)?> or <touching (move v)?>> then\n            change y by (1)\n            if <<touching (level v)?> or <touching (move v)?>> then\n                change y by (1)\n                if <<touching (level v)?> or <touching (move v)?>> then\n                    change y by (1)\n                    if <<touching (level v)?> or <touching (move v)?>> then\n                        change y by (1)\n                        if <<touching (level v)?> or <touching (move v)?>> then\n                            change y by (-6)\n                            change x by ((x_vel) * (-1))\n                            if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n                                change x by (0)\n                                set [y_vel v] to [10]\n                                if <(x_vel) > [0]> then\n                                    set [x_vel v] to [-7]\n                                else\n                                    set [x_vel v] to [7]\n                                end\n                            else\n                                set [x_vel v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (y_vel)\nif <<touching (level v)?> or <touching (move v)?>> then\n    change y by ((y_vel) * (-1))\n    set [y_vel v] to [0]\nend\nchange y by (-1)\nif <<<touching (level v)?> or <touching (move v)?>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n    set [y_vel v] to [12]\nend\nif <<touching (obstacles v)?> or <(y position) < [-175]>> then\n    Start Position\nend\nif <touching (trampoline v)?> then\n    set [y_vel v] to [20]\nend\n\ndefine Start Position\nset [y_vel v] to [0]\nset [x_vel v] to [0]\nset size to (100) %\ngo to x: (-220) y: (0)\n\nwhen flag clicked\nshow\nStart Position\ngo to [front v] layer\nshow\nset rotation style [left-right v]\nforever\n    script\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (kostým4 v)\nshow\ngo to x: (0) y: (0)\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n