Discuss Scratch
- Gustavo6046
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Scratcher
100+ posts
Clone Pointers
So basically first class clones. Support, but duplicate. Maybe you should check out http://snap.berkeley.edu?At least me didn't found the pointer in Snap! sooooooooooooooooooooooooooooo……..
- liam48D
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Scratcher
1000+ posts
Clone Pointers
It's kind of weird right now, but they'll be better supported later. For now you can just use first class lists, which you might find interesting (i.e. nesting lists (i.e. putting lists in lists)).So basically first class clones. Support, but duplicate. Maybe you should check out http://snap.berkeley.edu?At least me didn't found the pointer in Snap! sooooooooooooooooooooooooooooo……..

- Gustavo6046
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Scratcher
100+ posts
Clone Pointers
So basically first class clones. Support, but duplicate. Maybe you should check out http://snap.berkeley.edu?What do you mean by “first class clones”? And I know Snap! so please!
Last edited by Gustavo6046 (Dec. 29, 2015 15:50:49)
- ChildCritic
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Scratcher
500+ posts
Clone Pointers
Not understanding a suggestion is not a reason to say “no support.” From my experience, whenever someone doesn't understand a suggestion, they say that it's too complicated for beginners. Please make an effort to understand the suggestion before casting your vote, folks.I disagree with the above statement. I understand the suggestion, but isn't this too far for a basic language?
No support. Slightly confusing for New Scratchers and workaroundable with lists.
- Gustavo6046
-
Scratcher
100+ posts
Clone Pointers
If there is a definitive workaround then please show me in project format. I would be very grateful, I always wish per-clone behaviour with other clones! 

- ChildCritic
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Scratcher
500+ posts
Clone Pointers
If there is a definitive workaround then please show me in project format. I would be very grateful, I always wish per-clone behaviour with other clones!I would If I were on a desktop.

- ChocolatePi
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Scratcher
1000+ posts
Clone Pointers
If you don't have enough resources/information to adequately back up your points, then why post at all?If there is a definitive workaround then please show me in project format. I would be very grateful, I always wish per-clone behaviour with other clones!I would If I were on a desktop.
- ChildCritic
-
Scratcher
500+ posts
Clone Pointers
So that one can expect those resources/information.If you don't have enough resources/information to adequately back up your points, then why post at all?If there is a definitive workaround then please show me in project format. I would be very grateful, I always wish per-clone behaviour with other clones!I would If I were on a desktop.
- TheMonsterOfTheDeep
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Scratcher
1000+ posts
Clone Pointers
I think the main problem I have with this suggestion is that the suggested blocks still wouldn't necessarily be that helpful when referencing clones. I can't really see any situation where I would want to have a reference to an arbitrary clone (closest, farthest, etc.) rather than to a specific instance of a clone.
Right now it is possible to do some operations with specific instances of a clone - but it is rather tedious and hacky. I would like to have some way to reference clones, but maybe some sort of identification system would be better.
Right now it is possible to do some operations with specific instances of a clone - but it is rather tedious and hacky. I would like to have some way to reference clones, but maybe some sort of identification system would be better.

- BookOwl
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Scratcher
1000+ posts
Clone Pointers
How about a
(create clone of [sprite name here v] ::control)block? It would return a reference to the new clone.
- Gustavo6046
-
Scratcher
100+ posts
Clone Pointers
I think the main problem I have with this suggestion is that the suggested blocks still wouldn't necessarily be that helpful when referencing clones. I can't really see any situation where I would want to have a reference to an arbitrary clone (closest, farthest, etc.) rather than to a specific instance of a clone.
Right now it is possible to do some operations with specific instances of a clone - but it is rather tedious and hacky. I would like to have some way to reference clones, but maybe some sort of identification system would be better.
Say a team AI; two players of same team in a soccer game and one have the ball. If in front of that one there is an enemy, then it will try to pass the ball to the closest clone that don't have an enemy ahead i.e. player 2. If you have however a lot of players then to what specific clone would you want to pass if their ID won't change with their distance to player 1 or enemy ahead? Also what if the player 1 has many choices to pass to?
How about aGreat idea! (in Snap! at least, until in Scratch they have clone pointers OR variables :I )(create clone of [sprite name here v] ::control)block? It would return a reference to the new clone.
Last edited by Gustavo6046 (Dec. 29, 2015 19:17:58)
- Jonathan50
-
Scratcher
1000+ posts
Clone Pointers
^^Good ideas, but can't classes and structs just be lists?Structs can be downed into lists, but classes….
Semi-support.
As classes hold information of constructors/initializers and functions, this won't work, unless the class in question only holds variables – not noting that classes are initialized, not just stored!
structs can, but not classes, without lambdas
- ChildCritic
-
Scratcher
500+ posts
Clone Pointers
If you don't have enough resources/information to adequately back up your points, then why post at all?If there is a definitive workaround then please show me in project format. I would be very grateful, I always wish per-clone behaviour with other clones!I would If I were on a desktop.
If there is a definitive workaround then please show me in project format. I would be very grateful, I always wish per-clone behaviour with other clones!
I think the main problem I have with this suggestion is that the suggested blocks still wouldn't necessarily be that helpful when referencing clones. I can't really see any situation where I would want to have a reference to an arbitrary clone (closest, farthest, etc.) rather than to a specific instance of a clone.
Right now it is possible to do some operations with specific instances of a clone - but it is rather tedious and hacky. I would like to have some way to reference clones, but maybe some sort of identification system would be better.
You will all want to see this.
It does not cause clone-on-clone interaction, but it is possible with a little bit of distance calculations.
Last edited by ChildCritic (Dec. 31, 2015 00:20:38)







