Discuss Scratch

gallerdude
Scratcher
1 post

Independet Clone Variables

I don't really know how to explain this, but I'll try.
Is there a way to make clones have variables specific to each individual clone?

For example, let's say I have a game that randomly creates monsters with 3 health each.
Each monster would keep track of it's health independently.
Is there a way to do this without the monster's occupying pre-made variables?

I know i can set it so that each monster can “occupy” a health variable, but I'm wondering if there's another way.
SuperJedi224
Scratcher
100+ posts

Independet Clone Variables

gallerdude wrote:

I don't really know how to explain this, but I'll try.
Is there a way to make clones have variables specific to each individual clone?

For example, let's say I have a game that randomly creates monsters with 3 health each.
Each monster would keep track of it's health independently.
Is there a way to do this without the monster's occupying pre-made variables?

I know i can set it so that each monster can “occupy” a health variable, but I'm wondering if there's another way.
“this sprite only” variables apply separately to each instance.
bob6
Scratcher
100+ posts

Independet Clone Variables

Sorry for reviving this thread, but I have the same problem. I have multiple clones of one sprite, but how can I get it so that each clone has its own set of variables? The above user shows how to have separate variables for each sprite, but I want to know how to do separate variables for each clone.
scubajerry
Scratcher
1000+ posts

Independet Clone Variables

The for THIS SPRITE ONLY should really be named for THIS SPRITE OR THIS CLONE ONLY.

It gives a variable just for this sprite.

Here is a simple example. http://scratch.mit.edu/projects/13856686/#player
cwrivera99
Scratcher
500+ posts

Independet Clone Variables

Yeah. whenever you make a clone of that sprite, any variables that are independent for that sprite are cloned as well, and whatever the clone sets the variable to will not affect the value of other clones or the original sprite.
leahjosh
Scratcher
25 posts

Independet Clone Variables

gallerdude wrote:

I don't really know how to explain this, but I'll try.
Is there a way to make clones have variables specific to each individual clone?

For example, let's say I have a game that randomly creates monsters with 3 health each.
Each monster would keep track of it's health independently.
Is there a way to do this without the monster's occupying pre-made variables?

I know i can set it so that each monster can “occupy” a health variable, but I'm wondering if there's another way.
you could use a list as in
when I receive [ blah blah blah v]
set [ var counter v] to [0]
repeat (3)
change [ var counter v] by (1)
add (join (join [sprite ] ( var counter )) [ health]) to [list la la la v]

end
leahjosh
Scratcher
25 posts

Independet Clone Variables

leahjosh wrote:

gallerdude wrote:

I don't really know how to explain this, but I'll try.
Is there a way to make clones have variables specific to each individual clone?

For example, let's say I have a game that randomly creates monsters with 3 health each.
Each monster would keep track of it's health independently.
Is there a way to do this without the monster's occupying pre-made variables?

I know i can set it so that each monster can “occupy” a health variable, but I'm wondering if there's another way.
you could use a list as in
when I receive [ blah blah blah v]
set [ var counter v] to [0]
repeat (3)
change [ var counter v] by (1)
add (join (join [sprite ] ( var counter )) [ health]) to [list la la la v]

end
once you have done this then you have 3 seperate list items that can represent variables
leahjosh
Scratcher
25 posts

Independet Clone Variables

OK I have a project with multiple possibly useful blocks I have made here: http://scratch.mit.edu/projects/46095980/
f_deruvo
Scratcher
100+ posts

Independet Clone Variables

Hi all,
I insert here my question about clone sprite_name.

Question:
when I use sprite, I use a sensing block to get variable value of another sprite
([ v] of [  v])

indicating the sprite name I can acces local variable.

How can I do the same with clone ? which name I have to give?

Thanks very much
deck26
Scratcher
1000+ posts

Independet Clone Variables

f_deruvo wrote:

Hi all,
I insert here my question about clone sprite_name.

Question:
when I use sprite, I use a sensing block to get variable value of another sprite
([ v] of [  v])

indicating the sprite name I can acces local variable.

How can I do the same with clone ? which name I have to give?

Thanks very much
You've created your own topic on this so I suggest people ignore this one and let this topic go back to sleep.
coolguy135ty
Scratcher
100+ posts

Independet Clone Variables

Hi, I have a similar problem, except i want a sprite to go to one clone, and the other sprite to go to another, is this possible? I already tried lists btw, it only does one clone a a time.

go to x: (item (1 v) of [clones  v]) y:(item (last v) of [ clones v]) (0)

tdRaiders
Scratcher
20 posts

Independet Clone Variables

I have the same problem too. I want clones that have health and their health would go down if hit by different enemies. All I can come up with is naming the clones. Any idea on how to do that????????

when I receive [ the answer]
you will be [ mentioned] in my game credits
tdRaiders
Scratcher
20 posts

Independet Clone Variables

footsocktoe
Scratcher
1000+ posts

Independet Clone Variables

tdRaiders wrote:

I have the same problem too. I want clones that have health and their health would go down if hit by different enemies. All I can come up with is naming the clones. Any idea on how to do that????????

when I receive [ the answer]
you will be [ mentioned] in my game credits

Yes. Look at this example…

https://scratch.mit.edu/projects/113617031/
baboom1
Scratcher
15 posts

Independet Clone Variables

there is such a variable, its called a lexically scoped variable, make it a local variable to make it calculate them individually
dacoo12
Scratcher
2 posts

Independet Clone Variables

Hello everybody, I'm having trouble with getting different clones to go to different speeds for a cannon shooting game.
I thought maybe this would work:
when green flag clicked
set [clone id] to [0]
repeat until <mouse down?>
calculate stuff
end
add (join (gravity) (launch speed)) to [clone settings]
create clone of [cannonball]
wait until <not <mouse down?>>

and then this:
when I start as a clone
change [clone id] by (1)
repeat until <touching color [#ff0000] ?>
move (launchspeed) steps
apply gravity
end
delete this clone
asivi
Scratcher
1000+ posts

Independet Clone Variables

I think it was responded above, make all of those variables as “for this sprite only” when ceated.
Harakou
Scratcher
1000+ posts

Independet Clone Variables

asivi wrote:

I think it was responded above, make all of those variables as “for this sprite only” when ceated.
Seems like it was. Given the age of this thread, it might be best to ask in a new thread if you have any other related questions - that way people will know which question is still unanswered.

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