Creating snake-like following systems with clones in Scratch
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SnakeGameDev
Posted on July 17, 2025 • Advanced
🐍 Clone following system for snake/centipede game
Hey everyone! I’m working on a snake/centipede-style game and I’m running into a tricky problem. I need to create a system where:
- Each segment follows the one in front of it
- All segments are clones (for performance and simplicity)
- The segments create a smooth, natural following motion
- The system can handle variable numbers of segments
The challenge is that clones can’t directly reference each other by name. I’ve tried a few approaches but can’t get the smooth following behavior I want. Any advanced techniques would be greatly appreciated! 🙏
CloneMaster_Pro
Replied 2 hours later • ⭐ Best Answer
Excellent question @SnakeGameDev! Clone-based following systems are definitely advanced territory. Here are two proven approaches:
🎯 Snake Following System Architecture
Here’s how the position tracking system works:
🔧 Method 1: Position List Tracking System
This is the most robust approach using lists to store positions:
// Initialize lists (run once) when flag clicked delete all of [X Positions v] delete all of [Y Positions v] set [Segment Count v] to [0] set [Head X v] to [0] set [Head Y v] to [0]
🐍 Head Segment Code
The head segment controls movement and stores positions:
when flag clicked set [My ID v] to [1] forever // Movement controls if <key [up arrow v] pressed?> then change y by [10] end if <key [down arrow v] pressed?> then change y by [-10] end if <key [left arrow v] pressed?> then change x by [-10] end if <key [right arrow v] pressed?> then change x by [10] end // Store current position set [Head X v] to (x position) set [Head Y v] to (y position) // Add position to history add (x position) to [X Positions v] add (y position) to [Y Positions v] // Limit history length (keep only what we need) if <(length of [X Positions v]) > ((Segment Count) * [3])> then delete [1] of [X Positions v] delete [1] of [Y Positions v] end wait [0.1] seconds end
🔗 Body Segment Clone Code
Each clone follows using stored positions:
when I start as a clone set [My ID v] to ((Segment Count) + [1]) change [Segment Count v] by [1] set [Follow Delay v] to ((My ID) * [3]) forever // Calculate which position to follow set [Target Index v] to ((length of [X Positions v]) - (Follow Delay)) // Make sure we have enough position history if <(Target Index) > [0]> then go to x: (item (Target Index) of [X Positions v]) y: (item (Target Index) of [Y Positions v]) end wait [0.1] seconds end
🎮 Method 2: Trail Effect System
Alternative approach using temporary clones (simpler but different effect):
// Head segment creates trail when flag clicked forever if <key [space v] pressed?> then move [5] steps create clone of [myself v] end end // Trail segments when I start as a clone set [ghost v] effect to [50] repeat [20] change [ghost v] effect by [5] wait [0.1] seconds end delete this clone
🚀 Method 3: Advanced Smooth Following
For ultra-smooth movement with interpolation:
when I start as a clone set [My ID v] to ((Segment Count) + [1]) change [Segment Count v] by [1] set [Smooth Factor v] to [0.3] forever // Calculate target position set [Target Index v] to ((length of [X Positions v]) - ((My ID) * [2])) if <(Target Index) > [0]> then set [Target X v] to (item (Target Index) of [X Positions v]) set [Target Y v] to (item (Target Index) of [Y Positions v]) // Smooth interpolation change x by (((Target X) - (x position)) * (Smooth Factor)) change y by (((Target Y) - (y position)) * (Smooth Factor)) end wait [0.05] seconds end
🎯 Segment Creation System
Dynamic segment addition when collecting items:
// When collecting food/power-ups when I receive [Add Segment v] create clone of [Body Segment v] play sound [grow v] // Collision detection for food when flag clicked forever if <touching [Food v]?> then broadcast [Add Segment v] change [score v] by [10] end end
This system creates natural, smooth following behavior that scales with any number of segments! 🐍
SnakeGameDev
Replied 1 hour later
@CloneMaster_Pro This is incredible! 🎉 The position list method is exactly what I needed!
Quick question: How do I handle collision detection with the body segments? I want the game to end if the head touches any body segment.
GameCollisionExpert
Replied 45 minutes later
@SnakeGameDev Great question! Here’s how to handle self-collision detection:
// In head segment when flag clicked forever // Check collision with body segments if <touching [Body Segment v]?> then broadcast [Game Over v] stop [all v] end // Alternative: Distance-based collision repeat (Segment Count) set [Check Index v] to ((length of [X Positions v]) - ((item (Check Index) of [Segment IDs v]) * [2])) if <(Check Index) > [0]> then set [Segment X v] to (item (Check Index) of [X Positions v]) set [Segment Y v] to (item (Check Index) of [Y Positions v]) if <((distance to x: (Segment X) y: (Segment Y)) < [15]) and ((My ID) ≠ [1])> then broadcast [Game Over v] end end end end
This prevents the head from touching any body segment while allowing normal movement! 💥
Vibelf_Community
Pinned Message • Moderator
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