scratch-vm/src/sprites/rendered-target.js

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const log = require('../util/log');
const MathUtil = require('../util/math-util');
const StringUtil = require('../util/string-util');
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const Target = require('../engine/target');
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/**
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* Rendered target: instance of a sprite (clone), or the stage.
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*/
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class RenderedTarget extends Target {
/**
* @param {!Sprite} sprite Reference to the parent sprite.
* @param {Runtime} runtime Reference to the runtime.
* @constructor
*/
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constructor (sprite, runtime) {
super(runtime, sprite.blocks);
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/**
* Reference to the sprite that this is a render of.
* @type {!Sprite}
*/
this.sprite = sprite;
/**
* Reference to the global renderer for this VM, if one exists.
* @type {?RenderWebGL}
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*/
this.renderer = null;
if (this.runtime) {
this.renderer = this.runtime.renderer;
}
/**
* ID of the drawable for this rendered target,
* returned by the renderer, if rendered.
* @type {?Number}
*/
this.drawableID = null;
/**
* Drag state of this rendered target. If true, x/y position can't be
* changed by blocks.
* @type {boolean}
*/
this.dragging = false;
/**
* Map of current graphic effect values.
* @type {!Object.<string, number>}
*/
this.effects = {
color: 0,
fisheye: 0,
whirl: 0,
pixelate: 0,
mosaic: 0,
brightness: 0,
ghost: 0
};
/**
* Whether this represents an "original" non-clone rendered-target for a sprite,
* i.e., created by the editor and not clone blocks.
* @type {boolean}
*/
this.isOriginal = true;
/**
* Whether this rendered target represents the Scratch stage.
* @type {boolean}
*/
this.isStage = false;
/**
* Scratch X coordinate. Currently should range from -240 to 240.
* @type {Number}
*/
this.x = 0;
/**
* Scratch Y coordinate. Currently should range from -180 to 180.
* @type {number}
*/
this.y = 0;
/**
* Scratch direction. Currently should range from -179 to 180.
* @type {number}
*/
this.direction = 90;
/**
* Whether the rendered target is draggable on the stage
* @type {boolean}
*/
this.draggable = false;
/**
* Whether the rendered target is currently visible.
* @type {boolean}
*/
this.visible = true;
/**
* Size of rendered target as a percent of costume size.
* @type {number}
*/
this.size = 100;
/**
* Currently selected costume index.
* @type {number}
*/
this.currentCostume = 0;
/**
* Current rotation style.
* @type {!string}
*/
this.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
}
/**
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* Create a drawable with the this.renderer.
*/
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initDrawable () {
if (this.renderer) {
this.drawableID = this.renderer.createDrawable();
}
// If we're a clone, start the hats.
if (!this.isOriginal) {
this.runtime.startHats(
'control_start_as_clone', null, this
);
}
/**
* Audio player
*/
this.audioPlayer = null;
if (this.runtime && this.runtime.audioEngine) {
if (this.isOriginal) {
this.audioPlayer = this.runtime.audioEngine.createPlayer();
} else {
this.audioPlayer = this.sprite.clones[0].audioPlayer;
}
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}
}
/**
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* Event which fires when a target moves.
* @type {string}
*/
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static get EVENT_TARGET_MOVED () {
return 'TARGET_MOVED';
}
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/**
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* Rotation style for "all around"/spinning.
* @type {string}
*/
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static get ROTATION_STYLE_ALL_AROUND () {
return 'all around';
}
/**
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* Rotation style for "left-right"/flipping.
* @type {string}
*/
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static get ROTATION_STYLE_LEFT_RIGHT () {
return 'left-right';
}
/**
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* Rotation style for "no rotation."
* @type {string}
*/
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static get ROTATION_STYLE_NONE () {
return "don't rotate";
}
/**
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* Set the X and Y coordinates.
* @param {!number} x New X coordinate, in Scratch coordinates.
* @param {!number} y New Y coordinate, in Scratch coordinates.
* @param {?boolean} force Force setting X/Y, in case of dragging
*/
setXY (x, y, force) {
if (this.isStage) return;
if (this.dragging && !force) return;
const oldX = this.x;
const oldY = this.y;
if (this.renderer) {
const position = this.renderer.getFencedPositionOfDrawable(this.drawableID, [x, y]);
this.x = position[0];
this.y = position[1];
this.renderer.updateDrawableProperties(this.drawableID, {
position: position
});
if (this.visible) {
this.runtime.requestRedraw();
}
} else {
this.x = x;
this.y = y;
}
this.emit(RenderedTarget.EVENT_TARGET_MOVED, this, oldX, oldY);
this.runtime.requestTargetsUpdate(this);
}
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/**
* Get the rendered direction and scale, after applying rotation style.
* @return {object<string, number>} Direction and scale to render.
*/
_getRenderedDirectionAndScale () {
// Default: no changes to `this.direction` or `this.scale`.
let finalDirection = this.direction;
let finalScale = [this.size, this.size];
if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
// Force rendered direction to be 90.
finalDirection = 90;
} else if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
// Force rendered direction to be 90, and flip drawable if needed.
finalDirection = 90;
const scaleFlip = (this.direction < 0) ? -1 : 1;
finalScale = [scaleFlip * this.size, this.size];
}
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return {direction: finalDirection, scale: finalScale};
}
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/**
* Set the direction.
* @param {!number} direction New direction.
*/
setDirection (direction) {
if (this.isStage) {
return;
}
if (!isFinite(direction)) {
return;
}
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// Keep direction between -179 and +180.
this.direction = MathUtil.wrapClamp(direction, -179, 180);
if (this.renderer) {
const renderedDirectionScale = this._getRenderedDirectionAndScale();
this.renderer.updateDrawableProperties(this.drawableID, {
direction: renderedDirectionScale.direction,
scale: renderedDirectionScale.scale
});
if (this.visible) {
this.runtime.requestRedraw();
}
}
this.runtime.requestTargetsUpdate(this);
}
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/**
* Set draggability; i.e., whether it's able to be dragged in the player
* @param {!boolean} draggable True if should be draggable.
*/
setDraggable (draggable) {
if (this.isStage) return;
this.draggable = !!draggable;
this.runtime.requestTargetsUpdate(this);
}
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/**
* Set a say bubble.
* @param {?string} type Type of say bubble: "say", "think", or null.
* @param {?string} message Message to put in say bubble.
*/
setSay (type, message) {
if (this.isStage) {
return;
}
// @todo: Render to stage.
if (!type || !message) {
log.info('Clearing say bubble');
return;
}
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log.info('Setting say bubble:', type, message);
}
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/**
* Set visibility; i.e., whether it's shown or hidden.
* @param {!boolean} visible True if should be shown.
*/
setVisible (visible) {
if (this.isStage) {
return;
}
this.visible = !!visible;
if (this.renderer) {
this.renderer.updateDrawableProperties(this.drawableID, {
visible: this.visible
});
if (this.visible) {
this.runtime.requestRedraw();
}
}
this.runtime.requestTargetsUpdate(this);
}
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/**
* Set size, as a percentage of the costume size.
* @param {!number} size Size of rendered target, as % of costume size.
*/
setSize (size) {
if (this.isStage) {
return;
}
if (this.renderer) {
// Clamp to scales relative to costume and stage size.
// See original ScratchSprite.as:setSize.
const costumeSize = this.renderer.getSkinSize(this.drawableID);
const origW = costumeSize[0];
const origH = costumeSize[1];
const minScale = Math.min(1, Math.max(5 / origW, 5 / origH));
const maxScale = Math.min(
(1.5 * this.runtime.constructor.STAGE_WIDTH) / origW,
(1.5 * this.runtime.constructor.STAGE_HEIGHT) / origH
);
this.size = MathUtil.clamp(size / 100, minScale, maxScale) * 100;
const renderedDirectionScale = this._getRenderedDirectionAndScale();
this.renderer.updateDrawableProperties(this.drawableID, {
direction: renderedDirectionScale.direction,
scale: renderedDirectionScale.scale
});
if (this.visible) {
this.runtime.requestRedraw();
}
}
this.runtime.requestTargetsUpdate(this);
}
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/**
* Set a particular graphic effect value.
* @param {!string} effectName Name of effect (see `RenderedTarget.prototype.effects`).
* @param {!number} value Numerical magnitude of effect.
*/
setEffect (effectName, value) {
if (!this.effects.hasOwnProperty(effectName)) return;
this.effects[effectName] = value;
if (this.renderer) {
const props = {};
props[effectName] = this.effects[effectName];
this.renderer.updateDrawableProperties(this.drawableID, props);
if (this.visible) {
this.runtime.requestRedraw();
}
}
}
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/**
* Clear all graphic effects on this rendered target.
*/
clearEffects () {
for (const effectName in this.effects) {
if (!this.effects.hasOwnProperty(effectName)) continue;
this.effects[effectName] = 0;
}
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if (this.renderer) {
this.renderer.updateDrawableProperties(this.drawableID, this.effects);
if (this.visible) {
this.runtime.requestRedraw();
}
}
}
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/**
* Set the current costume.
* @param {number} index New index of costume.
*/
setCostume (index) {
// Keep the costume index within possible values.
index = Math.round(index);
this.currentCostume = MathUtil.wrapClamp(
index, 0, this.sprite.costumes.length - 1
);
if (this.renderer) {
const costume = this.sprite.costumes[this.currentCostume];
const drawableProperties = {
skinId: costume.skinId,
costumeResolution: costume.bitmapResolution
};
if (
typeof costume.rotationCenterX !== 'undefined' &&
typeof costume.rotationCenterY !== 'undefined'
) {
const scale = costume.bitmapResolution || 1;
drawableProperties.rotationCenter = [
costume.rotationCenterX / scale,
costume.rotationCenterY / scale
];
}
this.renderer.updateDrawableProperties(this.drawableID, drawableProperties);
if (this.visible) {
this.runtime.requestRedraw();
}
}
this.runtime.requestTargetsUpdate(this);
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}
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/**
* Add a costume, taking care to avoid duplicate names.
* @param {!object} costumeObject Object representing the costume.
*/
addCostume (costumeObject) {
const usedNames = this.sprite.costumes.map(costume => costume.name);
costumeObject.name = StringUtil.unusedName(costumeObject.name, usedNames);
this.sprite.costumes.push(costumeObject);
}
/**
* Rename a costume, taking care to avoid duplicate names.
* @param {int} costumeIndex - the index of the costume to be renamed.
* @param {string} newName - the desired new name of the costume (will be modified if already in use).
*/
renameCostume (costumeIndex, newName) {
const usedNames = this.sprite.costumes
.filter((costume, index) => costumeIndex !== index)
.map(costume => costume.name);
this.sprite.costumes[costumeIndex].name = StringUtil.unusedName(newName, usedNames);
}
/**
* Delete a costume by index.
* @param {number} index Costume index to be deleted
*/
deleteCostume (index) {
const originalCostumeCount = this.sprite.costumes.length;
if (originalCostumeCount === 1) return;
this.sprite.costumes = this.sprite.costumes
.slice(0, index)
.concat(this.sprite.costumes.slice(index + 1));
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if (index === this.currentCostume && index === originalCostumeCount - 1) {
this.setCostume(index - 1);
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} else if (index < this.currentCostume) {
this.setCostume(this.currentCostume - 1);
} else {
this.setCostume(this.currentCostume);
}
this.runtime.requestTargetsUpdate(this);
}
/**
* Add a sound, taking care to avoid duplicate names.
* @param {!object} soundObject Object representing the sound.
*/
addSound (soundObject) {
const usedNames = this.sprite.sounds.map(sound => sound.name);
soundObject.name = StringUtil.unusedName(soundObject.name, usedNames);
this.sprite.sounds.push(soundObject);
}
/**
* Rename a sound, taking care to avoid duplicate names.
* @param {int} soundIndex - the index of the sound to be renamed.
* @param {string} newName - the desired new name of the sound (will be modified if already in use).
*/
renameSound (soundIndex, newName) {
const usedNames = this.sprite.sounds
.filter((sound, index) => soundIndex !== index)
.map(sound => sound.name);
this.sprite.sounds[soundIndex].name = StringUtil.unusedName(newName, usedNames);
}
/**
* Delete a sound by index.
* @param {number} index Sound index to be deleted
*/
deleteSound (index) {
this.sprite.sounds = this.sprite.sounds
.slice(0, index)
.concat(this.sprite.sounds.slice(index + 1));
this.runtime.requestTargetsUpdate(this);
}
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/**
* Update the rotation style.
* @param {!string} rotationStyle New rotation style.
*/
setRotationStyle (rotationStyle) {
if (rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
this.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE;
} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_ALL_AROUND) {
this.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
this.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT;
}
if (this.renderer) {
const renderedDirectionScale = this._getRenderedDirectionAndScale();
this.renderer.updateDrawableProperties(this.drawableID, {
direction: renderedDirectionScale.direction,
scale: renderedDirectionScale.scale
});
if (this.visible) {
this.runtime.requestRedraw();
}
}
this.runtime.requestTargetsUpdate(this);
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}
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/**
* Get a costume index of this rendered target, by name of the costume.
* @param {?string} costumeName Name of a costume.
* @return {number} Index of the named costume, or -1 if not present.
*/
getCostumeIndexByName (costumeName) {
for (let i = 0; i < this.sprite.costumes.length; i++) {
if (this.sprite.costumes[i].name === costumeName) {
return i;
}
}
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return -1;
}
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/**
* Get a costume of this rendered target by id.
* @return {object} current costume
*/
getCurrentCostume () {
return this.sprite.costumes[this.currentCostume];
}
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/**
* Get full costume list
* @return {object[]} list of costumes
*/
getCostumes () {
return this.sprite.costumes;
}
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/**
* Get full sound list
* @return {object[]} list of sounds
*/
getSounds () {
return this.sprite.sounds;
}
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/**
* Update all drawable properties for this rendered target.
* Use when a batch has changed, e.g., when the drawable is first created.
*/
updateAllDrawableProperties () {
if (this.renderer) {
const renderedDirectionScale = this._getRenderedDirectionAndScale();
const costume = this.sprite.costumes[this.currentCostume];
const bitmapResolution = costume.bitmapResolution || 1;
const props = {
position: [this.x, this.y],
direction: renderedDirectionScale.direction,
draggable: this.draggable,
scale: renderedDirectionScale.scale,
visible: this.visible,
skinId: costume.skinId,
costumeResolution: bitmapResolution,
rotationCenter: [
costume.rotationCenterX / bitmapResolution,
costume.rotationCenterY / bitmapResolution
]
};
for (const effectName in this.effects) {
if (!this.effects.hasOwnProperty(effectName)) continue;
props[effectName] = this.effects[effectName];
}
this.renderer.updateDrawableProperties(this.drawableID, props);
if (this.visible) {
this.runtime.requestRedraw();
}
}
this.runtime.requestTargetsUpdate(this);
}
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/**
* Return the human-readable name for this rendered target, e.g., the sprite's name.
* @override
* @returns {string} Human-readable name.
*/
getName () {
return this.sprite.name;
}
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/**
* Return whether this rendered target is a sprite (not a clone, not the stage).
* @return {boolean} True if not a clone and not the stage.
*/
isSprite () {
return !this.isStage && this.isOriginal;
}
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/**
* Return the rendered target's tight bounding box.
* Includes top, left, bottom, right attributes in Scratch coordinates.
* @return {?object} Tight bounding box, or null.
*/
getBounds () {
if (this.renderer) {
return this.runtime.renderer.getBounds(this.drawableID);
}
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return null;
}
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/**
* Return whether touching a point.
* @param {number} x X coordinate of test point.
* @param {number} y Y coordinate of test point.
* @return {boolean} True iff the rendered target is touching the point.
*/
isTouchingPoint (x, y) {
if (this.renderer) {
// @todo: Update once pick is in Scratch coordinates.
// Limits test to this Drawable, so this will return true
// even if the clone is obscured by another Drawable.
const pickResult = this.runtime.renderer.pick(
x + (this.runtime.constructor.STAGE_WIDTH / 2),
-y + (this.runtime.constructor.STAGE_HEIGHT / 2),
null, null,
[this.drawableID]
);
return pickResult === this.drawableID;
}
return false;
}
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/**
* Return whether touching a stage edge.
* @return {boolean} True iff the rendered target is touching the stage edge.
*/
isTouchingEdge () {
if (this.renderer) {
const stageWidth = this.runtime.constructor.STAGE_WIDTH;
const stageHeight = this.runtime.constructor.STAGE_HEIGHT;
const bounds = this.getBounds();
if (bounds.left < -stageWidth / 2 ||
bounds.right > stageWidth / 2 ||
bounds.top > stageHeight / 2 ||
bounds.bottom < -stageHeight / 2) {
return true;
}
}
return false;
}
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/**
* Return whether touching any of a named sprite's clones.
* @param {string} spriteName Name of the sprite.
* @return {boolean} True iff touching a clone of the sprite.
*/
isTouchingSprite (spriteName) {
const firstClone = this.runtime.getSpriteTargetByName(spriteName);
if (!firstClone || !this.renderer) {
return false;
}
const drawableCandidates = firstClone.sprite.clones.map(clone => clone.drawableID);
return this.renderer.isTouchingDrawables(
this.drawableID, drawableCandidates);
}
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/**
* Return whether touching a color.
* @param {Array.<number>} rgb [r,g,b], values between 0-255.
* @return {Promise.<boolean>} True iff the rendered target is touching the color.
*/
isTouchingColor (rgb) {
if (this.renderer) {
return this.renderer.isTouchingColor(this.drawableID, rgb);
}
return false;
}
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/**
* Return whether rendered target's color is touching a color.
* @param {object} targetRgb {Array.<number>} [r,g,b], values between 0-255.
* @param {object} maskRgb {Array.<number>} [r,g,b], values between 0-255.
* @return {Promise.<boolean>} True iff the color is touching the color.
*/
colorIsTouchingColor (targetRgb, maskRgb) {
if (this.renderer) {
return this.renderer.isTouchingColor(
this.drawableID,
targetRgb,
maskRgb
);
}
return false;
}
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/**
* Move to the front layer.
*/
goToFront () {
if (this.renderer) {
this.renderer.setDrawableOrder(this.drawableID, Infinity);
}
}
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/**
* Move back a number of layers.
* @param {number} nLayers How many layers to go back.
*/
goBackLayers (nLayers) {
if (this.renderer) {
this.renderer.setDrawableOrder(this.drawableID, -nLayers, true, 1);
}
}
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/**
* Move behind some other rendered target.
* @param {!RenderedTarget} other Other rendered target to move behind.
*/
goBehindOther (other) {
if (this.renderer) {
const otherLayer = this.renderer.setDrawableOrder(
other.drawableID, 0, true);
this.renderer.setDrawableOrder(this.drawableID, otherLayer);
}
}
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/**
* Keep a desired position within a fence.
* @param {number} newX New desired X position.
* @param {number} newY New desired Y position.
* @param {object=} optFence Optional fence with left, right, top bottom.
* @return {Array.<number>} Fenced X and Y coordinates.
*/
keepInFence (newX, newY, optFence) {
let fence = optFence;
if (!fence) {
fence = {
left: -this.runtime.constructor.STAGE_WIDTH / 2,
right: this.runtime.constructor.STAGE_WIDTH / 2,
top: this.runtime.constructor.STAGE_HEIGHT / 2,
bottom: -this.runtime.constructor.STAGE_HEIGHT / 2
};
}
const bounds = this.getBounds();
if (!bounds) return;
// Adjust the known bounds to the target position.
bounds.left += (newX - this.x);
bounds.right += (newX - this.x);
bounds.top += (newY - this.y);
bounds.bottom += (newY - this.y);
// Find how far we need to move the target position.
let dx = 0;
let dy = 0;
if (bounds.left < fence.left) {
dx += fence.left - bounds.left;
}
if (bounds.right > fence.right) {
dx += fence.right - bounds.right;
}
if (bounds.top > fence.top) {
dy += fence.top - bounds.top;
}
if (bounds.bottom < fence.bottom) {
dy += fence.bottom - bounds.bottom;
}
return [newX + dx, newY + dy];
}
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/**
* Make a clone, copying any run-time properties.
* If we've hit the global clone limit, returns null.
* @return {RenderedTarget} New clone.
*/
makeClone () {
if (!this.runtime.clonesAvailable() || this.isStage) {
return null; // Hit max clone limit, or this is the stage.
}
this.runtime.changeCloneCounter(1);
const newClone = this.sprite.createClone();
// Copy all properties.
newClone.x = this.x;
newClone.y = this.y;
newClone.direction = this.direction;
newClone.draggable = this.draggable;
newClone.visible = this.visible;
newClone.size = this.size;
newClone.currentCostume = this.currentCostume;
newClone.rotationStyle = this.rotationStyle;
newClone.effects = JSON.parse(JSON.stringify(this.effects));
newClone.variables = JSON.parse(JSON.stringify(this.variables));
newClone.lists = JSON.parse(JSON.stringify(this.lists));
newClone.initDrawable();
newClone.updateAllDrawableProperties();
// Place behind the current target.
newClone.goBehindOther(this);
return newClone;
}
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/**
* Make a duplicate using a duplicate sprite.
* @return {RenderedTarget} New clone.
*/
duplicate () {
return this.sprite.duplicate().then(newSprite => {
const newTarget = newSprite.createClone();
// Copy all properties.
// @todo refactor with clone methods
newTarget.x = Math.random() * 400 / 2;
newTarget.y = Math.random() * 300 / 2;
newTarget.direction = this.direction;
newTarget.draggable = this.draggable;
newTarget.visible = this.visible;
newTarget.size = this.size;
newTarget.currentCostume = this.currentCostume;
newTarget.rotationStyle = this.rotationStyle;
newTarget.effects = JSON.parse(JSON.stringify(this.effects));
newTarget.variables = JSON.parse(JSON.stringify(this.variables));
newTarget.lists = JSON.parse(JSON.stringify(this.lists));
newTarget.initDrawable();
newTarget.updateAllDrawableProperties();
newTarget.goBehindOther(this);
return newTarget;
});
}
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/**
* Called when the project receives a "green flag."
* For a rendered target, this clears graphic effects.
*/
onGreenFlag () {
this.clearEffects();
}
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/**
* Called when the project receives a "stop all"
* Stop all sounds and clear graphic effects.
*/
onStopAll () {
this.clearEffects();
if (this.audioPlayer) {
this.audioPlayer.stopAllSounds();
this.audioPlayer.clearEffects();
}
}
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/**
* Post/edit sprite info.
* @param {object} data An object with sprite info data to set.
*/
postSpriteInfo (data) {
const force = data.hasOwnProperty('force') ? data.force : null;
if (data.hasOwnProperty('x')) {
this.setXY(data.x, this.y, force);
}
if (data.hasOwnProperty('y')) {
this.setXY(this.x, data.y, force);
}
if (data.hasOwnProperty('direction')) {
this.setDirection(data.direction);
}
if (data.hasOwnProperty('draggable')) {
this.setDraggable(data.draggable);
}
if (data.hasOwnProperty('rotationStyle')) {
this.setRotationStyle(data.rotationStyle);
}
if (data.hasOwnProperty('visible')) {
this.setVisible(data.visible);
}
if (data.hasOwnProperty('size')) {
this.setSize(data.size);
}
}
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/**
* Put the sprite into the drag state. While in effect, setXY must be forced
*/
startDrag () {
this.dragging = true;
}
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/**
* Remove the sprite from the drag state.
*/
stopDrag () {
this.dragging = false;
}
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/**
* Serialize sprite info, used when emitting events about the sprite
* @returns {object} Sprite data as a simple object
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*/
toJSON () {
const costumes = this.getCostumes();
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return {
id: this.id,
name: this.getName(),
isStage: this.isStage,
x: this.x,
y: this.y,
size: this.size,
direction: this.direction,
draggable: this.draggable,
currentCostume: this.currentCostume,
costume: costumes[this.currentCostume],
costumeCount: costumes.length,
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visible: this.visible,
rotationStyle: this.rotationStyle,
blocks: this.blocks._blocks,
variables: this.variables,
lists: this.lists,
costumes: costumes,
sounds: this.getSounds()
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};
}
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/**
* Dispose, destroying any run-time properties.
*/
dispose () {
this.runtime.changeCloneCounter(-1);
this.runtime.stopForTarget(this);
this.sprite.removeClone(this);
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if (this.renderer && this.drawableID !== null) {
this.renderer.destroyDrawable(this.drawableID);
if (this.visible) {
this.runtime.requestRedraw();
}
}
}
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}
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module.exports = RenderedTarget;