Merge pull request #676 from paulkaplan/duplicate

Add sprite duplication method
This commit is contained in:
Paul Kaplan 2017-09-13 11:57:13 -04:00 committed by GitHub
commit 0f04c99e67
9 changed files with 176 additions and 67 deletions

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@ -2,6 +2,7 @@ const adapter = require('./adapter');
const mutationAdapter = require('./mutation-adapter');
const xmlEscape = require('../util/xml-escape');
const MonitorRecord = require('./monitor-record');
const Clone = require('../util/clone');
/**
* @fileoverview
@ -178,6 +179,12 @@ class Blocks {
return null;
}
duplicate () {
const newBlocks = new Blocks();
newBlocks._blocks = Clone.simple(this._blocks);
newBlocks._scripts = Clone.simple(this._scripts);
return newBlocks;
}
// ---------------------------------------------------------------------
/**

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@ -1,6 +1,59 @@
const StringUtil = require('../util/string-util');
const log = require('../util/log');
/**
* Initialize a costume from an asset asynchronously.
* Do not call this unless there is a renderer attached.
* @param {!object} costume - the Scratch costume object.
* @property {int} skinId - the ID of the costume's render skin, once installed.
* @property {number} rotationCenterX - the X component of the costume's origin.
* @property {number} rotationCenterY - the Y component of the costume's origin.
* @property {number} [bitmapResolution] - the resolution scale for a bitmap costume.
* @param {!Asset} costumeAsset - the asset of the costume loaded from storage.
* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
* @returns {?Promise} - a promise which will resolve after skinId is set, or null on error.
*/
const loadCostumeFromAsset = function (costume, costumeAsset, runtime) {
costume.assetId = costumeAsset.assetId;
if (!runtime.renderer) {
log.error('No rendering module present; cannot load costume: ', costume.name);
return costume;
}
const AssetType = runtime.storage.AssetType;
const rotationCenter = [
costume.rotationCenterX / costume.bitmapResolution,
costume.rotationCenterY / costume.bitmapResolution
];
if (costumeAsset.assetType === AssetType.ImageVector) {
costume.skinId = runtime.renderer.createSVGSkin(costumeAsset.decodeText(), rotationCenter);
return costume;
}
return new Promise((resolve, reject) => {
const imageElement = new Image();
const onError = function () {
// eslint-disable-next-line no-use-before-define
removeEventListeners();
reject();
};
const onLoad = function () {
// eslint-disable-next-line no-use-before-define
removeEventListeners();
resolve(imageElement);
};
const removeEventListeners = function () {
imageElement.removeEventListener('error', onError);
imageElement.removeEventListener('load', onLoad);
};
imageElement.addEventListener('error', onError);
imageElement.addEventListener('load', onLoad);
imageElement.src = costumeAsset.encodeDataURI();
}).then(imageElement => {
costume.skinId = runtime.renderer.createBitmapSkin(imageElement, costume.bitmapResolution, rotationCenter);
return costume;
});
};
/**
* Load a costume's asset into memory asynchronously.
* Do not call this unless there is a renderer attached.
@ -25,55 +78,13 @@ const loadCostume = function (md5ext, costume, runtime) {
const ext = idParts[1].toLowerCase();
const assetType = (ext === 'svg') ? AssetType.ImageVector : AssetType.ImageBitmap;
const rotationCenter = [
costume.rotationCenterX / costume.bitmapResolution,
costume.rotationCenterY / costume.bitmapResolution
];
let promise = runtime.storage.load(assetType, md5, ext).then(costumeAsset => {
costume.assetId = costumeAsset.assetId;
return runtime.storage.load(assetType, md5, ext).then(costumeAsset => {
costume.dataFormat = ext;
return costumeAsset;
return loadCostumeFromAsset(costume, costumeAsset, runtime);
});
if (!runtime.renderer) {
log.error('No rendering module present; cannot load costume asset: ', md5ext);
return promise.then(() => costume);
}
if (assetType === AssetType.ImageVector) {
promise = promise.then(costumeAsset => {
costume.skinId = runtime.renderer.createSVGSkin(costumeAsset.decodeText(), rotationCenter);
return costume;
});
} else {
promise = promise.then(costumeAsset => (
new Promise((resolve, reject) => {
const imageElement = new Image();
const onError = function () {
// eslint-disable-next-line no-use-before-define
removeEventListeners();
reject();
};
const onLoad = function () {
// eslint-disable-next-line no-use-before-define
removeEventListeners();
resolve(imageElement);
};
const removeEventListeners = function () {
imageElement.removeEventListener('error', onError);
imageElement.removeEventListener('load', onLoad);
};
imageElement.addEventListener('error', onError);
imageElement.addEventListener('load', onLoad);
imageElement.src = costumeAsset.encodeDataURI();
})
)).then(imageElement => {
costume.skinId = runtime.renderer.createBitmapSkin(imageElement, costume.bitmapResolution, rotationCenter);
return costume;
});
}
return promise;
};
module.exports = loadCostume;
module.exports = {
loadCostume,
loadCostumeFromAsset
};

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@ -1,6 +1,27 @@
const StringUtil = require('../util/string-util');
const log = require('../util/log');
/**
* Initialize a sound from an asset asynchronously.
* @param {!object} sound - the Scratch sound object.
* @property {string} md5 - the MD5 and extension of the sound to be loaded.
* @property {Buffer} data - sound data will be written here once loaded.
* @param {!Asset} soundAsset - the asset loaded from storage.
* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
* @returns {!Promise} - a promise which will resolve to the sound when ready.
*/
const loadSoundFromAsset = function (sound, soundAsset, runtime) {
sound.assetId = soundAsset.assetId;
return runtime.audioEngine.decodeSound(Object.assign(
{},
sound,
{data: soundAsset.data}
)).then(soundId => {
sound.soundId = soundId;
return sound;
});
};
/**
* Load a sound's asset into memory asynchronously.
* @param {!object} sound - the Scratch sound object.
@ -23,18 +44,12 @@ const loadSound = function (sound, runtime) {
const ext = idParts[1].toLowerCase();
return runtime.storage.load(runtime.storage.AssetType.Sound, md5, ext)
.then(soundAsset => {
sound.assetId = soundAsset.assetId;
sound.dataFormat = ext;
return runtime.audioEngine.decodeSound(Object.assign(
{},
sound,
{data: soundAsset.data}
));
})
.then(soundId => {
sound.soundId = soundId;
return sound;
return loadSoundFromAsset(sound, soundAsset, runtime);
});
};
module.exports = loadSound;
module.exports = {
loadSound,
loadSoundFromAsset
};

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@ -15,8 +15,8 @@ const specMap = require('./sb2_specmap');
const Variable = require('../engine/variable');
const List = require('../engine/list');
const loadCostume = require('../import/load-costume.js');
const loadSound = require('../import/load-sound.js');
const {loadCostume} = require('../import/load-costume.js');
const {loadSound} = require('../import/load-sound.js');
/**
* 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');
const Variable = require('../engine/variable');
const List = require('../engine/list');
const loadCostume = require('../import/load-costume.js');
const loadSound = require('../import/load-sound.js');
const {loadCostume} = require('../import/load-costume.js');
const {loadSound} = require('../import/load-sound.js');
/**
* Serializes the specified VM runtime.

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@ -787,6 +787,33 @@ class RenderedTarget extends Target {
return newClone;
}
/**
* Make a duplicate using a duplicate sprite.
* @return {RenderedTarget} New clone.
*/
duplicate () {
return this.sprite.duplicate().then(newSprite => {
const newTarget = newSprite.createClone();
// Copy all properties.
// @todo refactor with clone methods
newTarget.x = Math.random() * 400 / 2;
newTarget.y = Math.random() * 300 / 2;
newTarget.direction = this.direction;
newTarget.draggable = this.draggable;
newTarget.visible = this.visible;
newTarget.size = this.size;
newTarget.currentCostume = this.currentCostume;
newTarget.rotationStyle = this.rotationStyle;
newTarget.effects = JSON.parse(JSON.stringify(this.effects));
newTarget.variables = JSON.parse(JSON.stringify(this.variables));
newTarget.lists = JSON.parse(JSON.stringify(this.lists));
newTarget.initDrawable();
newTarget.updateAllDrawableProperties();
newTarget.goBehindOther(this);
return newTarget;
});
}
/**
* Called when the project receives a "green flag."
* For a rendered target, this clears graphic effects.

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@ -1,5 +1,8 @@
const RenderedTarget = require('./rendered-target');
const Blocks = require('../engine/blocks');
const {loadSoundFromAsset} = require('../import/load-sound');
const {loadCostumeFromAsset} = require('../import/load-costume');
const StringUtil = require('../util/string-util');
class Sprite {
/**
@ -73,6 +76,33 @@ class Sprite {
this.clones.splice(cloneIndex, 1);
}
}
duplicate () {
const newSprite = new Sprite(null, this.runtime);
newSprite.blocks = this.blocks.duplicate();
const allNames = this.runtime.targets.map(t => t.name);
newSprite.name = StringUtil.unusedName(this.name, allNames);
const assetPromises = [];
newSprite.costumes = this.costumes.map(costume => {
const newCostume = Object.assign({}, costume);
const costumeAsset = this.runtime.storage.get(costume.assetId);
assetPromises.push(loadCostumeFromAsset(newCostume, costumeAsset, this.runtime));
return newCostume;
});
newSprite.sounds = this.sounds.map(sound => {
const newSound = Object.assign({}, sound);
const soundAsset = this.runtime.storage.get(sound.assetId);
assetPromises.push(loadSoundFromAsset(newSound, soundAsset, this.runtime));
return newSound;
});
return Promise.all(assetPromises).then(() => newSprite);
}
}
module.exports = Sprite;

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@ -6,8 +6,8 @@ const sb2 = require('./serialization/sb2');
const sb3 = require('./serialization/sb3');
const StringUtil = require('./util/string-util');
const loadCostume = require('./import/load-costume.js');
const loadSound = require('./import/load-sound.js');
const {loadCostume} = require('./import/load-costume.js');
const {loadSound} = require('./import/load-sound.js');
const RESERVED_NAMES = ['_mouse_', '_stage_', '_edge_', '_myself_', '_random_'];
@ -472,6 +472,25 @@ class VirtualMachine extends EventEmitter {
}
}
/**
* Duplicate a sprite.
* @param {string} targetId ID of a target whose sprite to duplicate.
*/
duplicateSprite (targetId) {
const target = this.runtime.getTargetById(targetId);
if (!target) {
throw new Error('No target with the provided id.');
} else if (!target.isSprite()) {
throw new Error('Cannot duplicate non-sprite targets.');
} else if (!target.sprite) {
throw new Error('No sprite associated with this target.');
}
target.duplicate().then(newTarget => {
this.runtime.targets.push(newTarget);
this.setEditingTarget(newTarget.id);
});
}
/**
* Set the audio engine for the VM/runtime
* @param {!AudioEngine} audioEngine The audio engine to attach

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@ -2,8 +2,8 @@ const test = require('tap').test;
const Blocks = require('../../src/engine/blocks');
const Clone = require('../../src/util/clone');
const loadCostume = require('../../src/import/load-costume');
const loadSound = require('../../src/import/load-sound');
const {loadCostume} = require('../../src/import/load-costume');
const {loadSound} = require('../../src/import/load-sound');
const makeTestStorage = require('../fixtures/make-test-storage');
const Runtime = require('../../src/engine/runtime');
const sb3 = require('../../src/serialization/sb3');