Thank you all so much for the quick help. I was at an activity yesterday, so I didn’t get back to coding until today. I didn’t think you’d need my full block, because I thought I was doing something wrong that might be easy to spot. Here’s the full block. It’s designed to be run in any sprite.
And below is also the exported block, in case that helps. You can see the “ignore” block is where I commented out the line that doesn’t work. If you put that line back in, it doesn’t work. If you leave it out (in the ignore ring), it works fine.
@bh, I’m testing it by just putting the block in any sprite and clicking it to see if it reports the grid of sprite pointers. I don’t think that means it’s running in the clones, but I might be wrong. The part that’s so strange to me is why it works without the set anchor line, but not with it. With set anchor, it seems like it makes an endless loop, since it runs out of sprites.
Yes, @ego-lay_atman-bay, that’s the reason I was trying to use set anchor. My goal in using it is to be able to slide this whole grid around by moving the sprite that was cloned and is hidden. That’s the best way, correct?
And based on gplb2718, do I have to actually inherit the anchor variable before I can set it from outside with tell? Since there will potentially be a lot of clones in this grid, my goal was to keep the clones free of code as much as possible. I was going to try to ask/tell things from outside the clones.
Even if I haven’t written this block in the best way, can you tell me the minimum changes to make it work, and then I’m also interested in your comments and rewrites too. I just want to know specifically what I did wrong so I can learn for the future. Thank you!
Here is a test project containing the custom block:
clone tile debug
Thanks for looking at it for me.