Not a bug. You've got Deck to be not global. The default is global so it can be accessed on any layout. There's no reason to do this, however, if you do want this, you have to add Destroy & Create Data "On start of layout".
Store the "choose" into a variable first, then Play it and Show it.
Sounds like you should be using the DragDrop behaviour, rather than manually doing it.
Use:
For each Sprite order by Sprite.ZIndex descending, with a "Stop loop" event
That will operate on the top most object.
Set the bullet's "Set angle" property to No.
Post a CAPX.
Set the angle after the speed.
Using a Container is the usual way to do this.
Set Text: "New line" & newline & Self.Text
There is no way to pick which sprite gets created when Create is called on a Family. This has been discussed many times. You have to create each appropriate sprite.
System:"Set layer background color" on the lowest layer.
Sprite:On collision with *** -> System:Go to Layout YYY
round(Sprite.X/80)*80
The tiles are on a grid. tilemap.PositionToTileX(mouse.x) gets the Column, and tilemap.positiontotileY(mouse.y) gets the Row.
So 0,0 is the first tile 1,0 is the next tile to the right, 0,1 is the tile below 0,0. Like a spreadsheet or an array.
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tilemap.PositionToTileX(mouse.x) & " | " & tilemap.positiontotileY(mouse.y)