Initialising clones

I'm playing around making a simulator of the old Missile Command arcade game and I'm struggling to come up with a non-bodge way of passing parameters (speed,xStartPos,yStartPos,xTargetPos,yTargetPos etc) to the clone

Currently, I'm setting a global var list with the parameters in a seperate control sprite, creating the missile sprite clones and then immediately retrieving, the values (wrapping stuff in warp block to retain atomicity) - I did say I was bodging it.



What would be a good Snap! way of doing this instead?

Hi, Simon,

I often just use TELL to initialize a NEW CLONE, something like this:

which makes each clone behave individually:

Does that help?

Certainly does :slight_smile:
Thanks very much :slight_smile: