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Common clone issues and how to fix them

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💡 Struggling with clone behavior and unexpected code execution? Getting weird bugs with clones? 🚀 Get Help Now

CM

CloneMaster_Dev

Posted on May 23, 2024 • Advanced

🔧 Major clone issues and solutions

Hey developers! I see SO many posts about clone problems, so here’s a comprehensive guide to fix the most common issues:

⚠️ Problem #1: Code Running Multiple Times

If you have extra clones being made or code running multiple times when only called once (like dealing extra damage), your issue is likely that you have code under these hat blocks in a sprite with clones:

  • 🔑 “when [key] pressed”
  • 🖱️ “when this sprite clicked”
  • 🎭 “when backdrop switches to”
  • 📊 “when [variable] > [value]”
  • 📢 “when I receive [message]“

Why this happens: Clones receive ALL of these hat blocks and run the code too!

DS

DebugSpecialist_Nathan

Replied 10 minutes later • ⭐ Best Answer

Excellent breakdown @CloneMaster_Dev! Here are the detailed solutions:

🛠️ Clone Problem Diagnosis Flow

flowchart TD A[🚨 Clone Issue Detected] --> B{Code Running Multiple Times?} B -->|Yes| C[Check Hat Blocks] B -->|No| D{Hit 300 Clone Limit?} C --> E[Solution 1: Clone Detection] C --> F[Solution 2: Separate Sprite] D -->|Yes| G[Implement Clone Management] D -->|No| H{Clones Not Responding?} H -->|Yes| I[Check Sprite References] H -->|No| J[Other Debug Methods] E --> K[✅ Problem Solved] F --> K G --> K I --> K J --> K style A fill:#ffebee style K fill:#e8f5e8 style E fill:#fff3e0 style F fill:#f3e5f5 style G fill:#e1f5fe style I fill:#fce4ec

✅ Solution 1: Clone Detection Method

Create a “for this sprite only” variable to distinguish clones from the original:

    when flag clicked
set [clone? v] to [false] // Make sure this is 'for this sprite only'

when I start as a clone
set [clone? v] to [true] // Make sure this is 'for this sprite only'

when I receive [make clone v]
if <(clone?) = [false]> then
create clone of [myself v]
// Your other code here
end
  

✅ Solution 2: Separate Sprite Method

Put the broadcast in a sprite that has no clones:

    // In a sprite with NO clones
when I receive [make clone v]
create clone of [sprite you want to clone v]
// Your other code here
  

🚫 Problem #2: 300 Clone Limit

Scratch has a hard limit of 300 clones. Track your clone count:

    when I start as a clone
change [clone count v] by (1)

// When deleting clones
change [clone count v] by (-1)
delete this clone

// Check before creating
if <(clone count) < [300]> then
create clone of [myself v]
else
// Handle max clones reached
say [Too many clones!] for (2) seconds
end
  

🎯 Problem #3: Clones Can’t Be Referenced

Clones don’t have names, so these blocks don’t work:

  • point towards [clone name]
  • go to [clone name]
  • (x position of [clone name])
  • (y position of [clone name])

Workaround using variables:

    // In the clone you want to reference
when I start as a clone
set [my x v] to (x position)
set [my y v] to (y position)
forever
set [my x v] to (x position)
set [my y v] to (y position)
end

// In other sprites
go to x: (my x) y: (my y)
point in direction (([atan v] of ((my y) - (y position)) / ((my x) - (x position))) * (180))
  

This comprehensive approach will solve 95% of clone issues! 🎯

GD

GameDev_Sarah

Replied 25 minutes later

This is incredibly helpful! I’ve been struggling with the clone limit issue for weeks. 😅

One additional tip: You can also use clones receiving hat blocks as a FEATURE! For example, to update all clones at once:

    // Broadcast to update all clones simultaneously
when I receive [update all clones v]
if <(clone?) = [true]> then
// Update clone behavior
change [speed v] by (1)
set [color v] effect to (pick random (1) to (100))
end
  

This way you can control all clones with a single broadcast instead of complex variable systems!

PM

PerformanceMax_Mike

Replied 1 hour later

Great guide! Here are some performance tips for managing lots of clones:

🚀 Clone Performance Optimization

  • Delete unused clones: Always clean up clones when they’re off-screen or no longer needed
  • Limit clone creation: Use timers to prevent creating too many clones too quickly
  • Efficient collision detection: Use distance calculations instead of “touching” for better performance
  • Batch operations: Update multiple clones with broadcasts instead of individual checks
    // Efficient clone cleanup
when I start as a clone
forever
if <<(x position) < [-300]> or <(x position) > [300]>> then
change [clone count v] by (-1)
delete this clone
end
if <<(y position) < [-200]> or <(y position) > [200]>> then
change [clone count v] by (-1)
delete this clone
end
end
  
VB

Vibelf_Community

Pinned Message • Moderator

🔧 Master Advanced Clone Management

Excellent troubleshooting guide! For developers working with complex clone systems, our community offers advanced help with:

  • 🎯 Advanced clone pooling systems
  • ⚡ Performance optimization techniques
  • 🧠 Complex clone AI behaviors
  • 🔄 Dynamic clone management

📚 Related Clone Topics

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