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Move RenderedTarget.runtime into Target
Some code in `Target` was already assuming a `runtime` property was available, so this change just makes it official.
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2 changed files with 21 additions and 11 deletions
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@ -11,17 +11,25 @@ const uid = require('../util/uid');
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* Examples include sprites/clones or potentially physical-world devices.
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*/
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/**
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* @param {?Blocks} blocks Blocks instance for the blocks owned by this target.
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* @constructor
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*/
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class Target extends EventEmitter {
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constructor (blocks) {
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/**
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* @param {Runtime} runtime Reference to the runtime.
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* @param {?Blocks} blocks Blocks instance for the blocks owned by this target.
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* @constructor
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*/
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constructor (runtime, blocks) {
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super();
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if (!blocks) {
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blocks = new Blocks();
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}
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/**
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* Reference to the runtime.
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* @type {Runtime}
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*/
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this.runtime = runtime;
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/**
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* A unique ID for this target.
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* @type {string}
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@ -4,14 +4,16 @@ 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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* @param {!Sprite} sprite Reference to the parent sprite.
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* @param {Runtime} runtime Reference to the runtime.
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* @constructor
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*/
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class RenderedTarget extends Target {
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/**
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* @param {!Sprite} sprite Reference to the parent sprite.
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* @param {Runtime} runtime Reference to the runtime.
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* @constructor
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*/
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constructor (sprite, runtime) {
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super(sprite.blocks);
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this.runtime = runtime;
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super(runtime, sprite.blocks);
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/**
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* Reference to the sprite that this is a render of.
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* @type {!Sprite}
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@ -19,7 +21,7 @@ class RenderedTarget extends Target {
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this.sprite = sprite;
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/**
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* Reference to the global renderer for this VM, if one exists.
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* @type {?RenderWebGLWorker}
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* @type {?RenderWebGL}
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*/
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this.renderer = null;
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if (this.runtime) {
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