scratch-vm/src/engine/target.js

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var EventEmitter = require('events');
var util = require('util');
var Blocks = require('./blocks');
var Variable = require('../engine/variable');
var List = require('../engine/list');
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var uid = require('../util/uid');
/**
* @fileoverview
* A Target is an abstract "code-running" object for the Scratch VM.
* Examples include sprites/clones or potentially physical-world devices.
*/
/**
* @param {?Blocks} blocks Blocks instance for the blocks owned by this target.
* @constructor
*/
var Target = function (blocks) {
EventEmitter.call(this);
if (!blocks) {
blocks = new Blocks(this);
}
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/**
* A unique ID for this target.
* @type {string}
*/
this.id = uid();
/**
* Blocks run as code for this target.
* @type {!Blocks}
*/
this.blocks = blocks;
/**
* Dictionary of variables and their values for this target.
* Key is the variable name.
* @type {Object.<string,*>}
*/
this.variables = {};
/**
* Dictionary of lists and their contents for this target.
* Key is the list name.
* @type {Object.<string,*>}
*/
this.lists = {};
/**
* Dictionary of custom state for this target.
* This can be used to store target-specific custom state for blocks which need it.
* TODO: do we want to persist this in SB3 files?
* @type {Object.<string,*>}
*/
this._customState = {};
};
/**
* Inherit from EventEmitter
*/
util.inherits(Target, EventEmitter);
/**
* Called when the project receives a "green flag."
* @abstract
*/
Target.prototype.onGreenFlag = function () {};
/**
* Return a human-readable name for this target.
* Target implementations should override this.
* @abstract
* @returns {string} Human-readable name for the target.
*/
Target.prototype.getName = function () {
return this.id;
};
/**
* Look up a variable object, and create it if one doesn't exist.
* Search begins for local variables; then look for globals.
* @param {!string} name Name of the variable.
* @return {!Variable} Variable object.
*/
Target.prototype.lookupOrCreateVariable = function (name) {
// If we have a local copy, return it.
if (this.variables.hasOwnProperty(name)) {
return this.variables[name];
}
// If the stage has a global copy, return it.
if (this.runtime && !this.isStage) {
var stage = this.runtime.getTargetForStage();
if (stage.variables.hasOwnProperty(name)) {
return stage.variables[name];
}
}
// No variable with this name exists - create it locally.
var newVariable = new Variable(name, 0, false);
this.variables[name] = newVariable;
return newVariable;
};
/**
* Look up a list object for this target, and create it if one doesn't exist.
* Search begins for local lists; then look for globals.
* @param {!string} name Name of the list.
* @return {!List} List object.
*/
Target.prototype.lookupOrCreateList = function (name) {
// If we have a local copy, return it.
if (this.lists.hasOwnProperty(name)) {
return this.lists[name];
}
// If the stage has a global copy, return it.
if (this.runtime && !this.isStage) {
var stage = this.runtime.getTargetForStage();
if (stage.lists.hasOwnProperty(name)) {
return stage.lists[name];
}
}
// No list with this name exists - create it locally.
var newList = new List(name, []);
this.lists[name] = newList;
return newList;
};
/**
* Post/edit sprite info.
* @param {object} data An object with sprite info data to set.
* @abstract
*/
Target.prototype.postSpriteInfo = function () {};
Target.prototype.getCustomState = function (stateId) {
return this._customState[stateId];
};
Target.prototype.setCustomState = function (stateId, newValue) {
this._customState[stateId] = newValue;
};
/**
* Call to destroy a target.
* @abstract
*/
Target.prototype.dispose = function () {
this._customState = {};
};
module.exports = Target;