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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to
control compilation and installation of the executable. However, as a
special exception, the source code distributed need not include
anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component
itself accompanies the executable.
If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
7. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to
control compilation and installation of the executable. However, as a
special exception, the source code distributed need not include
anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component
itself accompanies the executable.
If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
7. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License.

339
LICENSE
View file

@ -1,339 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc., <http://fsf.org/>
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to
control compilation and installation of the executable. However, as a
special exception, the source code distributed need not include
anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component
itself accompanies the executable.
If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
7. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
{description}
Copyright (C) {year} {fullname}
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
{signature of Ty Coon}, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License.

7
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Scratch HTML5 Player
This project aims to create a Scratch Player in HTML5. Scratch is currently implemented with Actionscript 3 and requires the Flash Player version 10.2. Since Flash does not run on iOS (iPads, iPods, etc) and newer Android devices, we would like to have an HTML5 version to display (but not edit) projects on mobile devices. Scratch projects played in the HTML5 player should look and behave as closely as possible to the way they look and behave when played by the Flash player. We will not be accepting pull requests for new features that don't already exist in the Flash based Scratch project player.
There are a few github issues created that represent some of the missing features. At this point, the HTML5 player is about 40% complete and can run some simple projects. Running the HTML5 player on your own website, or locally, you will need to have PHP so that the proxy.php file can be used to load assets from the same domain. This is done to be compatible with Javascript security models in today's browsers. To test the HTML5 player against the Flash player you can use the compare.html web page.
More documentation will be added as time permits. Thanks for contributing, and Scratch On!

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TRADEMARK_POLICY Normal file
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The Scratch trademarks, including the Scratch name, logo, the Scratch
Cat and Gobo graphics (the "Marks"), are property of MIT, and the
use of the Marks is governed by this policy.
# Use
You may use the Marks to refer to Scratch in Substantially Unmodified
form.
"Substantially Unmodified" means the source code provided by MIT,
possibly with minor modifications including but not limited to: bug
fixes (including security), changing the locations of files for better
integration with the host operating system, adding documentation, and
changes to the dynamic linking of libraries.
A version is not "Substantially Unmodified" if it incorporates
features not present in a release of Scratch by MIT. If you do make a
substantial modification, to avoid confusion with versions of Scratch
produced by MIT you must remove all Marks from your version of the
software and refrain from using any of the Marks to refer to your
version.

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<?
header("Cache-Control: no-cache, must-revalidate"); // HTTP/1.1
header("Expires: Sat, 26 Jul 1997 05:00:00 GMT"); // Date in the past
?>
<!DOCTYPE html>
<html>
<head>
<title>Scratch HTML5 vs. Flash</title>
<meta charset="utf-8">
<style type="text/css">
body {
background: #222;
color: #fff;
margin: 0;
}
</style>
<link href="player.css" type="text/css" rel="stylesheet" />
<script src="//ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script>
<script src="//ajax.googleapis.com/ajax/libs/swfobject/2.2/swfobject.js"></script>
<script src="js/util/Timer.js"></script>
<script src="js/util/OffsetBuffer.js"></script>
<script src="js/util/Color.js"></script>
<script src="js/util/Rectangle.js"></script>
<script src="js/Sprite.js"></script>
<script src="js/Reporter.js"></script>
<script src="js/Stage.js"></script>
<script src="js/sound/WAVFile.js"></script>
<script src="js/sound/SoundDecoder.js"></script>
<script src="js/sound/SoundBank.js"></script>
<script src="js/sound/NotePlayer.js"></script>
<script src="soundbank/Instr.js"></script>
<script src="js/IO.js"></script>
<script src="js/primitives/VarListPrims.js"></script>
<script src="js/primitives/MotionAndPenPrims.js"></script>
<script src="js/primitives/LooksPrims.js"></script>
<script src="js/primitives/SensingPrims.js"></script>
<script src="js/primitives/SoundPrims.js"></script>
<script src="js/primitives/Primitives.js"></script>
<script src="js/Interpreter.js"></script>
<script src="js/Runtime.js"></script>
<script src="js/Scratch.js"></script>
<script type="text/javascript">
if (window.location.hash) {
var project_id = parseInt(window.location.hash.substr(1));
} else {
var project_id = 10000160; // Default project for display
}
</script>
<script>
$(function() {
// The flashvars tell flash about the project data (and autostart=true)
var flashvars = {
server: encodeURIComponent('scratch.mit.edu'),
project_id: project_id
};
// Pass in the cloud token for the project
if(window.getCloudToken)
flashvars.cloud_token = encodeURIComponent(getCloudToken());
var params = {
allowscriptaccess: 'always',
allowfullscreen: 'false',
wmode: 'direct',
menu: 'false'};
var flashPlayer = null;
//var swf_url = "http://cdn.scratch.mit.edu/scratchr2/static/Scratch.swf";
var swf_url = "http://jiggler.media.mit.edu/shanemc/scratchr2/static/Scratch.swf";
swfobject.embedSWF(swf_url, "flashScratch", "480", "400", "10.2.0",
"http://cdn.scratch.mit.edu/scratchr2/static/expressInstall.swf",
flashvars, params, null, function(e) {
$('#flashScratch').css('visibility', 'visible');
if(e.success) flashPlayer = e.ref;
});
$('#trigger_green_flag, #greenSlide').click(function() {
flashPlayer.ASstartRunning();
});
// Stop button behavior
$('#trigger_stop').click(function() {
flashPlayer.ASstopRunning();
});
});
</script>
</head>
<body>
<div style="display: inline-block;">
<div id="up">&nbsp;</div>
<div id="left">&nbsp;</div>
<div id="overContainer">
<div id="greenSlide"><div id="greenSlideFg"><img src="img/greenflag.png"></div></div>
<div id="container"></div>
</div>
<div id="right">&nbsp;</div>
<div id="down">&nbsp;</div>
</div>
<div style="display: inline-block;">
<div id="flashScratch" style="text-align:center;visibility:hidden;">
<p style="color:#aaa;font-size:22px;margin-top:14px;line-height:28px;">Oh Noes! Scratch project cannot display.<br/>Flash player is disabled, missing, or less than version 10.2.</p>
<a href="http://www.adobe.com/go/getflashplayer">
<img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" target="_blank" />
</a>
</div>
</div>
<div id="info">Loading...</div>
<button id="trigger_green_flag">Green flag</button>
<button id="trigger_stop">Stop</button>
<input type="text" name="project_id" id="project_id" /><button id='go_project'>Go!</button>
</body>
</html>

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copyright.txt Normal file
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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

BIN
img/greenflag.png Normal file

Binary file not shown.

After

(image error) Size: 7.9 KiB

BIN
img/say-bottom.png Normal file

Binary file not shown.

After

(image error) Size: 4.2 KiB

BIN
img/think-bottom.png Normal file

Binary file not shown.

After

(image error) Size: 4.3 KiB

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<!DOCTYPE html>
<html>
<head>
<title>Scratch HTML5</title>
<meta charset="utf-8">
<!-- iPad properties: set width, disable pinch zoom -->
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="viewport" content="user-scalable=no, width=540" />
<meta name="apple-mobile-web-app-status-bar-style" content="black">
<style type="text/css">
body {
background: #222;
color: #fff;
margin: 0;
}
</style>
<link href="player.css" type="text/css" rel="stylesheet" />
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script>
<script src="js/util/Timer.js"></script>
<script src="js/util/OffsetBuffer.js"></script>
<script src="js/util/Color.js"></script>
<script src="js/util/Rectangle.js"></script>
<script src="js/Sprite.js"></script>
<script src="js/Reporter.js"></script>
<script src="js/Stage.js"></script>
<script src="js/sound/WAVFile.js"></script>
<script src="js/sound/SoundDecoder.js"></script>
<script src="js/sound/SoundBank.js"></script>
<script src="js/sound/NotePlayer.js"></script>
<script src="soundbank/Instr.js"></script>
<script src="js/IO.js"></script>
<script src="js/primitives/VarListPrims.js"></script>
<script src="js/primitives/MotionAndPenPrims.js"></script>
<script src="js/primitives/LooksPrims.js"></script>
<script src="js/primitives/SensingPrims.js"></script>
<script src="js/primitives/SoundPrims.js"></script>
<script src="js/primitives/Primitives.js"></script>
<script src="js/Interpreter.js"></script>
<script src="js/Runtime.js"></script>
<script src="js/Scratch.js"></script>
<script type="text/javascript">
if (window.location.hash) {
var project_id = parseInt(window.location.hash.substr(1));
} else {
var project_id = 10000160; // Default project for display
}
</script>
</head>
<body>
<div id="up">&nbsp;</div>
<div id="left">&nbsp;</div>
<div id="overContainer">
<div id="greenSlide"><div id="greenSlideFg"><img src="img/greenflag.png"></div></div>
<div id="container"></div>
</div>
<div id="right">&nbsp;</div>
<div id="down">&nbsp;</div>
<div id="info">Loading...</div>
<button id="trigger_green_flag">Green flag</button>
<button id="trigger_stop">Stop</button>
<input type="text" name="project_id" id="project_id" /><button id='go_project'>Go!</button>
</body>
</html>

136
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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// Scratch HTML5 Player
// IO.js
// Tim Mickel, March 2012
// IO handles JSON communication and processing.
// We make the sprites and threads here.
'use strict';
var IO = function() {
this.data = null;
// In production, simply use the local path (no proxy)
// since we won't be hampered by the same-origin policy.
this.base = 'proxy.php?resource=internalapi/';
this.project_base = this.base + 'project/';
this.project_suffix = '/get/';
this.asset_base = this.base + 'asset/';
this.asset_suffix = '/get/';
this.soundbank_base = 'soundbank/';
this.spriteLayerCount = 0;
}
IO.prototype.loadProject = function(project_id) {
var runningIO = this;
$.getJSON(this.project_base + project_id + this.project_suffix,
function(data) {
runningIO.data = data;
runningIO.makeObjects();
runningIO.loadThreads();
runningIO.loadNotesDrums();
runtime.loadStart(); // Try to run the project.
}
);
}
IO.prototype.soundRequest = function(sound, sprite) {
var request = new XMLHttpRequest();
request.open('GET', this.asset_base + sound['md5'] + this.asset_suffix, true);
request.responseType = 'arraybuffer';
request.onload = function() {
var waveData = request.response;
// Decode the waveData and populate a buffer channel with the samples
var snd = new SoundDecoder(waveData);
var samples = snd.getAllSamples();
sound.buffer = runtime.audioContext.createBuffer(1, samples.length, runtime.audioContext.sampleRate);
var data = sound.buffer.getChannelData(0);
for (var i = 0; i < data.length; i++) {
data[i] = samples[i];
}
sprite.soundsLoaded++;
}
request.send();
}
IO.prototype.loadNotesDrums = function() {
var self = this;
$.each(Instr.wavs, function(name, file) {
var request = new XMLHttpRequest();
request.open('GET', self.soundbank_base + escape(file), true);
request.responseType = 'arraybuffer';
request.onload = function() {
var waveData = new OffsetBuffer(request.response);
// Decode the waveData and populate a buffer channel with the samples
var info = WAVFile.decode(request.response);
waveData.offset = info.sampleDataStart;
var soundBuffer = waveData.readBytes(2 * info.sampleCount);
Instr.samples[name] = soundBuffer;
Instr.wavsLoaded++;
}
request.send();
});
}
IO.prototype.makeObjects = function() {
// Create the stage
runtime.stage = new Stage(this.data);
runtime.stage.attach(runtime.scene);
runtime.stage.attachPenLayer(runtime.scene);
runtime.stage.loadSounds();
// Create the sprites
$.each(this.data.children, function(index, obj) {
var newSprite;
if(!obj.cmd) {
newSprite = new Sprite(obj);
} else {
newSprite = new Reporter(obj);
runtime.reporters.push(newSprite);
}
runtime.sprites.push(newSprite);
newSprite.attach(runtime.scene);
if (!obj.cmd)
newSprite.loadSounds();
});
}
IO.prototype.loadThreads = function() {
var target = runtime.stage;
var scripts = target.data.scripts;
if (scripts) {
for (var s in scripts) {
target.stacks.push(interp.makeBlockList(scripts[s][2]));
}
}
$.each(this.data.children, function(index, obj) {
target = runtime.sprites[index];
if (typeof(target) != 'undefined' && target.data && target.data.scripts) {
$.each(target.data.scripts, function(j, s) {
target.stacks.push(interp.makeBlockList(s[2]));
});
}
});
}
// Returns the number sprite we are rendering
// used for initial layering assignment
IO.prototype.getCount = function() {
var rv = this.spriteLayerCount;
this.spriteLayerCount++;
return rv;
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// Scratch HTML5 Player
// Interpreter.js
// Tim Mickel, July 2011
// Based on the original by John Maloney
'use strict';
var Block = function(opAndArgs, optionalSubstack) {
this.op = opAndArgs[0];
this.primFcn = interp.lookupPrim(this.op);
this.args = opAndArgs.slice(1); // arguments can be either or constants (numbers, boolean strings, etc.) or expressions (Blocks)
this.isLoop = false; // set to true for loop blocks the first time they run
this.substack = optionalSubstack;
this.subStack2 = null;
this.nextBlock = null;
this.tmp = -1;
interp.fixArgs(this);
}
var Thread = function(block, target) {
this.nextBlock = block; // next block to run; null when thread is finished
this.firstBlock = block;
this.stack = []; // stack of enclosing control structure blocks
this.target = target; // target object running the thread
this.tmp = null; // used for thread operations like Timer
this.tmpObj = []; // used for Sprite operations like glide
this.firstTime = true;
}
var Interpreter = function() {
// Interpreter state
this.primitiveTable = {}
this.variables = {};
this.threads = [];
this.activeThread = new Thread(null);
this.WorkTime = 30;
this.currentMSecs = null;
this.timer = new Timer();
this.yield = false;
this.doRedraw = false;
this.opCount = 0; // used to benchmark the interpreter
}
// Utilities for building blocks and sequences of blocks
Interpreter.prototype.fixArgs = function(b) {
// Convert the arguments of the given block into blocks or substacks if necessary.
// A block argument can be a constant (numbers, boolean strings, etc.), an expression (Blocks), or a substack (an array of blocks).
var newArgs = [];
for (var i = 0; i < b.args.length; i++) {
var arg = b.args[i];
if (arg && arg.constructor == Array) {
if ((arg.length > 0) && (arg[0].constructor == Array)) {
// if first element arg is itself an array, then arg is a substack
if(!b.substack) {
b.substack = this.makeBlockList(arg);
} else {
b.substack2 = this.makeBlockList(arg);
}
} else {
// arg is a block
newArgs.push(new Block(arg));
}
} else {
newArgs.push(arg); // arg is a constant
}
}
b.args = newArgs;
}
Interpreter.prototype.makeBlockList = function(blockList) {
var firstBlock = null, lastBlock = null;
for (var i = 0; i < blockList.length; i++) {
var b = new Block(blockList[i]);
if (firstBlock == null) firstBlock = b;
if (lastBlock) lastBlock.nextBlock = b;
lastBlock = b;
}
return firstBlock;
}
// The Interpreter proper
Interpreter.prototype.stepThreads = function() {
var startTime;
startTime = this.currentMSecs = this.timer.time();
this.doRedraw = false;
if (this.threads.length == 0) return;
while ((this.currentMSecs - startTime) < this.WorkTime && !this.doRedraw) {
var threadStopped = false;
for (var a = this.threads.length-1; a >= 0; --a) {
this.activeThread = this.threads[a];
this.stepActiveThread();
if (!this.activeThread || this.activeThread.nextBlock == null) {
threadStopped = true;
}
}
if (threadStopped) {
var newThreads = [];
for (var a = this.threads.length-1; a >= 0; --a) {
if (this.threads[a].nextBlock != null) {
newThreads.push(this.threads[a]);
}
}
this.threads = newThreads;
if (this.threads.length == 0) return;
}
this.currentMSecs = this.timer.time();
}
}
Interpreter.prototype.stepActiveThread = function() {
// Run the active thread until it yields.
if(typeof(this.activeThread) == 'undefined') {
return;
}
var b = this.activeThread.nextBlock;
if (b == null) return;
this.yield = false;
while (true) {
this.opCount++;
// Advance the "program counter" to the next block before running the primitive.
// Control flow primitives (e.g. if) may change activeThread.nextBlock.
this.activeThread.nextBlock = b.nextBlock;
b.primFcn(b);
if (this.yield) { this.activeThread.nextBlock = b; return; }
b = this.activeThread.nextBlock; // refresh local variable b in case primitive did some control flow
while (b == null) {
// end of a substack; pop the owning control flow block from stack
// Note: This is a loop to handle nested control flow blocks.
b = this.activeThread.stack.pop();
if ((b == null) || (b.isLoop)) {
this.activeThread.nextBlock = b;
return; // yield at the end of a loop or when stack is empty
}
}
}
}
Interpreter.prototype.toggleThread = function(b, targetObj) {
var newThreads = [], wasRunning = false;
for (var i = 0; i < this.threads.length; i++) {
if (this.threads[i].stack[0] == b) {
wasRunning = true;
} else {
newThreads.push(this.threads[i]);
}
}
this.threads = newThreads;
if(!wasRunning) {
this.startThread(b, targetObj);
}
}
Interpreter.prototype.startThread = function(b, targetObj) {
this.activeThread = new Thread(b, targetObj);
this.threads.push(this.activeThread);
}
Interpreter.prototype.restartThread = function(b, targetObj) {
// used by broadcast; stop any thread running on b, then start a new thread on b
var newThread = new Thread(b, targetObj);
var wasRunning = false;
for (var i = 0; i < this.threads.length; i++) {
if (this.threads[i].stack[0] == b) {
this.threads[i] = newThread;
wasRunning = true;
}
}
if (!wasRunning) {
this.threads.push(newThread);
}
}
Interpreter.prototype.arg = function(block, index) {
var arg = block.args[index];
if ((typeof(arg) == 'object') && (arg.constructor == Block)) {
this.opCount++;
return arg.primFcn(arg); // expression
}
return arg;
}
Interpreter.prototype.targetSprite = function() {
return this.activeThread.target;
}
// Timer
Interpreter.prototype.startTimer = function(secs) {
var waitMSecs = 1000 * secs;
if (waitMSecs < 0) waitMSecs = 0;
this.activeThread.tmp = this.currentMSecs + waitMSecs; // end time in milliseconds
this.activeThread.firstTime = false;
this.yield = true;
}
Interpreter.prototype.checkTimer = function() {
// check for timer expiration and clean up if expired. return true when expired
if (this.currentMSecs >= this.activeThread.tmp) {
// time expired
this.activeThread.tmp = 0;
this.activeThread.firstTime = true;
return true;
} else {
this.yield = true;
return false;
}
}
Interpreter.prototype.redraw = function() {
this.doRedraw = true;
}
// Primitive operations
Interpreter.prototype.initPrims = function() {
this.primitiveTable = {};
this.primitiveTable['whenGreenFlag'] = this.primNoop;
this.primitiveTable['whenKeyPressed'] = this.primNoop;
this.primitiveTable['whenClicked'] = this.primNoop;
this.primitiveTable['if'] = function(b) { if (interp.arg(b, 0)) interp.startSubstack(b) };
this.primitiveTable['doForever'] = function(b) { interp.startSubstack(b, true) };
this.primitiveTable['doForeverIf'] = function(b) { if (interp.arg(b, 0)) interp.startSubstack(b, true); else interp.yield = true; };
this.primitiveTable['doIf'] = function(b) { if (interp.arg(b, 0)) interp.startSubstack(b); };
this.primitiveTable['doRepeat'] = this.primRepeat;
this.primitiveTable['doIfElse'] = function(b) { if (interp.arg(b, 0)) interp.startSubstack(b); else interp.startSubstack(b, false, true); };
this.primitiveTable['doWaitUntil'] = function(b) { if (!interp.arg(b, 0)) interp.yield = true };
this.primitiveTable['doUntil'] = function(b) { if (!interp.arg(b, 0)) interp.startSubstack(b, true) };
this.primitiveTable['doReturn'] = function(b) { interp.activeThread = new Thread(null); };
this.primitiveTable['stopAll'] = function(b) { interp.activeThread = new Thread(null); interp.threads = []; }
this.primitiveTable['whenIReceive'] = this.primNoop;
this.primitiveTable['broadcast:'] = function(b) { interp.broadcast(b, false); };
this.primitiveTable['doBroadcastAndWait'] = function(b) { interp.broadcast(b, true); };
this.primitiveTable['wait:elapsed:from:'] = this.primWait;
// added by John:
this.primitiveTable['showBubble'] = function(b) { console.log(interp.arg(b, 1)) }
this.primitiveTable['timerReset'] = function(b) { interp.timerBase = new Date().getTime() }
this.primitiveTable['timer'] = function(b) { return (new Date().getTime() - interp.timerBase) / 1000 }
new Primitives().addPrimsTo(this.primitiveTable);
}
var timerBase = 0;
Interpreter.prototype.lookupPrim = function(op) {
var fcn = interp.primitiveTable[op];
if (fcn == null) fcn = function(b) { console.log('not implemented: ' + b.op) }
return fcn;
}
Interpreter.prototype.primNoop = function(b) { console.log(b.op); }
Interpreter.prototype.primWait = function(b) {
if (interp.activeThread.firstTime) interp.startTimer(interp.arg(b, 0));
else interp.checkTimer();
}
Interpreter.prototype.primRepeat = function(b) {
if (b.tmp == -1) {
b.tmp = Math.max(interp.arg(b, 0), 0); // Initialize repeat count on this block
}
if (b.tmp > 0) {
b.tmp -= 1; // decrement count
interp.startSubstack(b, true);
} else {
// Done executing this repeat block for this round
b.tmp = -1;
b = null;
}
}
Interpreter.prototype.broadcast = function(b, waitFlag) {
var pair;
if (interp.activeThread.firstTime) {
var receivers = [];
var msg = String(interp.arg(b, 0)).toLowerCase();
var findReceivers = function (stack, target) {
if ((stack.op == "whenIReceive") && (stack.args[0].toLowerCase() == msg)) {
receivers.push([stack, target]);
}
}
runtime.allStacksDo(findReceivers);
for (pair in receivers) interp.restartThread(receivers[pair][0], receivers[pair][1]);
if (!waitFlag) return;
interp.activeThread.tmpObj = receivers;
interp.activeThread.firstTime = false;
}
var done = true;
for (pair in interp.activeThread.tmpObj) {
if (interp.isRunning(interp.activeThread.tmpObj[pair][0])) {
done = false;
}
}
if (done) {
interp.activeThread.tmpObj = null;
interp.activeThread.firstTime = true;
} else {
interp.yield = true;
}
}
Interpreter.prototype.isRunning = function(b) {
for (t in interp.threads) {
if (interp.threads[t].firstBlock == b) {
return true;
}
}
return false;
}
Interpreter.prototype.startSubstack = function(b, isLoop, secondSubstack) {
// Start the substack of a control structure command such as if or forever.
if (isLoop) {
b.isLoop = true;
this.activeThread.stack.push(b); // remember the block that started the substack
}
if(!secondSubstack) {
this.activeThread.nextBlock = b.substack;
} else {
this.activeThread.nextBlock = b.substack2;
}
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
'use strict';
var Reporter = function(data) {
this.cmd = data.cmd;
this.color = data.color;
this.isDiscrete = data.isDiscrete;
this.label = data.label;
this.mode = data.mode;
this.param = data.param;
this.sliderMin = data.sliderMin;
this.sliderMax = data.sliderMax;
this.target = data.target;
this.visible = data.visible;
this.x = data.x;
this.y = data.y;
this.z = io.getCount();
this.el = null; // jQuery Element for the outer box
this.valueEl = null; // jQ element containing the reporter value
this.slider = null; // slider jQ element
}
Reporter.prototype.attach = function(scene) {
switch (this.mode) {
case 1: // Normal
case 3: // Slider
this.el = $('<div class="reporter-normal">' + this.label + '</div>');
this.valueEl = $('<div class="reporter-inset">null</div>');
this.el.append(this.valueEl);
if (this.mode == 3) {
// Slider-specific
// Temporarily, set the value to sliderMin until an update
this.slider = $('<input type="range" min="' + this.sliderMin +
'" max="' + this.sliderMax + '" step="1" value="' +
this.sliderMin + '" data-target="' + this.target +
'" data-var="' + this.param + '">');
this.slider.change(this.changeSlider);
this.el.append('<br>');
this.el.append(this.slider);
}
break;
case 2: // Large
this.el = $('<div class="reporter-large">null</div>');
this.valueEl = this.el;
break;
}
this.el.css('left', this.x);
this.el.css('top', this.y);
this.el.css('z-index', this.z);
var cR = (this.color >> 16);
var cG = (this.color >> 8 & 255);
var cB = (this.color & 255);
this.valueEl.css('background-color', 'rgb(' + cR + ',' + cG + ',' + cB + ')');
this.el.css('display', this.visible ? 'inline-block' : 'none');
scene.append(this.el);
}
Reporter.prototype.update = function() {
this.el.css('display', this.visible ? 'inline-block' : 'none');
if (!this.visible) return;
var newValue ='';
var target = runtime.spriteNamed(this.target);
switch (this.cmd) {
case 'getVar:':
newValue = target.variables[this.param];
if (typeof(newValue) == 'number' && this.mode != 3) newValue = newValue.toFixed(3);
break;
case 'xpos':
newValue = target.scratchX.toFixed(3);
break;
case 'ypos':
newValue = target.scratchY.toFixed(3);
break;
case 'heading':
newValue = target.direction;
break;
case 'scale':
newValue = target.getSize();
break;
case 'sceneName':
newValue = runtime.stage.costumes[runtime.stage.currentCostumeIndex].costumeName;
break;
case 'costumeIndex':
newValue = target.currentCostumeIndex + 1;
break;
}
this.valueEl.html(newValue);
if (this.mode == 3)
this.slider.val(parseInt(newValue));
}
Reporter.prototype.updateLayer = function() {
this.el.css('z-index', this.z);
}
Reporter.prototype.changeSlider = function() {
var newValue = parseInt($(this).val());
var target = runtime.spriteNamed($(this).attr('data-target'));
var variable = $(this).attr('data-var');
target.variables[variable] = newValue;
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// Scratch HTML5 Player
// Runtime.js
// Tim Mickel, July 2011
// Runtime takes care of the rendering and stepping logic.
'use strict';
var t = new Timer();
var Runtime = function() {
this.scene = null;
this.sprites = [];
this.reporters = [];
this.keysDown = {};
this.mouseDown = false;
this.mousePos = [0, 0];
this.audioContext = null;
this.audioGain = null;
this.audioPlaying = [];
this.notesPlaying = [];
this.projectLoaded = false;
}
// Initializer for the drawing and audio contexts.
Runtime.prototype.init = function() {
this.scene = $('#container');
window.AudioContext = window.AudioContext || window.webkitAudioContext;
this.audioContext = new AudioContext();
this.audioGain = this.audioContext.createGainNode();
this.audioGain.connect(runtime.audioContext.destination);
}
// Load start waits for the stage and the sprites to be loaded, without
// hanging the browser. When the loading is finished, we begin the step
// and animate methods.
Runtime.prototype.loadStart = function() {
if (!runtime.stage.isLoaded()) {
setTimeout(function(runtime) { runtime.loadStart(); }, 50, this);
return;
}
for (var obj = 0; obj < runtime.sprites.length; obj++) {
if (typeof(runtime.sprites[obj]) == 'object' && runtime.sprites[obj].constructor == Sprite) {
if (!runtime.sprites[obj].isLoaded()) {
setTimeout(function(runtime) { runtime.loadStart(); }, 50, this);
return;
}
}
}
if (Instr.wavsLoaded != Instr.wavCount) {
setTimeout(function(runtime) { runtime.loadStart(); }, 50, this);
return;
}
$('#info').html("Loaded!");
setInterval(this.step, 33);
this.projectLoaded = true;
}
Runtime.prototype.greenFlag = function() {
if (this.projectLoaded) {
interp.activeThread = new Thread(null);
interp.threads = [];
this.startGreenFlags();
}
}
Runtime.prototype.stopAll = function() {
interp.activeThread = new Thread(null);
interp.threads = [];
stopAllSounds();
// Hide reporters
for (var s = 0; s < runtime.sprites.length; s++) {
if (typeof runtime.sprites[s].hideBubble == 'function')
runtime.sprites[s].hideBubble();
}
}
// Step method for execution - called every 33 milliseconds
Runtime.prototype.step = function() {
interp.stepThreads();
for (var r = 0; r < runtime.reporters.length; r++) {
runtime.reporters[r].update();
}
}
// Stack functions -- push and remove stacks
// to be run by the interpreter as threads.
Runtime.prototype.allStacksDo = function(f) {
var stage = runtime.stage;
var stack;
for (var i = runtime.sprites.length-1; i >= 0; i--) {
var o = runtime.sprites[i];
if(typeof(o) == 'object' && o.constructor == Sprite) {
$.each(o.stacks, function(index, stack) {
f(stack, o);
});
}
}
$.each(stage.stacks, function(index, stack) {
f(stack, stage);
});
}
// Hat triggers
Runtime.prototype.startGreenFlags = function() {
function startIfGreenFlag(stack, target) {
if (stack.op == 'whenGreenFlag') interp.toggleThread(stack, target);
}
this.allStacksDo(startIfGreenFlag);
}
Runtime.prototype.startKeyHats = function(ch) {
var keyName = null;
if (('A'.charCodeAt(0) <= ch) && (ch <= 'Z'.charCodeAt(0)) ||
('a'.charCodeAt(0) <= ch) && (ch <= 'z'.charCodeAt(0)))
keyName = String.fromCharCode(ch).toLowerCase();
if (('0'.charCodeAt(0) <= ch) && (ch <= '9'.charCodeAt(0)))
keyName = String.fromCharCode(ch);
if (ch == 37) keyName = "left arrow";
if (ch == 39) keyName = "right arrow";
if (ch == 38) keyName = "up arrow";
if (ch == 40) keyName = "down arrow";
if (ch == 32) keyName = "space";
if (keyName == null) return;
var startMatchingKeyHats = function (stack, target) {
if ((stack.op == "whenKeyPressed") && (stack.args[0] == keyName)) {
// Only start the stack if it is not already running
if (!interp.isRunning(stack))
interp.toggleThread(stack, target);
}
}
runtime.allStacksDo(startMatchingKeyHats);
}
Runtime.prototype.startClickedHats = function(sprite) {
function startIfClicked(stack, target) {
if(target == sprite && stack.op == "whenClicked") {
if(!interp.isRunning(stack))
interp.toggleThread(stack, target);
}
}
runtime.allStacksDo(startIfClicked);
}
// Returns true if a key is pressed.
Runtime.prototype.keyIsDown = function(ch) {
return this.keysDown[ch] || false;
}
// Sprite named -- returns one of the sprites on the stage.
Runtime.prototype.spriteNamed = function(n) {
if (n == 'Stage') return this.stage;
var selected_sprite = null;
$.each(this.sprites, function(index, s) {
if (s.objName == n) {
selected_sprite = s;
return false;
}
});
return selected_sprite;
}
// Reassigns z-indices for layer functions
Runtime.prototype.reassignZ = function(target, move) {
var sprites = this.sprites;
var oldIndex = -1;
$.each(this.sprites, function(index, sprite) {
if (sprite == target) {
// Splice out the sprite from its old position
oldIndex = index;
sprites.splice(index, 1);
}
});
if (move == null) {
// Move to the front
this.sprites.splice(this.sprites.length, 0, target);
} else if (oldIndex - move >= 0 && oldIndex - move < this.sprites.length+1) {
// Move to the new position
this.sprites.splice(oldIndex - move, 0, target);
} else {
// No change is required
this.sprites.splice(oldIndex, 0, target);
}
// Renumber the z-indices
var newZ = 1;
$.each(this.sprites, function(index, sprite) {
sprite.z = newZ;
sprite.updateLayer();
newZ++;
});
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// Scratch HTML5 Player
// Scratch.js
// Tim Mickel, July 2011
// Here we define the actions taken on window load.
// The three application-wide global variables are defined here.
'use strict';
var runtime, interp, io, iosAudioActive = false;
$(function () {
runtime = new Runtime();
runtime.init();
$(window).keydown(function(e) {
runtime.keysDown[e.which] = true;
runtime.startKeyHats(e.which);
});
$(window).keyup(function(e) {
delete runtime.keysDown[e.which];
});
// Update the project ID field
$('#project_id').val(project_id);
// Go project button behavior
$('#go_project').click(function() {
window.location = "#" + parseInt($('#project_id').val());
window.location.reload(true);
});
// Green flag behavior
$('#trigger_green_flag, #greenSlide').click(function() {
$('#greenSlide').css('display', 'none');
runtime.greenFlag()
});
// Stop button behavior
$('#trigger_stop').click(function() {
runtime.stopAll();
});
// Canvas container mouse events
$('#container').mousedown(function(e) {
runtime.mouseDown = true;
//e.preventDefault();
});
$('#container').mouseup(function(e) {
runtime.mouseDown = false;
//e.preventDefault();
});
$('#container').mousemove(function(e) {
var absX = e.pageX - this.offsetLeft;
var absY = e.pageY - this.offsetTop;
runtime.mousePos = [absX-240, -absY+180];
});
// Touch events - EXPERIMENTAL
$(window).bind('touchstart', function(e) {
// On iOS, we need to activate the Web Audio API
// with an empty sound play on the first touch event.
if (!iosAudioActive) {
var ibuffer = runtime.audioContext.createBuffer(1, 1, 22050);
var isource = runtime.audioContext.createBufferSource();
isource.buffer = ibuffer;
isource.connect(runtime.audioContext.destination);
isource.noteOn(0);
iosAudioActive = true;
}
});
$('#container').bind('touchstart', function(e) {
runtime.mouseDown = true;
});
$('#container').bind('touchend', function(e) {
runtime.mouseDown = true;
});
$('#container').bind('touchmove', function(e) {
var touch = e.originalEvent.touches[0] || e.originalEvent.changedTouches[0];
var absX = touch.pageX - this.offsetLeft;
var absY = touch.pageY - this.offsetTop;
runtime.mousePos = [absX-240, -absY+180];
});
// Border touch events - EXPERIMENTAL
$('#left').bind('touchstart touchmove', function(e) { runtime.keysDown[37] = true; runtime.startKeyHats(37); });
$('#left').bind('touchend', function(e) { delete runtime.keysDown[37]; });
$('#up').bind('touchstart touchmove', function(e) { runtime.keysDown[38] = true; runtime.startKeyHats(38); });
$('#up').bind('touchend', function(e) { delete runtime.keysDown[38]; });
$('#right').bind('touchstart touchmove', function(e) { runtime.keysDown[39] = true; runtime.startKeyHats(39); });
$('#right').bind('touchend', function(e) { delete runtime.keysDown[39]; });
$('#down').bind('touchstart touchmove', function(e) { runtime.keysDown[40] = true; runtime.startKeyHats(40); });
$('#down').bind('touchend', function(e) { delete runtime.keysDown[40]; });
// Load the interpreter and primitives
interp = new Interpreter();
interp.initPrims();
// Load the requested project and go!
io = new IO();
io.loadProject(project_id);
});

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// Scratch HTML5 Player
// Sprite.js
// Tim Mickel, July 2011 - March 2012
// The Sprite provides the interface and implementation for Scratch sprite-control
'use strict';
var Sprite = function(data) {
if(!this.data) {
this.data = data;
}
// Public variables used for Scratch-accessible data.
this.visible = (typeof(this.data.visible) == "undefined") ? true : data.visible;
this.scratchX = data.scratchX || 0;
this.scratchY = data.scratchY || 0;
this.scale = data.scale || 1.0;
this.direction = data.direction || 90;
this.rotation = (data.direction - 90) || 0;
this.rotationStyle = data.rotationStyle || 'normal';
this.isFlipped = data.direction < 0 && data.rotationStyle == 'leftRight';
this.costumes = data.costumes || [];
this.currentCostumeIndex = data.currentCostumeIndex || 0;
this.previousCostumeIndex = -1;
this.objName = data.objName || '';
this.variables = {};
if (data.variables) {
for (var i = 0; i < data.variables.length; i++) {
this.variables[data.variables[i]['name']] = data.variables[i]['value'];
}
}
this.lists = {};
if (data.lists) {
for (var i = 0; i < data.lists.length; i++) {
this.lists[data.lists[i]['listName']] = data.lists[i];
}
}
// Used for the pen
this.penIsDown = false;
this.penWidth = 1;
this.penHue = 120; // blue
this.penShade = 50; // full brightness and saturation
this.penColorCache = 0x0000FF;
// Used for layering
if (!this.z) this.z = io.getCount();
// HTML element for the talk bubbles
this.talkBubble = null;
this.talkBubbleBox = null;
this.talkBubbleStyler = null;
this.talkBubbleOn = false;
// Internal variables used for rendering meshes.
this.textures = [];
this.materials = [];
this.geometries = [];
this.mesh = null;
// Sound buffers and data
this.sounds = {};
if (data.sounds) {
for (var i = 0; i < data.sounds.length; i++) {
this.sounds[data.sounds[i]['soundName']] = data.sounds[i];
}
}
this.soundsLoaded = 0;
this.instrument = 1;
// Incremented when images are loaded by the browser.
this.costumesLoaded = 0;
// Stacks to be pushed to the interpreter and run
this.stacks = [];
}
// Attaches a Sprite (<img>) to a Scratch scene
Sprite.prototype.attach = function(scene) {
// Create textures and materials for each of the costumes.
for (var c in this.costumes) {
this.textures[c] = document.createElement('img');
$(this.textures[c])
.load([this, c], function(evo) {
var sprite = evo.handleObj.data[0];
var c = evo.handleObj.data[1];
sprite.costumesLoaded += 1;
sprite.updateCostume();
$(sprite.textures[c]).css('display', (sprite.currentCostumeIndex == c) ? 'inline' : 'none');
$(sprite.textures[c]).css('position', 'absolute').css('left', '0px').css('top', '0px');
$(sprite.textures[c]).bind('dragstart', function(evt) { evt.preventDefault(); })
.bind('selectstart', function(evt) { evt.preventDefault(); })
.bind('touchend', function(evt) { sprite.onClick(evt); $(this).addClass('touched'); })
.click(function(evt) {
if (!$(this).hasClass('touched')) {
sprite.onClick(evt);
} else {
$(this).removeClass('touched');
}
});
scene.append($(sprite.textures[c]));
})
.attr('src', io.asset_base + this.costumes[c].baseLayerMD5 + io.asset_suffix);
}
this.mesh = this.textures[this.currentCostumeIndex];
this.updateLayer();
this.updateVisible();
this.updateTransform();
this.talkBubble = $('<div class="bubble-container"></div>');
this.talkBubble.css('display', 'none');
this.talkBubbleBox = $('<div class="bubble"></div>');
this.talkBubbleStyler = $('<div class="bubble-say"></div>');
this.talkBubble.append(this.talkBubbleBox);
this.talkBubble.append(this.talkBubbleStyler);
runtime.scene.append(this.talkBubble);
}
// Load sounds from the server and buffer them
Sprite.prototype.loadSounds = function() {
var spr = this;
$.each(this.sounds, function (index, sound) {
io.soundRequest(sound, spr);
});
}
// True when all the costumes have been loaded
Sprite.prototype.isLoaded = function() {
return (this.costumesLoaded == this.costumes.length
&& this.soundsLoaded == Object.keys(this.sounds).length);
}
// Step methods
Sprite.prototype.showCostume = function(costume) {
if (costume < 0) {
costume += this.costumes.length;
}
if (!this.textures[costume]) {
this.currentCostumeIndex = 0;
}
else {
this.currentCostumeIndex = costume;
}
this.updateCostume();
}
Sprite.prototype.indexOfCostumeNamed = function(name) {
for(var i in this.costumes) {
var c = this.costumes[i];
if(c['costumeName'] == name) {
return i;
}
}
return null;
}
Sprite.prototype.showCostumeNamed = function(name) {
var index = this.indexOfCostumeNamed(name);
if(!index) return;
this.showCostume(index);
}
Sprite.prototype.updateCostume = function() {
if(!this.textures[this.currentCostumeIndex]) {
this.currentCostumeIndex = 0;
}
$(this.mesh).css('display', 'none');
this.mesh = this.textures[this.currentCostumeIndex];
this.updateVisible();
this.updateTransform();
}
Sprite.prototype.onClick = function(evt) {
// TODO - needs work!!
var boxOffset = $('#container').offset();
var mouseX = runtime.mousePos[0] + 240 + boxOffset.left;
var mouseY = 180 - runtime.mousePos[1] + boxOffset.top;
if (this.mesh.src.indexOf('.svg') == -1) {
// HACK - if the image SRC doesn't indicate it's an SVG,
// then we'll try to detect if the point we clicked is transparent
// by rendering the sprite on a canvas. With an SVG,
// we are forced not to do this for now by Chrome/Webkit SOP:
// http://code.google.com/p/chromium/issues/detail?id=68568
var canv = document.createElement('canvas');
$(canv).css('width', 480).css('height', 360);
var ctx = canv.getContext('2d');
var drawWidth = this.textures[this.currentCostumeIndex].width * this.scale;
var drawHeight = this.textures[this.currentCostumeIndex].height * this.scale;
var rotationCenterX = this.costumes[this.currentCostumeIndex].rotationCenterX;
var rotationCenterY = this.costumes[this.currentCostumeIndex].rotationCenterY;
var drawX = this.scratchX + (480 / 2) - rotationCenterX;
var drawY = -this.scratchY + (360 / 2) - rotationCenterY;
ctx.rotate(this.rotation * Math.PI / 180.0);
ctx.drawImage(this.mesh, 0, 0, drawWidth, drawHeight);
var offsetX = mouseX - drawX - 9; // the 9 is a hack - webkit/moz
var offsetY = mouseY - drawY - 9;
var idata = ctx.getImageData(offsetX, offsetY, 1, 1).data;
var alpha = idata[3];
} else {
var alpha = 1;
}
if (alpha > 0) {
// Start clicked hats if the pixel is non-transparent
runtime.startClickedHats(this);
} else {
// Otherwise, move back a layer and trigger the click event
$(this.mesh).hide();
var underElement = document.elementFromPoint(mouseX, mouseY);
$(underElement).click();
$(this.mesh).show();
}
}
Sprite.prototype.setVisible = function(v) {
this.visible = v;
this.updateVisible();
}
Sprite.prototype.updateLayer = function() {
$(this.mesh).css('z-index', this.z);
if (this.talkBubble) this.talkBubble.css('z-index', this.z);
}
Sprite.prototype.updateVisible = function() {
$(this.mesh).css('display', (this.visible) ? 'inline' : 'none');
if (this.talkBubbleOn)
this.talkBubble.css('display', (this.visible) ? 'inline-block' : 'none');
}
Sprite.prototype.updateTransform = function() {
var texture = this.textures[this.currentCostumeIndex];
var resolution = this.costumes[this.currentCostumeIndex].bitmapResolution || 1;
var drawWidth = texture.width * this.scale / resolution;
var drawHeight = texture.height * this.scale / resolution;
var rotationCenterX = this.costumes[this.currentCostumeIndex].rotationCenterX;
var rotationCenterY = this.costumes[this.currentCostumeIndex].rotationCenterY;
var drawX = this.scratchX + (480 / 2) - rotationCenterX;
var drawY = -this.scratchY + (360 / 2) - rotationCenterY;
var scaleXprepend = '';
if (this.isFlipped) {
scaleXprepend = '-'; // For a leftRight flip, we add a minus
// sign to the X scale.
}
$(this.mesh).css('transform',
'translatex(' + drawX + 'px) \
translatey(' + drawY + 'px) \
rotate(' + this.rotation + 'deg) \
scaleX(' + scaleXprepend + (this.scale / resolution) + ') scaleY(' + (this.scale / resolution) + ')');
$(this.mesh).css('-moz-transform',
'translatex(' + drawX + 'px) \
translatey(' + drawY + 'px) \
rotate(' + this.rotation + 'deg) \
scaleX(' + scaleXprepend + this.scale + ') scaleY(' + this.scale / resolution + ')');
$(this.mesh).css('-webkit-transform',
'translatex(' + drawX + 'px) \
translatey(' + drawY + 'px) \
rotate(' + this.rotation + 'deg) \
scaleX(' + scaleXprepend + (this.scale / resolution) + ') scaleY(' + (this.scale / resolution) + ')');
$(this.mesh).css('-webkit-transform-origin', rotationCenterX + 'px ' + rotationCenterY + 'px');
$(this.mesh).css('-moz-transform-origin', rotationCenterX + 'px ' + rotationCenterY + 'px');
$(this.mesh).css('-ms-transform-origin', rotationCenterX + 'px ' + rotationCenterY + 'px');
$(this.mesh).css('-o-transform-origin', rotationCenterX + 'px ' + rotationCenterY + 'px');
$(this.mesh).css('transform-origin', rotationCenterX + 'px ' + rotationCenterY + 'px');
// Don't forget to update the talk bubble.
if (this.talkBubble) {
var xy = this.getTalkBubbleXY();
this.talkBubble.css('left', xy[0] + 'px');
this.talkBubble.css('top', xy[1] + 'px');
}
this.updateLayer();
}
Sprite.prototype.getTalkBubbleXY = function() {
var texture = this.textures[this.currentCostumeIndex];
var drawWidth = texture.width * this.scale;
var drawHeight = texture.height * this.scale;
var rotationCenterX = this.costumes[this.currentCostumeIndex].rotationCenterX;
var rotationCenterY = this.costumes[this.currentCostumeIndex].rotationCenterY;
var drawX = this.scratchX + (480 / 2) - rotationCenterX;
var drawY = -this.scratchY + (360 / 2) - rotationCenterY;
return [drawX + drawWidth, drawY - drawHeight / 2];
}
Sprite.prototype.showBubble = function(text, type) {
var xy = this.getTalkBubbleXY();
this.talkBubbleOn = true;
this.talkBubble.css('z-index', this.z);
this.talkBubble.css('left', xy[0] + 'px');
this.talkBubble.css('top', xy[1] + 'px');
this.talkBubbleStyler.removeClass('bubble-say');
this.talkBubbleStyler.removeClass('bubble-think');
if (type == 'say') this.talkBubbleStyler.addClass('bubble-say');
else if (type == 'think') this.talkBubbleStyler.addClass('bubble-think');
if (this.visible)
this.talkBubble.css('display', 'inline-block');
this.talkBubbleBox.html(text);
}
Sprite.prototype.hideBubble = function() {
this.talkBubbleOn = false;
this.talkBubble.css('display', 'none');
}
Sprite.prototype.setXY = function(x, y) {
this.scratchX = x;
this.scratchY = y;
this.updateTransform();
}
Sprite.prototype.setDirection = function(d) {
var rotation;
d = d % 360
if (d < 0) d += 360;
this.direction = (d > 180) ? d - 360 : d;
if (this.rotationStyle == 'normal') {
rotation = (this.direction - 90) % 360;
} else if (this.rotationStyle == 'leftRight') {
if (((this.direction - 90) % 360) >= 0) {
this.isFlipped = false;
} else {
this.isFlipped = true;
}
rotation = 0;
} else {
rotation = 0;
}
this.rotation = rotation;
this.updateTransform();
}
Sprite.prototype.setRotationStyle = function(r) {
this.rotationStyle = r;
}
Sprite.prototype.getSize = function() {
return this.scale * 100;
}
Sprite.prototype.setSize = function(percent) {
var newScale = percent / 100.0;
newScale = Math.max(0.05, Math.min(newScale, 100));
this.scale = newScale;
this.updateTransform();
}
// Move functions
Sprite.prototype.keepOnStage = function() {
var x = this.scratchX + 240;
var y = 180 - this.scratchY;
var myBox = this.getRect();
var inset = -Math.min(18, Math.min(myBox.width, myBox.height) / 2);
var edgeBox = new Rectangle(inset, inset, 480 - (2 * inset), 360 - (2 * inset));
if (myBox.intersects(edgeBox)) return; // sprite is sufficiently on stage
if (myBox.right < edgeBox.left) x += edgeBox.left - myBox.right;
if (myBox.left > edgeBox.right) x -= myBox.left - edgeBox.right;
if (myBox.bottom < edgeBox.top) y += edgeBox.top - myBox.bottom;
if (myBox.top > edgeBox.bottom) y -= myBox.top - edgeBox.bottom;
this.scratchX = x - 240;
this.scratchY = 180 - y;
}
Sprite.prototype.getRect = function() {
var cImg = this.textures[this.currentCostumeIndex];
var x = this.scratchX + 240 - (cImg.width/2.0);
var y = 180 - this.scratchY - (cImg.height/2.0);
var myBox = new Rectangle(x, y, cImg.width, cImg.height);
return myBox;
}
// Pen functions
Sprite.prototype.setPenColor = function(c) {
var hsv = Color.rgb2hsv(c);
this.penHue = (200 * hsv[0]) / 360 ;
this.penShade = 50 * hsv[2]; // not quite right; doesn't account for saturation
this.penColorCache = c;
}
Sprite.prototype.setPenHue = function(n) {
this.penHue = n % 200;
if (this.penHue < 0) this.penHue += 200;
this.updateCachedPenColor();
}
Sprite.prototype.setPenShade = function(n) {
this.penShade = n % 200;
if (this.penShade < 0) this.penShade += 200;
this.updateCachedPenColor();
}
Sprite.prototype.updateCachedPenColor = function() {
var c = Color.fromHSV((this.penHue * 180.0) / 100.0, 1, 1);
var shade = (this.penShade > 100) ? 200 - this.penShade : this.penShade; // range 0..100
if (shade < 50) {
this.penColorCache = Color.mixRGB(0, c, (10 + shade) / 60.0);
} else {
this.penColorCache = Color.mixRGB(c, 0xFFFFFF, (shade - 50) / 60);
}
}
Sprite.prototype.stamp = function(canvas, opacity) {
var drawWidth = this.textures[this.currentCostumeIndex].width * this.scale;
var drawHeight = this.textures[this.currentCostumeIndex].height * this.scale;
var drawX = this.scratchX + (480 / 2);
var drawY = -this.scratchY + (360 / 2);
canvas.globalAlpha = opacity / 100.0;
canvas.save();
canvas.translate(drawX, drawY);
canvas.rotate(this.rotation * Math.PI / 180.0);
canvas.drawImage(this.mesh, -drawWidth/2, -drawHeight/2, drawWidth, drawHeight);
canvas.restore();
canvas.globalAlpha = 1;
}
Sprite.prototype.soundNamed = function(name) {
if (name in this.sounds && this.sounds[name].buffer)
return this.sounds[name];
else if (name in runtime.stage.sounds && runtime.stage.sounds[name].buffer)
return runtime.stage.sounds[name];
return null;
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// Scratch HTML5 Player
// Stage.js
// Tim Mickel, July 2011 - March 2012
// Provides the basic logic for the Stage, a special kind of Sprite.
'use strict';
var Stage = function(data) {
// Place the background layer in the very back.
// The pen layer is right above the stage background,
// and all sprites are above that.
this.z = -2;
// Pen layer and canvas cache.
this.penLayerLoaded = false;
this.lineCanvas = document.createElement('canvas');
this.lineCanvas.width = 480;
this.lineCanvas.height = 360;
this.lineCache = this.lineCanvas.getContext('2d');
Sprite.call(this, data);
}
Stage.prototype = Object.create(Sprite.prototype);
Stage.prototype.constructor = Stage;
Stage.prototype.attachPenLayer = function(scene) {
if (this.penLayerLoaded)
return;
this.penLayerLoaded = true;
$(this.lineCanvas).css('position', 'absolute');
$(this.lineCanvas).css('z-index', '-1');
scene.append(this.lineCanvas);
}
Stage.prototype.isLoaded = function() {
return (this.penLayerLoaded
&& this.costumesLoaded == this.costumes.length
&& this.soundsLoaded == Object.keys(this.sounds).length);
}
// Pen functions
Stage.prototype.clearPenStrokes = function() {
this.lineCache.clearRect(0, 0, 480, 360);
}
Stage.prototype.stroke = function(from, to, width, color) {
this.lineCache.lineWidth = width;
this.lineCache.lineCap = 'round';
this.lineCache.beginPath();
// Use .5 offsets for canvas rigid pixel drawing
this.lineCache.moveTo(from[0] + 240.5, 180.5 - from[1]);
this.lineCache.lineTo(to[0] + 240.5, 180.5 - to[1]);
this.lineCache.strokeStyle = 'rgb(' + (color >> 16) + ',' + (color >> 8 & 255) + ',' + (color & 255) + ')';
this.lineCache.stroke();
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
'use strict';
var LooksPrims = function() {}
LooksPrims.prototype.addPrimsTo = function(primTable) {
primTable["show"] = this.primShow;
primTable["hide"] = this.primHide;
primTable["nextCostume"] = this.primNextCostume;
primTable["lookLike:"] = this.primShowCostume;
primTable["costumeIndex"] = this.primCostumeNum;
primTable["nextScene"] = this.primNextCostume;
primTable["showBackground:"] = this.primShowCostume;
primTable["backgroundIndex"] = this.primCostumeNum;
primTable["startScene"] = this.primStartScene;
primTable["backgroundIndex"] = this.primCostumeNum;
primTable["changeSizeBy:"] = this.primChangeSize;
primTable["setSizeTo:"] = this.primSetSize;
primTable["scale"] = this.primSize;
primTable["comeToFront"] = this.primGoFront;
primTable["goBackByLayers:"] = this.primGoBack;
primTable["changeGraphicEffect:by:"] = this.primChangeEffect;
primTable["setGraphicEffect:to:"] = this.primSetEffect;
primTable["filterReset"] = this.primClearEffects;
primTable["say:"] = function(b) { showBubble(b, 'say'); };
primTable["say:duration:elapsed:from:"] = function(b) { showBubbleAndWait(b, 'say'); };
primTable["think:"] = function(b) { showBubble(b, 'think'); };
primTable["think:duration:elapsed:from:"] = function(b) { showBubbleAndWait(b, 'think'); };
}
LooksPrims.prototype.primShow = function(b) {
interp.targetSprite().setVisible(true);
interp.redraw();
}
LooksPrims.prototype.primHide = function(b) {
interp.targetSprite().setVisible(false);
interp.redraw();
}
LooksPrims.prototype.primNextCostume = function(b) {
interp.targetSprite().showCostume(interp.targetSprite().currentCostumeIndex + 1);
interp.redraw();
}
LooksPrims.prototype.primShowCostume = function(b) {
var s = interp.targetSprite();
if (s == null) return;
var arg = interp.arg(b, 0);
if (typeof(arg) == 'number') {
s.showCostume(arg - 1);
} else {
if ((arg == 'CAMERA') || (arg == "CAMERA - MIRROR")) {
s.showCostumeNamed(arg);
return;
}
var i = s.indexOfCostumeNamed(arg);
if (i >= 0) {
s.showCostume(i);
} else {
var n = Number(arg);
if (!isNaN(n)) {
s.showCostume(n - 1);
} else {
return; // arg did not match a costume name nor is a valid number
}
}
}
if (s.visible) interp.redraw();
}
LooksPrims.prototype.primStartScene = function(b) {
var s = runtime.stage;
var arg = interp.arg(b, 0);
if (typeof(arg) == 'number') {
s.showCostume(arg - 1);
} else {
if ((arg == 'CAMERA') || (arg == "CAMERA - MIRROR")) {
s.showCostumeNamed(arg);
return;
}
var i = s.indexOfCostumeNamed(arg);
if (i >= 0) {
s.showCostume(i);
} else {
var n = Number(arg);
if (!isNaN(n)) {
s.showCostume(n - 1);
} else {
return; // arg did not match a costume name nor is a valid number
}
}
}
if (s.visible) interp.redraw();
}
LooksPrims.prototype.primCostumeNum = function(b) {
var s = interp.targetSprite();
return (s == null) ? 1 : s.currentCostumeIndex + 1;
}
LooksPrims.prototype.primChangeSize = function(b) {
var s = interp.targetSprite();
if (s == null) return;
s.setSize(s.getSize() + interp.arg(b, 0));
if (s.visible) interp.redraw();
}
LooksPrims.prototype.primSetSize = function(b) {
var s = interp.targetSprite();
if (s == null) return;
s.setSize(interp.arg(b, 0));
if (s.visible) interp.redraw();
}
LooksPrims.prototype.primSize = function(b) {
var s = interp.targetSprite();
if (s == null) return 100;
return s.getSize();
}
LooksPrims.prototype.primGoFront = function(b) {
var s = interp.targetSprite();
runtime.reassignZ(s, null);
if(s.visible) interp.redraw();
}
LooksPrims.prototype.primGoBack = function(b) {
var s = interp.targetSprite();
runtime.reassignZ(s, interp.arg(b, 0));
if(s.visible) interp.redraw();
}
LooksPrims.prototype.primChangeEffect = function(b) {}
LooksPrims.prototype.primSetEffect = function(b) {}
LooksPrims.prototype.primClearEffects = function(b) {}
var showBubble = function(b, type) {
var s = interp.targetSprite();
if (s != null) s.showBubble(interp.arg(b, 0), type);
}
var showBubbleAndWait = function(b, type) {
var s = interp.targetSprite();
if (s == null) return;
if (interp.activeThread.firstTime) {
var text = interp.arg(b, 0);
var secs = interp.arg(b, 1);
s.showBubble(text, type);
if (s.visible) interp.redraw();
interp.startTimer(secs);
} else {
if (interp.checkTimer()) s.hideBubble();
}
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
'use strict';
var MotionAndPenPrims = function() {}
MotionAndPenPrims.prototype.addPrimsTo = function(primTable) {
primTable['forward:'] = this.primMove;
primTable['turnLeft:'] = this.primTurnLeft;
primTable['turnRight:'] = this.primTurnRight;
primTable['heading:'] = this.primSetDirection;
primTable["pointTowards:"] = this.primPointTowards;
primTable["gotoX:y:"] = this.primGoTo;
primTable["gotoSpriteOrMouse:"] = this.primGoToSpriteOrMouse;
primTable["glideSecs:toX:y:elapsed:from:"] = this.primGlide;
primTable["changeXposBy:"] = this.primChangeX;
primTable["xpos:"] = this.primSetX;
primTable["changeYposBy:"] = this.primChangeY;
primTable["ypos:"] = this.primSetY;
primTable["bounceOffEdge"] = this.primBounceOffEdge;
primTable["setRotationStyle"] = this.primSetRotationStyle;
primTable["xpos"] = this.primXPosition;
primTable["ypos"] = this.primYPosition;
primTable["heading"] = this.primDirection;
primTable["clearPenTrails"] = this.primClear;
primTable["putPenDown"] = this.primPenDown;
primTable["putPenUp"] = this.primPenUp;
primTable["penColor:"] = this.primSetPenColor;
primTable["setPenHueTo:"] = this.primSetPenHue;
primTable["changePenHueBy:"] = this.primChangePenHue;
primTable["setPenShadeTo:"] = this.primSetPenShade;
primTable["changePenShadeBy:"] = this.primChangePenShade;
primTable["penSize:"] = this.primSetPenSize;
primTable["changePenSizeBy:"] = this.primChangePenSize;
primTable["stampCostume"] = this.primStamp;
primTable["stampTransparent"] = this.primStampTransparent;
}
MotionAndPenPrims.prototype.primMove = function(b) {
var s = interp.targetSprite();
var radians = ((Math.PI * (90 - s.direction)) / 180);
var d = interp.arg(b, 0);
moveSpriteTo(s, s.scratchX + (d * Math.cos(radians)),
s.scratchY + (d * Math.sin(radians)));
if(s.visible) interp.redraw();
}
MotionAndPenPrims.prototype.primTurnLeft = function(b) {
var s = interp.targetSprite();
var d = s.direction - interp.arg(b, 0);
s.setDirection(d);
if(s.visible) interp.redraw();
}
MotionAndPenPrims.prototype.primTurnRight = function(b) {
var s = interp.targetSprite();
var d = s.direction + interp.arg(b, 0);
s.setDirection(d);
if(s.visible) interp.redraw();
}
MotionAndPenPrims.prototype.primSetDirection = function(b) {
var s = interp.targetSprite();
s.setDirection(interp.arg(b, 0));
if(s.visible) interp.redraw();
}
MotionAndPenPrims.prototype.primPointTowards = function(b) {
var s = interp.targetSprite();
var p = mouseOrSpritePosition(interp.arg(b, 0));
if ((s == null) || (p == null)) return;
var dx = p.x - s.scratchX;
var dy = p.y - s.scratchY;
var angle = 90 - ((Math.atan2(dy, dx) * 180) / Math.PI);
s.setDirection(angle);
if (s.visible) interp.redraw();
}
MotionAndPenPrims.prototype.primGoTo = function(b) {
var s = interp.targetSprite();
if (s != null) moveSpriteTo(s, interp.arg(b, 0), interp.arg(b, 1));
}
MotionAndPenPrims.prototype.primGoToSpriteOrMouse = function(b) {
var s = interp.targetSprite();
var p = mouseOrSpritePosition(interp.arg(b, 0));
if ((s == null) || (p == null)) return;
moveSpriteTo(s, p.x, p.y);
}
MotionAndPenPrims.prototype.primGlide = function(b) {
var s = interp.targetSprite();
if (s == null) return;
if (interp.activeThread.firstTime) {
var secs = interp.arg(b, 0);
var destX = interp.arg(b, 1);
var destY = interp.arg(b, 2);
if (secs <= 0) {
moveSpriteTo(s, destX, destY);
return;
}
// record state: [0]start msecs, [1]duration, [2]startX, [3]startY, [4]endX, [5]endY
interp.activeThread.tmpObj =
[interp.currentMSecs, 1000 * secs, s.scratchX, s.scratchY, destX, destY];
interp.startTimer(secs);
} else {
var state = interp.activeThread.tmpObj;
if (!interp.checkTimer()) {
// in progress: move to intermediate position along path
var frac = (interp.currentMSecs - state[0]) / state[1];
var newX = state[2] + (frac * (state[4] - state[2]));
var newY = state[3] + (frac * (state[5] - state[3]));
moveSpriteTo(s, newX, newY);
} else {
// finished: move to final position and clear state
moveSpriteTo(s, state[4], state[5]);
interp.activeThread.tmpObj = null;
}
}
}
MotionAndPenPrims.prototype.primChangeX = function(b) {
var s = interp.targetSprite();
if (s != null) moveSpriteTo(s, s.scratchX + interp.arg(b, 0), s.scratchY);
}
MotionAndPenPrims.prototype.primSetX = function(b) {
var s = interp.targetSprite();
if (s != null) moveSpriteTo(s, interp.arg(b, 0), s.scratchY);
}
MotionAndPenPrims.prototype.primChangeY = function(b) {
var s = interp.targetSprite();
if (s != null) moveSpriteTo(s, s.scratchX, s.scratchY + interp.arg(b, 0));
}
MotionAndPenPrims.prototype.primSetY = function(b) {
var s = interp.targetSprite();
if (s != null) moveSpriteTo(s, s.scratchX, interp.arg(b, 0));
}
MotionAndPenPrims.prototype.primBounceOffEdge = function(b) {
var s = interp.targetSprite();
if (s == null) return;
if (!turnAwayFromEdge(s)) return;
ensureOnStageOnBounce(s);
if (s.visible) interp.redraw();
}
MotionAndPenPrims.prototype.primSetRotationStyle = function(b) {
var s = interp.targetSprite();
if (s == null) return;
var request = interp.arg(b, 0);
var rotationStyle = 'normal';
if (request == 'all around') rotationStyle = 'normal';
else if (request == 'left-right') rotationStyle = 'leftRight';
else if (request == 'none') rotationStyle = 'none';
s.setRotationStyle(rotationStyle);
}
MotionAndPenPrims.prototype.primXPosition = function(b) {
var s = interp.targetSprite();
return (s != null) ? s.scratchX : 0;
}
MotionAndPenPrims.prototype.primYPosition = function(b) {
var s = interp.targetSprite();
return (s != null) ? s.scratchY : 0;
}
MotionAndPenPrims.prototype.primDirection = function(b) {
var s = interp.targetSprite();
return (s != null) ? s.direction : 0;
}
MotionAndPenPrims.prototype.primClear = function(b) {
runtime.stage.clearPenStrokes();
interp.redraw();
}
MotionAndPenPrims.prototype.primPenDown = function(b) {
var s = interp.targetSprite();
if (s != null) s.penIsDown = true;
stroke(s, s.scratchX, s.scratchY, s.scratchX + 0.2, s.scratchY + 0.2);
interp.redraw();
}
MotionAndPenPrims.prototype.primPenUp = function(b) {
var s = interp.targetSprite();
if (s != null) s.penIsDown = false;
}
MotionAndPenPrims.prototype.primSetPenColor = function(b) {
var s = interp.targetSprite();
if (s != null) s.setPenColor(interp.arg(b, 0));
}
MotionAndPenPrims.prototype.primSetPenHue = function(b) {
var s = interp.targetSprite();
if (s != null) s.setPenHue(interp.arg(b, 0));
}
MotionAndPenPrims.prototype.primChangePenHue = function(b) {
var s = interp.targetSprite();
if (s != null) s.setPenHue(s.penHue + interp.arg(b, 0));
}
MotionAndPenPrims.prototype.primSetPenShade = function(b) {
var s = interp.targetSprite();
if (s != null) s.setPenShade(interp.arg(b, 0));
}
MotionAndPenPrims.prototype.primChangePenShade = function(b) {
var s = interp.targetSprite();
if (s != null) s.setPenShade(s.penShade + interp.arg(b, 0));
}
MotionAndPenPrims.prototype.primSetPenSize = function(b) {
var s = interp.targetSprite();
var w = Math.max(0, Math.min(interp.arg(b, 0), 100));
if (s != null) s.penWidth = w;
}
MotionAndPenPrims.prototype.primChangePenSize = function(b) {
var s = interp.targetSprite();
var w = Math.max(0, Math.min(s.penWidth + interp.arg(b, 0), 100));
if (s != null) s.penWidth = w;
}
MotionAndPenPrims.prototype.primStamp = function(b) {
var s = interp.targetSprite();
s.stamp(runtime.stage.lineCache, 100);
}
MotionAndPenPrims.prototype.primStampTransparent = function(b) {
var s = interp.targetSprite();
var transparency = Math.max(0, Math.min(interp.arg(b, 0), 100));
var alpha = 100 - transparency;
s.stamp(runtime.stage.lineCache, alpha);
}
// Helpers
var stroke = function(s, oldX, oldY, newX, newY) {
runtime.stage.stroke([oldX, oldY],
[newX, newY], s.penWidth, s.penColorCache);
interp.redraw();
}
var mouseOrSpritePosition = function(arg) {
if (arg == "_mouse_") {
var w = runtime.stage;
return new Point(runtime.mousePos[0], runtime.mousePos[1]);
} else {
var s = runtime.spriteNamed(arg);
if (s == null) return null;
return new Point(s.scratchX, s.scratchY);
}
return null;
}
var moveSpriteTo = function(s, newX, newY) {
var oldX = s.scratchX;
var oldY = s.scratchY;
s.setXY(newX, newY);
s.keepOnStage();
if (s.penIsDown) stroke(s, oldX, oldY, s.scratchX, s.scratchY);
if ((s.penIsDown) || (s.visible)) interp.redraw();
}
var turnAwayFromEdge = function(s) {
// turn away from the nearest edge if it's close enough; otherwise do nothing
// Note: comparisions are in the stage coordinates, with origin (0, 0)
// use bounding rect of the sprite to account for costume rotation and scale
var r = s.getRect();
// measure distance to edges
var d1 = Math.max(0, r.left);
var d2 = Math.max(0, r.top);
var d3 = Math.max(0, 480 - r.right);
var d4 = Math.max(0, 360 - r.bottom);
// find the nearest edge
var e = 0, minDist = 100000;
if (d1 < minDist) { minDist = d1; e = 1 }
if (d2 < minDist) { minDist = d2; e = 2 }
if (d3 < minDist) { minDist = d3; e = 3 }
if (d4 < minDist) { minDist = d4; e = 4 }
if (minDist > 0) return false; // not touching to any edge
// point away from nearest edge
var radians = ((90 - s.direction) * Math.PI) / 180;
var dx = Math.cos(radians);
var dy = -Math.sin(radians);
if (e == 1) { dx = Math.max(0.2, Math.abs(dx)) }
if (e == 2) { dy = Math.max(0.2, Math.abs(dy)) }
if (e == 3) { dx = 0 - Math.max(0.2, Math.abs(dx)) }
if (e == 4) { dy = 0 - Math.max(0.2, Math.abs(dy)) }
var newDir = ((180 * Math.atan2(dy, dx)) / Math.PI) + 90;
s.direction = newDir;
return true;
}
var ensureOnStageOnBounce = function(s) {
var r = s.getRect();
if (r.left < 0) moveSpriteTo(s, s.scratchX - r.left, s.scratchY);
if (r.top < 0) moveSpriteTo(s, s.scratchX, s.scratchY + r.top);
if (r.right > 480) {
moveSpriteTo(s, s.scratchX - (r.right - 480), s.scratchY);
}
if (r.bottom > 360) {
moveSpriteTo(s, s.scratchX, s.scratchY + (r.bottom - 360));
}
}

106
js/primitives/Primitives.js Normal file
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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// Scratch HTML5 Player
// Primitives.js
// Tim Mickel, July 2011
// Provides the basic primitives for the interpreter and loads in the more
// complicated primitives, e.g. MotionAndPenPrims.
'use strict';
var Primitives = function() {}
Primitives.prototype.addPrimsTo = function(primTable) {
// Math primitives
primTable["+"] = function(b) { return interp.arg(b, 0) + interp.arg(b, 1) };
primTable["-"] = function(b) { return interp.arg(b, 0) - interp.arg(b, 1) };
primTable["*"] = function(b) { return interp.arg(b, 0) * interp.arg(b, 1) };
primTable["/"] = function(b) { return interp.arg(b, 0) / interp.arg(b, 1) };
primTable["%"] = function(b) { return interp.arg(b, 0) % interp.arg(b, 1) };
primTable["randomFrom:to:"] = this.primRandom;
primTable["<"] = function(b) { return (interp.arg(b, 0) < interp.arg(b, 1)) };
primTable["="] = function(b) { return (interp.arg(b, 0) == interp.arg(b, 1)) };
primTable[">"] = function(b) { return (interp.arg(b, 0) > interp.arg(b, 1)) };
primTable["&"] = function(b) { return interp.arg(b, 0) && interp.arg(b, 1) };
primTable["|"] = function(b) { return interp.arg(b, 0) || interp.arg(b, 1) };
primTable["not"] = function(b) { return !interp.arg(b, 0) };
primTable["abs"] = function(b) { return Math.abs(interp.arg(b, 0)) };
primTable["sqrt"] = function(b) { return Math.sqrt(interp.arg(b, 0)) };
primTable["\\\\"] = this.primModulo;
primTable["rounded"] = function(b) { return Math.round(interp.arg(b, 0)) };
primTable["computeFunction:of:"] = this.primMathFunction;
// String primitives
primTable["concatenate:with:"] = function(b) { return "" + interp.arg(b, 0) + interp.arg(b, 1) };
primTable["letter:of:"] = this.primLetterOf;
primTable["stringLength:"] = function(b) { return interp.arg(b, 0).length };
new VarListPrims().addPrimsTo(primTable);
new MotionAndPenPrims().addPrimsTo(primTable);
new LooksPrims().addPrimsTo(primTable);
new SensingPrims().addPrimsTo(primTable);
new SoundPrims().addPrimsTo(primTable);
}
Primitives.prototype.primRandom = function(b) {
var n1 = interp.arg(b, 0);
var n2 = interp.arg(b, 1);
var low = (n1 <= n2) ? n1 : n2;
var hi = (n1 <= n2) ? n2 : n1;
if(low == hi) return low;
// if both low and hi are ints, truncate the result to an int
if ((Math.floor(low) == low) && (Math.floor(hi) == hi)) {
return low + Math.floor(Math.random() * ((hi + 1) - low));
}
return (Math.random() * (hi - low)) + low;
}
Primitives.prototype.primLetterOf = function(b) {
var s = interp.arg(b, 1);
var i = interp.arg(b, 0) - 1;
if ((i < 0) || (i >= s.length)) return "";
return s.charAt(i);
}
Primitives.prototype.primModulo = function(b) {
var modulus = interp.arg(b, 1);
var n = interp.arg(b, 0) % modulus;
if (n < 0) n += modulus;
return n;
}
Primitives.prototype.primMathFunction = function(b) {
var op = interp.arg(b, 0);
var n = interp.arg(b, 1);
switch(op) {
case "abs": return Math.abs(n);
case "sqrt": return Math.sqrt(n);
case "sin": return Math.sin((Math.PI * n) / 180);
case "cos": return Math.cos((Math.PI * n) / 180);
case "tan": return Math.tan((Math.PI * n) / 180);
case "asin": return (Math.asin(n) * 180) / Math.PI;
case "acos": return (Math.acos(n) * 180) / Math.PI;
case "atan": return (Math.atan(n) * 180) / Math.PI;
case "ln": return Math.log(n);
case "log": return Math.log(n) / Math.LN10;
case "e ^": return Math.exp(n);
case "10 ^": return Math.exp(n * Math.LN10);
}
return 0;
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
'use strict';
var SensingPrims = function() {}
SensingPrims.prototype.addPrimsTo = function(primTable) {
primTable['touching:'] = this.primTouching;
primTable['touchingColor:'] = this.primTouchingColor;
primTable['color:sees:'] = this.primColorTouchingColor;
primTable['keyPressed:'] = this.primKeyPressed;
primTable['mousePressed'] = function(b) { return runtime.mouseDown; };
primTable['mouseX'] = function(b) { return runtime.mousePos[0]; };
primTable['mouseY'] = function(b) { return runtime.mousePos[1]; };
primTable['distanceTo:'] = this.primDistanceTo;
primTable['getAttribute:of:'] = this.primGetAttribute;
}
SensingPrims.prototype.primTouching = function(b) {
var s = interp.targetSprite();
if (s == null || !s.visible) return false;
var arg = interp.arg(b, 0);
if (arg == '_edge_') {
return false; // TODO
}
if (arg == '_mouse_') {
return false; // TODO
}
var s2 = runtime.spriteNamed(arg);
if (s2 == null || !s2.visible) return false;
return spriteHitTest(s, s2);
}
SensingPrims.prototype.primTouchingColor = function(b) {
var s = interp.targetSprite();
if (s == null || !s.visible) return false;
var color = interp.arg(b, 0);
return stageColorHitTest(s, color);
}
SensingPrims.prototype.primColorTouchingColor = function(b) {
var s = interp.targetSprite();
if (s == null || !s.visible) return false;
var myColor = interp.arg(b, 0);
var stageColor = interp.arg(b, 1);
return stageColorByColorHitTest(s, myColor, stageColor);
}
var spriteHitTest = function(a, b) {
var hitCanvas = document.createElement('canvas');
hitCanvas.width = 480;
hitCanvas.height = 360;
var hitTester = hitCanvas.getContext('2d');
hitTester.globalCompositeOperation = 'source-over';
a.stamp(hitTester, 100);
hitTester.globalCompositeOperation = 'source-in';
b.stamp(hitTester, 100);
var aData = hitTester.getImageData(0, 0, 480, 360).data;
var pxCount = aData.length;
for (var i = 0; i < pxCount; i += 4) {
if (aData[i+3] > 0) {
return true;
}
}
return false;
}
var stageColorHitTest = function(target, color) {
var r, g, b;
r = (color >> 16);
g = (color >> 8 & 255);
b = (color & 255);
var targetCanvas = document.createElement('canvas');
targetCanvas.width = 480;
targetCanvas.height = 360;
var targetTester = targetCanvas.getContext('2d');
target.stamp(targetTester, 100);
var stageCanvas = document.createElement('canvas');
stageCanvas.width = 480;
stageCanvas.height = 360;
var stageContext = stageCanvas.getContext('2d');
$.each(runtime.sprites, function(i, sprite) {
if (sprite != target)
sprite.stamp(stageContext, 100);
});
var hitData = stageContext.getImageData(0, 0, stageCanvas.width, stageCanvas.height).data;
var meshData = targetTester.getImageData(0, 0, targetCanvas.width, targetCanvas.height).data;
var pxCount = meshData.length;
for (var i = 0; i < pxCount; i += 4) {
if (meshData[i+3] > 0 && hitData[i] == r && hitData[i+1] == g && hitData[i+2] == b)
return true;
}
return false;
}
var stageColorByColorHitTest = function(target, myColor, otherColor) {
var threshold_acceptable = function(a, b, c, x, y, z) {
diff_a = Math.abs(a-x);
diff_b = Math.abs(b-y);
diff_c = Math.abs(c-z);
if (diff_a + diff_b + diff_c < 100) {
return true;
}
return false;
}
var targetCanvas = document.createElement('canvas');
targetCanvas.width = 480;
targetCanvas.height = 360;
var targetTester = targetCanvas.getContext('2d');
target.stamp(targetTester, 100);
var targetData = targetTester.getImageData(0, 0, targetCanvas.width, targetCanvas.height).data;
// Calculate RGB values of the colors - TODO thresholding
//myColor = Math.abs(myColor);
//otherColor = Math.abs(otherColor);
var mr, mg, mb, or, og, ob;
mr = (myColor >> 16);
mg = (myColor >> 8 & 255);
mb = (myColor & 255);
or = (otherColor >> 16);
og = (otherColor >> 8 & 255);
ob = (otherColor & 255);
// Create the hit canvas for comparison
var hitCanvas = document.createElement('canvas');
hitCanvas.width = 480;
hitCanvas.height = 360;
hitCtx = hitCanvas.getContext('2d');
$.each(runtime.sprites, function(i, sprite) {
if (sprite != target)
sprite.stamp(hitCtx, 100);
});
var hitData = hitCtx.getImageData(0, 0, hitCanvas.width, hitCanvas.height).data;
var pxCount = targetData.length;
for (var i = 0; i < pxCount; i += 4) {
if (threshold_acceptable(targetData[i], targetData[i+1], targetData[i+2], mr, mg, mb)
&& threshold_acceptable(hitData[i], hitData[i+1], hitData[i+2], or, og, ob)) {
return true;
}
}
return false;
}
SensingPrims.prototype.primKeyPressed = function(b) {
var key = interp.arg(b, 0);
var ch = key.charCodeAt(0);
if (ch > 127) return false;
if (key == "left arrow") ch = 37;
if (key == "right arrow") ch = 39;
if (key == "up arrow") ch = 38;
if (key == "down arrow") ch = 40;
if (key == "space") ch = 32;
return (typeof(runtime.keysDown[ch]) != 'undefined');
}
SensingPrims.prototype.primDistanceTo = function(b) {
var s = interp.targetSprite();
var p = mouseOrSpritePosition(interp.arg(b, 0));
if (s == null || p == null) return 0;
var dx = p.x - s.scratchX;
var dy = p.y - s.scratchY;
return Math.sqrt((dx * dx) + (dy * dy));
}
SensingPrims.prototype.primGetAttribute = function(b) {
var attr = interp.arg(b, 0);
var targetSprite = runtime.spriteNamed(interp.arg(b, 1));
if (targetSprite == null) return 0;
if (attr == 'x position') return targetSprite.scratchX;
if (attr == 'y position') return targetSprite.scratchY;
if (attr == 'direction') return targetSprite.direction;
if (attr == 'costume #') return targetSprite.currentCostumeIndex + 1;
if (attr == 'costume name') return targetSprite.costumes[targetSprite.currentCostumeIndex]['costumeName'];
if (attr == 'size') return targetSprite.getSize();
if (attr == 'volume') return targetSprite.volume;
return 0;
}
// Helpers
SensingPrims.prototype.mouseOrSpritePosition = function(arg) {
if (arg == "_mouse_") {
var w = runtime.stage;
return new Point(runtime.mousePos[0], runtime.mousePos[1]);
} else {
var s = runtime.spriteNamed(arg);
if (s == null) return null;
return new Point(s.scratchX, s.scratchY);
}
return null;
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
'use strict';
var SoundPrims = function() {}
SoundPrims.prototype.addPrimsTo = function(primTable) {
primTable['playSound:'] = this.primPlaySound;
primTable['doPlaySoundAndWait'] = this.primPlaySoundUntilDone;
primTable['stopAllSounds'] = this.primStopAllSounds;
primTable['playDrum'] = this.primPlayDrum;
primTable['rest:elapsed:from:'] = this.primPlayRest;
primTable['noteOn:duration:elapsed:from:'] = this.primPlayNote;
primTable['instrument:'] = this.primSetInstrument;
/*primTable['changeVolumeBy:'] = this.primChangeVolume;
primTable['setVolumeTo:'] = this.primSetVolume;
primTable['volume'] = this.primVolume;*/
primTable['changeTempoBy:'] = function(b) { runtime.stage.data.tempoBPM = runtime.stage.data.tempoBPM + interp.arg(b, 0); };
primTable['setTempoTo:'] = function(b) { runtime.stage.data.tempoBPM = interp.arg(b, 0); };
primTable['tempo'] = function(b) { return runtime.stage.data.tempoBPM; };
}
var playSound = function(snd) {
if (snd.source) {
// If this particular sound is already playing, stop it.
snd.source.noteOff(0);
snd.source = null;
}
snd.source = runtime.audioContext.createBufferSource();
snd.source.buffer = snd.buffer;
snd.source.connect(runtime.audioGain);
// Track the sound's completion state
snd.source.done = false;
snd.source.finished = function() {
// Remove from the active audio list and disconnect the source from
// the sound dictionary.
var i = runtime.audioPlaying.indexOf(snd);
if (i > -1 && runtime.audioPlaying[i].source != null) {
runtime.audioPlaying[i].source.done = true;
runtime.audioPlaying[i].source = null;
runtime.audioPlaying.splice(i, 1);
}
}
window.setTimeout(snd.source.finished, snd.buffer.duration * 1000);
// Add the global list of playing sounds and start playing.
runtime.audioPlaying.push(snd);
snd.source.noteOn(0);
return snd.source;
}
var playDrum = function(drum, secs, client) {
var player = SoundBank.getDrumPlayer(drum, secs);
player.client = client;
player.setDuration(secs);
var source = runtime.audioContext.createScriptProcessor(4096, 1, 1);
source.onaudioprocess = function(e) { player.writeSampleData(e); };
source.soundPlayer = player;
source.connect(runtime.audioGain);
runtime.notesPlaying.push(source);
source.finished = function() {
var i = runtime.notesPlaying.indexOf(source);
if (i > -1 && runtime.notesPlaying[i] != null) {
runtime.notesPlaying.splice(i, 1);
}
}
window.setTimeout(source.finished, secs * 1000);
return player;
}
var playNote = function(instrument, midiKey, secs, client) {
var player = SoundBank.getNotePlayer(instrument, midiKey);
player.client = client;
player.setNoteAndDuration(midiKey, secs);
var source = runtime.audioContext.createScriptProcessor(4096, 1, 1);
source.onaudioprocess = function(e) { player.writeSampleData(e); };
source.connect(runtime.audioGain);
runtime.notesPlaying.push(source);
source.finished = function() {
var i = runtime.notesPlaying.indexOf(source);
if (i > -1 && runtime.notesPlaying[i] != null) {
runtime.notesPlaying.splice(i, 1);
}
}
window.setTimeout(source.finished, secs * 1000);
return player;
}
var stopAllSounds = function() {
var oldPlaying = runtime.audioPlaying;
runtime.audioPlaying = [];
for (var s = 0; s < oldPlaying.length; s++) {
if (oldPlaying[s].source) {
oldPlaying[s].source.noteOff(0);
oldPlaying[s].source.finished();
}
}
var oldPlaying = runtime.notesPlaying;
runtime.notesPlaying = [];
for (var s = 0; s < oldPlaying.length; s++) {
if (oldPlaying[s]) {
oldPlaying[s].disconnect();
oldPlaying[s].finished();
}
}
}
SoundPrims.prototype.primPlaySound = function(b) {
var s = interp.targetSprite();
if (s == null) return;
var snd = s.soundNamed(interp.arg(b, 0));
if (snd != null) playSound(snd);
}
SoundPrims.prototype.primPlaySoundUntilDone = function(b) {
var activeThread = interp.activeThread;
if (activeThread.firstTime) {
var snd = interp.targetSprite().soundNamed(interp.arg(b, 0));
if (snd == null) return;
activeThread.tmpObj = playSound(snd);
activeThread.firstTime = false;
}
var player = activeThread.tmpObj;
if (player == null || player.done || player.playbackState == 3) {
activeThread.tmpObj = null;
activeThread.firstTime = true;
} else {
interp.yield = true;
}
}
var beatsToSeconds = function(beats) {
return (beats * 60) / runtime.stage.data.tempoBPM;
}
SoundPrims.prototype.primPlayNote = function(b) {
var s = interp.targetSprite();
if (s == null) return;
if (interp.activeThread.firstTime) {
var key = interp.arg(b, 0);
var secs = beatsToSeconds(interp.arg(b, 1));
playNote(s.instrument, key, secs, s);
interp.startTimer(secs);
} else {
interp.checkTimer();
}
}
SoundPrims.prototype.primPlayDrum = function(b) {
var s = interp.targetSprite();
if (s == null) return;
if (interp.activeThread.firstTime) {
var drum = Math.round(interp.arg(b, 0));
var secs = beatsToSeconds(interp.arg(b, 1));
playDrum(drum, secs, s);
interp.startTimer(secs);
} else {
interp.checkTimer();
}
}
SoundPrims.prototype.primPlayRest = function(b) {
var s = interp.targetSprite();
if (s == null) return;
if (interp.activeThread.firstTime) {
var secs = beatsToSeconds(interp.arg(b, 0));
interp.startTimer(secs);
} else {
interp.checkTimer();
}
}
SoundPrims.prototype.primSetInstrument = function(b) {
var s = interp.targetSprite();
if (s != null) s.instrument = interp.arg(b, 0);
}
SoundPrims.prototype.primStopAllSounds = function(b) {
stopAllSounds();
}
SoundPrims.prototype.primChangeVolume = function(b) {
var s = interp.targetSprite();
if (s != null) s.volume += interp.arg(b, 0);
}
SoundPrims.prototype.primSetVolume = function(b) {
var s = interp.targetSprite();
if (s != null) s.volume = interp.arg(b, 0);
}
SoundPrims.prototype.primVolume = function(b) {
var s = interp.targetSprite();
return (s != null) ? s.volume : 0;
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
'use strict';
var VarListPrims = function() {}
VarListPrims.prototype.addPrimsTo = function(primTable) {
// Variable primitives
primTable['readVariable'] = this.primReadVar;
primTable['setVar:to:'] = this.primSetVar;
primTable['changeVar:by:'] = this.primChangeVar;
primTable['hideVariable:'] = this.primHideVar;
primTable['showVariable:'] = this.primShowVar;
// List primitives
primTable['append:toList:'] = this.primListAppend;
primTable['deleteLine:ofList:'] = this.primListDeleteLine;
primTable['insert:at:ofList:'] = this.primListInsertAt;
primTable['setLine:ofList:to:'] = this.primListSetLine;
primTable['lineCountOfList:'] = this.primListLength;
primTable['getLine:ofList:'] = this.primListGetLine;
primTable['list:contains:'] = this.primListContains;
}
// Variable primitive implementations
VarListPrims.prototype.primReadVar = function(b) {
var s = interp.targetSprite();
if (s == null) return;
var targetVar = interp.arg(b, 0);
if (targetVar in s.variables)
return s.variables[targetVar];
else if (targetVar in runtime.stage.variables)
return runtime.stage.variables[targetVar];
}
VarListPrims.prototype.primSetVar = function(b) {
var s = interp.targetSprite();
if (s == null) return;
var targetVar = interp.arg(b, 0);
if (targetVar in s.variables)
s.variables[targetVar] = interp.arg(b, 1);
else if (targetVar in runtime.stage.variables)
runtime.stage.variables[targetVar] = interp.arg(b, 1);
}
VarListPrims.prototype.primChangeVar = function(b) {
var s = interp.targetSprite();
if (s == null) return;
var targetVar = interp.arg(b, 0);
if (targetVar in s.variables) {
s.variables[targetVar] = parseFloat(s.variables[targetVar]);
s.variables[targetVar] += interp.arg(b, 1);
} else if (targetVar in runtime.stage.variables) {
runtime.stage.variables[targetVar] = parseFloat(runtime.stage.variables[targetVar]);
runtime.stage.variables[targetVar] += interp.arg(b, 1);
}
}
VarListPrims.prototype.primHideVar = function(b) {
var targetVar = interp.arg(b, 0);
for (var r = 0; r < runtime.reporters.length; r++) {
if (runtime.reporters[r].cmd == 'getVar:' && runtime.reporters[r].param == targetVar) {
runtime.reporters[r].visible = false;
return;
}
}
}
VarListPrims.prototype.primShowVar = function(b) {
var targetVar = interp.arg(b, 0);
for (var r = 0; r < runtime.reporters.length; r++) {
if (runtime.reporters[r].cmd == 'getVar:' && runtime.reporters[r].param == targetVar) {
runtime.reporters[r].visible = true;
return;
}
}
}
// List primitive implementations
// Take a list name and target sprite and return the JS list itself
var findList = function(targetSprite, listName) {
if (targetSprite == null) targetSprite = runtime.stage;
if (listName in targetSprite.lists) {
return targetSprite.lists[listName].contents;
} else if (listName in runtime.stage.lists) {
return runtime.stage.lists[listName].contents;
}
return null;
}
VarListPrims.prototype.primListAppend = function(b) {
var list = findList(interp.targetSprite(), interp.arg(b, 1));
if (list) list.push(interp.arg(b, 0));
}
VarListPrims.prototype.primListDeleteLine = function(b) {
var list = findList(interp.targetSprite(), interp.arg(b, 1));
if (!list) return;
var line = interp.arg(b, 0);
if (line == 'all' || list.length == 0) list.length = 0;
else if (line == 'last') list.splice(list.length - 1, 1);
else if (parseInt(line) - 1 in list) list.splice(parseInt(line) - 1, 1);
}
VarListPrims.prototype.primListInsertAt = function(b) {
var list = findList(interp.targetSprite(), interp.arg(b, 2));
if (!list) return;
var newItem = interp.arg(b, 0);
var position = interp.arg(b, 1);
if (position == 'last') position = list.length;
else if (position == 'random') position = Math.round(Math.random() * list.length);
else position = parseInt(position) - 1;
if (position > list.length) return;
list.splice(position, 0, newItem);
}
VarListPrims.prototype.primListSetLine = function(b) {
var list = findList(interp.targetSprite(), interp.arg(b, 1));
if (!list) return;
var newItem = interp.arg(b, 2);
var position = interp.arg(b, 0);
if (position == 'last') position = list.length - 1;
else if (position == 'random') position = Math.floor(Math.random() * list.length);
else position = parseInt(position) - 1;
if (position > list.length - 1) return;
list[position] = newItem;
}
VarListPrims.prototype.primListLength = function(b) {
var list = findList(interp.targetSprite(), interp.arg(b, 0));
if (!list) return 0;
return list.length;
}
VarListPrims.prototype.primListGetLine = function(b) {
var list = findList(interp.targetSprite(), interp.arg(b, 1));
if (!list) return 0;
var line = interp.arg(b, 0);
if (list.length == 0) return 0;
if (line == 'random') line = Math.round(Math.random() * list.length);
else if (line == 'last') line = list.length;
else if (list.length < line) return 0;
return list[line - 1];
}
VarListPrims.prototype.primListContains = function(b) {
var list = findList(interp.targetSprite(), interp.arg(b, 0));
if (!list) return 0;
var searchItem = interp.arg(b, 1);
if (parseFloat(searchItem) == searchItem) searchItem = parseFloat(searchItem);
return $.inArray(searchItem, list) > -1;
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// NotePlayer.js
// Tim Mickel, 2013
// Based entirely on the AS version by John Maloney
//
// Subclass of SoundDecoder to play notes on a sampled instrument or drum.
//
// A sampled instrument outputs interpolated sound samples from an array of signed,
// 16-bit integers with an original sampling rate of 22050 samples/sec. The pitch is
// shifted by change the step size while iterating through this array. An instrument
// may also be looped so that it can be sustained and it may have a volume envelope
// to control the attack and decay of the note.
var NotePlayer = function(wavFileData, originalPitch, loopStart, loopEnd, env) {
this.originalPitch = originalPitch || null;
this.index = 0;
this.samplesRemaining = 0; // determines note duration
// Looping
this.isLooped = false;
this.loopPoint = 0; // final sample in loop
this.loopLength = 0;
// Volume Envelope
this.envelopeValue = 1;
this.samplesSinceStart = 0;
this.attackEnd = 0;
this.attackRate = 0;
this.holdEnd = 0;
this.decayRate = 1;
if (wavFileData == null) wavFileData = new ArrayBuffer();
var stepSize = 0.5; // default - no pitch shift
var startOffset = 0;
this.endOffset = wavFileData.byteLength / 2; // end of sample data
var getSample = function() { return 0; } // called once at startup time
this.soundData = new Uint8Array(wavFileData);
if ((loopStart >= 0) && (loopStart < this.endOffset)) {
this.isLooped = true;
this.loopPoint = loopStart;
if ((loopEnd > 0) && (loopEnd <= this.endOffset)) this.endOffset = loopEnd;
this.loopLength = this.endOffset - this.loopPoint;
// Compute the original pitch more exactly from the loop length:
var oneCycle = 22050 / this.originalPitch;
var cycles = Math.round(this.loopLength / oneCycle);
this.originalPitch = 22050 / (this.loopLength / cycles);
}
if (env) {
this.attackEnd = env[0] * 44.100;
if (this.attackEnd > 0) this.attackRate = Math.pow(33000, 1 / this.attackEnd);
this.holdEnd = this.attackEnd + (env[1] * 44.100);
var decayCount = env[2] * 44100;
this.decayRate = (decayCount == 0) ? 1 : Math.pow(33000, -1 / decayCount);
}
}
NotePlayer.prototype = Object.create(SoundDecoder.prototype);
NotePlayer.prototype.constructor = NotePlayer;
NotePlayer.prototype.setNoteAndDuration = function(midiKey, secs) {
midiKey = Math.max(0, Math.min(midiKey, 127));
var pitch = 440 * Math.pow(2, (midiKey - 69) / 12); // midi key 69 is A (440 Hz)
this.stepSize = pitch / (2 * this.originalPitch); // adjust for original sampling rate of 22050
this.setDuration(secs);
}
NotePlayer.prototype.setDuration = function(secs) {
this.samplesSinceStart = 0;
this.samplesRemaining = 44100 * secs;
if (!this.isLooped) this.samplesRemaining = Math.min(this.samplesRemaining, this.endOffset / this.stepSize);
this.envelopeValue = (this.attackEnd > 0) ? 1 / 33000 : 1;
}
NotePlayer.prototype.interpolatedSample = function() {
if (this.samplesRemaining-- <= 0) { this.noteFinished(); return 0; }
this.index += this.stepSize;
while (this.index >= this.endOffset) {
if (!this.isLooped) return 0;
this.index -= this.loopLength;
}
var i = Math.floor(this.index);
var frac = this.index - i;
var curr = this.rawSample(i);
var next = this.rawSample(i + 1);
var sample = (curr + (frac * (next - curr))) / 100000; // xxx 32000; attenuate...
if (this.samplesRemaining < 1000) sample *= (this.samplesRemaining / 1000.0); // relaase phease
this.updateEnvelope();
return this.envelopeValue * sample;
}
NotePlayer.prototype.rawSample = function(sampleIndex) {
if (sampleIndex >= this.endOffset) {
if (this.isLooped) sampleIndex = this.loopPoint;
else return 0;
}
var byteIndex = 2 * sampleIndex;
var result = (this.soundData[byteIndex + 1] << 8) + this.soundData[byteIndex];
return (result <= 32767) ? result : result - 65536;
}
NotePlayer.prototype.updateEnvelope = function() {
// Compute envelopeValue for the current sample.
this.samplesSinceStart++;
if (this.samplesSinceStart < this.attackEnd) {
this.envelopeValue *= this.attackRate;
} else if (this.samplesSinceStart == this.attackEnd) {
this.envelopeValue = 1;
} else if (this.samplesSinceStart > this.holdEnd) {
if (this.decayRate < 1) this.envelopeValue *= this.decayRate;
}
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// SoundBank.js
// Tim Mickel, 2013
// Based on the original AS by John Maloney - Scratch 1.4 compatibility removed
//
// A collection of instrument and drum resources to support the note and drum commands.
var SoundBank = function() {};
// -----------------------------
// Scratch 2.0 Instrument Definitions
//------------------------------
// Each instrument is an array of one or more key-span entries of the following form:
//
// top key of key span, sampleName, midiKey, loopStart, loopEnd, [attack, hold, decay]
//
// The loop points are -1 if the sound is unlooped (e.g. Marimba).
// The three-element envelop array may be omitted if the instrument has no envelope.
SoundBank.instruments = [
[[38, 'AcousticPiano_As3', 58, 10266, 17053, [0, 100, 22]],
[44, 'AcousticPiano_C4', 60, 13968, 18975, [0, 100, 20]],
[51, 'AcousticPiano_G4', 67, 12200, 12370, [0, 80, 18]],
[62, 'AcousticPiano_C6', 84, 13042, 13276, [0, 80, 16]],
[70, 'AcousticPiano_F5', 77, 12425, 12965, [0, 40, 14]],
[77, 'AcousticPiano_Ds6', 87, 12368, 12869, [0, 20, 10]],
[85, 'AcousticPiano_Ds6', 87, 12368, 12869, [0, 0, 8]],
[90, 'AcousticPiano_Ds6', 87, 12368, 12869, [0, 0, 6]],
[96, 'AcousticPiano_D7', 98, 7454, 7606, [0, 0, 3]],
[128, 'AcousticPiano_D7', 98, 7454, 7606, [0, 0, 2]]],
[[48, 'ElectricPiano_C2', 36, 15338, 17360, [0, 80, 10]],
[74, 'ElectricPiano_C4', 60, 11426, 12016, [0, 40, 8]],
[128, 'ElectricPiano_C4', 60, 11426, 12016, [0, 0, 6]]],
[[128, 'Organ_G2', 43, 1306, 3330]],
[[40, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 15]],
[56, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 13.5]],
[60, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 12]],
[67, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 8.5]],
[72, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 7]],
[83, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 5.5]],
[128, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 4.5]]],
[[40, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 15]],
[56, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 13.5]],
[60, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 12]],
[67, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 8.5]],
[72, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 7]],
[83, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 5.5]],
[128, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 4.5]]],
[[34, 'ElectricBass_G1', 31, 41912, 42363, [0, 0, 17]],
[48, 'ElectricBass_G1', 31, 41912, 42363, [0, 0, 14]],
[64, 'ElectricBass_G1', 31, 41912, 42363, [0, 0, 12]],
[128, 'ElectricBass_G1', 31, 41912, 42363, [0, 0, 10]]],
[[38, 'Pizz_G2', 43, 8554, 8782, [0, 0, 5]],
[45, 'Pizz_G2', 43, 8554, 8782, [0, 12, 4]],
[56, 'Pizz_A3', 57, 11460, 11659, [0, 0, 4]],
[64, 'Pizz_A3', 57, 11460, 11659, [0, 0, 3.2]],
[72, 'Pizz_E4', 64, 17525, 17592, [0, 0, 2.8]],
[80, 'Pizz_E4', 64, 17525, 17592, [0, 0, 2.2]],
[128, 'Pizz_E4', 64, 17525, 17592, [0, 0, 1.5]]],
[[41, 'Cello_C2', 36, 8548, 8885],
[52, 'Cello_As2', 46, 7465, 7845],
[62, 'Violin_D4', 62, 10608, 11360],
[75, 'Violin_A4', 69, 3111, 3314, [70, 0, 0]],
[128, 'Violin_E5', 76, 2383, 2484]],
[[30, 'BassTrombone_A2_3', 45, 1357, 2360],
[40, 'BassTrombone_A2_2', 45, 1893, 2896],
[55, 'Trombone_B3', 59, 2646, 3897],
[88, 'Trombone_B3', 59, 2646, 3897, [50, 0, 0]],
[128, 'Trumpet_E5', 76, 2884, 3152]],
[[128, 'Clarinet_C4', 60, 14540, 15468]],
[[40, 'TenorSax_C3', 48, 8939, 10794],
[50, 'TenorSax_C3', 48, 8939, 10794, [20, 0, 0]],
[59, 'TenorSax_C3', 48, 8939, 10794, [40, 0, 0]],
[67, 'AltoSax_A3', 57, 8546, 9049],
[75, 'AltoSax_A3', 57, 8546, 9049, [20, 0, 0]],
[80, 'AltoSax_A3', 57, 8546, 9049, [20, 0, 0]],
[128, 'AltoSax_C6', 84, 1258, 1848]],
[[61, 'Flute_B5_2', 83, 1859, 2259],
[128, 'Flute_B5_1', 83, 2418, 2818]],
[[128, 'WoodenFlute_C5', 72, 11426, 15724]],
[[57, 'Bassoon_C3', 48, 2428, 4284],
[67, 'Bassoon_C3', 48, 2428, 4284, [40, 0, 0]],
[76, 'Bassoon_C3', 48, 2428, 4284, [80, 0, 0]],
[84, 'EnglishHorn_F3', 53, 7538, 8930, [40, 0, 0]],
[128, 'EnglishHorn_D4', 62, 4857, 5231]],
[[39, 'Choir_F3', 53, 14007, 41281],
[50, 'Choir_F3', 53, 14007, 41281, [40, 0, 0]],
[61, 'Choir_F3', 53, 14007, 41281, [60, 0, 0]],
[72, 'Choir_F4', 65, 16351, 46436],
[128, 'Choir_F5', 77, 18440, 45391]],
[[38, 'Vibraphone_C3', 48, 6202, 6370, [0, 100, 8]],
[48, 'Vibraphone_C3', 48, 6202, 6370, [0, 100, 7.5]],
[59, 'Vibraphone_C3', 48, 6202, 6370, [0, 60, 7]],
[70, 'Vibraphone_C3', 48, 6202, 6370, [0, 40, 6]],
[78, 'Vibraphone_C3', 48, 6202, 6370, [0, 20, 5]],
[86, 'Vibraphone_C3', 48, 6202, 6370, [0, 0, 4]],
[128, 'Vibraphone_C3', 48, 6202, 6370, [0, 0, 3]]],
[[128, 'MusicBox_C4', 60, 14278, 14700, [0, 0, 2]]],
[[128, 'SteelDrum_D5', 74.4, -1, -1, [0, 0, 2]]],
[[128, 'Marimba_C4', 60, -1, -1]],
[[80, 'SynthLead_C4', 60, 135, 1400],
[128, 'SynthLead_C6', 84, 124, 356]],
[[38, 'SynthPad_A3', 57, 4212, 88017, [50, 0, 0]],
[50, 'SynthPad_A3', 57, 4212, 88017, [80, 0, 0]],
[62, 'SynthPad_A3', 57, 4212, 88017, [110, 0, 0]],
[74, 'SynthPad_A3', 57, 4212, 88017, [150, 0, 0]],
[86, 'SynthPad_A3', 57, 4212, 88017, [200, 0, 0]],
[128, 'SynthPad_C6', 84, 2575, 9202]],
];
// -----------------------------
// Scratch 2.0 Drum Definitions
//------------------------------
// Each drum entry is an array of of the form:
//
// sampleName, pitchAdjust, [loopStart, loopEnd, decay]
//
// pitchAdjust (pitch shift in semitones) adjusts the original pitch.
// The loop points and decay parameter may be omitted if the drum is unlooped.
// (A few drums are looped to create several different pitched drums from one sample.)
SoundBank.drums = [
['SnareDrum', 0],
['Tom', 0],
['SideStick', 0],
['Crash', -7],
['HiHatOpen', -8],
['HiHatClosed', 0],
['Tambourine', 0],
['Clap', 0],
['Claves', 0],
['WoodBlock', -4],
['Cowbell', 0],
['Triangle', -6, 16843, 17255, 2],
['Bongo', 2],
['Conga', -7, 4247, 4499, 2], // jhm decay
['Cabasa', 0],
['GuiroLong', 0],
['Vibraslap', -6],
['Cuica', -5],
];
SoundBank.getNotePlayer = function(instNum, midiKey) {
// Return a NotePlayer for the given Scratch 2.0 instrument number (1..21)
// and MIDI key (0..127). If the instrument is out of range, use 1.
var r = SoundBank.getNoteRecord(instNum - 1, midiKey);
var env = (r.length > 5) ? r[5] : null;
return new NotePlayer(Instr.samples[r[1]], SoundBank.pitchForKey(r[2]), r[3], r[4], env);
}
SoundBank.getNoteRecord = function(instNum, midiKey) {
// Get a note record for the given instrument number.
if ((instNum < 0) || (instNum >= SoundBank.instruments.length)) instNum = 0;
var keyRanges = SoundBank.instruments[instNum];
for (var r = 0; r < keyRanges.length; r++) {
var topOfKeyRange = keyRanges[r][0];
if (midiKey <= topOfKeyRange) return keyRanges[r];
}
return keyRanges[keyRanges.length - 1]; // return the note record for the top key range.
}
SoundBank.pitchForKey = function(midiKey) {
return 440 * Math.pow(2, (midiKey - 69) / 12); // midi key 69 is A=440 Hz
}
SoundBank.getDrumPlayer = function(drumNum, secs) {
// Return a NotePlayer for the given drum number.
var entry = SoundBank.drums[drumNum - 1];
if (entry == null) entry = SoundBank.drums[2];
var loopStart = -1, loopEnd = -1, env = null;
if (entry.length >= 4) {
loopStart = entry[2];
loopEnd = entry[3];
}
if (entry.length >= 5) env = [0, 0, entry[4]];
var player = new NotePlayer(Instr.samples[entry[0]], SoundBank.pitchForKey(60), loopStart, loopEnd, env);
player.setNoteAndDuration(60 + entry[1], 0);
return player;
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// SoundDecoder.js
// Decode WAV Files (8-bit, 16-bit, and ADPCM) for playing by Sprites.
// For best performance, this should be run only once per WAV and
// the decoded buffer should be cached.
// Based almost entirely on John Maloney's AS implementation.
var SoundDecoder = function(wavFileData) {
this.scratchSound = null;
this.soundData = null;
this.startOffset = 0;
this.endOffset = 0;
this.stepSize = 0;
this.adpcmBlockSize = 0;
this.bytePosition = 0;
this.soundChannel = null;
this.lastBufferTime = 0;
this.getSample = null;
this.fraction = 0.0;
this.thisSample = 0;
// decoder state
this.sample = 0;
this.index = 0;
this.lastByte = -1; // -1 indicates that there is no saved lastByte
this.nextSample = 0;
this.info = null;
getSample = this.getSample16Uncompressed;
if (wavFileData != null) {
var info = WAVFile.decode(wavFileData);
this.info = info;
this.startOffset = info.sampleDataStart;
this.endOffset = this.startOffset + info.sampleDataSize;
this.soundData = new Uint8Array(wavFileData.slice(this.startOffset, this.endOffset));
this.stepSize = info.samplesPerSecond / 44100.0;
if (info.encoding == 17) {
this.adpcmBlockSize = info.adpcmBlockSize;
this.getSample = this.getSampleADPCM;
} else {
if (info.bitsPerSample == 8) this.getSample = this.getSample8Uncompressed;
if (info.bitsPerSample == 16) this.getSample = this.getSample16Uncompressed;
}
}
}
SoundDecoder.prototype.noteFinished = function() {
// Called by subclasses to force ending condition to be true in writeSampleData()
this.bytePosition = this.endOffset;
}
// Used for Notes and Drums - Web Audio API ScriptProcessorNodes use this
// as a callback function to fill the buffers with sample data.
SoundDecoder.prototype.writeSampleData = function(evt) {
var i = 0;
var output = evt.outputBuffer.getChannelData(0);
//this.updateVolume();
for (i = 0; i < output.length; i++) {
var n = this.interpolatedSample();
output[i] = n;
}
}
// For pre-caching the samples of WAV sounds
// Return a full list of samples generated by the decoder.
SoundDecoder.prototype.getAllSamples = function() {
var samples = [], smp = 0;
smp = this.interpolatedSample();
while (smp != null) {
samples.push(smp);
smp = this.interpolatedSample();
}
return samples;
}
// Provide the next sample for the buffer
SoundDecoder.prototype.interpolatedSample = function() {
this.fraction += this.stepSize;
while (this.fraction >= 1.0) {
this.thisSample = this.nextSample;
this.nextSample = this.getSample();
this.fraction -= 1.0;
}
if (this.nextSample == null) { return null; }
var out = (this.fraction == 0) ?
this.thisSample :
this.thisSample + (this.fraction * (this.nextSample - this.thisSample));
return (out) / 32768.0;
}
// 16-bit samples, big-endian
SoundDecoder.prototype.getSample16Uncompressed = function() {
var result = 0;
if (this.bytePosition <= (this.info.sampleDataSize - 2)) {
result = (this.soundData[this.bytePosition + 1] << 8) + this.soundData[this.bytePosition];
if (result > 32767) result -= 65536;
this.bytePosition += 2;
} else {
this.bytePosition = this.endOffset;
result = null;
}
return result;
}
// 8-bit samples, uncompressed
SoundDecoder.prototype.getSample8Uncompressed = function() {
if (this.bytePosition >= this.info.sampleDataSize) return null;
return (this.soundData[this.bytePosition++] - 128) << 8;
}
/*SoundDecoder.prototype.updateVolume = function() {
if (this.client == null) {
this.volume = 1.0;
return;
}
if (this.client.volume == this.lastClientVolume) return; // optimization
this.volume = Math.max(0.0, Math.min(this.client.volume / 100.0, 1.0));
this.lastClientVolume = this.client.volume;
}*/
// Decoder for IMA ADPCM compressed sounds
SoundDecoder.indexTable = [-1, -1, -1, -1, 2, 4, 6, 8, -1, -1, -1, -1, 2, 4, 6, 8];
SoundDecoder.stepTable = [
7, 8, 9, 10, 11, 12, 13, 14, 16, 17, 19, 21, 23, 25, 28, 31, 34, 37, 41, 45,
50, 55, 60, 66, 73, 80, 88, 97, 107, 118, 130, 143, 157, 173, 190, 209, 230,
253, 279, 307, 337, 371, 408, 449, 494, 544, 598, 658, 724, 796, 876, 963,
1060, 1166, 1282, 1411, 1552, 1707, 1878, 2066, 2272, 2499, 2749, 3024, 3327,
3660, 4026, 4428, 4871, 5358, 5894, 6484, 7132, 7845, 8630, 9493, 10442, 11487,
12635, 13899, 15289, 16818, 18500, 20350, 22385, 24623, 27086, 29794, 32767
];
SoundDecoder.prototype.getSampleADPCM = function() {
// Decompress sample data using the IMA ADPCM algorithm.
// Note: Handles only one channel, 4-bits/sample.
var step = 0, code = 0, delta = 0;
if (((this.bytePosition % this.adpcmBlockSize) == 0) && (this.lastByte < 0)) { // read block header
if (this.bytePosition > (this.info.sampleDataSize - 4)) return null;
this.sample = (this.soundData[this.bytePosition + 1] << 8) + this.soundData[this.bytePosition];
if (this.sample > 32767) this.sample -= 65536;
this.index = this.soundData[this.bytePosition + 2];
this.bytePosition += 4;
if (this.index > 88) this.index = 88;
this.lastByte = -1;
return this.sample;
} else {
// read 4-bit code and compute delta
if (this.lastByte < 0) {
if (this.bytePosition >= this.info.sampleDataSize) return null;
this.lastByte = this.soundData[this.bytePosition++];
code = this.lastByte & 0xF;
} else {
code = (this.lastByte >> 4) & 0xF;
this.lastByte = -1;
}
step = SoundDecoder.stepTable[this.index];
delta = 0;
if (code & 4) delta += step;
if (code & 2) delta += step >> 1;
if (code & 1) delta += step >> 2;
delta += step >> 3;
// compute next index
this.index += SoundDecoder.indexTable[code];
if (this.index > 88) this.index = 88;
if (this.index < 0) this.index = 0;
// compute and output sample
this.sample += ((code & 8) ? -delta : delta);
if (this.sample > 32767) this.sample = 32767;
if (this.sample < -32768) this.sample = -32768;
return this.sample;
}
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// WAVFile.js
// Utility class for reading and decoding WAV file metadata
// Based directly on John Maloney's AS version for the Scratch Flash Player
var WAVFile = function() {};
WAVFile.decode = function(waveData) {
// Decode the given WAV file data and return an Object with the format and sample data.
var result = {};
var data = new OffsetBuffer(waveData);
// read WAVE File Header
if (data.readString(4) != 'RIFF') { console.log("WAVFile: bad file header"); return; }
var totalSize = data.readInt();
if (data.getLength() != (totalSize + 8)) console.log("WAVFile: bad RIFF size; ignoring");
if (data.readString(4) != 'WAVE') { console.log("WAVFile: not a WAVE file"); return; }
// read format chunk
var formatChunk = WAVFile.extractChunk('fmt ', data);
if (formatChunk.getLength() < 16) { console.log("WAVFile: format chunk is too small"); return; }
var encoding = formatChunk.readShort();
result.encoding = encoding;
result.channels = formatChunk.readShort();
result.samplesPerSecond = formatChunk.readInt();
result.bytesPerSecond = formatChunk.readInt();
result.blockAlignment = formatChunk.readShort();
result.bitsPerSample = formatChunk.readShort();
// get size of data chunk
var sampleDataStartAndSize = WAVFile.dataChunkStartAndSize(data);
result.sampleDataStart = sampleDataStartAndSize[0];
result.sampleDataSize = sampleDataStartAndSize[1];
// handle various encodings
if (encoding == 1) {
if (!((result.bitsPerSample == 8) || (result.bitsPerSample == 16))) {
console.log("WAVFile: can only handle 8-bit or 16-bit uncompressed PCM data");
return;
}
result.sampleCount = result.sampleDataSize / 2;
} else if (encoding == 17) {
if (formatChunk.length < 20) { console.log("WAVFile: adpcm format chunk is too small"); return; }
if (result.channels != 1) { console.log("WAVFile: adpcm supports only one channel (monophonic)"); return; }
formatChunk.offset += 2; // skip extra header byte count
var samplesPerBlock = formatChunk.readShort();
result.adpcmBlockSize = ((samplesPerBlock - 1) / 2) + 4; // block size in bytes
var factChunk = WAVFile.extractChunk('fact', data);
if ((factChunk != null) && (factChunk.getLength() == 4)) {
result.sampleCount = factChunk.readInt();
} else {
// this should never happen, since there should always be a 'fact' chunk
// slight over-estimate (doesn't take ADPCM headers into account)
result.sampleCount = 2 * result.sampleDataSize;
}
} else {
console.log("WAVFile: unknown encoding " + encoding);
return;
}
return result;
}
WAVFile.extractChunk = function(desiredType, data) {
// Return the contents of the first chunk of the given type or an empty OffsetBuffer if it is not found.
data.offset = 12;
while (data.bytesAvailable() > 8) {
var chunkType = data.readString(4);
var chunkSize = data.readUint();
if (chunkType == desiredType) {
if (chunkSize > data.bytesAvailable()) return null;
var result = new OffsetBuffer(data.readBytes(chunkSize));
return result;
} else {
data.offset += chunkSize;
}
}
return new OffsetBuffer(new ArrayBuffer());
}
WAVFile.dataChunkStartAndSize = function(data) {
// Return an array with the starting offset and size of the first chunk of the given type.
data.offset = 12;
while (data.bytesAvailable() >= 8) {
var chunkType = data.readString(4);
var chunkSize = data.readUint();
if (chunkType == 'data') {
if (chunkSize > data.bytesAvailable()) return [0, 0]; // bad wave file
return [data.offset, chunkSize];
} else {
data.offset += chunkSize;
}
}
return [0, 0]; // chunk not found; bad wave file
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// Scratch HTML5 Player
// Color.js
// Based on the original by John Maloney
Color = function() {};
Color.fromHSV = function(h, s, v) {
var r, g, b;
h = h % 360;
if (h < 0) h += 360;
s = Math.max(0, Math.min(s, 1));
v = Math.max(0, Math.min(v, 1));
var i = Math.floor(h / 60);
var f = (h / 60) - i;
var p = v * (1 - s);
var q = v * (1 - (s * f));
var t = v * (1 - (s * (1 - f)));
if (i == 0) { r = v; g = t; b = p; }
else if (i == 1) { r = q; g = v; b = p; }
else if (i == 2) { r = p; g = v; b = t; }
else if (i == 3) { r = p; g = q; b = v; }
else if (i == 4) { r = t; g = p; b = v; }
else if (i == 5) { r = v; g = p; b = q; }
r = Math.floor(r * 255);
g = Math.floor(g * 255);
b = Math.floor(b * 255);
return (r << 16) | (g << 8) | b;
}
Color.rgb2hsv = function(rgb) {
var h, s, v, x, f, i;
var r = ((rgb >> 16) & 255) / 255;
var g = ((rgb >> 8) & 255) / 255;
var b = (rgb & 255) / 255;
x = Math.min(Math.min(r, g), b);
v = Math.max(Math.max(r, g), b);
if (x == v) return [0, 0, v]; // gray; hue arbitrarily reported as zero
f = (r == x) ? g - b : ((g == x) ? b - r : r - g);
i = (r == x) ? 3 : ((g == x) ? 5 : 1);
h = ((i - (f / (v - x))) * 60) % 360;
s = (v - x) / v;
return [h, s, v];
}
Color.scaleBrightness = function(rgb, scale) {
var hsv = Color.rgb2hsv(rgb);
scale = Math.max(0, Math.min(scale, 1));
return Color.fromHSV(hsv[0], hsv[1], scale * hsv[2]);
}
Color.mixRGB = function(rgb1, rgb2, fraction) {
// Mix rgb1 with rgb2. 0 gives all rgb1, 1 gives rbg2, .5 mixes them 50/50.
if (fraction <= 0) return rgb1;
if (fraction >= 1) return rgb2;
var r1 = (rgb1 >> 16) & 255;
var g1 = (rgb1 >> 8) & 255;
var b1 = rgb1 & 255
var r2 = (rgb2 >> 16) & 255;
var g2 = (rgb2 >> 8) & 255;
var b2 = rgb2 & 255
var r = ((fraction * r2) + ((1.0 - fraction) * r1)) & 255;
var g = ((fraction * g2) + ((1.0 - fraction) * g1)) & 255;
var b = ((fraction * b2) + ((1.0 - fraction) * b1)) & 255;
return (r << 16) | (g << 8) | b;
}
Color.random = function() {
// return a random color
var h = 360 * Math.random();
var s = 0.7 + (0.3 * Math.random());
var v = 0.6 + (0.4 * Math.random());
return Color.fromHSV(h, s, v);
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// Provides the equivalent functionality of an AS ByteArray
// using JavaScript ArrayBuffers and viewers
var OffsetBuffer = function(data) {
this.offset = 0;
this.ab = data;
}
// Read various datatypes from the ArrayBuffer, seeking the offset.
OffsetBuffer.prototype.readString = function(length) {
var str = this.ab2str(this.ab.slice(this.offset, this.offset + length));
this.offset += length;
return str;
}
OffsetBuffer.prototype.readInt = function() {
var num = this.ab2int(this.ab.slice(this.offset, this.offset + 4));
this.offset += 4;
return num;
}
OffsetBuffer.prototype.readUint = function() {
var num = this.ab2uint(this.ab.slice(this.offset, this.offset + 4));
this.offset += 4;
return num;
}
OffsetBuffer.prototype.readShort = function() {
var num = this.ab2short(this.ab.slice(this.offset, this.offset + 2));
this.offset += 2;
return num;
}
OffsetBuffer.prototype.readBytes = function(length) {
var bytes = this.ab.slice(this.offset, this.offset + length);
this.offset += length;
return bytes;
}
// Length of the internal buffer
OffsetBuffer.prototype.getLength = function() {
return this.ab.byteLength;
}
// Number of bytes remaining from the current offset
OffsetBuffer.prototype.bytesAvailable = function() {
return (this.getLength() - this.offset);
}
// ArrayBuffer -> JS type conversion methods
OffsetBuffer.prototype.ab2str = function(buf) {
return String.fromCharCode.apply(null, new Uint8Array(buf));
}
// These create Javascript Numbers
OffsetBuffer.prototype.ab2int = function(buf) {
return new Int32Array(buf)[0];
}
OffsetBuffer.prototype.ab2uint = function(buf) {
return new Uint32Array(buf)[0];
}
OffsetBuffer.prototype.ab2short = function(buf) {
return new Int16Array(buf)[0];
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
var Point = function(x, y) {
this.x = x;
this.y = y;
}
var Rectangle = function(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.left = x;
this.right = x + width;
this.top = y;
this.bottom = y + height;
}
Rectangle.prototype.intersects = function(other) {
return !(this.left > other.right ||
this.right < other.left ||
this.top > other.bottom ||
this.bottom < other.top);
}

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
/*
* Timer for the interpeter and performance testing
* Tim Mickel, July 2011
*/
var Timer = function() {
var trials = [];
var last_trial = 0;
var start_time = 0;
}
Timer.prototype.time = function() {
return (new Date()).getTime();
}
Timer.prototype.start = function() {
start_time = this.time();
}
Timer.prototype.stop = function() {
end = this.time();
last_trial = end - start_time;
trials.push(last_trial);
}
Timer.prototype.count = function() {
return trials.length;
}
Timer.prototype.average = function() {
sum = 0;
for(i = 0; i < this.count(); i++) {
sum += trials[i];
}
return sum / this.count();
}
Timer.prototype.print = function(element) {
text = "Trial: " + last_trial + "ms" +
"<br />\nTrials: " + this.count() + ", Avg: " + this.average() + "ms";
if(element) {
$(element).html(text);
} else {
console.log(text);
}
}

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#container {
border: none;
cursor: default;
width: 480px;
height: 360px;
overflow: hidden;
position: relative;
float: left;
/* Before, we accomplished this with e.preventDefault
* on the context div. But, we'd like to use those click events
* for some things like reporter sliders.
*/
-webkit-touch-callout: none;
-webkit-user-select: none;
-khtml-user-select: none;
-moz-user-select: none;
-ms-user-select: none;
user-select: none;
}
#greenSlide {
position: absolute;
float: left;
z-index: 500;
margin-left: 30px;
}
#greenSlideFg {
background-color: #000;
opacity: 0.4;
width: 278px;
height: 218px;
padding-top: 142px;
padding-left: 202px;;
}
/* iPad arrow key frame */
#up { width: 540px; height: 30px; clear: both; background-color: #333; }
#left { float: left; width: 30px; height: 360px; background-color: #333; }
#right { float: left; width: 30px; height: 360px; background-color: #333; }
#down { width: 540px; height: 30px; clear: both; background-color: #333; }
/* Reporter styles */
.reporter-normal {
display: inline-block;
padding: 2px 5px 2px 5px;
background-color: rgb(193, 196, 199);
border: 1px solid rgb(130, 126, 126);
border-radius: 4px;
font-family: sans-serif;
font-size: 11px;
font-weight: bold;
color: #000;
position: absolute;
}
.reporter-inset {
display: inline-block;
min-width: 40px;
margin-left: 5px;
padding: 1px;
border: 1px solid #fff;
border-radius: 4px;
box-shadow: inset 0 0 3px #fff;
text-align: center;
color: #fff;
}
.reporter-large {
display: inline-block;
min-width: 40px;
padding: 2px 5px 1px 5px;
border-radius: 4px;
box-shadow: 0 -3px 3px -3px #fff inset, -3px 0 3px -3px #fff inset,
0 3px 3px -3px #000 inset, 3px 0 3px -3px #000 inset;
font-family: sans-serif;
font-size: 15px;
font-weight: bold;
text-align: center;
color: #fff;
position: absolute;
}
/* Say/think bubble styles */
.bubble-container {
position: absolute;
}
.bubble {
position: relative;
display: inline-block;
max-width: 120px;
min-width: 40px;
padding: 6px 11px 6px 11px;
border: 3px solid rgb(160, 160, 160);
border-radius: 10px;
background: #fff;
font-family: sans-serif;
font-weight: bold;
font-size: 14px;
color: #000;
text-align: center;
}
.bubble-say {
position: absolute;
margin-top: -3px;
margin-left: 8px;
width: 44px;
height: 18px;
background: url(img/say-bottom.png) transparent no-repeat;
}
.bubble-think {
position: absolute;
margin-top: 0px;
margin-left: 8px;
width: 44px;
height: 19px;
background: url(img/think-bottom.png) transparent no-repeat;
}

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<?php
/*
* Proxy.php is for local development to get around
* same-origin policy restrictions with regards to
* loading remote JSON and data. In production,
* proxy.php should be removed from the server.
*/
$resource = 'http://scratch.mit.edu/' . $_GET['resource'];
// Strip the /get/ suffix for calculating the extension
// and then get the file extension to pass on to the browser.
// This is an unfortunate hack, but then so is the proxy.
$extension = pathinfo(substr($resource, 0, strlen($resource)-4),
PATHINFO_EXTENSION);
header('Access-Control-Allow-Origin: *');
$contents = @file_get_contents($resource);
switch($extension) {
case 'json':header('Content-type: text/plain'); break;
case 'png': header('Content-type: image/png'); break;
case 'jpg': header('Content-type: image/jpeg'); break;
case 'svg':
header('Content-type: image/svg+xml');
// Extremely ugly hack to temporarily repair broken SVGs generated
// by the Scratch editor for blank backgrounds.
// TODO: Fix the Scratch editor
$contents = str_replace('<svg width="480" height="360">',
'<svg width="480" height="360" xmlns="http://www.w3.org/2000/svg" ' .
'version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink">',
$contents
);
break;
case 'swf':
// For testing
header('Content-type: application/x-shockwave-flash');
header("Cache-Control: no-cache, must-revalidate");
header("Expires: Sat, 26 Jul 1997 05:00:00 GMT");
break;
default: header('Content-type: text/plain'); break;
}
die($contents);
?>

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// Copyright (C) 2013 Massachusetts Institute of Technology
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License version 2,
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
// Instr.js
// Tim Mickel, 2013
// Based entirely on the AS by John Maloney, April 2012
//
// This class interacts with IO to load Scratch instruments and drums.
// The variable 'samples' is a dictionary of named sound buffers.
// Call initSamples() to initialize 'samples' before using (during load).
//
// All instrument and drum samples were created for Scratch by:
//
// Paul Madden, paulmatthewmadden@yahoo.com
//
// Paul is an excellent sound designer and we appreciate all the effort
// he put into this project.
var Instr = function() {}
Instr.samples = {};
Instr.wavsLoaded = 0;
Instr.wavs = {
'AcousticGuitar_F3': 'instruments/AcousticGuitar_F3_22k.wav',
'AcousticPiano_As3': 'instruments/AcousticPiano(5)_A#3_22k.wav',
'AcousticPiano_C4': 'instruments/AcousticPiano(5)_C4_22k.wav',
'AcousticPiano_G4': 'instruments/AcousticPiano(5)_G4_22k.wav',
'AcousticPiano_F5': 'instruments/AcousticPiano(5)_F5_22k.wav',
'AcousticPiano_C6': 'instruments/AcousticPiano(5)_C6_22k.wav',
'AcousticPiano_Ds6': 'instruments/AcousticPiano(5)_D#6_22k.wav',
'AcousticPiano_D7': 'instruments/AcousticPiano(5)_D7_22k.wav',
'AltoSax_A3': 'instruments/AltoSax_A3_22K.wav',
'AltoSax_C6': 'instruments/AltoSax(3)_C6_22k.wav',
'Bassoon_C3': 'instruments/Bassoon_C3_22k.wav',
'BassTrombone_A2_2': 'instruments/BassTrombone_A2(2)_22k.wav',
'BassTrombone_A2_3': 'instruments/BassTrombone_A2(3)_22k.wav',
'Cello_C2': 'instruments/Cello(3b)_C2_22k.wav',
'Cello_As2': 'instruments/Cello(3)_A#2_22k.wav',
'Choir_F3': 'instruments/Choir(4)_F3_22k.wav',
'Choir_F4': 'instruments/Choir(4)_F4_22k.wav',
'Choir_F5': 'instruments/Choir(4)_F5_22k.wav',
'Clarinet_C4': 'instruments/Clarinet_C4_22k.wav',
'ElectricBass_G1': 'instruments/ElectricBass(2)_G1_22k.wav',
'ElectricGuitar_F3': 'instruments/ElectricGuitar(2)_F3(1)_22k.wav',
'ElectricPiano_C2': 'instruments/ElectricPiano_C2_22k.wav',
'ElectricPiano_C4': 'instruments/ElectricPiano_C4_22k.wav',
'EnglishHorn_D4': 'instruments/EnglishHorn(1)_D4_22k.wav',
'EnglishHorn_F3': 'instruments/EnglishHorn(1)_F3_22k.wav',
'Flute_B5_1': 'instruments/Flute(3)_B5(1)_22k.wav',
'Flute_B5_2': 'instruments/Flute(3)_B5(2)_22k.wav',
'Marimba_C4': 'instruments/Marimba_C4_22k.wav',
'MusicBox_C4': 'instruments/MusicBox_C4_22k.wav',
'Organ_G2': 'instruments/Organ(2)_G2_22k.wav',
'Pizz_A3': 'instruments/Pizz(2)_A3_22k.wav',
'Pizz_E4': 'instruments/Pizz(2)_E4_22k.wav',
'Pizz_G2': 'instruments/Pizz(2)_G2_22k.wav',
'SteelDrum_D5': 'instruments/SteelDrum_D5_22k.wav',
'SynthLead_C4': 'instruments/SynthLead(6)_C4_22k.wav',
'SynthLead_C6': 'instruments/SynthLead(6)_C6_22k.wav',
'SynthPad_A3': 'instruments/SynthPad(2)_A3_22k.wav',
'SynthPad_C6': 'instruments/SynthPad(2)_C6_22k.wav',
'TenorSax_C3': 'instruments/TenorSax(1)_C3_22k.wav',
'Trombone_B3': 'instruments/Trombone_B3_22k.wav',
'Trumpet_E5': 'instruments/Trumpet_E5_22k.wav',
'Vibraphone_C3': 'instruments/Vibraphone_C3_22k.wav',
'Violin_D4': 'instruments/Violin(2)_D4_22K.wav',
'Violin_A4': 'instruments/Violin(3)_A4_22k.wav',
'Violin_E5': 'instruments/Violin(3b)_E5_22k.wav',
'WoodenFlute_C5': 'instruments/WoodenFlute_C5_22k.wav',
// Drums
'BassDrum': 'drums/BassDrum(1b)_22k.wav',
'Bongo': 'drums/Bongo_22k.wav',
'Cabasa': 'drums/Cabasa(1)_22k.wav',
'Clap': 'drums/Clap(1)_22k.wav',
'Claves': 'drums/Claves(1)_22k.wav',
'Conga': 'drums/Conga(1)_22k.wav',
'Cowbell': 'drums/Cowbell(3)_22k.wav',
'Crash': 'drums/Crash(2)_22k.wav',
'Cuica': 'drums/Cuica(2)_22k.wav',
'GuiroLong': 'drums/GuiroLong(1)_22k.wav',
'GuiroShort': 'drums/GuiroShort(1)_22k.wav',
'HiHatClosed': 'drums/HiHatClosed(1)_22k.wav',
'HiHatOpen': 'drums/HiHatOpen(2)_22k.wav',
'HiHatPedal': 'drums/HiHatPedal(1)_22k.wav',
'Maracas': 'drums/Maracas(1)_22k.wav',
'SideStick': 'drums/SideStick(1)_22k.wav',
'SnareDrum': 'drums/SnareDrum(1)_22k.wav',
'Tambourine': 'drums/Tambourine(3)_22k.wav',
'Tom': 'drums/Tom(1)_22k.wav',
'Triangle': 'drums/Triangle(1)_22k.wav',
'Vibraslap': 'drums/Vibraslap(1)_22k.wav',
'WoodBlock': 'drums/WoodBlock(1)_22k.wav'
};
Instr.wavCount = Object.keys(Instr.wavs).length;

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