AGK2 is a much more limited core language than Python.
It has floats, integers, strings, arrays and types. arrays are like lists, types are a structure of named data. Python does not have this, types are like a hash but where the keys are predefined. The whole system is static.
It helps if you are old
Older coders like me are used to programming without objects. If you've been trained to program in OOP you have to rethink a bit, in AppGameKit you can't do it.
So you might write something like.
x as float
y as float
To define a structure of mouse positions, then :
my_array as MousePosition
Defines an empty array of them (there is an element 0)
my_array.length = my_array.length + 1
my_array[my_array.length].x = GetPointerX()
my_array[my_array.length].y = GetPointerY()
To add a position to it. (You can change the length dynamically)
(Note, I haven't tested these)
Note that functions return single entities, you can't do the x,y = something (hence there are two functions to get the pointer position).
One final thing to bear in mind ; AGK2 is cross platform. GetPointer and its associated functions are the generic input. It will work fine with a mouse, but it will also work on tablets and phones. One consequence of this is that you cannot track the movements of the mouse unless the pointer is down - cross platform - because on a tablet you don't know where the finger/stylus is unless it's touching the screen