You didn't mention how you are adding the elements into the array. Posting a screenshot of the events will help and show what is wrong and what you are expecting to happen.
You can either have a global variable that adds 1 every time you collect an item. Then say when global variable is 20, play the sound. Or you can count how many items are in the level, which is items.count and set this to a variable, when the variable is 0 that means no items remaining and you can play the sound.
The pathfinding behaviour should still be detecting solid as obstacles and walking around them, I don't see why that would change.
What it sounds like you're saying is you are pushing to the front of the array, when it should be the back.
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You need to set up some kind of invisible entry sprite and set the player position to this on start of layout
If you add rows at 0 and 1 then any new data would be from 2. Or if you're inserting just start from 2.
On the spawn block event, instead of spawning sprite A, you set a variable to choose(1,2,3) and then the outcome is if 1, spawn sprite A selection, if 2, spawn sprite B selection, if 3, spawn sprite C selection.
You can have a global player (set to global in properties) that travels between layouts, that works as long as you don't have any players already in the layout.
I don't know how can I add any more details. Store the layout name that you want to go to then go to the layout by name ""&variable when you click the button.
Set variable to ""&layoutname
Store the layout name in a global variable then use go to layout by name with the variable. You can also use go to next/previous layout but this is dependent on them being in the same order in the layouts list.
Solids are obstacles by default, you can change Solids to 'Custom' on the LOS behaviour then the Solids will not act as a wall for the LOS.
Member since 5 Aug, 2013