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synced 2024-12-23 06:23:37 -05:00
Merge pull request #676 from paulkaplan/duplicate
Add sprite duplication method
This commit is contained in:
commit
0f04c99e67
9 changed files with 176 additions and 67 deletions
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@ -2,6 +2,7 @@ const adapter = require('./adapter');
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const mutationAdapter = require('./mutation-adapter');
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const xmlEscape = require('../util/xml-escape');
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const MonitorRecord = require('./monitor-record');
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const Clone = require('../util/clone');
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/**
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* @fileoverview
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@ -178,6 +179,12 @@ class Blocks {
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return null;
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}
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duplicate () {
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const newBlocks = new Blocks();
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newBlocks._blocks = Clone.simple(this._blocks);
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newBlocks._scripts = Clone.simple(this._scripts);
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return newBlocks;
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}
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// ---------------------------------------------------------------------
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/**
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@ -1,6 +1,59 @@
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const StringUtil = require('../util/string-util');
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const log = require('../util/log');
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/**
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* Initialize a costume from an asset asynchronously.
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* Do not call this unless there is a renderer attached.
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* @param {!object} costume - the Scratch costume object.
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* @property {int} skinId - the ID of the costume's render skin, once installed.
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* @property {number} rotationCenterX - the X component of the costume's origin.
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* @property {number} rotationCenterY - the Y component of the costume's origin.
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* @property {number} [bitmapResolution] - the resolution scale for a bitmap costume.
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* @param {!Asset} costumeAsset - the asset of the costume loaded from storage.
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* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
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* @returns {?Promise} - a promise which will resolve after skinId is set, or null on error.
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*/
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const loadCostumeFromAsset = function (costume, costumeAsset, runtime) {
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costume.assetId = costumeAsset.assetId;
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if (!runtime.renderer) {
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log.error('No rendering module present; cannot load costume: ', costume.name);
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return costume;
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}
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const AssetType = runtime.storage.AssetType;
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const rotationCenter = [
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costume.rotationCenterX / costume.bitmapResolution,
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costume.rotationCenterY / costume.bitmapResolution
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];
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if (costumeAsset.assetType === AssetType.ImageVector) {
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costume.skinId = runtime.renderer.createSVGSkin(costumeAsset.decodeText(), rotationCenter);
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return costume;
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}
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return new Promise((resolve, reject) => {
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const imageElement = new Image();
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const onError = function () {
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// eslint-disable-next-line no-use-before-define
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removeEventListeners();
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reject();
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};
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const onLoad = function () {
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// eslint-disable-next-line no-use-before-define
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removeEventListeners();
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resolve(imageElement);
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};
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const removeEventListeners = function () {
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imageElement.removeEventListener('error', onError);
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imageElement.removeEventListener('load', onLoad);
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};
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imageElement.addEventListener('error', onError);
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imageElement.addEventListener('load', onLoad);
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imageElement.src = costumeAsset.encodeDataURI();
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}).then(imageElement => {
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costume.skinId = runtime.renderer.createBitmapSkin(imageElement, costume.bitmapResolution, rotationCenter);
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return costume;
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});
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};
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/**
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* Load a costume's asset into memory asynchronously.
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* Do not call this unless there is a renderer attached.
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@ -25,55 +78,13 @@ const loadCostume = function (md5ext, costume, runtime) {
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const ext = idParts[1].toLowerCase();
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const assetType = (ext === 'svg') ? AssetType.ImageVector : AssetType.ImageBitmap;
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const rotationCenter = [
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costume.rotationCenterX / costume.bitmapResolution,
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costume.rotationCenterY / costume.bitmapResolution
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];
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let promise = runtime.storage.load(assetType, md5, ext).then(costumeAsset => {
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costume.assetId = costumeAsset.assetId;
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return runtime.storage.load(assetType, md5, ext).then(costumeAsset => {
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costume.dataFormat = ext;
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return costumeAsset;
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return loadCostumeFromAsset(costume, costumeAsset, runtime);
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});
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if (!runtime.renderer) {
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log.error('No rendering module present; cannot load costume asset: ', md5ext);
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return promise.then(() => costume);
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}
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if (assetType === AssetType.ImageVector) {
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promise = promise.then(costumeAsset => {
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costume.skinId = runtime.renderer.createSVGSkin(costumeAsset.decodeText(), rotationCenter);
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return costume;
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});
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} else {
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promise = promise.then(costumeAsset => (
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new Promise((resolve, reject) => {
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const imageElement = new Image();
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const onError = function () {
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// eslint-disable-next-line no-use-before-define
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removeEventListeners();
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reject();
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};
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const onLoad = function () {
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// eslint-disable-next-line no-use-before-define
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removeEventListeners();
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resolve(imageElement);
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};
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const removeEventListeners = function () {
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imageElement.removeEventListener('error', onError);
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imageElement.removeEventListener('load', onLoad);
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};
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imageElement.addEventListener('error', onError);
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imageElement.addEventListener('load', onLoad);
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imageElement.src = costumeAsset.encodeDataURI();
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})
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)).then(imageElement => {
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costume.skinId = runtime.renderer.createBitmapSkin(imageElement, costume.bitmapResolution, rotationCenter);
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return costume;
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});
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}
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return promise;
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};
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module.exports = loadCostume;
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module.exports = {
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loadCostume,
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loadCostumeFromAsset
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};
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@ -1,6 +1,27 @@
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const StringUtil = require('../util/string-util');
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const log = require('../util/log');
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/**
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* Initialize a sound from an asset asynchronously.
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* @param {!object} sound - the Scratch sound object.
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* @property {string} md5 - the MD5 and extension of the sound to be loaded.
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* @property {Buffer} data - sound data will be written here once loaded.
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* @param {!Asset} soundAsset - the asset loaded from storage.
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* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
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* @returns {!Promise} - a promise which will resolve to the sound when ready.
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*/
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const loadSoundFromAsset = function (sound, soundAsset, runtime) {
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sound.assetId = soundAsset.assetId;
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return runtime.audioEngine.decodeSound(Object.assign(
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{},
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sound,
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{data: soundAsset.data}
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)).then(soundId => {
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sound.soundId = soundId;
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return sound;
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});
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};
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/**
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* Load a sound's asset into memory asynchronously.
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* @param {!object} sound - the Scratch sound object.
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@ -23,18 +44,12 @@ const loadSound = function (sound, runtime) {
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const ext = idParts[1].toLowerCase();
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return runtime.storage.load(runtime.storage.AssetType.Sound, md5, ext)
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.then(soundAsset => {
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sound.assetId = soundAsset.assetId;
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sound.dataFormat = ext;
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return runtime.audioEngine.decodeSound(Object.assign(
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{},
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sound,
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{data: soundAsset.data}
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));
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})
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.then(soundId => {
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sound.soundId = soundId;
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return sound;
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return loadSoundFromAsset(sound, soundAsset, runtime);
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});
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};
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module.exports = loadSound;
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module.exports = {
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loadSound,
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loadSoundFromAsset
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};
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@ -15,8 +15,8 @@ const specMap = require('./sb2_specmap');
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const Variable = require('../engine/variable');
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const List = require('../engine/list');
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const loadCostume = require('../import/load-costume.js');
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const loadSound = require('../import/load-sound.js');
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const {loadCostume} = require('../import/load-costume.js');
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const {loadSound} = require('../import/load-sound.js');
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/**
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* Convert a Scratch 2.0 procedure string (e.g., "my_procedure %s %b %n")
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@ -10,8 +10,8 @@ const Sprite = require('../sprites/sprite');
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const Variable = require('../engine/variable');
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const List = require('../engine/list');
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const loadCostume = require('../import/load-costume.js');
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const loadSound = require('../import/load-sound.js');
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const {loadCostume} = require('../import/load-costume.js');
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const {loadSound} = require('../import/load-sound.js');
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/**
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* Serializes the specified VM runtime.
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@ -787,6 +787,33 @@ class RenderedTarget extends Target {
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return newClone;
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}
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/**
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* Make a duplicate using a duplicate sprite.
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* @return {RenderedTarget} New clone.
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*/
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duplicate () {
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return this.sprite.duplicate().then(newSprite => {
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const newTarget = newSprite.createClone();
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// Copy all properties.
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// @todo refactor with clone methods
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newTarget.x = Math.random() * 400 / 2;
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newTarget.y = Math.random() * 300 / 2;
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newTarget.direction = this.direction;
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newTarget.draggable = this.draggable;
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newTarget.visible = this.visible;
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newTarget.size = this.size;
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newTarget.currentCostume = this.currentCostume;
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newTarget.rotationStyle = this.rotationStyle;
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newTarget.effects = JSON.parse(JSON.stringify(this.effects));
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newTarget.variables = JSON.parse(JSON.stringify(this.variables));
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newTarget.lists = JSON.parse(JSON.stringify(this.lists));
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newTarget.initDrawable();
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newTarget.updateAllDrawableProperties();
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newTarget.goBehindOther(this);
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return newTarget;
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});
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}
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/**
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* Called when the project receives a "green flag."
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* For a rendered target, this clears graphic effects.
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@ -1,5 +1,8 @@
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const RenderedTarget = require('./rendered-target');
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const Blocks = require('../engine/blocks');
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const {loadSoundFromAsset} = require('../import/load-sound');
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const {loadCostumeFromAsset} = require('../import/load-costume');
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const StringUtil = require('../util/string-util');
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class Sprite {
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/**
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@ -73,6 +76,33 @@ class Sprite {
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this.clones.splice(cloneIndex, 1);
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}
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}
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duplicate () {
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const newSprite = new Sprite(null, this.runtime);
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newSprite.blocks = this.blocks.duplicate();
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const allNames = this.runtime.targets.map(t => t.name);
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newSprite.name = StringUtil.unusedName(this.name, allNames);
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const assetPromises = [];
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newSprite.costumes = this.costumes.map(costume => {
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const newCostume = Object.assign({}, costume);
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const costumeAsset = this.runtime.storage.get(costume.assetId);
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assetPromises.push(loadCostumeFromAsset(newCostume, costumeAsset, this.runtime));
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return newCostume;
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});
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newSprite.sounds = this.sounds.map(sound => {
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const newSound = Object.assign({}, sound);
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const soundAsset = this.runtime.storage.get(sound.assetId);
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assetPromises.push(loadSoundFromAsset(newSound, soundAsset, this.runtime));
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return newSound;
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});
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return Promise.all(assetPromises).then(() => newSprite);
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}
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}
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module.exports = Sprite;
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@ -6,8 +6,8 @@ const sb2 = require('./serialization/sb2');
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const sb3 = require('./serialization/sb3');
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const StringUtil = require('./util/string-util');
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const loadCostume = require('./import/load-costume.js');
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const loadSound = require('./import/load-sound.js');
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const {loadCostume} = require('./import/load-costume.js');
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const {loadSound} = require('./import/load-sound.js');
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const RESERVED_NAMES = ['_mouse_', '_stage_', '_edge_', '_myself_', '_random_'];
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@ -472,6 +472,25 @@ class VirtualMachine extends EventEmitter {
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}
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}
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/**
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* Duplicate a sprite.
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* @param {string} targetId ID of a target whose sprite to duplicate.
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*/
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duplicateSprite (targetId) {
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const target = this.runtime.getTargetById(targetId);
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if (!target) {
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throw new Error('No target with the provided id.');
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} else if (!target.isSprite()) {
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throw new Error('Cannot duplicate non-sprite targets.');
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} else if (!target.sprite) {
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throw new Error('No sprite associated with this target.');
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}
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target.duplicate().then(newTarget => {
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this.runtime.targets.push(newTarget);
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this.setEditingTarget(newTarget.id);
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});
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}
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/**
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* Set the audio engine for the VM/runtime
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* @param {!AudioEngine} audioEngine The audio engine to attach
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@ -2,8 +2,8 @@ const test = require('tap').test;
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const Blocks = require('../../src/engine/blocks');
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const Clone = require('../../src/util/clone');
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const loadCostume = require('../../src/import/load-costume');
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const loadSound = require('../../src/import/load-sound');
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const {loadCostume} = require('../../src/import/load-costume');
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const {loadSound} = require('../../src/import/load-sound');
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const makeTestStorage = require('../fixtures/make-test-storage');
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const Runtime = require('../../src/engine/runtime');
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const sb3 = require('../../src/serialization/sb3');
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