IF spritevalid(1) = true THEN
IF mainspacex = 1 THEN
LET spritex(1) = 0
END IF
IF mainspacex = 2 THEN
LET spritex(1) = 40
END IF
IF mainspacex = 3 THEN
LET spritex(1) = 80
END IF
IF mainspacex = 4 THEN
LET spritex(1) = 120
END IF
IF mainspacex = 5 THEN
LET spritex(1) = 160
END IF
IF mainspacex = 6 THEN
LET spritex(1) = 200
END IF
IF mainspacex = 7 THEN
LET spritex(1) = 240
END IF
IF mainspacey = 1 THEN
LET spritey(1) = 0
END IF
IF mainspacey = 2 THEN
LET spritey(1) = 45
END IF
IF mainspacey = 3 THEN
LET spritey(1) = 90
END IF
IF mainspacey = 4 THEN
LET spritey(1) = 135
END IF
IF mainspacey = 5 THEN
LET spritey(1) = 180
END IF
IF mainspacey = 6 THEN
LET spritey(1) = 225
END IF
IF mainspacey = 7 THEN
LET spritey(1) = 270
END IF
END IF
DIM xpLevel(50)//Just for the example the maximum level is 50
LET xpLevel(1)=0//At level "1", you need at least 0 xp
LET xpLevel(2)=100//At level "2", you need at least 100 xp
LET xpLevel(3)=500
etc...
Then, you'd check the xp every time you gain it.
LET temp=MAX(playerXP, xpLevel(playerLevel+1)//See which is higher, the player's xp or the next xp level
IF temp=xpLevel(playerLevel+1) THEN//This means the player has not reached the next level yet
NOTEALERT "You have not reached the next level as of yet!", "Sorry!"
ELSE
LET playerLevel=playerLevel+1//The player has more xp than the next level, so he gets to gain a level
END IF
I think this should work.
FOR x = 1 to enemies
IF spritevalid(x)=true THEN
Pushsprite x, -5, 0
END IF
NEXT
Not sure if arrays would but that would push them all.
EDIT: also put a make sure the sprites are valid.