Please add 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 for the first Kirby
is_moving_left = False
is_moving_right = False
is_floating = False

# Movement flags for the second Kirby
is_second_kirby_moving_left = False
is_second_kirby_moving_right = False

# Define second Kirby position and velocity
second_kirby_x, second_kirby_y = 200, 500
second_kirby_x_speed, second_kirby_y_speed = 0, 0

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

# Game loop
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
# First Kirby movement controls
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
# Second Kirby movement controls
elif event.key == pygame.K_k:
is_second_kirby_moving_down = True
elif event.key == pygame.K_i:
is_second_kirby_moving_up = True
elif event.key == pygame.K_j:
is_second_kirby_moving_left = True
elif event.key == pygame.K_l:
is_second_kirby_moving_right = 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_k:
is_second_kirby_moving_down = False
elif event.key == pygame.K_i:
is_second_kirby_moving_up = False
elif event.key == pygame.K_j:
is_second_kirby_moving_left = False
elif event.key == pygame.K_l:
is_second_kirby_moving_right = False

# Floating set up for the first Kirby
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 for the first Kirby
circle_y_speed += gravity

# Apply horizontal motion for the first Kirby
if is_moving_left:
circle_x_speed = -5
elif is_moving_right:
circle_x_speed = 5
else:
circle_x_speed = 0

# Update position for the first Kirby
circle_x += circle_x_speed
circle_y += circle_y_speed

# Collision with the ground for the first Kirby
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 for the first Kirby
if circle_x < 0:
circle_x = 0
elif circle_x > 900 - 2 * circle_radius:
circle_x = 900 - 2 * circle_radius

# Apply horizontal motion for the second Kirby
if is_second_kirby_moving_left:
second_kirby_x_speed = -5
elif is_second_kirby_moving_right:
second_kirby_x_speed = 5
else:
second_kirby_x_speed = 0

# Update position for the second Kirby
second_kirby_x += second_kirby_x_speed
second_kirby_y += second_kirby_y_speed

# Collision with the ground for the second Kirby
if second_kirby_y + circle_radius >= 575:
second_kirby_y = 575 - circle_radius
second_kirby_y_speed = 0

# Collision with the sides of the screen for the second Kirby
if second_kirby_x < 0:
second_kirby_x = 0
elif second_kirby_x > 900 - 2 * circle_radius:
second_kirby_x = 900 - 2 * circle_radius

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

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

# Draw first 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 first 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 first 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)
pygame.draw.circle(screen, kirby_pink_color,
(int(second_kirby_x + circle_radius), int(second_kirby_y + 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(second_kirby_x), int(second_kirby_y)))

# Update the display
pygame.display.flip()

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