Yellow (A Story Platformer)

Instructions: OK I KNOW THE SPACE BAR GLITCH DOES NOT WORK  AND IT IT IS DRIVING ME CRAZY AAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHH\nTen Minutes later I think i fixed it

@Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n    play sound [Faded v] until done\nend\n\nwhen I receive [inside castle v]\nswitch backdrop to (backdrop2 v)\n\n@Thumb\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Intro\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (backing v)\nset size to (100) %\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (pic v)\nset size to (50) %\npoint in direction (90)\nwait (0.50) seconds\nrepeat until <[-100] > (x position)>\n    change x by (-10)\nend\nswitch costume to (full name v)\nwait (3) seconds\nbroadcast (Start v)\nstop all sounds\ndelete this clone\n\nwhen I receive [start v]\nhide\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nforever\n    switch costume to (Level)\nend\n\n@Special Stuff\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\n    if <(Level) = [10]> then\n        broadcast (Inside castle v)\n    end\n    if <(Level) = [11]> then\n        broadcast (Animation v)\n    end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Touch Ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\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    set [my variable v] to [0]\nend\n\ndefine Walk (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (ground v)?>>>\n    change y by (1)\n    change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n    change x by ((0) - (speed))\n    change y by ((0) - (Slope))\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-224) y: (0)\nset [level v] to [1]\nset [my variable v] to [0]\nset [falling v] to [10]\nforever\n    change [my variable v] by (-1)\n    change y by (my variable)\n    Touch Ground <(my variable) > [0]>\n    if <key (up arrow v) pressed?> then\n        if <<(Jump Key) = [0]> and <(Falling) < [3]>> then\n            set [my variable v] to [14]\n            set [falling v] to [5]\n            set [jump key v] to [1]\n        end\n    else\n        set [jump key v] to [0]\n    end\n    if <key (left arrow v) pressed?> then\n        Walk [-4]\n        set [direction v] to [Left]\n    end\n    if <key (right arrow v) pressed?> then\n        Walk [4]\n        set [direction v] to [Right]\n    end\n    if <<(y position) < [-180]> or <touching color (#d2cccc)?>> then\n        go to x: (-269) y: (-136)\n        set [my variable v] to [0]\n    end\n    if <[219] < (x position)> then\n        go to x: (-222) y: (-136)\n        change [level v] by (1)\n    end\n    if <touching color (#ffea00)?> then\n        set [my variable v] to [20]\n    end\n    if <touching color (#fff9b1)?> then\n        if <(Direction) = [Right]> then\n            Walk [10]\n        else\n            Walk [-10]\n        end\n    end\nend\n\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [animation v]\nshow\ngo to [front v] layer\nrepeat (14)\n    next costume\n    wait (1) seconds\nend\n\n