Danger - Platformer

Instructions: Danger-Platformer\nUse arrow keys or WASD to get to the end! This game can make you RAGE so try not to, you know, rage. You have 20 lives, and if all the lives are gone, you restart. There are 13 levels, and 20 lives, so it should be easy, right?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment\nDANGEROUS

@Stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n    switch backdrop to (Level)\nend\n\nwhen I receive [next lvl v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\nshow\nset [spawnx v] to [-210]\nset [spawny v] to [-90]\nset [lives v] to [20]\ngo to x: (SpawnX) y: (SpawnY)\nset [y velocity v] to [0]\nset [xvelocity v] to [0]\nforever\n    Up/Down Movement [12] [-1]\n    Left/Right Movement [10] [0.6]\n    CheckNextLvl\n    FallOffScreen\n    if <touching (saws v)?> then\n        go to x: (-207) y: (-81)\n        change [lives v] by (-1)\n    end\n    if <touching (crusher v)?> then\n        go to x: (-207) y: (-81)\n        change [lives v] by (-1)\n    end\nend\n\ndefine Up/Down Movement (jump hieght) (false speed)\nchange y by (Y velocity)\nif <touching (level v)?> then\n    Lava\n    Spikes\n    repeat ([ceiling v] of ([abs v] of (Y velocity) ) )\n        if <touching (level v)?> then\n            change y by (((Y velocity) / ([abs v] of (Y velocity) )) * (-1))\n        end\n    end\n    if <<not <(Y velocity) > [0]>> and <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n        set [y velocity v] to (jump hieght)\n    else\n        set [y velocity v] to [0]\n    end\nelse\n    change [y velocity v] by (false speed)\nend\n\ndefine Left/Right Movement (move speed) (drag)\nchange x by (XVelocity)\nif <touching (level v)?> then\n    Lava\n    Spikes\n    repeat ([ceiling v] of ([abs v] of (XVelocity) ) )\n        if <touching (level v)?> then\n            change x by (((XVelocity) / ([abs v] of (XVelocity) )) * (-1))\n        end\n    end\n    set [xvelocity v] to [0]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    set [xvelocity v] to (move speed)\nelse\n    if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n        set [xvelocity v] to ((move speed) * (-1))\n    end\nend\nset [xvelocity v] to ((XVelocity) * (drag))\n\ndefine CheckNextLvl\nif <(x position) > [235]> then\n    broadcast (Next lvl v)\n    go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine Lava\nif <touching color (#ff0000)?> then\n    go to x: (-207) y: (-81)\n    change [lives v] by (-1)\nend\n\ndefine FallOffScreen\nif <(y position) < [-180]> then\n    go to x: (-207) y: (-81)\n    change [lives v] by (-1)\nend\n\ndefine Spikes\nif <touching color (#9a9a9a)?> then\n    go to x: (-207) y: (-81)\n    change [lives v] by (-1)\nend\n\nwhen flag clicked\nforever\n    play sound [Blackway & Black Caviar - What's Up Danger \(Spider-Man Into the Spider-Verse\) \[Official Audio v] until done\nend\n\nwhen I receive [dead v]\nstop [all v]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [variable v] to [0]\nforever\n    if <(costume [number v]) = [10]> then\n        set [variable v] to [1]\n    end\n    if <(costume [number v]) = [11]> then\n        set [variable v] to [2]\n    end\n    if <(costume [number v]) = [12]> then\n        set [variable v] to [3]\n    end\n    if <(costume [number v]) = [13]> then\n        set [variable v] to [4]\n    end\n    if <(costume [number v]) = [13]> then\n        set [variable v] to [4]\n    end\n    if <(costume [number v]) = [14]> then\n        set [variable v] to [0]\n    end\n    if <[10] > (costume [number v])> then\n        set [variable v] to [0]\n    end\nend\n\nwhen flag clicked\nforever\n    set [level v] to (costume [number v])\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n    change [time v] by (1)\n    wait (1) seconds\n    if <(costume [number v]) = [14]> then\n        stop [this script v]\n    end\nend\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen I receive [dead v]\nstop [all v]\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\nhide\n\nshow\n\nwhen I receive [dead v]\nstop [all v]\n\n@Saws\n\nwhen flag clicked\nhide\nforever\n\nwhen flag clicked\nhide\nforever\n    if <(Variable) = [1]> then\n        show\n        turn right (20) degrees\n    else\n        hide\n    end\nend\n\nwhen I receive [dead v]\nstop [all v]\n\n@Troll\n\nwhen flag clicked\nhide\nforever\n    if <(Variable) = [2]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [dead v]\nstop [all v]\n\n@Crusher\n\nwhen flag clicked\nforever\n    if <<(Variable) = [3]> or <(Variable) = [4]>> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Variable) = [3]> then\n        switch costume to (costume1 v)\n        show\n        set y to (-30)\n        change y by (50)\n        wait (1) seconds\n        change y by (-50)\n        wait (1) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Variable) = [4]> then\n        switch costume to (costume2 v)\n        set y to (-30)\n        change y by (50)\n        wait (1) seconds\n        change y by (-50)\n        wait (1) seconds\n    end\nend\n\nwhen I receive [dead v]\nstop [all v]\n\n@ENEMY\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n    if <(Variable) = [4]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\ngo to x: (6) y: (-98)\nforever\n    glide (1) secs to x: (100) y: (-98)\n    glide (1) secs to x: (0) y: (-98)\nend\n\nwhen I receive [dead v]\nstop [all v]\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (heart20 v)\nforever\n    switch costume to (Lives)\n    if <(Lives) = [0]> then\n        broadcast (DEAD v)\n    end\nend\n\nwhen I receive [dead v]\nstop [all v]\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [dead v]\nshow\ngo to [front v] layer\n\n