2017-04-17 15:10:04 -04:00
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const RenderedTarget = require('./rendered-target');
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const Blocks = require('../engine/blocks');
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2017-09-07 11:51:21 -04:00
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const {loadSoundFromAsset} = require('../import/load-sound');
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const {loadCostumeFromAsset} = require('../import/load-costume');
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const StringUtil = require('../util/string-util');
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2016-06-29 13:48:30 -04:00
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2017-04-17 19:42:48 -04:00
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class Sprite {
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2016-08-31 11:30:09 -04:00
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/**
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2017-04-17 19:42:48 -04:00
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* Sprite to be used on the Scratch stage.
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* All clones of a sprite have shared blocks, shared costumes, shared variables.
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* @param {?Blocks} blocks Shared blocks object for all clones of sprite.
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* @param {Runtime} runtime Reference to the runtime.
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* @constructor
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2016-08-31 11:30:09 -04:00
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*/
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2017-04-17 19:42:48 -04:00
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constructor (blocks, runtime) {
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this.runtime = runtime;
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if (!blocks) {
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// Shared set of blocks for all clones.
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blocks = new Blocks();
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}
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this.blocks = blocks;
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/**
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* Human-readable name for this sprite (and all clones).
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* @type {string}
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*/
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this.name = '';
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/**
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* List of costumes for this sprite.
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* Each entry is an object, e.g.,
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* {
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* skinId: 1,
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* name: "Costume Name",
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* bitmapResolution: 2,
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* rotationCenterX: 0,
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* rotationCenterY: 0,
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* costumeId: 0
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* }
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* @type {Array.<!Object>}
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*/
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this.costumes_ = [];
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/**
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* List of sounds for this sprite.
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*/
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this.sounds = [];
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/**
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* List of clones for this sprite, including the original.
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* @type {Array.<!RenderedTarget>}
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*/
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this.clones = [];
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/**
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* A costume ID generator. Costumes within a sprite should each have a unique ID.
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*/
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this.nextCostumeId = 0;
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}
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/**
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* Get full costume list
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* @return {object[]} list of costumes
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*/
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getCostumes () {
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return this.costumes_;
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}
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/**
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* Get costume at index
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* @param {int} index Index
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* @return {object} costumes
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*/
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getCostumeByIndex (index) {
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return this.costumes_[index];
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}
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/**
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* Add a costume, taking care to avoid duplicate names.
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* @param {!object} costumeObject Object representing the costume.
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*/
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addCostume (costumeObject) {
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this.addCostumeAt(costumeObject, this.costumes_.length);
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}
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/**
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* Add an array of costumes, taking care to avoid duplicate names.
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* @param {!Array<object>} costumes Array of objects representing costumes.
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*/
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addCostumes (costumes) {
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for (const costume of costumes) {
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this.addCostumeAt(costume, this.costumes_.length);
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}
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}
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/**
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* Add a costume at the given index, taking care to avoid duplicate names.
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* @param {!object} costumeObject Object representing the costume.
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* @param {!int} index Index at which to add costume
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*/
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addCostumeAt (costumeObject, index) {
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const usedNames = this.costumes_.map(costume => costume.name);
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costumeObject.name = StringUtil.unusedName(costumeObject.name, usedNames);
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costumeObject.costumeId = this.nextCostumeId;
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this.nextCostumeId++;
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this.costumes_.splice(index, 0, costumeObject);
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}
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/**
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* Delete a costume by index.
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* @param {number} index Costume index to be deleted
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*/
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deleteCostumeByIndex (index) {
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this.costumes_ = this.costumes_
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.slice(0, index)
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.concat(this.costumes_.slice(index + 1));
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}
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2016-08-31 11:30:09 -04:00
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/**
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* Create a clone of this sprite.
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* @returns {!RenderedTarget} Newly created clone.
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*/
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createClone () {
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const newClone = new RenderedTarget(this, this.runtime);
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newClone.isOriginal = this.clones.length === 0;
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this.clones.push(newClone);
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newClone.initAudio();
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if (newClone.isOriginal) {
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newClone.initDrawable();
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this.runtime.fireTargetWasCreated(newClone);
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} else {
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this.runtime.fireTargetWasCreated(newClone, this.clones[0]);
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}
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return newClone;
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2016-09-15 19:37:12 -04:00
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}
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2017-06-07 20:05:24 -04:00
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/**
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* Disconnect a clone from this sprite. The clone is unmodified.
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* In particular, the clone's dispose() method is not called.
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* @param {!RenderedTarget} clone - the clone to be removed.
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*/
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removeClone (clone) {
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this.runtime.fireTargetWasRemoved(clone);
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const cloneIndex = this.clones.indexOf(clone);
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if (cloneIndex >= 0) {
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this.clones.splice(cloneIndex, 1);
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}
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}
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2017-09-07 11:51:21 -04:00
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duplicate () {
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const newSprite = new Sprite(null, this.runtime);
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newSprite.blocks = this.blocks.duplicate();
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const allNames = this.runtime.targets.map(t => t.name);
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newSprite.name = StringUtil.unusedName(this.name, allNames);
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const assetPromises = [];
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2018-02-21 19:59:35 -05:00
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newSprite.addCostumes(this.costumes_.map(costume => {
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const newCostume = Object.assign({}, costume);
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const costumeAsset = this.runtime.storage.get(costume.assetId);
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assetPromises.push(loadCostumeFromAsset(newCostume, costumeAsset, this.runtime));
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return newCostume;
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}));
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newSprite.sounds = this.sounds.map(sound => {
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const newSound = Object.assign({}, sound);
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const soundAsset = this.runtime.storage.get(sound.assetId);
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assetPromises.push(loadSoundFromAsset(newSound, soundAsset, this.runtime));
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return newSound;
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});
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return Promise.all(assetPromises).then(() => newSprite);
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}
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}
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2016-06-29 20:56:55 -04:00
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2016-06-29 13:48:30 -04:00
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module.exports = Sprite;
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