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Rename and delete sprites (#319)
* Add function to rename sprites * Add delete sprite function * Add `isSprite` helper and duplicate check for rename
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3 changed files with 62 additions and 1 deletions
53
src/index.js
53
src/index.js
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@ -186,6 +186,59 @@ VirtualMachine.prototype.addBackdrop = function (backdropObject) {
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stage.setCostume(stage.sprite.costumes.length - 1);
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};
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/**
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* Rename a sprite.
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* @param {string} targetId ID of a target whose sprite to rename.
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* @param {string} newName New name of the sprite.
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*/
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VirtualMachine.prototype.renameSprite = function (targetId, newName) {
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var target = this.runtime.getTargetById(targetId);
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if (target) {
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if (!target.isSprite()) {
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throw new Error('Cannot rename non-sprite targets.');
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}
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var sprite = target.sprite;
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if (!sprite) {
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throw new Error('No sprite associated with this target.');
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}
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sprite.name = newName;
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this.emitTargetsUpdate();
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} else {
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throw new Error('No target with the provided id.');
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}
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};
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/**
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* Delete a sprite and all its clones.
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* @param {string} targetId ID of a target whose sprite to delete.
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*/
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VirtualMachine.prototype.deleteSprite = function (targetId) {
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var target = this.runtime.getTargetById(targetId);
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if (target) {
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if (!target.isSprite()) {
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throw new Error('Cannot delete non-sprite targets.');
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}
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var sprite = target.sprite;
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if (!sprite) {
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throw new Error('No sprite associated with this target.');
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}
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var currentEditingTarget = this.editingTarget;
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for (var i = 0; i < sprite.clones.length; i++) {
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var clone = sprite.clones[i];
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this.runtime.stopForTarget(sprite.clones[i]);
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this.runtime.disposeTarget(sprite.clones[i]);
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// Ensure editing target is switched if we are deleting it.
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if (clone === currentEditingTarget) {
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this.setEditingTarget(this.runtime.targets[0].id);
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}
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}
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// Sprite object should be deleted by GC.
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this.emitTargetsUpdate();
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} else {
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throw new Error('No target with the provided id.');
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}
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};
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/**
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* Temporary way to make an empty project, in case the desired project
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* cannot be loaded from the online server.
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@ -397,6 +397,14 @@ RenderedTarget.prototype.getName = function () {
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return this.sprite.name;
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};
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/**
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* Return whether this rendered target is a sprite (not a clone, not the stage).
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* @return {boolean} True if not a clone and not the stage.
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*/
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RenderedTarget.prototype.isSprite = function () {
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return !this.isStage && this.isOriginal;
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};
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/**
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* Return the rendered target's tight bounding box.
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* Includes top, left, bottom, right attributes in Scratch coordinates.
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@ -35,7 +35,7 @@ var Sprite = function (blocks, runtime) {
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this.costumes = [];
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/**
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* List of clones for this sprite, including the original.
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* @type {Array.<!Clone>}
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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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