Fixing clone multiplication bugs in Scratch games
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CloneMaster_Dev
Posted on January 30, 2024 • Intermediate
🌱 Clone multiplication bug in my garden game
Hey debugging experts! I’m working on a garden simulation game where players can plant seeds that grow into plants. However, I’m experiencing a weird clone multiplication bug that’s driving me crazy!
The Problem:
- 1st plant: Creates 1 clone (correct)
- 2nd plant: Creates 2 clones (should be 1)
- 3rd plant: Creates 4 clones (should be 1)
- 4th plant: Creates 8 clones (should be 1)
- And it keeps doubling exponentially!
It looks like only one plant appears visually, but when I check my clone counter, the numbers are going crazy. Each time I plant a new seed, the clone count doubles instead of just adding one.
Has anyone encountered this before? I suspect it has something to do with broadcasts, but I can’t figure out the exact cause. Help! 🆘
DebugMaster_Sarah
Replied 1 hour later • ⭐ Best Answer
I know exactly what’s happening @CloneMaster_Dev! This is a classic clone multiplication bug. The issue is that your broadcast is being received by ALL clones, not just the original sprite.
🔍 The Root Cause
When you broadcast a message to create a clone, every existing clone also receives that broadcast and creates its own clone. This creates exponential growth:
- 1st plant: Original sprite creates 1 clone
- 2nd plant: Original sprite + 1 clone both create clones = 2 total
- 3rd plant: Original sprite + 2 clones all create clones = 4 total
- 4th plant: Original sprite + 4 clones all create clones = 8 total
✅ Solution 1: Clone ID System
Use a “for this sprite only” variable to identify the original sprite:
// Create a 'for this sprite only' variable called 'clone ID' when flag clicked set [clone ID v] to [0] // Original sprite has ID 0 when I start as a clone set [clone ID v] to [1] // All clones have ID 1 // Other clone initialization code here when I receive [plant seed v] if <(clone ID) = [0]> then // Only the original sprite creates clones create clone of [myself v] change [plants created v] by [1] end
✅ Solution 2: Direct Cloning
Instead of using broadcasts, clone directly from the sprite that needs to create the clone:
// In your main game sprite (not the plant sprite) when I receive [plant button clicked v] if <(seeds) > [0]> then // Clone the plant sprite directly broadcast [create plant at v] and wait change [seeds v] by [-1] end // In your plant sprite when I receive [create plant at v] if <not <(clone ID) = [0]>> then stop [this script v] // Prevent clones from responding end create clone of [myself v]
✅ Solution 3: Advanced Clone Management
For complex games, use a centralized clone manager:
// Clone Manager Sprite when flag clicked set [next clone ID v] to [1] set [active clones v] to [] define create plant clone (x) (y) (type) broadcast [prepare clone v] wait (0.1) seconds create clone of [Plant v] add (next clone ID) to [active clones v] change [next clone ID v] by [1] // In Plant Sprite when I receive [prepare clone v] if <(clone ID) = [0]> then set [pending clone data v] to (join (mouse x) (join [,] (mouse y))) end when I start as a clone set [clone ID v] to (next clone ID) set [my x v] to (item 1 of (pending clone data)) set [my y v] to (item 2 of (pending clone data)) go to x: (my x) y: (my y) show
🛠️ Debugging Tips
To help debug clone issues in the future:
// Add this to your clone sprite for debugging when I start as a clone say (join [Clone ID: ] (clone ID)) for (2) seconds // Count total clones when flag clicked forever set [total clones v] to [0] broadcast [count clones v] and wait wait (1) seconds end when I receive [count clones v] change [total clones v] by [1]
🎯 Prevention Best Practices
- Always use clone IDs: Distinguish between original sprites and clones
- Limit broadcast scope: Use “broadcast and wait” when order matters
- Clean up clones: Delete clones when they’re no longer needed
- Test incrementally: Add one feature at a time to catch bugs early
This should completely solve your clone multiplication problem! 🎯
CloneMaster_Dev
Replied 30 minutes later
@DebugMaster_Sarah You’re a lifesaver! 🙌
The clone ID solution worked perfectly! I implemented it and now each plant creates exactly one clone as expected. I can’t believe such a simple variable could solve such a complex-seeming problem.
The debugging tips are also super helpful - I can now see exactly what each clone is doing. Thank you so much!
GameDev_Pro
Replied 2 hours later
This is such a common bug! I’ve seen it in countless student projects. Here’s an additional tip for managing large numbers of clones:
// Clone pool system for better performance when flag clicked set [clone pool v] to [] set [active clones v] to [] set [inactive clones v] to [] // Pre-create a pool of clones repeat (50) create clone of [Plant v] end define get clone from pool if <(length of [inactive clones v]) > [0]> then set [clone to use v] to (item 1 of [inactive clones v]) delete (1) of [inactive clones v] add (clone to use) to [active clones v] broadcast (join [activate clone ] (clone to use)) else // Create new clone if pool is empty create clone of [Plant v] end
This prevents creating too many clones and improves performance! 🚀
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