Pirate - A platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (home v)\nforever\n    if <(Game) = [Unstart]> then\n        play sound [MP3 Song 30 v] until done\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Game) = [Unstart]> then\n        play sound [rain falling v] until done\n    end\nend\n\nstop all sounds\n\nstop all sounds\n\nwhen I receive [next v]\nwait (0.5) seconds\nforever\n    if <(LEVEL) = [8]> then\n        switch backdrop to (gamestart v)\n        play sound [Ocean Wave v] until done\n    end\nend\n\nwhen I receive [game start v]\nstop all sounds\nset volume to (90) %\nforever\n    play sound [GameMusic1 v] until done\n    play sound [GameMusic2 v] until done\n    play sound [GameMusic2 v] until done\nend\n\nwhen I receive [game start v]\nswitch backdrop to (started v)\n\n@Thumb\n\nwhen flag clicked\nhide\n\n@Start Button\n\nwhen flag clicked\nset [game v] to [Unstart]\ngo to x: (-121) y: (-51)\nshow\nset size to (100) %\nforever\n    if <touching (mouse-pointer v)?> then\n        repeat (5)\n            change [ghost v] effect by (-4)\n            change size by (((125) - (size)) / (6))\n            if <mouse down?> then\n                play sound [Pick v] until done\n                repeat (13)\n                    change size by (((10) - (size)) / (8))\n                    change [ghost v] effect by (8)\n                end\n                broadcast (Screen v)\n                hide\n                wait (0.3) seconds\n                stop [this script v]\n            end\n        end\n    else\n        change size by (((100) - (size)) / (12))\n    end\nend\n\n@Weapons\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nforever\n    go to (pirate v)\nend\n\nwhen I receive [game start v]\nset [use gun? v] to [False]\nforever\n    if <<(Use gun?) = [Yes]> and <(Weapon) = [Gun]>> then\n        if <<mouse down?> or <key (space v) pressed?>> then\n            switch costume to (pistol v)\n            show\n            wait (0.05) seconds\n            switch costume to (pistol2 v)\n            broadcast (Bullet v)\n            wait (0.05) seconds\n            switch costume to (pistol v)\n            wait (0.5) seconds\n            hide\n        end\n    else\n        if <(Weapon) = [Sword]> then\n            if <<mouse down?> or <key (space v) pressed?>> then\n                show\n                switch costume to (sword v)\n                wait (0.05) seconds\n                switch costume to (sword2 v)\n                wait (0.05) seconds\n                switch costume to (sword3 v)\n                wait (0.05) seconds\n                switch costume to (sword4 v)\n                wait (0.05) seconds\n                switch costume to (sword3 v)\n                wait (0.05) seconds\n                switch costume to (sword2 v)\n                wait (0.05) seconds\n                switch costume to (sword v)\n                wait (0.05) seconds\n                hide\n            end\n        end\n    end\nend\n\nwhen flag clicked\n\nwhen I receive [game start v]\nforever\n    if <(Weapon) = [Sword]> then\n        if <<mouse down?> or <key (space v) pressed?>> then\n            play sound [Low Whoosh v] until done\n        end\n    end\n    if <<(Use gun?) = [Yes]> and <(Weapon) = [Gun]>> then\n        if <<mouse down?> or <key (space v) pressed?>> then\n            play sound [Gun v] until done\n        end\n    end\nend\n\nwhen I receive [game start v]\nforever\n    if <([direction v] of [pirate v]) = [90]> then\n        point in direction (90)\n    else\n        point in direction (-90)\n    end\nend\n\n@LEVEL\n\nwhen flag clicked\nswitch costume to (1 v)\nset [level v] to [1]\nhide\n\nwhen I receive [game start v]\nshow\n\nwhen I receive [next v]\nchange [level v] by (1)\nwait (0.5) seconds\nnext costume\n\ngo to x: (0) y: (0)\n\n@Pirate\n\ndefine action\nshow\npoint in direction (90)\nshow\nset [xj v] to [0]\nset [yj v] to [0]\nforever\n    set [xj v] to ((XJ) * (0.9))\n    change x by (XJ)\n    if <<touching (level v)?> or <touching (level2 v)?>> then\n        change y by (1)\n        if <<touching (level v)?> or <touching (level2 v)?>> then\n            change y by (1)\n            if <<touching (level v)?> or <touching (level2 v)?>> then\n                change y by (1)\n                if <<touching (level v)?> or <touching (level2 v)?>> then\n                    change y by (1)\n                    if <<touching (level v)?> or <touching (level2 v)?>> then\n                        change y by (1)\n                    end\n                end\n            end\n        end\n    end\n    if <<touching (level v)?> or <touching (level2 v)?>> then\n        change x by ((XJ) * (-1))\n        change y by (-5)\n        if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n            if <(XJ) > [0]> then\n                set [xj v] to [-5]\n            else\n                set [xj v] to [5]\n            end\n            set [yj v] to [12]\n        else\n            set [xj v] to [0]\n        end\n    end\n    change [yj v] by (-1)\n    change y by (YJ)\n    if <<touching (level v)?> or <touching (level2 v)?>> then\n        change y by ((YJ) * (-1))\n        set [yj v] to [0]\n    end\n    change y by (-1)\n    if <<touching (level v)?> or <touching (level2 v)?>> then\n        if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n            set [yj v] to [12]\n            switch costume to (g9 v)\n            if <<touching (level v)?> or <touching (level2 v)?>> then\n                switch costume to (g v)\n            end\n        end\n    end\n    change y by (1)\n    if <touching (level changer v)?> then\n        broadcast (NEXT v)\n        repeat (20)\n            change [ghost v] effect by (5)\n        end\n        go to (characterpos v)\n        clear graphic effects\n    end\n    if <<touching (skulls v)?> or <<<touching (spike v)?> or <touching (breaker v)?>> or <touching (canon ball v)?>>> then\n        set [brightness v] effect to (100)\n        play sound [Crunch v] until done\n        go to (characterpos v)\n        clear graphic effects\n    end\nend\n\ndefine action2\nshow\nwait (1) seconds\nforever\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xj v] by (-1)\n        point in direction (-90)\n    end\n    if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n        change [xj v] by (1)\n        point in direction (90)\n    end\nend\n\nwhen I receive [game start v]\naction2\n\nwhen I receive [game start v]\naction\n\nwhen I receive [game start v]\nswitch costume to (1 v)\nforever\n    if <not <<<<<<key (up arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> or <key (d v) pressed?>> or <key (w v) pressed?>>> then\n        next costume\n        if <(costume [number v]) = [4]> then\n            wait (0.08) seconds\n            switch costume to (1 v)\n        end\n        wait (0.08) seconds\n    end\nend\n\nwhen flag clicked\ngo to x: (-176) y: (-120)\nhide\n\nwhen I receive [game start v]\nforever\n    if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <key (a v) pressed?>> or <key (left arrow v) pressed?>> then\n        next costume\n        if <(costume [number v]) = [8]> then\n            switch costume to (walk1 v)\n        end\n        wait (0.07) seconds\n    end\nend\n\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n    repeat until <touching (level v)?>\n        switch costume to (jump v)\n    end\nend\n\nwhen I receive [next v]\nset [xj v] to [0]\nset [yj v] to [0]\n\nbroadcast (NEXT v)\nrepeat (20)\n    change [ghost v] effect by (5)\nend\ngo to (characterpos v)\nclear graphic effects\n\nrepeat (10)\n    set [ghost v] effect to (50)\n    wait (0.1) seconds\n    clear graphic effects\n    wait (0.1) seconds\nend\n\n@Transition\n\nwhen I receive [screen v]\ngo to [front v] layer\nshow\nswitch costume to (sizebypass v)\nset size to (8000) %\nswitch costume to (hole v)\ngo to x: (130) y: (115)\nrepeat (55)\n    switch costume to (sizebypass v)\n    change size by (((size) / (50)) * (-1))\n    switch costume to (hole v)\n    switch costume to (sizebypass v)\n    change size by (-70)\n    switch costume to (hole v)\nend\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (allblack v)\nset [game v] to [Start]\nbroadcast (Game Start v)\nwait (1) seconds\nrepeat (37)\n    switch costume to (sizebypass v)\n    change size by (((size) / (20)) * (1))\n    switch costume to (hole v)\n    switch costume to (sizebypass v)\n    change size by (70)\n    switch costume to (hole v)\nend\nhide\n\nwhen flag clicked\nhide\n\ngo to (start button v)\n\n@Logo\n\nwhen I receive [game start v]\nhide\n\nwhen flag clicked\ngo to x: (63) y: (-128)\npoint in direction (90)\nset [titlerot v] to [0]\nset [titlesize v] to [0]\nset size to (100) %\nshow\nforever\n    turn right (([cos v] of (TitleRot) ) / (2)) degrees\n    change size by ([cos v] of (TitleSize) )\n    change [titlerot v] by (2)\n    change [titlesize v] by (4)\nend\n\n@rain\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (50)\nforever\n    next costume\n    wait (.0) seconds\nend\n\nwhen I receive [game start v]\nhide\n\n@Weapon(Select)\n\nwhen flag clicked\ngo to x: (207) y: (145)\nhide\n\nwhen I receive [game start v]\nshow\nforever\n    if <(Use gun?) = [yes]> then\n        if <key (x v) pressed?> then\n            next costume\n            wait (0.2) seconds\n        end\n    end\nend\n\nwhen I receive [game start v]\nswitch costume to (모양 1 v)\nshow\nforever\n    if <(costume [number v]) = [1]> then\n        set [weapon v] to [Sword]\n    else\n        set [weapon v] to [Gun]\n    end\nend\n\nwhen I receive [next v]\ngo to [front v] layer\n\n@Water\n\n@Bullet\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nforever\n    go to (weapons v)\n    point towards (weapons v)\nend\n\nwhen I receive [bullet v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to (weapons v)\nshow\nforever\n    move (15) steps\n    if <<touching (_edge_ v)?> or <<touching (skulls v)?> or <<touching (breaker v)?> or <touching (level v)?>>>> then\n        wait (0.05) seconds\n        delete this clone\n    end\nend\n\nwhen I receive [game start v]\nforever\n    if <([direction v] of [weapons v]) = [90]> then\n        switch costume to (모양 1 v)\n        point in direction (90)\n    else\n        switch costume to (모양 2 v)\n        point in direction (-90)\n    end\nend\n\nwait <touching (level v)?> seconds\n\n@Setence\n\nwhen I receive [game start v]\ngo to [front v] layer\nshow\nswitch costume to (player v)\nforever\n    if <key (z v) pressed?> then\n        play sound [click v] until done\n        next costume\n        if <(costume [number v]) = [4]> then\n            hide\n            stop [this script v]\n        end\n        wait (0.5) seconds\n    end\nend\n\nwhen flag clicked\ngo to x: (0) y: (123)\nhide\n\nwhen I receive [next v]\nswitch costume to (player4 v)\nhide\n\n@Back\n\nset [pixelate v] effect to (10)\n\ngo [backward v] (2) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.5) seconds\ngo to [back v] layer\nforever\n    if <(LEVEL) = [8]> then\n        show\n        go to x: (0) y: (0)\n        switch costume to (level 8 v)\n    else\n        if <(LEVEL) = [9]> then\n            show\n            go to x: (0) y: (0)\n            switch costume to (level 2 v)\n        end\n    end\nend\n\n@Level Changer\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\ngo to x: (221) y: (-64)\n\nwhen I receive [next v]\nswitch costume to (모양 1 v)\n\nwhen I receive [game start v]\n\ndefine Htt\nforever\n    if <<touching (weapons v)?> or <touching (bullet v)?>> then\n        play sound [Crunch v] until done\n        switch costume to (모양 2 v)\n        wait (0.1) seconds\n        switch costume to (모양 3 v)\n        stop [this script v]\n    end\nend\n\nwait (0.5) seconds\n\nwait (1) seconds\n\nwhen I receive [next v]\nswitch costume to (모양 1 v)\nwait (0.5) seconds\nforever\n    if <(LEVEL) = [2]> then\n        show\n        go to x: (-211) y: (50)\n        Htt\n    end\n    if <(LEVEL) = [3]> then\n        show\n        go to x: (208) y: (94)\n        Htt\n    end\n    if <(LEVEL) = [4]> then\n        show\n        go to x: (208) y: (94)\n        Htt\n    end\n    if <(LEVEL) = [5]> then\n        show\n        go to x: (208) y: (-65)\n        Htt\n    end\n    if <(LEVEL) = [6]> then\n        show\n        go to x: (208) y: (57)\n        Htt\n    end\n    if <(LEVEL) = [7]> then\n        show\n        go to x: (208) y: (-132)\n        Htt\n    end\n    if <(LEVEL) = [8]> then\n        show\n        set [cloud v] to [On]\n        go to x: (208) y: (-125)\n        Htt\n    end\n    if <(LEVEL) = [10]> then\n        hide\n    end\nend\n\n@CharacterPos\n\nwhen I receive [next v]\nforever\n    hide\n    if <(LEVEL) = [2]> then\n        go to x: (-194) y: (-107)\n    else\n        if <(LEVEL) = [3]> then\n            go to x: (-194) y: (-107)\n        else\n            if <(LEVEL) = [4]> then\n                go to x: (0) y: (-105)\n            else\n                if <(LEVEL) = [5]> then\n                    go to x: (-193) y: (-44)\n                else\n                    if <(LEVEL) = [6]> then\n                        go to x: (-193) y: (-124)\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\n@Skulls\n\ndefine Clone Skull at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Set skull\nif <(LEVEL) = [2]> then\n    set [sd v] to [70]\n    Clone Skull at x: [-115] y: [-95]\nelse\n    if <(LEVEL) = [3]> then\n        set [sd v] to [50]\n        Clone Skull at x: [-55] y: [-130]\n        Clone Skull at x: [-155] y: [-12]\n        Clone Skull at x: [-148] y: [100]\n    else\n        if <(LEVEL) = [6]> then\n            set [sd v] to [30]\n            Clone Skull at x: [-202] y: [-5]\n            Clone Skull at x: [34] y: [-130]\n        else\n            if <(LEVEL) = [8]> then\n                set [sd v] to [30]\n                Clone Skull at x: [34] y: [-130]\n            end\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nforever\n    point in direction (90)\n    repeat (SD)\n        change x by (5)\n    end\n    point in direction (-90)\n    repeat (SD)\n        change x by (-5)\n    end\nend\n\nwhen I start as a clone\nshow\nforever\n    if <not <(SD) = [0]>> then\n        next costume\n        if <(costume [number v]) = [5]> then\n            switch costume to (모양 1 \(4\) v)\n        end\n        wait (0.05) seconds\n    end\nend\n\nwhen I receive [next v]\nwait (0.5) seconds\nSet skull\n\nwhen I start as a clone\nforever\n    if <<touching (weapons v)?> or <touching (bullet v)?>> then\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<touching (weapons v)?> or <touching (bullet v)?>> then\n        play sound [Crunch v] until done\n        set [brightness v] effect to (100)\n        switch costume to (dead v)\n        repeat (10)\n            change [pixelate v] effect by (10)\n        end\n        delete this clone\n    end\nend\n\nchange y by (10)\n\nrepeat until <touching (level v)?>\n    turn right (15) degrees\n    change y by (-3)\nend\n\nset [sd v] to [0]\n\n@Coin\n\ndefine Coin at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    next costume\n    wait (0.075) seconds\nend\n\ndefine Set coin\nif <(LEVEL) = [1]> then\n    Coin at x: [-45] y: [35]\n    Coin at x: [115] y: [-55]\n    Coin at x: [135] y: [-55]\nelse\n    if <(LEVEL) = [2]> then\n        Coin at x: [213] y: [4]\n        Coin at x: [40] y: [60]\n        Coin at x: [0] y: [90]\n        Coin at x: [-40] y: [60]\n    else\n        if <(LEVEL) = [3]> then\n            Coin at x: [194] y: [-115]\n            Coin at x: [-212] y: [0]\n            Coin at x: [130] y: [115]\n        else\n            if <(LEVEL) = [4]> then\n                Coin at x: [-3] y: [-56]\n                Coin at x: [75] y: [20]\n                Coin at x: [-20] y: [50]\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<<touching (pirate v)?> or <touching (weapons v)?>> or <touching (bullet v)?>> then\n        start sound [CoinSound v]\n        delete this clone\n    else\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nSet coin\n\nwhen I receive [next v]\nwait (0.5) seconds\nSet coin\n\nwhen I receive [next v]\ndelete this clone\n\n@Breaker\n\nset [brightness v] effect to (-10)\n\ndefine Set Breaker at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Set B\nif <(LEVEL) = [7]> then\n    Set Breaker at x: [13] y: [-20]\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [brightness v] effect to (-10)\nshow\nforever\n    next costume\n    wait (0.06) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [next v]\nwait (0.5) seconds\nSet B\n\n@Cannon\n\ndefine Clone Canon at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Set Canon\nif <(LEVEL) = [4]> then\n    Clone Canon at x: [-106] y: [99]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.5) seconds\nSet Canon\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (모양 1 v)\nshow\nforever\n    if <<touching (weapons v)?> or <touching (bullet v)?>> then\n        switch costume to (killed v)\n        wait (0.03) seconds\n        switch costume to (killed2 v)\n        wait (0.03) seconds\n        switch costume to (killed3 v)\n        wait (0.03) seconds\n        switch costume to (killed4 v)\n        wait (0.03) seconds\n        switch costume to (killed5 v)\n        wait (0.03) seconds\n        switch costume to (killed6 v)\n        wait (0.03) seconds\n        switch costume to (killed7 v)\n        wait (0.03) seconds\n        switch costume to (killed8 v)\n        wait (0.5) seconds\n        repeat (20)\n            change [pixelate v] effect by (5)\n        end\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    wait (pick random (2) to (4)) seconds\n    broadcast (Canon Ball v)\nend\n\n@Canon ball\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (costume1 v)\nshow\ngo to (cannon v)\npoint in direction ([direction v] of [cannon v])\nturn left (3) degrees\nset [xvel v] to (([sin v] of (direction) ) * (25))\nset [yvel v] to (([cos v] of (direction) ) * (16.5))\nrepeat until <<<touching (level v)?> or <touching (weapons v)?>> or <touching (pirate v)?>>\n    turn right (3) degrees\n    change x by ((xvel) / (1.2))\n    change y by (yvel)\n    change [yvel v] by (-1.1)\nend\n\ndelete this clone\n\nwhen I receive [canon ball v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nplay sound [155235__zangrutz__bomb-small v] until done\n\nwhen I start as a clone\nforever\n    if <<<touching (level v)?> or <touching (weapons v)?>> or <touching (pirate v)?>> then\n        set size to (20) %\n        switch costume to (expl1-0 v)\n        wait (0.05) seconds\n        switch costume to (expl1-1 v)\n        wait (0.05) seconds\n        switch costume to (expl1-2 v)\n        wait (0.05) seconds\n        switch costume to (expl1-3 v)\n        wait (0.05) seconds\n        switch costume to (expl1-4 v)\n        wait (0.05) seconds\n        switch costume to (expl1-5 v)\n        wait (0.05) seconds\n        switch costume to (expl1-6 v)\n        wait (0.05) seconds\n        switch costume to (expl1-7 v)\n        wait (0.05) seconds\n        delete this clone\n    end\nend\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.5) seconds\ngo to [back v] layer\nforever\n    hide\n    if <(LEVEL) = [2]> then\n        show\n        switch costume to (2 v)\n        go to x: (0) y: (45)\n    else\n        if <(LEVEL) = [4]> then\n            show\n            go to x: (-160) y: (-70)\n            switch costume to (1 v)\n        else\n            if <(LEVEL) = [5]> then\n                show\n                go to x: (0) y: (0)\n                switch costume to (3 v)\n            else\n                if <(LEVEL) = [9]> then\n                    show\n                    go to x: (0) y: (0)\n                    switch costume to (4 v)\n                else\n                    if <(LEVEL) = [10]> then\n                        show\n                        go to x: (0) y: (0)\n                        switch costume to (4 v)\n                    end\n                end\n            end\n        end\n    end\nend\n\ngo to x: (0) y: (0)\n\n@Pistol\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nswitch costume to (모양 1 v)\nwait (1) seconds\nforever\n    if <(LEVEL) = [5]> then\n        show\n        go to x: (-16) y: (-38)\n        if <touching (pirate v)?> then\n            hide\n            switch costume to (모양 2 v)\n            play sound [Gun v] until done\n            set [use gun? v] to [Yes]\n            stop [this script v]\n        end\n    end\nend\n\n@Bomb\n\n@Ins\n\n@Big coin\n\ndefine BIg Coin at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nwait (0.5) seconds\nSet BIG coin\n\nwhen I start as a clone\nshow\nforever\n    next costume\n    wait (0.07) seconds\nend\n\nwhen I start as a clone\nforever\n    if <<<touching (pirate v)?> or <touching (weapons v)?>> or <touching (bullet v)?>> then\n        start sound [CoinSound v]\n        delete this clone\n    end\nend\n\nwhen flag clicked\nhide\n\ndefine Set BIG coin\nif <(LEVEL) = [4]> then\n    BIg Coin at x: [-207] y: [-44]\nend\n\n@Cloud\n\nwhen flag clicked\nset [cloud v] to [Off]\nhide\n\nwhen I receive [game start v]\nforever\n    if <(Cloud) = [On]> then\n        create clone of (_myself_ v)\n        wait (pick random (0.5) to (5)) seconds\n    else\n        hide\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nshow\ngo to x: (268) y: (pick random (156) to (90))\nforever\n    repeat until <(x position) = [-268]>\n        change x by (pick random (-0.5) to (-3))\n        if <(x position) = [-268]> then\n            delete this clone\n        end\n    end\nend\n\n
                                <>-=(PIRATE)=-<>\nAhoy mates! I recently watched the movie <Pirates of Caribbean>. So, I think I should make a cool Pirate Game. (But, this is not Pirates of Caribbean Game). You guys gonna love it!\nHere's the instruction. -\n-Arrow or WASD key to move\n-Click or Space to attack\n-X to change weapon\n-Goal: collect the coins, kill the evil skulls, and find the treasure chest.\nEnjoy! Love and favorite and follows! Yoho!\n===========\nObjects are from the itch.io\nMusic by @Jameshan0308 and @Blade_Music\nGame music is Pirates of Caribbean Soundtrack; <Jack Sparrow> (composed by Hans Zimmer, played, arranged by @Jameshan0308, if you like the music, pls go and follow him :D )\nSome help from other Scratcher! Thank you.\n@Will_Wam\n@xamuil2\n- # Game # Adventure # Sea # Skull