Please provide proper indentation. 
# Kirbo & Kerbo’s Adventure v1.0
# v0.5 - Literally added a function player model.
# v1.0 - Managed to fix some bugs with crouching and added a second player model.
# v1.1 - Fixed crouching and moving at the same time.
import pygame
import sys
import time

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

# Set up colors (RGB format)
kirby_pink_color = (255, 105, 180)
kirby_yellow_color = (255, 255, 0)
ground_color = (0, 255, 0)

# Kirby properties
circle_radius1 = 25 # Initial radius
circle_radius2 = 25 # Initial radius
circle_y_offset1 = 25 # Offset from the top of Kirby1
circle_y_offset2 = 25 # Offset from the top of Kirby2
crouch_scale1 = 0.5 # Crouch scale for the Kirby1
crouch_scale2 = 0.5 # Crouch scale for the Kirby2

# Kirby1 position and velocity
kirby1_x, kirby1_y = 425, 500
kirby1_x_speed, kirby1_y_speed = 0, 0
gravity1 = 1
jump_height1 = -15 # Set jump height for Kirby1

# Kirby2 position and velocity
kirby2_x, kirby2_y = 425, 500
kirby2_x_speed, kirby2_y_speed = 0, 0
gravity2 = 1
jump_height2 = -15 # Set jump height for Kirby2

# Kirby1 crouching and in air states
is_crouching1 = False
in_air1 = False

# Kirby2 crouching and in air states
is_crouching2 = False
in_air2 = False

# Kirby1 movement flags
is_moving_left1 = False
is_moving_right1 = False
is_floating1 = False

# Kirby 2 movement flags
is_moving_left2 = False
is_moving_right2 = False
is_floating2 = False

# Load the Kirby face image
kirby_face1 = pygame.image.load(“kirby_face.png”)
kirby_face2 = 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:
if event.key == pygame.K_s and not is_crouching1 and not is_moving_left1 and not is_moving_right1:
is_crouching1 = True
elif event.key == pygame.K_k and not is_crouching2 and not is_moving_left2 and not is_moving_right2:
is_crouching2 = True
elif event.key == pygame.K_w and not in_air1:
kirby_y_speed1 = jump_height1
in_air1 = True
elif event.key == pygame.K_i and not in_air2:
kirby2_y_speed = jump_height2
in_air2 = True
elif event.key == pygame.K_e and not is_crouching1:
is_floating1 = True
elif event.key == pygame.K_o and not is_crouching2:
is_floating2 = True
elif event.key == pygame.K_r:
is_floating1 = False
elif event.key == pygame.K_p:
is_floating2 = False
elif event.key == pygame.K_a and not is_crouching1:
is_moving_left1 = True
elif event.key == pygame.K_d and not is_crouching1:
is_moving_right1 = 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_crouching1 = False
elif event.key == pygame.K_k:
is_crouching2 = False
elif event.key == pygame.K_a:
is_moving_left1 = False
elif event.key == pygame.K_j:
is_moving_left2 = False
elif event.key == pygame.K_d:
is_moving_right1 = False
elif event.key == pygame.K_l:
is_moving_right2 = False

# Kirby1 Floating set up
if is_floating1:
gravity1 = 0.3
jump_height1 = -6.5
in_air1 = False
is_crouching1 = False
circle_radius1 = 35
circle_y_offset1 = 35
else:
gravity1 = 1
jump_height1 = -15
in_air1 = True
circle_radius1 = 25
circle_y_offset1 = 25

# Kirby2 Floating set up
if is_floating2:
gravity2 = 0.3
jump_height2 = -6.5
in_air2 = False
is_crouching2 = False
circle_radius2 = 35
circle_y_offset2 = 35
else:
gravity2 = 1
jump_height2 = -15
in_air2 = True
circle_radius2 = 25
circle_y_offset2 = 25

# Apply gravity to Kirby1
kirby1_y_speed += gravity1

# Apply gravity to Kirby2
kirby2_y_speed += gravity2

# Apply horizontal motion for Kirby1
if is_moving_left1:
kirby1_x_speed = -5
elif is_moving_right1:
kirby1_x_speed = 5
else:
kirby1_x_speed = 0

# Apply horizontal motion for Kirby 2
if is_moving_left2:
kirby2_x_speed = -5
elif is_moving_right2:
kirby2_x_speed = 5
else:
kirby2_x_speed = 0

# Update Kirby1 position
kirby1_x += kirby1_x_speed
kirby1_y += kirby1_y_speed

# Update Kirby2 position
kirby2_x += kirby2_x_speed
kirby2_y += kirby2_y_speed

# Collision with the ground for Kirby1
if kirby1_y + circle_radius1 >= 575:
kirby1_y = 575 - circle_radius1
kirby_y_speed1 = 0
gravity1 = 1
jump_height1 = -15
is_floating1 = False
in_air1 = False # Kirby1 is on the ground

# Collision with the ground for Kirby2
if kirby2_y + circle_radius2 >= 575:
kirby2_y = 575 - circle_radius2
kirby2_y_speed = 0
gravity2 = 1
jump_height2 = -15
is_floating2 = False
in_air2 = False # Kirby2 is on the ground

# Collision with the sides of the screen for Kirby1
if kirby1_x < 0:
kirby1_x = 0
elif kirby1_x > 900 - 2 * circle_radius1:
kirby1_x = 900 - 2 * circle_radius1

# Collision with the sides of the screen for Kirby2
if kirby2_x < 0:
kirby2_x = 0
elif kirby2_x > 900 - 2 * circle_radius2:
kirby2_x = 900 - 2 * circle_radius2

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

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

# Draw Kirby1
if is_crouching1:
pygame.draw.ellipse(screen, kirby_pink_color,
(int(kirby1_x),
int(kirby1_y + circle_radius1 * (1.5 - crouch_scale1)),
int(2 * circle_radius1),
int(crouch_scale1 * 2 * circle_radius1)))
# Scale and draw the Kirby face when crouching
kirby_face_scaled1 = pygame.transform.scale(kirby_face1, (int(2 * circle_radius1), int(2 * circle_radius1 * crouch_scale1)))
screen.blit(kirby_face_scaled1, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.5 - crouch_scale1))))
else:
pygame.draw.circle(screen, kirby_pink_color,
(int(kirby1_x + circle_radius1), int(kirby1_y + circle_radius1)),
circle_radius1)
# Scale and draw the Kirby face when not crouching
kirby_face_scaled1 = pygame.transform.scale(kirby_face1, (int(2 * circle_radius1), int(2 * circle_radius1)))
screen.blit(kirby_face_scaled1, (int(kirby1_x), int(kirby1_y)))

# Draw Kirby2
if is_crouching2:
pygame.draw.ellipse(screen, kirby_yellow_color,
(int(kirby2_x),
int(kirby2_y + circle_radius2 * (1.5 - crouch_scale2)),
int(2 * circle_radius2),
int(crouch_scale2 * 2 * circle_radius2)))
# Scale and draw the Kirby face when crouching
kirby_face_scaled2 = pygame.transform.scale(kirby_face2, (int(2 * circle_radius2), int(2 * circle_radius2 * crouch_scale2)))
screen.blit(kirby_face_scaled2, (int(kirby2_x), int(kirby2_y + circle_radius2 * (1.5 - crouch_scale2))))
else:
pygame.draw.circle(screen, kirby_yellow_color,
(int(kirby2_x + circle_radius2), int(kirby2_y + circle_radius2)),
circle_radius2)
# Scale and draw the Kirby face when not crouching
kirby_face_scaled2 = pygame.transform.scale(kirby_face2, (int(2* circle_radius2), int(1.8 * circle_radius2))) # Different value here because the engine is being stupid and Kirby1 copies this value for some reason.
screen.blit(kirby_face_scaled2, (int(kirby2_x), int(kirby2_y)))

# Update the display
pygame.display.flip()

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