List Scrolling Platformer || No sprites

Instructions: Part 1: https://scratch.mit.edu/projects/832816324/\nPart 3: https://scratch.mit.edu/projects/843596889/\n\nRead this before playing or it will be hard for you.\n\nMove with WASD, or arrow keys. Use space, X, or M to swing your sword. Defeat all the endermen and blazes to beat the game! Defeat the 2 enemies at the end to complete the platformer. \n\n❤️ + ⭐ for a new skin!\nFollow if you like Minecraft!\n\nAvoid the skeletons arrows and the fireballs from the blazes. You can heal by doing nothing for 1 second.\n\nInspired by @kuri-pa-2\nEnemies by @kuri-pa-2\nScrolling Engine by @Animator180\nSome textures are from @TrentonTNT\n@TimMcCool for the love and favorite detector\n\nMusic by Lena Raine

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [game start v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [backdrop change v]\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nforever\n    play sound [Rocket Man \(Instrumental\).mp3 v] until done\nend\n\n@Sprite1\n\nforever\n\nwhen I receive [animation part 1 v]\nclear graphic effects\nshow\nswitch costume to (costume2 v)\nrepeat (41)\n    wait (0.05) seconds\n    next costume\nend\nwait (2) seconds\nrepeat (100)\n    change [ghost v] effect by (1)\nend\nhide\nbroadcast (intro scene part 2 v)\n\nwhen I receive [animation part 3 v]\nswitch costume to (costume46 v)\nshow\nclear graphic effects\nwait (3) seconds\nrepeat (10)\n    switch costume to (costume47 v)\n    wait (0.1) seconds\n    switch costume to (costume48 v)\n    wait (0.1) seconds\n    switch costume to (costume49 v)\n    wait (0.1) seconds\n    switch costume to (costume50 v)\n    wait (0.1) seconds\nend\nrepeat (100)\n    change [ghost v] effect by (1)\nend\nhide\nbroadcast (intro scene 4 v)\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\ngo [backward v] (1) layers\ngo to [front v] layer\nshow\nwait (2) seconds\nbroadcast (hide v)\nrepeat (100)\n    change [ghost v] effect by (1)\nend\nhide\nbroadcast (intro scene v)\n\n@Sprite2\n\nwhen I receive [intro scene v]\nclear graphic effects\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nrepeat (4)\n    wait (3) seconds\n    next costume\nend\nbroadcast (animation part 1 v)\ngo to [front v] layer\n\nwhen I receive [intro scene part 2 v]\nclear graphic effects\nrepeat (1)\n    wait (3) seconds\n    next costume\nend\nbroadcast (animation part 3 v)\ngo to [front v] layer\nwait (3) seconds\nnext costume\n\nwhen I receive [intro scene 4 v]\nclear graphic effects\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nrepeat (100)\n    change [ghost v] effect by (1)\nend\nhide\nbroadcast (game start v)\n\nset [ghost v] effect to (1)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (costume1 v)\nshow\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\nforever\n    if <not <key (up arrow v) pressed?>> then\n        if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n            wait (0.045) seconds\n            switch costume to (costume1 v)\n            wait (0.045) seconds\n            switch costume to (costume2 v)\n            wait (0.045) seconds\n            switch costume to (costume3 v)\n            wait (0.045) seconds\n            switch costume to (costume4 v)\n            wait (0.045) seconds\n            switch costume to (costume5 v)\n            wait (0.045) seconds\n            switch costume to (costume6 v)\n            wait (0.045) seconds\n            switch costume to (costume7 v)\n            wait (0.045) seconds\n            switch costume to (costume8 v)\n        end\n    end\n    if <key (up arrow v) pressed?> then\n        switch costume to (costume9 v)\n    end\n    if <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <key (up arrow v) pressed?>>> then\n        switch costume to (costume1 v)\n    end\nend\n\nswitch costume to ( v)\n\nwhen I receive [game start v]\ngo to [front v] layer\nforever\n    go to (hitbox v)\n    set rotation style [left-right v]\n    forever\n        if <key (right arrow v) pressed?> then\n            point in direction (90)\n        end\n        if <key (left arrow v) pressed?> then\n            point in direction (-90)\n        end\n    end\nend\n\nnext costume\n\nwhen I receive [game start v]\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (-220) y: (-96)\nforever\n    go to (hitbox v)\nend\n\nwhen I receive [screw v]\nstop [other scripts in sprite v]\nhide\n\n@hitbox\n\nwhen I receive [game start v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\ngo to x: (-200) y: (-96)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n    change [yv v] by (-0.25)\n    if <key (left arrow v) pressed?> then\n        change [xv v] by (-0.75)\n    end\n    if <key (right arrow v) pressed?> then\n        change [xv v] by (0.75)\n    end\n    set [xv v] to ((XV) * (0.9))\n    change x by (XV)\n    if <touching (sprite4 v)?> then\n        change y by (1)\n        if <touching (sprite4 v)?> then\n            change y by (1)\n            if <touching (sprite4 v)?> then\n                change y by (1)\n                if <touching (sprite4 v)?> then\n                    change y by (1)\n                    if <touching (sprite4 v)?> then\n                        change y by (1)\n                        if <touching (sprite4 v)?> then\n                            change y by (1)\n                            if <touching (sprite4 v)?> then\n                                change y by (-6)\n                                if <key (up arrow v) pressed?> then\n                                    set [yv v] to [8]\n                                    if <(XV) > [0]> then\n                                        set [xv v] to [-10]\n                                    else\n                                        set [xv v] to [10]\n                                    end\n                                else\n                                    change x by ((XV) * (-1))\n                                    set [xv v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (YV)\n    if <touching (sprite4 v)?> then\n        change y by ((YV) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-0.5)\n    if <<touching (sprite4 v)?> and <key (up arrow v) pressed?>> then\n        set [yv v] to [6]\n    end\n    change y by (0.5)\n    if <[225] < (x position)> then\n        set [xv v] to [0]\n        set [yv v] to [0]\n        go to x: (-210) y: (-94)\n        broadcast (next level v)\n    end\n    if <<key (r v) pressed?> or <touching (sprite9 v)?>> then\n        set [xv v] to [0]\n        set [yv v] to [0]\n        go to x: (-210) y: (-94)\n    end\n    if <(backdrop [name v]) = [backdrop9]> then\n        stop [this script v]\n    end\nend\n\nwhen I receive [screw v]\nstop [other scripts in sprite v]\n\nwhen I receive [screw v]\nclear graphic effects\nhide\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [game start v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [7]> then\n    broadcast (backdrop change v)\nend\n\nwhen I receive [screw v]\ngo [backward v] (7) layers\n\n@Sprite5\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [game start v]\nswitch costume to (costume1 v)\ngo [backward v] (1) layers\nshow\n\nwhen I receive [backdrop change v]\nhide\n\nwhen I receive [next level v]\nif <([costume # v] of [sprite4 v]) = [6]> then\n    switch costume to (costume2 v)\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (-26) y: (39)\nhide\n\nwhen I receive [game start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\ngo to [front v] layer\nnext costume\n\nwhen I receive [screw v]\nhide\n\n@costume9\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset size to (100) %\nset [size v] to [0]\npoint in direction (90)\ngo to x: (117) y: (-18)\nwait (3) seconds\nhide\nwait until <([costume # v] of [sprite4 v]) = [11]>\nset [size v] to [0]\nshow\npoint in direction (90)\nshow\nforever\n    set size to (100) %\n    turn right (3) degrees\n    show\n    if <touching (sprite3 v)?> then\n        repeat (20)\n            change size by (2)\n            turn right (10) degrees\n        end\n        repeat (50)\n            change size by (-1)\n            turn right (10) degrees\n        end\n        hide\n        broadcast (screw v)\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nhide\nwait (0.01) seconds\nhide\n\nwhen I receive [screw v]\nhide\n\nwhen I receive [hide v]\nhide\n\n@Sprite8\n\nwhen I receive [screw v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nrepeat (8)\n    wait (0.05) seconds\n    next costume\nend\nwait (2) seconds\nnext costume\nwait (3) seconds\nrepeat (15)\n    wait (0.05) seconds\n    next costume\nend\nwait (1) seconds\nrepeat (11)\n    wait (0.05) seconds\n    next costume\nend\nrepeat (100)\n    change [brightness v] effect by (-1)\nend\nnext costume\nrepeat (100)\n    change [brightness v] effect by (1)\nend\nwait (3) seconds\nrepeat (100)\n    change [brightness v] effect by (-1)\nend\nnext costume\nrepeat (100)\n    change [brightness v] effect by (1)\nend\nwait (3) seconds\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [game start v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n