Sticky Situation - A Platformer

Instructions: To anyone still going on this: check out my other stuff. Okay thanks.\n\nDouble click flag! Also if you use turbowarp don’t use hqpen or it’ll mess up collision.\n\nWASD or arrows to move (or mobile controls) \nThis is just a test screen. There is no other levels.\n\nTest showing some effects. All by me exept for the scanning effect by @scramaso . Color pallete is from the gameboy

@Stage\n\nwhen flag clicked\nforever\n    play sound [Athletic Theme - Super Mario 3D Land v] until done\nend\n\n@player\n\nwhen flag clicked\nset size to (15) %\nswitch costume to (costume2 v)\nshow\ngo to x: (-208) y: (-77)\npoint in direction (90)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n    if <<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> then\n        point in direction (90)\n        change [yv v] by (-0.7)\n    end\n    change [yv v] by (-0.5)\n    if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n        switch costume to (costume2 v)\n        point in direction (90)\n        change [xv v] by (0.7)\n    end\n    if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n        switch costume to (costume1 v)\n        point in direction (90)\n        change [xv v] by (-0.7)\n    end\n    set [xv v] to ((xv) * (0.9))\n    change x by (xv)\n    if <touching (ground v)?> then\n        change y by (1)\n        if <touching (ground v)?> then\n            change y by (1)\n            if <touching (ground v)?> then\n                change y by (1)\n                if <touching (ground v)?> then\n                    change y by (1)\n                    if <touching (ground v)?> then\n                        change y by (1)\n                        if <touching (ground v)?> then\n                            change x by ((xv) * (-1))\n                            change x by (-1)\n                            change x by (-5)\n                            change x by (1)\n                            if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n                                if <(xv) > [0]> then\n                                    set [xv v] to [-8]\n                                else\n                                    set [xv v] to [8]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (yv)\n    if <touching (ground v)?> then\n        change y by ((yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (ground v)?> then\n        if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n            set [yv v] to [10]\n        end\n    end\n    if <touching (danger v)?> then\n        turn left (50) degrees\n        say [ewww] for (1) seconds\n        wait (1) seconds\n        turn right (50) degrees\n        point in direction (90)\n        go to x: (-190) y: (-77)\n        set [yv v] to [0]\n        set [xv v] to [0]\n        broadcast (dead v)\n    end\n    if <(x position) > [230]> then\n        broadcast (message1 v)\n        go to x: (-208) y: (-77)\n    end\n    if <touching (bounce v)?> then\n        change [yv v] by (7)\n    end\n    change y by (1)\nend\n\n@ground\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\ngo [forward v] (1) layers\nforever\n    switch costume to (LEVEL)\nend\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\n@Danger\n\nwhen flag clicked\nforever\n    go to (ground v)\nend\n\nwhen flag clicked\nshow\ngo [forward v] (1) layers\nforever\n    switch costume to (LEVEL)\nend\n\n@TEXT\n\nwhen flag clicked\nforever\n    go to (ground v)\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\ngo [forward v] (1) layers\nforever\n    switch costume to (LEVEL)\nend\n\n@Bounce\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [5]> then\n        show\n        go to x: (11) y: (51)\n    else\n        hide\n    end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nset size to (200) %\nshow\nwait (1) seconds\nrepeat (10)\n    wait (0.1) seconds\n    change [ghost v] effect by (10)\nend\n\nclear graphic effects\n\n@clouds\n\nwhen flag clicked\nrepeat (5)\n    create clone of (_myself_ v)\n    wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n    switch costume to (pick random (1) to (2))\n    set size to (pick random (40) to (70)) %\n    go to [back v] layer\n    set [ghost v] effect to (pick random (5) to (20))\n    if <(pick random (1) to (2)) = [1]> then\n        show\n        go to x: (-200) y: (pick random (20) to (180))\n        repeat (220)\n            change x by (2)\n        end\n        hide\n        wait (pick random (1) to (5)) seconds\n    end\n    if <(pick random (1) to (2)) = [2]> then\n        show\n        go to x: (220) y: (pick random (20) to (180))\n        repeat (110)\n            change x by (-4)\n        end\n        hide\n        wait (pick random (1) to (5)) seconds\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (2) seconds\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (50)\n    else\n        set [brightness v] effect to (0)\n    end\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        switch costume to (costume2 v)\n        wait (3) seconds\n    else\n        switch costume to (costume1 v)\n    end\nend\n\n