Apply proper indentation: 
import pygame
import sys

# Set up display
screen = pygame.display.set_mode((900, 700))

# Set the Kirby pink color (RGB format)
kirby_pink_color = (255, 105, 180)
ground_color = (0, 255, 0) # Green color for the ground

# Circle properties
circle_radius = 25 # Initial radius
circle_y_offset = 25 # Offset from the top of the circle

# Circle position and velocity
circle_x, circle_y = 425, 500
circle_x_speed, circle_y_speed = 0, 0
gravity = 1
jump_height = -15 # Set jump height

# Variables for crouching and in-air state
is_crouching = False
crouch_scale = 0.5 # Scale factor for crouching
in_air = False

# Movement flags
is_moving_left = False
is_moving_right = False
is_floating = False

# Load the Kirby face image
kirby_face = pygame.image.load(“kirby_face.png”)

# Second Kirby variables
circle_x2, circle_y2 = 450, 500
circle_x_speed2, circle_y_speed2 = 0, 0

# Game loop
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_s and not is_crouching:
is_crouching = True
elif event.key == pygame.K_w and not in_air:
circle_y_speed = jump_height
in_air = True
elif event.key == pygame.K_e and not is_crouching:
is_floating = True
elif event.key == pygame.K_r:
is_floating = False
elif event.key == pygame.K_a:
is_moving_left = True
elif event.key == pygame.K_d:
is_moving_right = True
elif event.key == pygame.K_i and not is_crouching:
is_crouching2 = True
elif event.key == pygame.K_o and not in_air:
circle_y_speed2 = jump_height
in_air = True
elif event.key == pygame.K_p and not is_crouching:
is_floating2 = True
elif event.key == pygame.K_j:
is_moving_left2 = True
elif event.key == pygame.K_l:
is_moving_right2 = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_s:
is_crouching = False
elif event.key == pygame.K_a:
is_moving_left = False
elif event.key == pygame.K_d:
is_moving_right = False
elif event.key == pygame.K_i:
is_crouching2 = False
elif event.key == pygame.K_j:
is_moving_left2 = False
elif event.key == pygame.K_l:
is_moving_right2 = False

# Floating set up
if is_floating:
gravity = 0.3
jump_height = -6.5
in_air = False
is_crouching = False
circle_radius = 35
circle_y_offset = 35
else:
gravity = 1
jump_height = -15
in_air = True
circle_radius = 25
circle_y_offset = 25

# Apply gravity
circle_y_speed += gravity

# Apply horizontal motion
if is_moving_left:
circle_x_speed = -5
elif is_moving_right:
circle_x_speed = 5
else:
circle_x_speed = 0

# Update circle position
circle_x += circle_x_speed
circle_y += circle_y_speed

# Collision with the ground
if circle_y + circle_radius >= 575:
circle_y = 575 - circle_radius
circle_y_speed = 0
gravity = 1
jump_height = -15
is_floating = False
in_air = False # Circle is on the ground

# Collision with the sides of the screen
if circle_x < 0:
circle_x = 0
elif circle_x > 900 - 2 * circle_radius:
circle_x = 900 - 2 * circle_radius

# Update second circle position
circle_x2 += circle_x_speed2
circle_y2 += circle_y_speed2

# Draw background
screen.fill((100, 100, 255)) # Blue background

# Draw ground
pygame.draw.rect(screen, ground_color, (0, 600, 900, 50))

# Draw Kirby pink sphere (circle)
if is_crouching:
pygame.draw.ellipse(screen, kirby_pink_color,
(int(circle_x),
int(circle_y + circle_radius * (1.6 - crouch_scale)),
int(2 * circle_radius),
int(crouch_scale * 2 * circle_radius)))
# Scale and draw the Kirby face when crouching
kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale)))
screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale))))
else:
pygame.draw.circle(screen, kirby_pink_color,
(int(circle_x + circle_radius), int(circle_y + circle_radius)),
circle_radius)
# Scale and draw the Kirby face when not crouching
kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(1.8 * circle_radius)))
screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y)))

# Draw second Kirby pink sphere (circle)
if is_crouching2:
pygame.draw.ellipse(screen, kirby_pink_color,
(int(circle_x2),
int(circle_y2 + circle_radius * (1.6 - crouch_scale)),
int(2 * circle_radius),
int(crouch_scale * 2 * circle_radius)))
# Scale and draw the second Kirby face when crouching
kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale)))
screen.blit(kirby_face_scaled, (int(circle_x2), int(circle_y2 + circle_radius * (1.6 - crouch_scale))))
else:
pygame.draw.circle(screen, kirby_pink_color,
(int(circle_x2 + circle_radius), int(circle_y2 + circle_radius)),
circle_radius)
# Scale and draw the second Kirby face when not crouching
kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(1.8 * circle_radius)))
screen.blit(kirby_face_scaled, (int(circle_x2), int(circle_y2)))

# Update the display
pygame.display.flip()

# Cap the frame rate
pygame.time.Clock().tick(60)