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');
const uid = require('../util/uid');
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const StageLayering = require('../engine/stage-layering');
const getMonitorIdForBlockWithArgs = require('../util/get-monitor-id');
const MathUtil = require('../util/math-util');
/**
* @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"
* @property {?string} usageId - ID indicating the most recent usage of the say/think bubble.
* Used for comparison when determining whether to clear a say/think bubble.
*/
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class Scratch3LooksBlocks {
constructor (runtime) {
/**
* The runtime instantiating this block package.
* @type {Runtime}
*/
this.runtime = runtime;
this._onTargetChanged = this._onTargetChanged.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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this._updateBubble = this._updateBubble.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);
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// Enable other blocks to use bubbles like ask/answer
this.runtime.on('SAY', this._updateBubble);
}
/**
* 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',
usageId: null
};
}
/**
* The key to load & store a target's bubble-related state.
* @type {string}
*/
static get STATE_KEY () {
return 'Scratch.looks';
}
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/**
* Limit for say bubble string.
* @const {string}
*/
static get SAY_BUBBLE_LIMIT () {
return 330;
}
/**
* Limit for ghost effect
* @const {object}
*/
static get EFFECT_GHOST_LIMIT (){
return {min: 0, max: 100};
}
/**
* Limit for brightness effect
* @const {object}
*/
static get EFFECT_BRIGHTNESS_LIMIT (){
return {min: -100, max: 100};
}
/**
* @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
*/
_onTargetChanged (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) {
this.runtime.renderer.destroyDrawable(bubbleState.drawableId, StageLayering.SPRITE_LAYER);
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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_VISUAL_CHANGE, this._onTargetChanged);
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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++) {
const bubbleState = this._getBubbleState(this.runtime.targets[n]);
bubbleState.text = '';
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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) {
if (!target.visible) return;
const bubbleState = this._getBubbleState(target);
const [bubbleWidth, bubbleHeight] = this.runtime.renderer.getCurrentSkinSize(bubbleState.drawableId);
let targetBounds;
try {
targetBounds = target.getBoundsForBubble();
} catch (error_) {
// Bounds calculation could fail (e.g. on empty costumes), in that case
// use the x/y position of the target.
targetBounds = {
left: target.x,
right: target.x,
top: target.y,
bottom: target.y
};
}
const stageSize = this.runtime.renderer.getNativeSize();
const stageBounds = {
left: -stageSize[0] / 2,
right: stageSize[0] / 2,
top: stageSize[1] / 2,
bottom: -stageSize[1] / 2
};
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.max(
stageBounds.left, // Bubble should not extend past left edge of stage
Math.min(stageBounds.right - bubbleWidth, targetBounds.right)
)
) : (
Math.min(
stageBounds.right - bubbleWidth, // Bubble should not extend past right edge of stage
Math.max(stageBounds.left, targetBounds.left - bubbleWidth)
)
),
// Bubble should not extend past the top of the stage
Math.min(stageBounds.top, targetBounds.bottom + bubbleHeight)
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]
});
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) {
if (!this.runtime.renderer) return;
const bubbleState = this._getBubbleState(target);
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const {type, text, onSpriteRight} = bubbleState;
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// Remove the bubble if target is not visible, or text is being set to blank.
if (!target.visible || text === '') {
this._onTargetWillExit(target);
return;
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}
if (bubbleState.skinId) {
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this.runtime.renderer.updateTextSkin(bubbleState.skinId, type, text, onSpriteRight, [0, 0]);
} else {
target.addListener(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this._onTargetChanged);
bubbleState.drawableId = this.runtime.renderer.createDrawable(StageLayering.SPRITE_LAYER);
bubbleState.skinId = this.runtime.renderer.createTextSkin(type, text, bubbleState.onSpriteRight, [0, 0]);
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;
bubbleState.usageId = uid();
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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,
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looks_hideallsprites: () => {}, // legacy no-op block
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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,
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looks_changestretchby: () => {}, // legacy no-op blocks
looks_setstretchto: () => {},
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looks_gotofrontback: this.goToFrontBack,
looks_goforwardbackwardlayers: this.goForwardBackwardLayers,
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looks_size: this.getSize,
looks_costumenumbername: this.getCostumeNumberName,
looks_backdropnumbername: this.getBackdropNumberName
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};
}
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getMonitored () {
return {
looks_size: {
isSpriteSpecific: true,
getId: targetId => `${targetId}_size`
},
looks_costumenumbername: {
isSpriteSpecific: true,
getId: (targetId, fields) => getMonitorIdForBlockWithArgs(`${targetId}_costumenumbername`, fields)
},
looks_backdropnumbername: {
getId: (_, fields) => getMonitorIdForBlockWithArgs('backdropnumbername', fields)
}
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};
}
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say (args, util) {
// @TODO in 2.0 calling say/think resets the right/left bias of the bubble
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let message = args.MESSAGE;
if (typeof message === 'number') {
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message = parseFloat(message.toFixed(2));
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}
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message = String(message).substr(0, Scratch3LooksBlocks.SAY_BUBBLE_LIMIT);
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this.runtime.emit('SAY', util.target, 'say', message);
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}
sayforsecs (args, util) {
this.say(args, util);
const target = util.target;
const usageId = this._getBubbleState(target).usageId;
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return new Promise(resolve => {
this._bubbleTimeout = setTimeout(() => {
this._bubbleTimeout = null;
// Clear say bubble if it hasn't been changed and proceed.
if (this._getBubbleState(target).usageId === usageId) {
this._updateBubble(target, 'say', '');
}
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resolve();
}, 1000 * args.SECS);
});
}
think (args, util) {
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this._updateBubble(util.target, 'think', String(args.MESSAGE).substr(0, Scratch3LooksBlocks.SAY_BUBBLE_LIMIT));
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}
thinkforsecs (args, util) {
this.think(args, util);
const target = util.target;
const usageId = this._getBubbleState(target).usageId;
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return new Promise(resolve => {
this._bubbleTimeout = setTimeout(() => {
this._bubbleTimeout = null;
// Clear think bubble if it hasn't been changed and proceed.
if (this._getBubbleState(target).usageId === usageId) {
this._updateBubble(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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}
/**
* Utility function to set the costume of a target.
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* Matches the behavior of Scratch 2.0 for different types of arguments.
* @param {!Target} target Target to set costume to.
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* @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.
*/
_setCostume (target, requestedCostume, optZeroIndex) {
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if (typeof requestedCostume === 'number') {
// Numbers should be treated as costume indices, always
target.setCostume(optZeroIndex ? requestedCostume : requestedCostume - 1);
} else {
// Strings should be treated as costume names, where possible
const costumeIndex = target.getCostumeIndexByName(requestedCostume.toString());
if (costumeIndex !== -1) {
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target.setCostume(costumeIndex);
} else if (requestedCostume === 'next costume') {
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target.setCostume(target.currentCostume + 1);
} else if (requestedCostume === 'previous costume') {
target.setCostume(target.currentCostume - 1);
// Try to cast the string to a number (and treat it as a costume index)
// Pure whitespace should not be treated as a number
// Note: isNaN will cast the string to a number before checking if it's NaN
} else if (!(isNaN(requestedCostume) || Cast.isWhiteSpace(requestedCostume))) {
target.setCostume(optZeroIndex ? Number(requestedCostume) : Number(requestedCostume) - 1);
}
}
// Per 2.0, 'switch costume' can't start threads even in the Stage.
return [];
}
/**
* Utility function to set the backdrop of a target.
* Matches the behavior of Scratch 2.0 for different types of arguments.
* @param {!Target} stage Target to set backdrop to.
* @param {Any} requestedBackdrop Backdrop requested, e.g., 0, 'name', etc.
* @param {boolean=} optZeroIndex Set to zero-index the requestedBackdrop.
* @return {Array.<!Thread>} Any threads started by this switch.
*/
_setBackdrop (stage, requestedBackdrop, optZeroIndex) {
if (typeof requestedBackdrop === 'number') {
// Numbers should be treated as backdrop indices, always
stage.setCostume(optZeroIndex ? requestedBackdrop : requestedBackdrop - 1);
} else {
// Strings should be treated as backdrop names where possible
const costumeIndex = stage.getCostumeIndexByName(requestedBackdrop.toString());
if (costumeIndex !== -1) {
stage.setCostume(costumeIndex);
} else if (requestedBackdrop === 'next backdrop') {
stage.setCostume(stage.currentCostume + 1);
} else if (requestedBackdrop === 'previous backdrop') {
stage.setCostume(stage.currentCostume - 1);
} else if (requestedBackdrop === 'random backdrop') {
const numCostumes = stage.getCostumes().length;
if (numCostumes > 1) {
// Don't pick the current backdrop, so that the block
// will always have an observable effect.
const lowerBound = 0;
const upperBound = numCostumes - 1;
const costumeToExclude = stage.currentCostume;
const nextCostume = MathUtil.inclusiveRandIntWithout(lowerBound, upperBound, costumeToExclude);
stage.setCostume(nextCostume);
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}
// Try to cast the string to a number (and treat it as a costume index)
// Pure whitespace should not be treated as a number
// Note: isNaN will cast the string to a number before checking if it's NaN
} else if (!(isNaN(requestedBackdrop) || Cast.isWhiteSpace(requestedBackdrop))) {
stage.setCostume(optZeroIndex ? Number(requestedBackdrop) : Number(requestedBackdrop) - 1);
}
}
const newName = stage.getCostumes()[stage.currentCostume].name;
return this.runtime.startHats('event_whenbackdropswitchesto', {
BACKDROP: newName
});
}
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switchCostume (args, util) {
this._setCostume(util.target, args.COSTUME);
}
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nextCostume (args, util) {
this._setCostume(
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util.target, util.target.currentCostume + 1, true
);
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}
switchBackdrop (args) {
this._setBackdrop(this.runtime.getTargetForStage(), args.BACKDROP);
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}
switchBackdropAndWait (args, util) {
// Have we run before, starting threads?
if (!util.stackFrame.startedThreads) {
// No - switch the backdrop.
util.stackFrame.startedThreads = (
this._setBackdrop(
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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;
// Scratch 2 considers threads to be waiting if they are still in
// runtime.threads. Threads that have run all their blocks, or are
// marked done but still in runtime.threads are still considered to
// be waiting.
const waiting = util.stackFrame.startedThreads
.some(thread => instance.runtime.threads.indexOf(thread) !== -1);
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if (waiting) {
// If all threads are waiting for the next tick or later yield
// for a tick as well. Otherwise yield until the next loop of
// the threads.
if (
util.stackFrame.startedThreads
.every(thread => instance.runtime.isWaitingThread(thread))
) {
util.yieldTick();
} else {
util.yield();
}
}
}
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nextBackdrop () {
const stage = this.runtime.getTargetForStage();
this._setBackdrop(
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stage, stage.currentCostume + 1, true
);
}
clampEffect (effect, value) {
let clampedValue = value;
switch (effect) {
case 'ghost':
clampedValue = MathUtil.clamp(value,
Scratch3LooksBlocks.EFFECT_GHOST_LIMIT.min,
Scratch3LooksBlocks.EFFECT_GHOST_LIMIT.max);
break;
case 'brightness':
clampedValue = MathUtil.clamp(value,
Scratch3LooksBlocks.EFFECT_BRIGHTNESS_LIMIT.min,
Scratch3LooksBlocks.EFFECT_BRIGHTNESS_LIMIT.max);
break;
}
return clampedValue;
}
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changeEffect (args, util) {
const effect = Cast.toString(args.EFFECT).toLowerCase();
const change = Cast.toNumber(args.CHANGE);
if (!util.target.effects.hasOwnProperty(effect)) return;
let newValue = change + util.target.effects[effect];
newValue = this.clampEffect(effect, newValue);
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util.target.setEffect(effect, newValue);
}
setEffect (args, util) {
const effect = Cast.toString(args.EFFECT).toLowerCase();
let value = Cast.toNumber(args.VALUE);
value = this.clampEffect(effect, value);
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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);
}
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goToFrontBack (args, util) {
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if (!util.target.isStage) {
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if (args.FRONT_BACK === 'front') {
util.target.goToFront();
} else {
util.target.goToBack();
}
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}
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}
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goForwardBackwardLayers (args, util) {
if (!util.target.isStage) {
if (args.FORWARD_BACKWARD === 'forward') {
util.target.goForwardLayers(Cast.toNumber(args.NUM));
} else {
util.target.goBackwardLayers(Cast.toNumber(args.NUM));
}
}
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}
getSize (args, util) {
return Math.round(util.target.size);
}
getBackdropNumberName (args) {
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const stage = this.runtime.getTargetForStage();
if (args.NUMBER_NAME === 'number') {
return stage.currentCostume + 1;
}
// Else return name
return stage.getCostumes()[stage.currentCostume].name;
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}
getCostumeNumberName (args, util) {
if (args.NUMBER_NAME === 'number') {
return util.target.currentCostume + 1;
}
// Else return name
return util.target.getCostumes()[util.target.currentCostume].name;
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}
}
module.exports = Scratch3LooksBlocks;