scratch-vm/src/blocks/scratch3_looks.js

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const Cast = require('../util/cast');
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class Scratch3LooksBlocks {
constructor (runtime) {
/**
* The runtime instantiating this block package.
* @type {Runtime}
*/
this.runtime = runtime;
}
/**
* 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.sayforsecs,
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) {
util.target.setSay('say', args.MESSAGE);
}
sayforsecs (args, util) {
util.target.setSay('say', args.MESSAGE);
return new Promise(resolve => {
setTimeout(() => {
// Clear say bubble and proceed.
util.target.setSay();
resolve();
}, 1000 * args.SECS);
});
}
think (args, util) {
util.target.setSay('think', args.MESSAGE);
}
thinkforsecs (args, util) {
util.target.setSay('think', args.MESSAGE);
return new Promise(resolve => {
setTimeout(() => {
// Clear say bubble and proceed.
util.target.setSay();
resolve();
}, 1000 * args.SECS);
});
}
show (args, util) {
util.target.setVisible(true);
}
hide (args, util) {
util.target.setVisible(false);
}
/**
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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,
requestedCostume, optZeroIndex) {
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;