You may have tried out my first "A* Pathfinder". If so, you probably know about how often it would end up just switching between two places, forever. You also may know about how long it takes to move the start and destination tiles around witht he arrowkeys. Well all of that is gone, with my new and improved Pathfinder Version 2! Before I explain anything, let me give some quick credit to some people, who have helped me within this project. Archmage, gave me the main webpage of information, so I could learn how to program this, right from the beginning. Archmage, and JSO, and Addzero, also helped with their tutorials, on doing arrays in scratch, and array-based sensing. For the main pathfinding, MathWhiz and shadow_7283 gave me some help, and inspiration to keep working on this. Last but not least, are all of you, who tried out my program, and told me what you think, and how to improve. For our first update, was one that I had the idea, when I was looking at other people's pathfinding projects. For most of their projects, the blocks would not move diagonal. To me, diagonal was nice. But I understood that that's not always the best. So I added a variable at the top-left, and if it's set to 1, it will include diagonals, and if it is set to 0, it will not. The next update is just for convinience. Instead of having to switch a variable on and off for starting the calculating, and then re-editing the level, I have it so you just have to press space. This way you don't have to accidentally change the level. Another update, is from a reccomendation from a commenter of mine. They asked to have it so when it finds the path, the green cube will then return to where it started. Done! Now is the main update. This is about the main calculation. Be warned, as this might be confusing to some of you :o. Originally, the program would try to keep the square from going to places it would always have to been to. This is a good thing, and I still generally kept that. But the bad thing, was that it removed it at the very end. In this new verison, it does it at the very beginning, but if there are no other spots, then it will resort to going to spaces it has been to. This idea, is generally from MathWizz's newer project. What makes this different from other pathfinders? Well this is the ONLY (I think) pathfinder on scratch, which uses arrays, and uses absolutely no color sensing. This way it can be incorporated into games well. Enjoy!