Sprite cloning problems in level editor - clones disappearing and count multiplying
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LevelBuilder_Sam
Posted on July 21, 2025 • Intermediate
🎮 Level Editor Clone Problems
Hello everyone! I’m working on a level editor for my game and running into serious cloning issues:
The Problems:
- 🔄 Previous clones disappear when I create new ones
- 📈 Clone count multiplies exponentially: 1 → 3 → 7 → 15 → 31 → 63 → 127 → 255 → 300
- 📝 My clone list fills up with the same pattern
My Setup:
I split the cloning into two sprites:
- Item Selector: For selecting items to clone
- Item Clones: For creating the actual clones
Item Selector Code:
when I receive [Add Sprite]
set [Recent Sprite] to (costume [name])
go to (mouse-pointer)
show
Add (Recent Sprite)
Add Block Definition:
define Add (Sprite)
wait until <not<mouse down?>>
forever
repeat until <mouse down?>
go to (mouse-pointer)
end
set [Clone X] to (x position)
set [Clone Y] to (y position)
set [Clone Dir] to (direction)
set [Clone Size] to (size)
set [Clone Costume] to (costume [number])
broadcast [Create Clone]
repeat until <not<mouse down?>>
go to (mouse-pointer)
end
end
Item Clones Code:
when I receive [Create Clone]
show
go to x: (Clone X) y: (Clone Y)
create clone of (myself)
hide
go to [back] layer
Clone Startup:
when I start as a clone
switch costume to (Clone Costume)
set size to (Clone Size) %
point in direction (Clone Dir)
add (join (Recent Sprite) (join [|] (join (size) (join [|] (join (x position) (join [|] (join (y position) (join [|] (direction))))))))) to [Clone List]
forever
show
end
What am I doing wrong? The clones keep disappearing and the count keeps multiplying! 😫
CloneExpert_Maya
Replied 45 minutes later • ⭐ Best Answer
I see the problem @LevelBuilder_Sam! This is a classic clone management issue. Here’s what’s happening and how to fix it:
🔍 Root Cause Analysis
The exponential growth pattern (1→3→7→15→31…) indicates that clones are also executing the cloning code. Each time you create a clone, it also starts listening for the “Create Clone” broadcast!
📊 Problem Flow
✅ Solution 1: Use Clone Detection
Add a variable to distinguish between the original sprite and clones:
when flag clicked set [is clone v] to [false] when I start as a clone set [is clone v] to [true] when I receive [Create Clone v] if <not <(is clone) = [true]>> then show go to x: (Clone X) y: (Clone Y) create clone of [myself v] hide go to [back v] layer end
✅ Solution 2: Better Clone Management
Here’s a complete rewrite of your cloning system:
// In Item Selector Sprite when I receive [Add Sprite v] set [Recent Sprite v] to (costume [name v]) set [placing mode v] to [true] show repeat until <not <(placing mode) = [true]>> go to (mouse-pointer v) if <mouse down?> then set [Clone X v] to (x position) set [Clone Y v] to (y position) set [Clone Dir v] to (direction) set [Clone Size v] to (size) set [Clone Costume v] to (costume [number v]) broadcast [Create Clone v] wait until <not <mouse down?>> end if <key [escape v] pressed?> then set [placing mode v] to [false] end end hide
// In Item Clones Sprite when flag clicked set [is original v] to [true] hide when I start as a clone set [is original v] to [false] switch costume to (Clone Costume) set size to (Clone Size) % point in direction (Clone Dir) go to x: (Clone X) y: (Clone Y) add (join (Recent Sprite) (join [|] (join (Clone Size) (join [|] (join (Clone X) (join [|] (join (Clone Y) (join [|] (Clone Dir))))))))) to [Clone List v] show forever // Clone behavior here end when I receive [Create Clone v] if <(is original) = [true]> then create clone of [myself v] end
✅ Solution 3: Advanced Clone Limit
Add clone counting and limits:
when flag clicked set [clone count v] to [0] set [max clones v] to [100] when I receive [Create Clone v] if <<(is original) = [true]> and <(clone count) < (max clones)>> then create clone of [myself v] change [clone count v] by [1] end when I start as a clone // Clone setup code here // To delete a clone define delete this clone if <(is original) = [false]> then change [clone count v] by [-1] delete this clone end
🎯 Key Points to Remember
- Always use clone detection - distinguish original from clones
- Only let the original sprite create clones - prevents exponential growth
- Implement clone limits - prevents performance issues
- Clean up properly - delete clones when needed and update counters
This should fix both the disappearing clones and the exponential count growth! 🎉
LevelBuilder_Sam
Replied 1 hour later
@CloneExpert_Maya This is incredible! 🤯
I never realized that clones were also executing the broadcast receivers. The clone detection solution worked perfectly - no more exponential growth and all my clones stay visible!
Thank you so much for the detailed explanation and multiple solutions! 🙏
GameDev_Pro
Replied 2 hours later
Great solution @CloneExpert_Maya! 👏
For anyone building level editors, here are some additional tips:
- Use lists efficiently: Store level data in a structured format
- Implement undo/redo: Keep a history of actions
- Add visual feedback: Show clone outlines when placing
- Optimize performance: Hide off-screen clones
Level editors are complex but super rewarding to build! 🎮
Vibelf_Community
Pinned Message • Moderator
🚀 Master Advanced Cloning Techniques!
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📚 Related Topics
- Building efficient level editors in Scratch
- Clone performance optimization techniques
- Advanced sprite management strategies
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