Survive- a platformer

Instructions: This is ded

@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n    switch backdrop to (Level)\n    play sound [Dance Energetic v] until done\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [6]> then\n        broadcast (message1 v)\n    end\nend\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-210) y: (-118)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n    platform [12] [-1] [0.7] [2]\n    if <touching (death v)?> then\n        repeat (5)\n            hide\n            wait (.1) seconds\n            show\n        end\n        go to x: (-210) y: (-118)\n        set [xv v] to [0]\n        set [yv v] to [0]\n    end\n    if <touching (finish level v)?> then\n        change [level v] by (1)\n        go to x: (-210) y: (-118)\n        set [xv v] to [0]\n        set [yv v] to [0]\n    end\nend\n\ndefine platform (jump hight) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [xv v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\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) = [10]> 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) * (1.1))\n    else\n        set [yv v] to [0]\n    end\nelse\n    change [yv v] by (-1)\nend\n\nwhen flag clicked\nforever\n    wait (0.001) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n    change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nforever\n    create clone of (_myself_ v)\n    wait (.1) seconds\nend\n\nwhen I start as a clone\nrepeat (20)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Death\n\nwhen flag clicked\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Finish level\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        go to x: (220) y: (156)\n    end\n    if <(Level) = [2]> then\n        go to x: (7) y: (149)\n    end\n    if <(Level) = [3]> then\n        go to x: (219) y: (156)\n    end\n    if <(Level) = [4]> then\n        go to x: (213) y: (66)\n    end\n    if <(Level) = [5]> then\n        go to x: (-116) y: (66)\n    end\n    if <(Level) = [6]> then\n        hide\n    end\nend\n\nwhen flag clicked\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n