scratch-vm/src/sprites/clone.js

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var util = require('util');
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var log = require('../util/log');
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var MathUtil = require('../util/math-util');
var Target = require('../engine/target');
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/**
* Clone (instance) of a sprite.
* @param {!Sprite} sprite Reference to the sprite.
* @param {Runtime} runtime Reference to the runtime.
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* @constructor
*/
var Clone = function (sprite, runtime) {
Target.call(this, sprite.blocks);
this.runtime = runtime;
/**
* Reference to the sprite that this is a clone of.
* @type {!Sprite}
*/
this.sprite = sprite;
/**
* Reference to the global renderer for this VM, if one exists.
* @type {?RenderWebGLWorker}
*/
this.renderer = null;
if (this.runtime) {
this.renderer = this.runtime.renderer;
}
/**
* ID of the drawable for this clone returned by the renderer, if rendered.
* @type {?Number}
*/
this.drawableID = null;
/**
* Map of current graphic effect values.
* @type {!Object.<string, number>}
*/
this.effects = {
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color: 0,
fisheye: 0,
whirl: 0,
pixelate: 0,
mosaic: 0,
brightness: 0,
ghost: 0
};
};
util.inherits(Clone, Target);
/**
* Create a clone's drawable with the this.renderer.
*/
Clone.prototype.initDrawable = function () {
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
);
}
};
// Clone-level properties.
/**
* Whether this represents an "original" clone, i.e., created by the editor
* and not clone blocks. In interface terms, this true for a "sprite."
* @type {boolean}
*/
Clone.prototype.isOriginal = true;
/**
* Whether this clone represents the Scratch stage.
* @type {boolean}
*/
Clone.prototype.isStage = false;
/**
* Scratch X coordinate. Currently should range from -240 to 240.
* @type {Number}
*/
Clone.prototype.x = 0;
/**
* Scratch Y coordinate. Currently should range from -180 to 180.
* @type {number}
*/
Clone.prototype.y = 0;
/**
* Scratch direction. Currently should range from -179 to 180.
* @type {number}
*/
Clone.prototype.direction = 90;
/**
* Whether the clone is currently visible.
* @type {boolean}
*/
Clone.prototype.visible = true;
/**
* Size of clone as a percent of costume size. Ranges from 5% to 535%.
* @type {number}
*/
Clone.prototype.size = 100;
/**
* Currently selected costume index.
* @type {number}
*/
Clone.prototype.currentCostume = 0;
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/**
* Rotation style for "all around"/spinning.
* @enum
*/
Clone.ROTATION_STYLE_ALL_AROUND = 'all around';
/**
* Rotation style for "left-right"/flipping.
* @enum
*/
Clone.ROTATION_STYLE_LEFT_RIGHT = 'left-right';
/**
* Rotation style for "no rotation."
* @enum
*/
Clone.ROTATION_STYLE_NONE = 'don\'t rotate';
/**
* Current rotation style.
* @type {!string}
*/
Clone.prototype.rotationStyle = Clone.ROTATION_STYLE_ALL_AROUND;
// End clone-level properties.
/**
* Set the X and Y coordinates of a clone.
* @param {!number} x New X coordinate of clone, in Scratch coordinates.
* @param {!number} y New Y coordinate of clone, in Scratch coordinates.
*/
Clone.prototype.setXY = function (x, y) {
if (this.isStage) {
return;
}
this.x = x;
this.y = y;
if (this.renderer) {
this.renderer.updateDrawableProperties(this.drawableID, {
position: [this.x, this.y]
});
if (this.visible) {
this.runtime.requestRedraw();
}
}
};
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/**
* Get the rendered direction and scale, after applying rotation style.
* @return {Object<string, number>} Direction and scale to render.
*/
Clone.prototype._getRenderedDirectionAndScale = function () {
// Default: no changes to `this.direction` or `this.scale`.
var finalDirection = this.direction;
var finalScale = [this.size, this.size];
if (this.rotationStyle === Clone.ROTATION_STYLE_NONE) {
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// Force rendered direction to be 90.
finalDirection = 90;
} else if (this.rotationStyle === Clone.ROTATION_STYLE_LEFT_RIGHT) {
// Force rendered direction to be 90, and flip drawable if needed.
finalDirection = 90;
var scaleFlip = (this.direction < 0) ? -1 : 1;
finalScale = [scaleFlip * this.size, this.size];
}
return {direction: finalDirection, scale: finalScale};
};
/**
* Set the direction of a clone.
* @param {!number} direction New direction of clone.
*/
Clone.prototype.setDirection = function (direction) {
if (this.isStage) {
return;
}
// Keep direction between -179 and +180.
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this.direction = MathUtil.wrapClamp(direction, -179, 180);
if (this.renderer) {
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var renderedDirectionScale = this._getRenderedDirectionAndScale();
this.renderer.updateDrawableProperties(this.drawableID, {
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direction: renderedDirectionScale.direction,
scale: renderedDirectionScale.scale
});
if (this.visible) {
this.runtime.requestRedraw();
}
}
};
/**
* Set a say bubble on this clone.
* @param {?string} type Type of say bubble: "say", "think", or null.
* @param {?string} message Message to put in say bubble.
*/
Clone.prototype.setSay = function (type, message) {
if (this.isStage) {
return;
}
// @todo: Render to stage.
if (!type || !message) {
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log.info('Clearing say bubble');
return;
}
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log.info('Setting say bubble:', type, message);
};
/**
* Set visibility of the clone; i.e., whether it's shown or hidden.
* @param {!boolean} visible True if the sprite should be shown.
*/
Clone.prototype.setVisible = function (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();
}
}
};
/**
* Set size of the clone, as a percentage of the costume size.
* @param {!number} size Size of clone, from 5 to 535.
*/
Clone.prototype.setSize = function (size) {
if (this.isStage) {
return;
}
// Keep size between 5% and 535%.
this.size = MathUtil.clamp(size, 5, 535);
if (this.renderer) {
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var renderedDirectionScale = this._getRenderedDirectionAndScale();
this.renderer.updateDrawableProperties(this.drawableID, {
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direction: renderedDirectionScale.direction,
scale: renderedDirectionScale.scale
});
if (this.visible) {
this.runtime.requestRedraw();
}
}
};
/**
* Set a particular graphic effect on this clone.
* @param {!string} effectName Name of effect (see `Clone.prototype.effects`).
* @param {!number} value Numerical magnitude of effect.
*/
Clone.prototype.setEffect = function (effectName, value) {
if (!this.effects.hasOwnProperty(effectName)) return;
this.effects[effectName] = value;
if (this.renderer) {
var props = {};
props[effectName] = this.effects[effectName];
this.renderer.updateDrawableProperties(this.drawableID, props);
if (this.visible) {
this.runtime.requestRedraw();
}
}
};
/**
* Clear all graphic effects on this clone.
*/
Clone.prototype.clearEffects = function () {
for (var effectName in this.effects) {
this.effects[effectName] = 0;
}
if (this.renderer) {
this.renderer.updateDrawableProperties(this.drawableID, this.effects);
if (this.visible) {
this.runtime.requestRedraw();
}
}
};
/**
* Set the current costume of this clone.
* @param {number} index New index of costume.
*/
Clone.prototype.setCostume = function (index) {
// Keep the costume index within possible values.
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index = Math.round(index);
this.currentCostume = MathUtil.wrapClamp(
index, 0, this.sprite.costumes.length - 1
);
if (this.renderer) {
var costume = this.sprite.costumes[this.currentCostume];
this.renderer.updateDrawableProperties(this.drawableID, {
skin: costume.skin,
costumeResolution: costume.bitmapResolution,
rotationCenter: [costume.rotationCenterX, costume.rotationCenterY]
});
if (this.visible) {
this.runtime.requestRedraw();
}
}
};
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/**
* Update the rotation style for this clone.
* @param {!string} rotationStyle New rotation style.
*/
Clone.prototype.setRotationStyle = function (rotationStyle) {
if (rotationStyle === Clone.ROTATION_STYLE_NONE) {
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this.rotationStyle = Clone.ROTATION_STYLE_NONE;
} else if (rotationStyle === Clone.ROTATION_STYLE_ALL_AROUND) {
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this.rotationStyle = Clone.ROTATION_STYLE_ALL_AROUND;
} else if (rotationStyle === Clone.ROTATION_STYLE_LEFT_RIGHT) {
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this.rotationStyle = Clone.ROTATION_STYLE_LEFT_RIGHT;
}
if (this.renderer) {
var renderedDirectionScale = this._getRenderedDirectionAndScale();
this.renderer.updateDrawableProperties(this.drawableID, {
direction: renderedDirectionScale.direction,
scale: renderedDirectionScale.scale
});
if (this.visible) {
this.runtime.requestRedraw();
}
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}
};
/**
* Get a costume index of this clone, by name of the costume.
* @param {?string} costumeName Name of a costume.
* @return {number} Index of the named costume, or -1 if not present.
*/
Clone.prototype.getCostumeIndexByName = function (costumeName) {
for (var i = 0; i < this.sprite.costumes.length; i++) {
if (this.sprite.costumes[i].name === costumeName) {
return i;
}
}
return -1;
};
/**
* Update all drawable properties for this clone.
* Use when a batch has changed, e.g., when the drawable is first created.
*/
Clone.prototype.updateAllDrawableProperties = function () {
if (this.renderer) {
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var renderedDirectionScale = this._getRenderedDirectionAndScale();
var costume = this.sprite.costumes[this.currentCostume];
this.renderer.updateDrawableProperties(this.drawableID, {
position: [this.x, this.y],
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direction: renderedDirectionScale.direction,
scale: renderedDirectionScale.scale,
visible: this.visible,
skin: costume.skin,
costumeResolution: costume.bitmapResolution,
rotationCenter: [costume.rotationCenterX, costume.rotationCenterY]
});
if (this.visible) {
this.runtime.requestRedraw();
}
}
};
/**
* Return the human-readable name for this clone, i.e., the sprite's name.
* @override
* @returns {string} Human-readable name for the clone.
*/
Clone.prototype.getName = function () {
return this.sprite.name;
};
/**
* Return the clone's tight bounding box.
* Includes top, left, bottom, right attributes in Scratch coordinates.
* @return {?Object} Tight bounding box of clone, or null.
*/
Clone.prototype.getBounds = function () {
if (this.renderer) {
return this.runtime.renderer.getBounds(this.drawableID);
}
return null;
};
/**
* Return whether the clone is touching a point.
* @param {number} x X coordinate of test point.
* @param {number} y Y coordinate of test point.
* @return {Boolean} True iff the clone is touching the point.
*/
Clone.prototype.isTouchingPoint = function (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.
var 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;
};
/**
* Return whether the clone is touching a stage edge.
* @return {Boolean} True iff the clone is touching the stage edge.
*/
Clone.prototype.isTouchingEdge = function () {
if (this.renderer) {
var stageWidth = this.runtime.constructor.STAGE_WIDTH;
var stageHeight = this.runtime.constructor.STAGE_HEIGHT;
var bounds = this.getBounds();
if (bounds.left < -stageWidth / 2 ||
bounds.right > stageWidth / 2 ||
bounds.top > stageHeight / 2 ||
bounds.bottom < -stageHeight / 2) {
return true;
}
}
return false;
};
/**
* Return whether the clone is touching a named sprite.
* @param {string} spriteName Name fo the sprite.
* @return {Boolean} True iff the clone is touching a clone of the sprite.
*/
Clone.prototype.isTouchingSprite = function (spriteName) {
var firstClone = this.runtime.getSpriteTargetByName(spriteName);
if (!firstClone || !this.renderer) {
return false;
}
var drawableCandidates = firstClone.sprite.clones.map(function (clone) {
return clone.drawableID;
});
return this.renderer.isTouchingDrawables(
this.drawableID, drawableCandidates);
};
/**
* Return whether the clone is touching a color.
* @param {Array.<number>} rgb [r,g,b], values between 0-255.
* @return {Promise.<Boolean>} True iff the clone is touching the color.
*/
Clone.prototype.isTouchingColor = function (rgb) {
if (this.renderer) {
return this.renderer.isTouchingColor(this.drawableID, rgb);
}
return false;
};
/**
* Return whether the clone'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 clone's color is touching the color.
*/
Clone.prototype.colorIsTouchingColor = function (targetRgb, maskRgb) {
if (this.renderer) {
return this.renderer.isTouchingColor(
this.drawableID,
targetRgb,
maskRgb
);
}
return false;
};
/**
* Move clone to the front layer.
*/
Clone.prototype.goToFront = function () {
if (this.renderer) {
this.renderer.setDrawableOrder(this.drawableID, Infinity);
}
};
/**
* Move clone back a number of layers.
* @param {number} nLayers How many layers to go back.
*/
Clone.prototype.goBackLayers = function (nLayers) {
if (this.renderer) {
this.renderer.setDrawableOrder(this.drawableID, -nLayers, true, 1);
}
};
/**
* 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.
*/
Clone.prototype.keepInFence = function (newX, newY, optFence) {
var 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
};
}
var 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.
var dx = 0;
var 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];
};
/**
* Make a clone of this clone, copying any run-time properties.
* If we've hit the global clone limit, returns null.
* @return {!Clone} New clone object.
*/
Clone.prototype.makeClone = function () {
if (!this.runtime.clonesAvailable()) {
return; // Hit max clone limit.
}
this.runtime.changeCloneCounter(1);
var newClone = this.sprite.createClone();
newClone.x = this.x;
newClone.y = this.y;
newClone.direction = this.direction;
newClone.visible = this.visible;
newClone.size = this.size;
newClone.currentCostume = this.currentCostume;
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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();
return newClone;
};
/**
* Called when the project receives a "green flag."
* For a clone, this clears graphic effects.
*/
Clone.prototype.onGreenFlag = function () {
this.clearEffects();
};
/**
* Dispose of this clone, destroying any run-time properties.
*/
Clone.prototype.dispose = function () {
this.runtime.changeCloneCounter(-1);
if (this.renderer && this.drawableID !== null) {
this.renderer.destroyDrawable(this.drawableID);
if (this.visible) {
this.runtime.requestRedraw();
}
}
};
module.exports = Clone;