mirror of
https://github.com/scratchfoundation/scratch-html5.git
synced 2024-11-28 18:16:11 -05:00
211 lines
6.7 KiB
JavaScript
211 lines
6.7 KiB
JavaScript
// Copyright (C) 2013 Massachusetts Institute of Technology
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License version 2,
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// as published by the Free Software Foundation.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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// Scratch HTML5 Player
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// Runtime.js
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// Tim Mickel, July 2011
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// Runtime takes care of the rendering and stepping logic.
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'use strict';
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var t = new Timer();
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var Runtime = function() {
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this.scene = null;
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this.sprites = [];
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this.reporters = [];
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this.keysDown = {};
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this.mouseDown = false;
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this.mousePos = [0, 0];
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this.audioContext = null;
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this.audioGain = null;
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this.audioPlaying = [];
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this.notesPlaying = [];
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this.projectLoaded = false;
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}
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// Initializer for the drawing and audio contexts.
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Runtime.prototype.init = function() {
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this.scene = $('#container');
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window.AudioContext = window.AudioContext || window.webkitAudioContext;
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this.audioContext = new AudioContext();
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this.audioGain = this.audioContext.createGainNode();
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this.audioGain.connect(runtime.audioContext.destination);
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}
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// Load start waits for the stage and the sprites to be loaded, without
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// hanging the browser. When the loading is finished, we begin the step
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// and animate methods.
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Runtime.prototype.loadStart = function() {
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if (!runtime.stage.isLoaded()) {
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setTimeout(function(runtime) { runtime.loadStart(); }, 50, this);
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return;
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}
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for (var obj = 0; obj < runtime.sprites.length; obj++) {
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if (typeof(runtime.sprites[obj]) == 'object' && runtime.sprites[obj].constructor == Sprite) {
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if (!runtime.sprites[obj].isLoaded()) {
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setTimeout(function(runtime) { runtime.loadStart(); }, 50, this);
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return;
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}
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}
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}
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if (Instr.wavsLoaded != Instr.wavCount) {
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setTimeout(function(runtime) { runtime.loadStart(); }, 50, this);
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return;
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}
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$('#info').html("Loaded!");
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setInterval(this.step, 33);
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this.projectLoaded = true;
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}
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Runtime.prototype.greenFlag = function() {
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if (this.projectLoaded) {
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interp.activeThread = new Thread(null);
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interp.threads = [];
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interp.primitiveTable.timerReset();
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this.startGreenFlags();
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}
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}
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Runtime.prototype.stopAll = function() {
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interp.activeThread = new Thread(null);
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interp.threads = [];
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stopAllSounds();
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// Hide reporters
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for (var s = 0; s < runtime.sprites.length; s++) {
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if (typeof runtime.sprites[s].hideBubble == 'function')
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runtime.sprites[s].hideBubble();
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}
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}
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// Step method for execution - called every 33 milliseconds
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Runtime.prototype.step = function() {
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interp.stepThreads();
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for (var r = 0; r < runtime.reporters.length; r++) {
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runtime.reporters[r].update();
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}
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}
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// Stack functions -- push and remove stacks
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// to be run by the interpreter as threads.
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Runtime.prototype.allStacksDo = function(f) {
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var stage = runtime.stage;
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var stack;
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for (var i = runtime.sprites.length-1; i >= 0; i--) {
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var o = runtime.sprites[i];
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if(typeof(o) == 'object' && o.constructor == Sprite) {
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$.each(o.stacks, function(index, stack) {
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f(stack, o);
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});
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}
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}
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$.each(stage.stacks, function(index, stack) {
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f(stack, stage);
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});
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}
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// Hat triggers
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Runtime.prototype.startGreenFlags = function() {
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function startIfGreenFlag(stack, target) {
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if (stack.op == 'whenGreenFlag') interp.toggleThread(stack, target);
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}
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this.allStacksDo(startIfGreenFlag);
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}
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Runtime.prototype.startKeyHats = function(ch) {
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var keyName = null;
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if (('A'.charCodeAt(0) <= ch) && (ch <= 'Z'.charCodeAt(0)) ||
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('a'.charCodeAt(0) <= ch) && (ch <= 'z'.charCodeAt(0)))
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keyName = String.fromCharCode(ch).toLowerCase();
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if (('0'.charCodeAt(0) <= ch) && (ch <= '9'.charCodeAt(0)))
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keyName = String.fromCharCode(ch);
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if (ch == 37) keyName = "left arrow";
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if (ch == 39) keyName = "right arrow";
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if (ch == 38) keyName = "up arrow";
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if (ch == 40) keyName = "down arrow";
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if (ch == 32) keyName = "space";
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if (keyName == null) return;
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var startMatchingKeyHats = function (stack, target) {
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if ((stack.op == "whenKeyPressed") && (stack.args[0] == keyName)) {
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// Only start the stack if it is not already running
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if (!interp.isRunning(stack))
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interp.toggleThread(stack, target);
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}
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}
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runtime.allStacksDo(startMatchingKeyHats);
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}
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Runtime.prototype.startClickedHats = function(sprite) {
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function startIfClicked(stack, target) {
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if(target == sprite && stack.op == "whenClicked") {
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if(!interp.isRunning(stack))
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interp.toggleThread(stack, target);
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}
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}
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runtime.allStacksDo(startIfClicked);
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}
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// Returns true if a key is pressed.
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Runtime.prototype.keyIsDown = function(ch) {
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return this.keysDown[ch] || false;
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}
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// Sprite named -- returns one of the sprites on the stage.
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Runtime.prototype.spriteNamed = function(n) {
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if (n == 'Stage') return this.stage;
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var selected_sprite = null;
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$.each(this.sprites, function(index, s) {
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if (s.objName == n) {
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selected_sprite = s;
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return false;
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}
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});
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return selected_sprite;
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}
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// Reassigns z-indices for layer functions
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Runtime.prototype.reassignZ = function(target, move) {
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var sprites = this.sprites;
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var oldIndex = -1;
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$.each(this.sprites, function(index, sprite) {
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if (sprite == target) {
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// Splice out the sprite from its old position
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oldIndex = index;
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sprites.splice(index, 1);
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}
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});
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if (move == null) {
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// Move to the front
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this.sprites.splice(this.sprites.length, 0, target);
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} else if (oldIndex - move >= 0 && oldIndex - move < this.sprites.length+1) {
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// Move to the new position
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this.sprites.splice(oldIndex - move, 0, target);
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} else {
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// No change is required
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this.sprites.splice(oldIndex, 0, target);
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}
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// Renumber the z-indices
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var newZ = 1;
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$.each(this.sprites, function(index, sprite) {
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sprite.z = newZ;
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sprite.updateLayer();
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newZ++;
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});
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}
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