scratch-vm/src/blocks/scratch3_looks.js

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const Cast = require('../util/cast');
const Clone = require('../util/clone');
const RenderedTarget = require('../sprites/rendered-target');
/**
* @typedef {object} BubbleState - the bubble state associated with a particular target.
* @property {Boolean} onSpriteRight - tracks whether the bubble is right or left of the sprite.
* @property {?int} drawableId - the ID of the associated bubble Drawable, null if none.
* @property {string} text - the text of the bubble.
* @property {string} type - the type of the bubble, "say" or "think"
*/
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class Scratch3LooksBlocks {
constructor (runtime) {
/**
* The runtime instantiating this block package.
* @type {Runtime}
*/
this.runtime = runtime;
this._onTargetMoved = this._onTargetMoved.bind(this);
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this._onResetBubbles = this._onResetBubbles.bind(this);
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this._onTargetWillExit = this._onTargetWillExit.bind(this);
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// Reset all bubbles on start/stop
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this.runtime.on('PROJECT_STOP_ALL', this._onResetBubbles);
this.runtime.on('targetWasRemoved', this._onTargetWillExit);
}
/**
* The default bubble state, to be used when a target has no existing bubble state.
* @type {BubbleState}
*/
static get DEFAULT_BUBBLE_STATE () {
return {
drawableId: null,
onSpriteRight: true,
skinId: null,
text: '',
type: 'say'
};
}
/**
* The key to load & store a target's bubble-related state.
* @type {string}
*/
static get STATE_KEY () {
return 'Scratch.looks';
}
/**
* @param {Target} target - collect bubble state for this target. Probably, but not necessarily, a RenderedTarget.
* @returns {BubbleState} the mutable bubble state associated with that target. This will be created if necessary.
* @private
*/
_getBubbleState (target) {
let bubbleState = target.getCustomState(Scratch3LooksBlocks.STATE_KEY);
if (!bubbleState) {
bubbleState = Clone.simple(Scratch3LooksBlocks.DEFAULT_BUBBLE_STATE);
target.setCustomState(Scratch3LooksBlocks.STATE_KEY, bubbleState);
}
return bubbleState;
}
/**
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* Handle a target which has moved.
* @param {RenderedTarget} target - the target which has moved.
* @private
*/
_onTargetMoved (target) {
const bubbleState = this._getBubbleState(target);
if (bubbleState.drawableId) {
this._positionBubble(target);
}
}
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/**
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* Handle a target which is exiting.
* @param {RenderedTarget} target - the target.
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* @private
*/
_onTargetWillExit (target) {
const bubbleState = this._getBubbleState(target);
if (bubbleState.drawableId && bubbleState.skinId) {
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this.runtime.renderer.destroyDrawable(bubbleState.drawableId);
this.runtime.renderer.destroySkin(bubbleState.skinId);
bubbleState.drawableId = null;
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bubbleState.skinId = null;
this.runtime.requestRedraw();
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}
target.removeListener(RenderedTarget.EVENT_TARGET_MOVED, this._onTargetMoved);
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}
/**
* Handle project start/stop by clearing all visible bubbles.
* @private
*/
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_onResetBubbles () {
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for (let n = 0; n < this.runtime.targets.length; n++) {
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this._onTargetWillExit(this.runtime.targets[n]);
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}
clearTimeout(this._bubbleTimeout);
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}
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/**
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* Position the bubble of a target. If it doesn't fit on the specified side, flip and rerender.
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* @param {!Target} target Target whose bubble needs positioning.
* @private
*/
_positionBubble (target) {
const bubbleState = this._getBubbleState(target);
const [bubbleWidth, bubbleHeight] = this.runtime.renderer.getSkinSize(bubbleState.drawableId);
const targetBounds = target.getBounds();
const stageBounds = this.runtime.getTargetForStage().getBounds();
if (bubbleState.onSpriteRight && bubbleWidth + targetBounds.right > stageBounds.right &&
(targetBounds.left - bubbleWidth > stageBounds.left)) { // Only flip if it would fit
bubbleState.onSpriteRight = false;
this._renderBubble(target);
} else if (!bubbleState.onSpriteRight && targetBounds.left - bubbleWidth < stageBounds.left &&
(bubbleWidth + targetBounds.right < stageBounds.right)) { // Only flip if it would fit
bubbleState.onSpriteRight = true;
this._renderBubble(target);
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} else {
this.runtime.renderer.updateDrawableProperties(bubbleState.drawableId, {
position: [
bubbleState.onSpriteRight ? (
Math.min(stageBounds.right - bubbleWidth, targetBounds.right)
) : (
Math.max(stageBounds.left, targetBounds.left - bubbleWidth)
),
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Math.min(stageBounds.top, targetBounds.top + bubbleHeight)
]
});
this.runtime.requestRedraw();
}
}
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/**
* Create a visible bubble for a target. If a bubble exists for the target,
* just set it to visible and update the type/text. Otherwise create a new
* bubble and update the relevant custom state.
* @param {!Target} target Target who needs a bubble.
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* @return {undefined} Early return if text is empty string.
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* @private
*/
_renderBubble (target) {
const bubbleState = this._getBubbleState(target);
const {type, text, onSpriteRight} = bubbleState;
// Remove the bubble if empty text or sprite is not visible
if (text === '' || !target.visible) {
return this._onTargetWillExit(target);
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}
if (bubbleState.skinId) {
this.runtime.renderer.updateTextSkin(bubbleState.skinId, type, text, onSpriteRight, [0, 0]);
} else {
target.addListener(RenderedTarget.EVENT_TARGET_MOVED, this._onTargetMoved);
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// TODO is there a way to figure out before rendering whether to default left or right?
const targetBounds = target.getBounds();
const stageBounds = this.runtime.getTargetForStage().getBounds();
if (targetBounds.right + 170 > stageBounds.right) {
bubbleState.onSpriteRight = false;
}
bubbleState.drawableId = this.runtime.renderer.createDrawable();
bubbleState.skinId = this.runtime.renderer.createTextSkin(type, text, bubbleState.onSpriteRight, [0, 0]);
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this.runtime.renderer.setDrawableOrder(bubbleState.drawableId, Infinity);
this.runtime.renderer.updateDrawableProperties(bubbleState.drawableId, {
skinId: bubbleState.skinId
});
}
this._positionBubble(target);
}
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/**
* The entry point for say/think blocks. Clears existing bubble if the text is empty.
* Set the bubble custom state and then call _renderBubble.
* @param {!Target} target Target that say/think blocks are being called on.
* @param {!string} type Either "say" or "think"
* @param {!string} text The text for the bubble, empty string clears the bubble.
* @private
*/
_updateBubble (target, type, text) {
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const bubbleState = this._getBubbleState(target);
bubbleState.type = type;
bubbleState.text = text;
this._renderBubble(target);
}
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/**
* Retrieve the block primitives implemented by this package.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
getPrimitives () {
return {
looks_say: this.say,
looks_sayforsecs: this.sayforsecs,
looks_think: this.think,
looks_thinkforsecs: this.thinkforsecs,
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looks_show: this.show,
looks_hide: this.hide,
looks_switchcostumeto: this.switchCostume,
looks_switchbackdropto: this.switchBackdrop,
looks_switchbackdroptoandwait: this.switchBackdropAndWait,
looks_nextcostume: this.nextCostume,
looks_nextbackdrop: this.nextBackdrop,
looks_changeeffectby: this.changeEffect,
looks_seteffectto: this.setEffect,
looks_cleargraphiceffects: this.clearEffects,
looks_changesizeby: this.changeSize,
looks_setsizeto: this.setSize,
looks_gotofront: this.goToFront,
looks_gobacklayers: this.goBackLayers,
looks_size: this.getSize,
looks_costumeorder: this.getCostumeIndex,
looks_backdroporder: this.getBackdropIndex,
looks_backdropname: this.getBackdropName
};
}
say (args, util) {
// @TODO in 2.0 calling say/think resets the right/left bias of the bubble
this._updateBubble(util.target, 'say', args.MESSAGE);
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}
sayforsecs (args, util) {
this.say(args, util);
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return new Promise(resolve => {
this._bubbleTimeout = setTimeout(() => {
this._bubbleTimeout = null;
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// Clear say bubble and proceed.
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this._updateBubble(util.target, 'say', '');
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resolve();
}, 1000 * args.SECS);
});
}
think (args, util) {
this._updateBubble(util.target, 'think', args.MESSAGE);
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}
thinkforsecs (args, util) {
this.think(args, util);
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return new Promise(resolve => {
this._bubbleTimeout = setTimeout(() => {
this._bubbleTimeout = null;
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// Clear say bubble and proceed.
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this._updateBubble(util.target, 'think', '');
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resolve();
}, 1000 * args.SECS);
});
}
show (args, util) {
util.target.setVisible(true);
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this._renderBubble(util.target);
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}
hide (args, util) {
util.target.setVisible(false);
this._renderBubble(util.target);
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}
/**
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* Utility function to set the costume or backdrop of a target.
* Matches the behavior of Scratch 2.0 for different types of arguments.
* @param {!Target} target Target to set costume/backdrop to.
* @param {Any} requestedCostume Costume requested, e.g., 0, 'name', etc.
* @param {boolean=} optZeroIndex Set to zero-index the requestedCostume.
* @return {Array.<!Thread>} Any threads started by this switch.
*/
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_setCostumeOrBackdrop (target,
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requestedCostume, optZeroIndex) {
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if (typeof requestedCostume === 'number') {
target.setCostume(optZeroIndex ?
requestedCostume : requestedCostume - 1);
} else {
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const costumeIndex = target.getCostumeIndexByName(requestedCostume);
if (costumeIndex > -1) {
target.setCostume(costumeIndex);
} else if (requestedCostume === 'previous costume' ||
requestedCostume === 'previous backdrop') {
target.setCostume(target.currentCostume - 1);
} else if (requestedCostume === 'next costume' ||
requestedCostume === 'next backdrop') {
target.setCostume(target.currentCostume + 1);
} else {
const forcedNumber = Number(requestedCostume);
if (!isNaN(forcedNumber)) {
target.setCostume(optZeroIndex ?
forcedNumber : forcedNumber - 1);
}
}
}
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if (target === this.runtime.getTargetForStage()) {
// Target is the stage - start hats.
const newName = target.sprite.costumes[target.currentCostume].name;
return this.runtime.startHats('event_whenbackdropswitchesto', {
BACKDROP: newName
});
}
return [];
}
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switchCostume (args, util) {
this._setCostumeOrBackdrop(util.target, args.COSTUME);
}
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nextCostume (args, util) {
this._setCostumeOrBackdrop(
util.target, util.target.currentCostume + 1, true
);
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}
switchBackdrop (args) {
this._setCostumeOrBackdrop(this.runtime.getTargetForStage(), args.BACKDROP);
}
switchBackdropAndWait (args, util) {
// Have we run before, starting threads?
if (!util.stackFrame.startedThreads) {
// No - switch the backdrop.
util.stackFrame.startedThreads = (
this._setCostumeOrBackdrop(
this.runtime.getTargetForStage(),
args.BACKDROP
)
);
if (util.stackFrame.startedThreads.length === 0) {
// Nothing was started.
return;
}
}
// We've run before; check if the wait is still going on.
const instance = this;
const waiting = util.stackFrame.startedThreads.some(thread => instance.runtime.isActiveThread(thread));
if (waiting) {
util.yield();
}
}
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nextBackdrop () {
const stage = this.runtime.getTargetForStage();
this._setCostumeOrBackdrop(
stage, stage.currentCostume + 1, true
);
}
changeEffect (args, util) {
const effect = Cast.toString(args.EFFECT).toLowerCase();
const change = Cast.toNumber(args.CHANGE);
if (!util.target.effects.hasOwnProperty(effect)) return;
const newValue = change + util.target.effects[effect];
util.target.setEffect(effect, newValue);
}
setEffect (args, util) {
const effect = Cast.toString(args.EFFECT).toLowerCase();
const value = Cast.toNumber(args.VALUE);
util.target.setEffect(effect, value);
}
clearEffects (args, util) {
util.target.clearEffects();
}
changeSize (args, util) {
const change = Cast.toNumber(args.CHANGE);
util.target.setSize(util.target.size + change);
}
setSize (args, util) {
const size = Cast.toNumber(args.SIZE);
util.target.setSize(size);
}
goToFront (args, util) {
util.target.goToFront();
}
goBackLayers (args, util) {
util.target.goBackLayers(args.NUM);
}
getSize (args, util) {
return Math.round(util.target.size);
}
getBackdropIndex () {
const stage = this.runtime.getTargetForStage();
return stage.currentCostume + 1;
}
getBackdropName () {
const stage = this.runtime.getTargetForStage();
return stage.sprite.costumes[stage.currentCostume].name;
}
getCostumeIndex (args, util) {
return util.target.currentCostume + 1;
}
}
module.exports = Scratch3LooksBlocks;