A stick man platformer

Instructions: Use WAD or arrow keys to move avoid spikes.

@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n    switch backdrop to (level)\nend\n\n@player\n\nwhen flag clicked\ngo to x: (-191) y: (-148)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n    platforms (10) (-1) (0.7) (4)\n    if <touching (spikes v)?> then\n        go to x: (-191) y: (-148)\n        set [xv v] to [0]\n        set [yv v] to [0]\n    end\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n    change [walk v] by (1)\n    if <(walk) > [8]> then\n        set [walk v] to [5]\n    end\n    wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n    if <touching (flag v)?> then\n        go to x: (-191) y: (-148)\n        set [xv v] to [0]\n        set [yv v] to [0]\n        change [level v] by (1)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (spring v)?> then\n        set [yv v] to [15]\n    end\nend\n\ndefine None\nswitch costume to (hit box v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    point in direction (90)\n    change [xv v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    point in direction (-90)\n    change [xv v] by ((running speed) * (-1))\nend\nset [xv v] to ((xv) * (friction))\nchange x by (xv)\nif <touching (level v)?> then\n    set [slope v] to [0]\n    repeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n        change [slope v] by (1)\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by ((slope) * (-1))\n        repeat ([ceiling v] of ([abs v] of (xv) ) )\n            if <touching (level v)?> then\n                change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n            end\n        end\n        set [xv v] to [0]\n    end\nend\nchange y by (yv)\nif <touching (level v)?> then\n    repeat ([ceiling v] of ([abs v] of (yv) ) )\n        if <touching (level v)?> then\n            change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n        end\n    end\n    if <<(([abs v] of (yv) ) / (yv)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        set [yv v] to (jump hight)\n    else\n        set [yv v] to [0]\n    end\nelse\n    change [yv v] by (-1)\nend\nswitch costume to (normal v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n    switch costume to (walk)\nend\nif <(yv) > [2]> then\n    switch costume to (jump v)\nend\nif <(yv) < [-4]> then\n    switch costume to (fall v)\nend\nif <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <(timer) > [.6]>> then\n    create clone of (partacals v)\n    reset timer\nend\nif <<touching (level v)?> and <(yv) < [-1]>> then\n    create clone of (partacals v)\nend\n\nwhen flag clicked\nforever\n    if <(level) = [11]> then\n        go to x: (-11) y: (-137)\n        set [xv v] to [0]\n        set [yv v] to [0]\n    end\nend\n\n@level\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    switch costume to (level)\nend\n\nwhen flag clicked\nshow\nforever\n    if <(level) = [1]> then\n        switch costume to (costume1 v)\n    end\n    if <(level) = [2]> then\n        switch costume to (costume2 v)\n    end\n    if <(level) = [3]> then\n        switch costume to (costume3 v)\n    end\n    if <(level) = [4]> then\n        switch costume to (costume4 v)\n    end\n    if <(level) = [5]> then\n        switch costume to (costume2 v)\n    end\n    if <(level) = [6]> then\n        switch costume to (costume5 v)\n    end\n    if <(level) = [7]> then\n        switch costume to (costume6 v)\n    end\n    if <(level) = [8]> then\n        switch costume to (costume7 v)\n    end\n    if <(level) = [9]> then\n        switch costume to (costume8 v)\n    end\n    if <(level) = [10]> then\n        switch costume to (costume9 v)\n    end\n    if <(level) = [11]> then\n        hide\n    end\nend\n\n@flag\n\nwhen flag clicked\ngo [backward v] (99) layers\nforever\n    next costume\n    wait (0.1) seconds\nend\n\nwhen flag clicked\nshow\nforever\n    if <(level) = [1]> then\n        go to x: (217) y: (62)\n    end\n    if <(level) = [2]> then\n        go to x: (39) y: (13)\n    end\n    if <(level) = [3]> then\n        go to x: (201) y: (-144)\n    end\n    if <(level) = [4]> then\n        go to x: (217) y: (128)\n    end\n    if <(level) = [5]> then\n        go to x: (-216) y: (39)\n    end\n    if <(level) = [6]> then\n        go to x: (204) y: (137)\n    end\n    if <(level) = [7]> then\n        go to x: (-220) y: (63)\n    end\n    if <(level) = [8]> then\n        go to x: (186) y: (168)\n    end\n    if <(level) = [9]> then\n        go to x: (-215) y: (112)\n    end\n    if <(level) = [10]> then\n        go to x: (-220) y: (140)\n    end\n    if <(level) = [11]> then\n        hide\n    end\nend\n\n@cover\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nhide\n\n