scratch-vm/src/engine/runtime.js

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var EventEmitter = require('events');
var Sequencer = require('./sequencer');
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var Blocks = require('./blocks');
var Thread = require('./thread');
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var util = require('util');
// Virtual I/O devices.
var Clock = require('../io/clock');
var Keyboard = require('../io/keyboard');
var Mouse = require('../io/mouse');
var defaultBlockPackages = {
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scratch3_control: require('../blocks/scratch3_control'),
scratch3_event: require('../blocks/scratch3_event'),
scratch3_looks: require('../blocks/scratch3_looks'),
scratch3_motion: require('../blocks/scratch3_motion'),
scratch3_operators: require('../blocks/scratch3_operators'),
scratch3_sensing: require('../blocks/scratch3_sensing'),
scratch3_data: require('../blocks/scratch3_data'),
scratch3_procedures: require('../blocks/scratch3_procedures')
};
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/**
* Manages targets, scripts, and the sequencer.
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*/
var Runtime = function () {
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// Bind event emitter
EventEmitter.call(this);
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/**
* Target management and storage.
* @type {Array.<!Target>}
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*/
this.targets = [];
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/**
* A list of threads that are currently running in the VM.
* Threads are added when execution starts and pruned when execution ends.
* @type {Array.<Thread>}
*/
this.threads = [];
/** @type {!Sequencer} */
this.sequencer = new Sequencer(this);
/**
* Storage container for flyout blocks.
* These will execute on `_editingTarget.`
* @type {!Blocks}
*/
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this.flyoutBlocks = new Blocks();
/**
* Currently known editing target for the VM.
* @type {?Target}
*/
this._editingTarget = null;
/**
* Map to look up a block primitive's implementation function by its opcode.
* This is a two-step lookup: package name first, then primitive name.
* @type {Object.<string, Function>}
*/
this._primitives = {};
/**
* Map to look up hat blocks' metadata.
* Keys are opcode for hat, values are metadata objects.
* @type {Object.<string, Object>}
*/
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this._hats = {};
/**
* Currently known values for edge-activated hats.
* Keys are block ID for the hat; values are the currently known values.
* @type {Object.<string, *>}
*/
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this._edgeActivatedHatValues = {};
/**
* A list of script block IDs that were glowing during the previous frame.
* @type {!Array.<!string>}
*/
this._scriptGlowsPreviousFrame = [];
/**
* Number of threads running during the previous frame
* @type {number}
*/
this._threadCount = 0;
/**
* Currently known number of clones, used to enforce clone limit.
* @type {number}
*/
this._cloneCounter = 0;
/**
* Whether the project is in "turbo mode."
* @type {Boolean}
*/
this.turboMode = false;
/**
* Whether the project is in "compatibility mode" (30 TPS).
* @type {Boolean}
*/
this.compatibilityMode = false;
/**
* A reference to the current runtime stepping interval, set
* by a `setInterval`.
* @type {!number}
*/
this._steppingInterval = null;
/**
* Current length of a step.
* Changes as mode switches, and used by the sequencer to calculate
* WORK_TIME.
* @type {!number}
*/
this.currentStepTime = null;
/**
* Whether any primitive has requested a redraw.
* Affects whether `Sequencer.stepThreads` will yield
* after stepping each thread.
* Reset on every frame.
* @type {boolean}
*/
this.redrawRequested = false;
// Register all given block packages.
this._registerBlockPackages();
// Register and initialize "IO devices", containers for processing
// I/O related data.
/** @type {Object.<string, Object>} */
this.ioDevices = {
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clock: new Clock(),
keyboard: new Keyboard(this),
mouse: new Mouse(this)
};
};
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/**
* Inherit from EventEmitter
*/
util.inherits(Runtime, EventEmitter);
/**
* Width of the stage, in pixels.
* @const {number}
*/
Runtime.STAGE_WIDTH = 480;
/**
* Height of the stage, in pixels.
* @const {number}
*/
Runtime.STAGE_HEIGHT = 360;
/**
* Event name for glowing a script.
* @const {string}
*/
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Runtime.SCRIPT_GLOW_ON = 'SCRIPT_GLOW_ON';
/**
* Event name for unglowing a script.
* @const {string}
*/
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Runtime.SCRIPT_GLOW_OFF = 'SCRIPT_GLOW_OFF';
/**
* Event name for glowing a block.
* @const {string}
*/
Runtime.BLOCK_GLOW_ON = 'BLOCK_GLOW_ON';
/**
* Event name for unglowing a block.
* @const {string}
*/
Runtime.BLOCK_GLOW_OFF = 'BLOCK_GLOW_OFF';
/**
* Event name for glowing the green flag
* @const {string}
*/
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Runtime.PROJECT_RUN_START = 'PROJECT_RUN_START';
/**
* Event name for unglowing the green flag
* @const {string}
*/
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Runtime.PROJECT_RUN_STOP = 'PROJECT_RUN_STOP';
/**
* Event name for visual value report.
* @const {string}
*/
Runtime.VISUAL_REPORT = 'VISUAL_REPORT';
/**
* Event name for sprite info report.
* @const {string}
*/
Runtime.SPRITE_INFO_REPORT = 'SPRITE_INFO_REPORT';
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/**
* How rapidly we try to step threads by default, in ms.
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*/
Runtime.THREAD_STEP_INTERVAL = 1000 / 60;
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/**
* In compatibility mode, how rapidly we try to step threads, in ms.
*/
Runtime.THREAD_STEP_INTERVAL_COMPATIBILITY = 1000 / 30;
/**
* How many clones can be created at a time.
* @const {number}
*/
Runtime.MAX_CLONES = 300;
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// -----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
/**
* Register default block packages with this runtime.
* @todo Prefix opcodes with package name.
* @private
*/
Runtime.prototype._registerBlockPackages = function () {
for (var packageName in defaultBlockPackages) {
if (defaultBlockPackages.hasOwnProperty(packageName)) {
// @todo pass a different runtime depending on package privilege?
var packageObject = new (defaultBlockPackages[packageName])(this);
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// Collect primitives from package.
if (packageObject.getPrimitives) {
var packagePrimitives = packageObject.getPrimitives();
for (var op in packagePrimitives) {
if (packagePrimitives.hasOwnProperty(op)) {
this._primitives[op] =
packagePrimitives[op].bind(packageObject);
}
}
}
// Collect hat metadata from package.
if (packageObject.getHats) {
var packageHats = packageObject.getHats();
for (var hatName in packageHats) {
if (packageHats.hasOwnProperty(hatName)) {
this._hats[hatName] = packageHats[hatName];
}
}
}
}
}
};
/**
* Retrieve the function associated with the given opcode.
* @param {!string} opcode The opcode to look up.
* @return {Function} The function which implements the opcode.
*/
Runtime.prototype.getOpcodeFunction = function (opcode) {
return this._primitives[opcode];
};
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/**
* Return whether an opcode represents a hat block.
* @param {!string} opcode The opcode to look up.
* @return {Boolean} True if the op is known to be a hat.
*/
Runtime.prototype.getIsHat = function (opcode) {
return this._hats.hasOwnProperty(opcode);
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};
/**
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* Return whether an opcode represents an edge-activated hat block.
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* @param {!string} opcode The opcode to look up.
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* @return {Boolean} True if the op is known to be a edge-activated hat.
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*/
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Runtime.prototype.getIsEdgeActivatedHat = function (opcode) {
return this._hats.hasOwnProperty(opcode) &&
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this._hats[opcode].edgeActivated;
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};
/**
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* Update an edge-activated hat block value.
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* @param {!string} blockId ID of hat to store value for.
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* @param {*} newValue Value to store for edge-activated hat.
* @return {*} The old value for the edge-activated hat.
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*/
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Runtime.prototype.updateEdgeActivatedValue = function (blockId, newValue) {
var oldValue = this._edgeActivatedHatValues[blockId];
this._edgeActivatedHatValues[blockId] = newValue;
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return oldValue;
};
/**
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* Clear all edge-activaed hat values.
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*/
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Runtime.prototype.clearEdgeActivatedValues = function () {
this._edgeActivatedHatValues = {};
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};
/**
* Attach the renderer
* @param {!RenderWebGL} renderer The renderer to attach
*/
Runtime.prototype.attachRenderer = function (renderer) {
this.renderer = renderer;
};
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// -----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
/**
* Create a thread and push it to the list of threads.
* @param {!string} id ID of block that starts the stack.
* @param {!Target} target Target to run thread on.
* @return {!Thread} The newly created thread.
*/
Runtime.prototype._pushThread = function (id, target) {
var thread = new Thread(id);
thread.target = target;
thread.pushStack(id);
this.threads.push(thread);
return thread;
};
/**
* Remove a thread from the list of threads.
* @param {?Thread} thread Thread object to remove from actives
*/
Runtime.prototype._removeThread = function (thread) {
// Inform sequencer to stop executing that thread.
this.sequencer.retireThread(thread);
// Remove from the list.
var i = this.threads.indexOf(thread);
if (i > -1) {
this.threads.splice(i, 1);
}
};
/**
* Restart a thread in place, maintaining its position in the list of threads.
* This is used by `startHats` to and is necessary to ensure 2.0-like execution order.
* Test project: https://scratch.mit.edu/projects/130183108/
* @param {!Thread} thread Thread object to restart.
*/
Runtime.prototype._restartThread = function (thread) {
var newThread = new Thread(thread.topBlock);
newThread.target = thread.target;
newThread.pushStack(thread.topBlock);
var i = this.threads.indexOf(thread);
if (i > -1) {
this.threads[i] = newThread;
} else {
this.threads.push(thread);
}
};
/**
* Return whether a thread is currently active/running.
* @param {?Thread} thread Thread object to check.
* @return {Boolean} True if the thread is active/running.
*/
Runtime.prototype.isActiveThread = function (thread) {
return this.threads.indexOf(thread) > -1;
};
/**
* Toggle a script.
* @param {!string} topBlockId ID of block that starts the script.
*/
Runtime.prototype.toggleScript = function (topBlockId) {
// Remove any existing thread.
for (var i = 0; i < this.threads.length; i++) {
if (this.threads[i].topBlock === topBlockId) {
this._removeThread(this.threads[i]);
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return;
}
}
// Otherwise add it.
this._pushThread(topBlockId, this._editingTarget);
};
/**
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* Run a function `f` for all scripts in a workspace.
* `f` will be called with two parameters:
* - the top block ID of the script.
* - the target that owns the script.
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* @param {!Function} f Function to call for each script.
* @param {Target=} optTarget Optionally, a target to restrict to.
*/
Runtime.prototype.allScriptsDo = function (f, optTarget) {
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var targets = this.targets;
if (optTarget) {
targets = [optTarget];
}
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for (var t = 0; t < targets.length; t++) {
var target = targets[t];
var scripts = target.blocks.getScripts();
for (var j = 0; j < scripts.length; j++) {
var topBlockId = scripts[j];
f(topBlockId, target);
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}
}
};
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/**
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* Start all relevant hats.
* @param {!string} requestedHatOpcode Opcode of hats to start.
* @param {Object=} optMatchFields Optionally, fields to match on the hat.
* @param {Target=} optTarget Optionally, a target to restrict to.
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* @return {Array.<Thread>} List of threads started by this function.
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*/
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Runtime.prototype.startHats = function (requestedHatOpcode,
optMatchFields, optTarget) {
if (!this._hats.hasOwnProperty(requestedHatOpcode)) {
// No known hat with this opcode.
return;
}
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var instance = this;
var newThreads = [];
// Consider all scripts, looking for hats with opcode `requestedHatOpcode`.
this.allScriptsDo(function (topBlockId, target) {
var potentialHatOpcode = target.blocks.getBlock(topBlockId).opcode;
if (potentialHatOpcode !== requestedHatOpcode) {
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// Not the right hat.
return;
}
// Match any requested fields.
// For example: ensures that broadcasts match.
// This needs to happen before the block is evaluated
// (i.e., before the predicate can be run) because "broadcast and wait"
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// needs to have a precise collection of started threads.
var hatFields = target.blocks.getFields(topBlockId);
if (optMatchFields) {
for (var matchField in optMatchFields) {
if (hatFields[matchField].value !==
optMatchFields[matchField]) {
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// Field mismatch.
return;
}
}
}
// Look up metadata for the relevant hat.
var hatMeta = instance._hats[requestedHatOpcode];
if (hatMeta.restartExistingThreads) {
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// If `restartExistingThreads` is true, we should stop
// any existing threads starting with the top block.
for (var i = 0; i < instance.threads.length; i++) {
if (instance.threads[i].topBlock === topBlockId &&
instance.threads[i].target === target) {
instance._restartThread(instance.threads[i]);
return;
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}
}
} else {
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// If `restartExistingThreads` is false, we should
// give up if any threads with the top block are running.
for (var j = 0; j < instance.threads.length; j++) {
if (instance.threads[j].topBlock === topBlockId &&
instance.threads[j].target === target) {
// Some thread is already running.
return;
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}
}
}
// Start the thread with this top block.
newThreads.push(instance._pushThread(topBlockId, target));
}, optTarget);
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return newThreads;
};
/**
* Dispose all targets. Return to clean state.
*/
Runtime.prototype.dispose = function () {
this.stopAll();
this.targets.map(this.disposeTarget, this);
};
/**
* Dispose of a target.
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* @param {!Target} disposingTarget Target to dispose of.
*/
Runtime.prototype.disposeTarget = function (disposingTarget) {
this.targets = this.targets.filter(function (target) {
if (disposingTarget !== target) return true;
// Allow target to do dispose actions.
target.dispose();
// Remove from list of targets.
return false;
});
};
/**
* Stop any threads acting on the target.
* @param {!Target} target Target to stop threads for.
* @param {Thread=} optThreadException Optional thread to skip.
*/
Runtime.prototype.stopForTarget = function (target, optThreadException) {
// Stop any threads on the target.
for (var i = 0; i < this.threads.length; i++) {
if (this.threads[i] === optThreadException) {
continue;
}
if (this.threads[i].target === target) {
this._removeThread(this.threads[i]);
}
}
};
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/**
* Start all threads that start with the green flag.
*/
Runtime.prototype.greenFlag = function () {
this.stopAll();
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this.ioDevices.clock.resetProjectTimer();
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this.clearEdgeActivatedValues();
// Inform all targets of the green flag.
for (var i = 0; i < this.targets.length; i++) {
this.targets[i].onGreenFlag();
}
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this.startHats('event_whenflagclicked');
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};
/**
* Stop "everything."
*/
Runtime.prototype.stopAll = function () {
// Dispose all clones.
var newTargets = [];
for (var i = 0; i < this.targets.length; i++) {
if (this.targets[i].hasOwnProperty('isOriginal') &&
!this.targets[i].isOriginal) {
this.targets[i].dispose();
} else {
newTargets.push(this.targets[i]);
}
}
this.targets = newTargets;
// Dispose all threads.
var threadsCopy = this.threads.slice();
while (threadsCopy.length > 0) {
var poppedThread = threadsCopy.pop();
this._removeThread(poppedThread);
}
};
/**
* Repeatedly run `sequencer.stepThreads` and filter out
* inactive threads after each iteration.
*/
Runtime.prototype._step = function () {
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// Find all edge-activated hats, and add them to threads to be evaluated.
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for (var hatType in this._hats) {
var hat = this._hats[hatType];
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if (hat.edgeActivated) {
this.startHats(hatType);
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}
}
this.redrawRequested = false;
var doneThreads = this.sequencer.stepThreads();
this._updateGlows(doneThreads);
this._setThreadCount(this.threads.length + doneThreads.length);
if (this.renderer) {
// @todo: Only render when this.redrawRequested or clones rendered.
this.renderer.draw();
}
};
/**
* Set the current editing target known by the runtime.
* @param {!Target} editingTarget New editing target.
*/
Runtime.prototype.setEditingTarget = function (editingTarget) {
this._editingTarget = editingTarget;
// Script glows must be cleared.
this._scriptGlowsPreviousFrame = [];
this._updateGlows();
this.spriteInfoReport(editingTarget);
};
/**
* Set whether we are in 30 TPS compatibility mode.
* @param {boolean} compatibilityModeOn True iff in compatibility mode.
*/
Runtime.prototype.setCompatibilityMode = function (compatibilityModeOn) {
this.compatibilityMode = compatibilityModeOn;
if (this._steppingInterval) {
self.clearInterval(this._steppingInterval);
this.start();
}
};
/**
* Emit glows/glow clears for scripts after a single tick.
* Looks at `this.threads` and notices which have turned on/off new glows.
* @param {Array.<Thread>=} optExtraThreads Optional list of inactive threads.
*/
Runtime.prototype._updateGlows = function (optExtraThreads) {
var searchThreads = [];
searchThreads.push.apply(searchThreads, this.threads);
if (optExtraThreads) {
searchThreads.push.apply(searchThreads, optExtraThreads);
}
// Set of scripts that request a glow this frame.
var requestedGlowsThisFrame = [];
// Final set of scripts glowing during this frame.
var finalScriptGlows = [];
// Find all scripts that should be glowing.
for (var i = 0; i < searchThreads.length; i++) {
var thread = searchThreads[i];
var target = thread.target;
if (target === this._editingTarget) {
var blockForThread = thread.blockGlowInFrame;
if (thread.requestScriptGlowInFrame) {
var script = target.blocks.getTopLevelScript(blockForThread);
if (!script) {
// Attempt to find in flyout blocks.
script = this.flyoutBlocks.getTopLevelScript(
blockForThread
);
}
if (script) {
requestedGlowsThisFrame.push(script);
}
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}
}
}
// Compare to previous frame.
for (var j = 0; j < this._scriptGlowsPreviousFrame.length; j++) {
var previousFrameGlow = this._scriptGlowsPreviousFrame[j];
if (requestedGlowsThisFrame.indexOf(previousFrameGlow) < 0) {
// Glow turned off.
this.glowScript(previousFrameGlow, false);
} else {
// Still glowing.
finalScriptGlows.push(previousFrameGlow);
}
}
for (var k = 0; k < requestedGlowsThisFrame.length; k++) {
var currentFrameGlow = requestedGlowsThisFrame[k];
if (this._scriptGlowsPreviousFrame.indexOf(currentFrameGlow) < 0) {
// Glow turned on.
this.glowScript(currentFrameGlow, true);
finalScriptGlows.push(currentFrameGlow);
}
}
this._scriptGlowsPreviousFrame = finalScriptGlows;
};
/**
* Emit run start/stop after each tick. Emits when `this.threads.length` goes
* between non-zero and zero
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*
* @param {number} threadCount The new threadCount
*/
Runtime.prototype._setThreadCount = function (threadCount) {
if (this._threadCount === 0 && threadCount > 0) {
this.emit(Runtime.PROJECT_RUN_START);
}
if (this._threadCount > 0 && threadCount === 0) {
this.emit(Runtime.PROJECT_RUN_STOP);
}
this._threadCount = threadCount;
};
/**
* "Quiet" a script's glow: stop the VM from generating glow/unglow events
* about that script. Use when a script has just been deleted, but we may
* still be tracking glow data about it.
* @param {!string} scriptBlockId Id of top-level block in script to quiet.
*/
Runtime.prototype.quietGlow = function (scriptBlockId) {
var index = this._scriptGlowsPreviousFrame.indexOf(scriptBlockId);
if (index > -1) {
this._scriptGlowsPreviousFrame.splice(index, 1);
}
};
/**
* Emit feedback for block glowing (used in the sequencer).
* @param {?string} blockId ID for the block to update glow
* @param {boolean} isGlowing True to turn on glow; false to turn off.
*/
Runtime.prototype.glowBlock = function (blockId, isGlowing) {
if (isGlowing) {
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this.emit(Runtime.BLOCK_GLOW_ON, {id: blockId});
} else {
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this.emit(Runtime.BLOCK_GLOW_OFF, {id: blockId});
}
};
/**
* Emit feedback for script glowing.
* @param {?string} topBlockId ID for the top block to update glow
* @param {boolean} isGlowing True to turn on glow; false to turn off.
*/
Runtime.prototype.glowScript = function (topBlockId, isGlowing) {
if (isGlowing) {
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this.emit(Runtime.SCRIPT_GLOW_ON, {id: topBlockId});
} else {
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this.emit(Runtime.SCRIPT_GLOW_OFF, {id: topBlockId});
}
};
/**
* Emit value for reporter to show in the blocks.
* @param {string} blockId ID for the block.
* @param {string} value Value to show associated with the block.
*/
Runtime.prototype.visualReport = function (blockId, value) {
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this.emit(Runtime.VISUAL_REPORT, {id: blockId, value: String(value)});
};
/**
* Emit a sprite info report if the provided target is the original sprite
* @param {!Target} target Target to report sprite info for.
*/
Runtime.prototype.spriteInfoReport = function (target) {
if (!target.isOriginal) return;
this.emit(Runtime.SPRITE_INFO_REPORT, {
id: target.id,
x: target.x,
y: target.y,
direction: target.direction,
costume: target.getCurrentCostume(),
visible: target.visible,
rotationStyle: target.rotationStyle
});
};
/**
* Get a target by its id.
* @param {string} targetId Id of target to find.
* @return {?Target} The target, if found.
*/
Runtime.prototype.getTargetById = function (targetId) {
for (var i = 0; i < this.targets.length; i++) {
var target = this.targets[i];
if (target.id === targetId) {
return target;
}
}
};
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/**
* Get the first original (non-clone-block-created) sprite given a name.
* @param {string} spriteName Name of sprite to look for.
* @return {?Target} Target representing a sprite of the given name.
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*/
Runtime.prototype.getSpriteTargetByName = function (spriteName) {
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for (var i = 0; i < this.targets.length; i++) {
var target = this.targets[i];
if (target.sprite && target.sprite.name === spriteName) {
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return target;
}
}
};
/**
* Update the clone counter to track how many clones are created.
* @param {number} changeAmount How many clones have been created/destroyed.
*/
Runtime.prototype.changeCloneCounter = function (changeAmount) {
this._cloneCounter += changeAmount;
};
/**
* Return whether there are clones available.
* @return {boolean} True until the number of clones hits Runtime.MAX_CLONES.
*/
Runtime.prototype.clonesAvailable = function () {
return this._cloneCounter < Runtime.MAX_CLONES;
};
/**
* Get a target representing the Scratch stage, if one exists.
* @return {?Target} The target, if found.
*/
Runtime.prototype.getTargetForStage = function () {
for (var i = 0; i < this.targets.length; i++) {
var target = this.targets[i];
if (target.isStage) {
return target;
}
}
};
/**
* Tell the runtime to request a redraw.
* Use after a clone/sprite has completed some visible operation on the stage.
*/
Runtime.prototype.requestRedraw = function () {
this.redrawRequested = true;
};
/**
* Set up timers to repeatedly step in a browser.
*/
Runtime.prototype.start = function () {
var interval = Runtime.THREAD_STEP_INTERVAL;
if (this.compatibilityMode) {
interval = Runtime.THREAD_STEP_INTERVAL_COMPATIBILITY;
}
this.currentStepTime = interval;
this._steppingInterval = self.setInterval(function () {
this._step();
}.bind(this), interval);
};
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module.exports = Runtime;