Make Scratch 3 project timer more compatible with Scratch 2 currentMSecs usage

These compatibility changes:
 - Use runtime.currentMSecs for the Clock timer "now" value
 - Start executing hats before other threads change values
 - Update test and fixtures to work with earlier hat execution
 - Add test for hat execution block order
This commit is contained in:
Katie Broida 2019-01-22 15:53:13 -05:00
parent c5abcf5888
commit 2a60391fb4
9 changed files with 31 additions and 17 deletions

View file

@ -7,7 +7,7 @@ const Thread = require('../../src/engine/thread');
const Runtime = require('../../src/engine/runtime');
const execute = require('../../src/engine/execute.js');
const projectUri = path.resolve(__dirname, '../fixtures/loudness-hat-block.sb2');
const projectUri = path.resolve(__dirname, '../fixtures/timer-greater-than-hat.sb2');
const project = readFileToBuffer(projectUri);
const checkIsHatThread = (t, vm, hatThread) => {
@ -24,8 +24,8 @@ const checkIsStackClickThread = (t, vm, stackClickThread) => {
};
/**
* loudness-hat-block.sb2 contains a single stack
* when loudness > 10
* timer-greater-than-hat.sb2 contains a single stack
* when timer > -1
* change color effect by 25
* The intention is to make sure that the hat block condition is evaluated
* on each frame.
@ -111,7 +111,7 @@ test('edge activated hat thread not added twice', t => {
*/
test('edge activated hat should trigger for both sprites when sprite is duplicated', t => {
// Project that is similar to loudness-hat-block.sb2, but has code on the sprite so that
// Project that is similar to timer-greater-than-hat.sb2, but has code on the sprite so that
// the sprite can be duplicated
const projectWithSpriteUri = path.resolve(__dirname, '../fixtures/edge-triggered-hat.sb3');
const projectWithSprite = readFileToBuffer(projectWithSpriteUri);
@ -134,9 +134,6 @@ test('edge activated hat should trigger for both sprites when sprite is duplicat
t.equal(vm.runtime.threads.length, 1);
checkIsHatThread(t, vm, vm.runtime.threads[0]);
t.assert(vm.runtime.threads[0].status === Thread.STATUS_RUNNING);
// Run execute on the thread to populate the runtime's
// _edgeActivatedHatValues object
execute(vm.runtime.sequencer, vm.runtime.threads[0]);
let numTargetEdgeHats = vm.runtime.targets.reduce((val, target) =>
val + Object.keys(target._edgeActivatedHatValues).length, 0);
t.equal(numTargetEdgeHats, 1);
@ -145,7 +142,6 @@ test('edge activated hat should trigger for both sprites when sprite is duplicat
vm.runtime._step();
// Check that the runtime's _edgeActivatedHatValues object has two separate keys
// after execute is run on each thread
vm.runtime.threads.forEach(thread => execute(vm.runtime.sequencer, thread));
numTargetEdgeHats = vm.runtime.targets.reduce((val, target) =>
val + Object.keys(target._edgeActivatedHatValues).length, 0);
t.equal(numTargetEdgeHats, 2);