Jumping on ice||A Platformer

Instructions: ❄❄❄❄❄❄❄❄❄❄Jumping on ice❄❄❄❄❄❄❄❄❄\nMove with the right arrows.left and up, or else with a,w,d.\nDon't touch the pointy things and lava.\nAll possible!!!\n\nThanks @-Xaf- for the amazing music, New Life!\nYou like it? love, fav and follow! @pachula :D\n\n⛔ No Advertising ⛔ (please)\n\n100 loved and fav =O!!!!!!!!!!!!!!!\n10/29/2020 200 loved =O!!!!!\n\nHere is the link of the sequel! https://scratch.mit.edu/projects/408088531\n\nnother game:!!! https://scratch.mit.edu/projects/433179267 :D

@Stage\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n    go to [front v] layer\n    if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n        change [x v v] by (.9)\n    end\n    if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n        change [x v v] by (-.9)\n    end\n    set [x v v] to ((X v) * (0.9))\n    change x by (X v)\n    if <touching (ground v)?> then\n        change y by (2)\n        if <touching (ground v)?> then\n            change y by (2)\n            if <touching (ground v)?> then\n                change y by (2)\n                if <touching (ground v)?> then\n                    change y by (2)\n                    if <touching (ground v)?> then\n                        change y by (2)\n                        if <touching (ground v)?> then\n                            change x by ((X v) * (-2))\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n                                if <(X v) > [0]> then\n                                    set [x v v] to [-5]\n                                else\n                                    set [x v v] to [5]\n                                end\n                                set [y v v] to [13]\n                            else\n                                set [x v v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y v v] by (-0.8)\n    change y by (Y v)\n    if <touching (ground v)?> then\n        change y by ((Y v) * (-1))\n        set [y v v] to [0]\n    end\n    change y by (-1)\n    if <touching (ground v)?> then\n        if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n            set [y v v] to [12]\n        end\n    end\n    change y by (1)\n    if <<<<<touching (killer wheel v)?> or <touching (spikes v)?>> or <touching (killer wheel2 v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n        Spin off screen\n    end\n    if <touching (jump pad v)?> then\n        set [y v v] to [20]\n    end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n    set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n    if <<(x position) = [240]> and <(dead?) = [0]>> then\n        broadcast (NEXT LEVEL v)\n        change [level v] by (1)\n    end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n    if <(y position) = [-179]> then\n        Spin off screen\n    end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n    reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n    change [ghost v] effect by (5)\n    change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (alright bros let's go v)\n\nwhen flag clicked\nforever\n    play sound [New Life v] until done\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Deco\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n    if <(Level) = [11]> then\n        broadcast (termina v)\n        stop [other scripts in sprite v]\n    end\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Objeto1\n\nwhen I receive [termina v]\nhide\n\nwait (1) seconds\nshow\nforever\n    next costume\n    wait (0.6) seconds\nend\n\nwhen flag clicked\nhide\n\n@Objeto2\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        switch costume to (disfraz1 v)\n        show\n    end\n    if <(Level) = [2]> then\n        switch costume to (disfraz2 v)\n    end\n    if <(Level) = [3]> then\n        switch costume to (disfraz3 v)\n    end\n    if <(Level) = [4]> then\n        switch costume to (disfraz4 v)\n    end\n    if <(Level) = [5]> then\n        switch costume to (disfraz5 v)\n    end\n    if <(Level) = [6]> then\n        hide\n    end\nend\n\nnext costume\n\nshow\n\nswitch costume to (disfraz1 v)\n\nswitch costume to (disfraz1 v)\n\n@tapa jup\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n