Why isn't my "when I start as clone" block working?
Esta página aún no está disponible en tu idioma.
💡 Having trouble with Scratch block assembly? Don’t know how to implement code logic? 🚀 Get Help Now
ScratchLearner_Alex
Posted on July 24, 2025 • Intermediate
🔧 Clone block not working for health bar
Hey everyone! I’m trying to create a health bar system using clones, but my “when I start as clone” block isn’t working properly. Here’s what I’m trying to do:
- Create a clone for the health bar display
- Position the clone correctly relative to the player
- Update the health bar width based on current health
The main sprite works fine, but the clone doesn’t seem to execute its code. Any ideas what might be wrong? 🤔
CloneDebugger_Pro
Replied 3 hours later • ⭐ Best Answer
Great question @ScratchLearner_Alex! Clone issues are super common, especially with health bars. Let me help you debug this step by step:
🔍 Common Clone Block Issues
Here’s a flowchart showing how clone creation and execution should work:
🔧 Issue #1: Variable Scope Problems
The most common issue is variables not being accessible to clones. Make sure your variables are set to “For all sprites”:
// Make sure these variables are 'For all sprites' when flag clicked set [Health v] to [100] set [max health v] to [100] set [percent v] to [1] set [width v] to [46]
💡 Issue #2: Corrected Clone Code
Here’s the fixed version of your health bar system:
Main Sprite Code:
when flag clicked switch costume to [base v] set size to (100) % go to [front v] layer create clone of [myself v] forever go to [the guy v] change y by (30) end
Clone Code (Fixed):
when I start as a clone go to [front v] layer switch costume to [Full v] forever go to [the guy v] change y by (30) set [percent v] to ((Health) / (max health)) // Fixed the width calculation set [width v] to ((46) * (percent)) // Fixed positioning - move to base position first go to [the guy v] change y by (30) // Then adjust x position based on health percentage change x by (((percent) - (1)) * (23)) end
🎯 Issue #3: Better Health Bar Logic
For a more robust health bar system, try this approach:
when I start as a clone go to [front v] layer switch costume to [Full v] forever // Follow the player go to [the guy v] change y by (30) // Calculate health percentage set [percent v] to ((Health) / (max health)) // Scale the health bar width set size to ((percent) * (100)) % // Position adjustment for scaling set x to (([x position v] of [the guy v]) + (((1) - (percent)) * (-23))) end
🚀 Pro Tips for Clone Debugging
- Add visual feedback: Change clone color to see if it’s actually created
- Use say blocks: Add temporary “say” blocks to see if clone code runs
- Check sprite selection: Make sure the clone script is on the right sprite
- Timing matters: Sometimes adding a small wait helps with initialization
Try this debugging version first:
when I start as a clone say [Clone started!] for (1) seconds set [ghost v] effect to (50) go to [front v] layer switch costume to [Full v] // Rest of your code here...
Hope this helps! Let me know if you’re still having issues! 😊
ScratchLearner_Alex
Replied 45 minutes later
@CloneDebugger_Pro This is exactly what I needed! 🎉
The variable scope was indeed the issue - I had some variables set to “For this sprite only”. After changing them to “For all sprites”, the clone started working perfectly!
The debugging tips with the “say” blocks were super helpful too. Now I can see exactly when my clones are created and what they’re doing.
GameMechanics_Expert
Replied 2 hours later
Great solution! For anyone else working with health bars, here are some additional enhancements you might want to consider:
🎨 Visual Improvements
- Color coding: Change health bar color based on health level (green → yellow → red)
- Smooth transitions: Use glide blocks for smooth health changes
- Background bar: Add a gray background bar to show max health
// Color-coded health bar when I start as a clone forever if <(percent) > [0.6]> then set [color v] effect to (0) // Green else if <(percent) > [0.3]> then set [color v] effect to (30) // Yellow else set [color v] effect to (0) // Red set [brightness v] effect to (-50) end end end
Keep up the great work with game mechanics! 🎮
Vibelf_Community
Pinned Message • Moderator
🚀 Master Advanced Clone Techniques
Excellent debugging discussion! For those ready to dive deeper into clone programming, our community can help you master:
- 🔄 Complex clone management systems
- 🎯 Performance optimization for many clones
- 🎮 Advanced game mechanics with clones
- 🔧 Professional debugging techniques
📚 Related Topics
- Managing multiple clones efficiently
- Clone communication and data sharing
- Building complex UI with clones
Ready to become a clone programming expert? Get personalized guidance from our Scratch specialists in the Vibelf app!