Rename Clone -> RenderedTarget (#317)

This commit is contained in:
Tim Mickel 2016-10-26 11:19:43 -04:00 committed by GitHub
parent 6e9b3f262c
commit 2f0ce7137c
5 changed files with 120 additions and 120 deletions

View file

@ -6,7 +6,7 @@
*/
var Blocks = require('../engine/blocks');
var Clone = require('../sprites/clone');
var RenderedTarget = require('../sprites/rendered-target');
var Sprite = require('../sprites/sprite');
var Color = require('../util/color.js');
var log = require('../util/log');
@ -101,11 +101,11 @@ var parseScratchObject = function (object, runtime, topLevel) {
}
if (object.hasOwnProperty('rotationStyle')) {
if (object.rotationStyle === 'none') {
target.rotationStyle = Clone.ROTATION_STYLE_NONE;
target.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE;
} else if (object.rotationStyle === 'leftRight') {
target.rotationStyle = Clone.ROTATION_STYLE_LEFT_RIGHT;
target.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT;
} else if (object.rotationStyle === 'normal') {
target.rotationStyle = Clone.ROTATION_STYLE_ALL_AROUND;
target.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
}
}
target.isStage = topLevel;

View file

@ -5,16 +5,16 @@ var MathUtil = require('../util/math-util');
var Target = require('../engine/target');
/**
* Clone (instance) of a sprite.
* @param {!Sprite} sprite Reference to the sprite.
* Rendered target: instance of a sprite (clone), or the stage.
* @param {!Sprite} sprite Reference to the parent sprite.
* @param {Runtime} runtime Reference to the runtime.
* @constructor
*/
var Clone = function (sprite, runtime) {
var RenderedTarget = function (sprite, runtime) {
Target.call(this, sprite.blocks);
this.runtime = runtime;
/**
* Reference to the sprite that this is a clone of.
* Reference to the sprite that this is a render of.
* @type {!Sprite}
*/
this.sprite = sprite;
@ -27,7 +27,8 @@ var Clone = function (sprite, runtime) {
this.renderer = this.runtime.renderer;
}
/**
* ID of the drawable for this clone returned by the renderer, if rendered.
* ID of the drawable for this rendered target,
* returned by the renderer, if rendered.
* @type {?Number}
*/
this.drawableID = null;
@ -46,12 +47,12 @@ var Clone = function (sprite, runtime) {
ghost: 0
};
};
util.inherits(Clone, Target);
util.inherits(RenderedTarget, Target);
/**
* Create a clone's drawable with the this.renderer.
* Create a drawable with the this.renderer.
*/
Clone.prototype.initDrawable = function () {
RenderedTarget.prototype.initDrawable = function () {
if (this.renderer) {
this.drawableID = this.renderer.createDrawable();
}
@ -63,88 +64,87 @@ Clone.prototype.initDrawable = function () {
}
};
// Clone-level properties.
/**
* Whether this represents an "original" clone, i.e., created by the editor
* and not clone blocks. In interface terms, this true for a "sprite."
* Whether this represents an "original" non-clone rendered-target for a sprite,
* i.e., created by the editor and not clone blocks.
* @type {boolean}
*/
Clone.prototype.isOriginal = true;
RenderedTarget.prototype.isOriginal = true;
/**
* Whether this clone represents the Scratch stage.
* Whether this rendered target represents the Scratch stage.
* @type {boolean}
*/
Clone.prototype.isStage = false;
RenderedTarget.prototype.isStage = false;
/**
* Scratch X coordinate. Currently should range from -240 to 240.
* @type {Number}
*/
Clone.prototype.x = 0;
RenderedTarget.prototype.x = 0;
/**
* Scratch Y coordinate. Currently should range from -180 to 180.
* @type {number}
*/
Clone.prototype.y = 0;
RenderedTarget.prototype.y = 0;
/**
* Scratch direction. Currently should range from -179 to 180.
* @type {number}
*/
Clone.prototype.direction = 90;
RenderedTarget.prototype.direction = 90;
/**
* Whether the clone is currently visible.
* Whether the rendered target is currently visible.
* @type {boolean}
*/
Clone.prototype.visible = true;
RenderedTarget.prototype.visible = true;
/**
* Size of clone as a percent of costume size. Ranges from 5% to 535%.
* Size of rendered target as a percent of costume size.
* @type {number}
*/
Clone.prototype.size = 100;
RenderedTarget.prototype.size = 100;
/**
* Currently selected costume index.
* @type {number}
*/
Clone.prototype.currentCostume = 0;
RenderedTarget.prototype.currentCostume = 0;
/**
* Rotation style for "all around"/spinning.
* @enum
*/
Clone.ROTATION_STYLE_ALL_AROUND = 'all around';
RenderedTarget.ROTATION_STYLE_ALL_AROUND = 'all around';
/**
* Rotation style for "left-right"/flipping.
* @enum
*/
Clone.ROTATION_STYLE_LEFT_RIGHT = 'left-right';
RenderedTarget.ROTATION_STYLE_LEFT_RIGHT = 'left-right';
/**
* Rotation style for "no rotation."
* @enum
*/
Clone.ROTATION_STYLE_NONE = 'don\'t rotate';
RenderedTarget.ROTATION_STYLE_NONE = 'don\'t rotate';
/**
* Current rotation style.
* @type {!string}
*/
Clone.prototype.rotationStyle = Clone.ROTATION_STYLE_ALL_AROUND;
// End clone-level properties.
RenderedTarget.prototype.rotationStyle = (
RenderedTarget.ROTATION_STYLE_ALL_AROUND
);
/**
* Set the X and Y coordinates of a clone.
* @param {!number} x New X coordinate of clone, in Scratch coordinates.
* @param {!number} y New Y coordinate of clone, in Scratch coordinates.
* Set the X and Y coordinates.
* @param {!number} x New X coordinate, in Scratch coordinates.
* @param {!number} y New Y coordinate, in Scratch coordinates.
*/
Clone.prototype.setXY = function (x, y) {
RenderedTarget.prototype.setXY = function (x, y) {
if (this.isStage) {
return;
}
@ -164,14 +164,14 @@ Clone.prototype.setXY = function (x, y) {
* Get the rendered direction and scale, after applying rotation style.
* @return {Object<string, number>} Direction and scale to render.
*/
Clone.prototype._getRenderedDirectionAndScale = function () {
RenderedTarget.prototype._getRenderedDirectionAndScale = function () {
// Default: no changes to `this.direction` or `this.scale`.
var finalDirection = this.direction;
var finalScale = [this.size, this.size];
if (this.rotationStyle === Clone.ROTATION_STYLE_NONE) {
if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
// Force rendered direction to be 90.
finalDirection = 90;
} else if (this.rotationStyle === Clone.ROTATION_STYLE_LEFT_RIGHT) {
} else if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
// Force rendered direction to be 90, and flip drawable if needed.
finalDirection = 90;
var scaleFlip = (this.direction < 0) ? -1 : 1;
@ -181,10 +181,10 @@ Clone.prototype._getRenderedDirectionAndScale = function () {
};
/**
* Set the direction of a clone.
* @param {!number} direction New direction of clone.
* Set the direction.
* @param {!number} direction New direction.
*/
Clone.prototype.setDirection = function (direction) {
RenderedTarget.prototype.setDirection = function (direction) {
if (this.isStage) {
return;
}
@ -203,11 +203,11 @@ Clone.prototype.setDirection = function (direction) {
};
/**
* Set a say bubble on this clone.
* Set a say bubble.
* @param {?string} type Type of say bubble: "say", "think", or null.
* @param {?string} message Message to put in say bubble.
*/
Clone.prototype.setSay = function (type, message) {
RenderedTarget.prototype.setSay = function (type, message) {
if (this.isStage) {
return;
}
@ -220,10 +220,10 @@ Clone.prototype.setSay = function (type, message) {
};
/**
* Set visibility of the clone; i.e., whether it's shown or hidden.
* @param {!boolean} visible True if the sprite should be shown.
* Set visibility; i.e., whether it's shown or hidden.
* @param {!boolean} visible True if should be shown.
*/
Clone.prototype.setVisible = function (visible) {
RenderedTarget.prototype.setVisible = function (visible) {
if (this.isStage) {
return;
}
@ -239,10 +239,10 @@ Clone.prototype.setVisible = function (visible) {
};
/**
* Set size of the clone, as a percentage of the costume size.
* @param {!number} size Size of clone, from 5 to 535.
* Set size, as a percentage of the costume size.
* @param {!number} size Size of rendered target, as % of costume size.
*/
Clone.prototype.setSize = function (size) {
RenderedTarget.prototype.setSize = function (size) {
if (this.isStage) {
return;
}
@ -261,11 +261,11 @@ Clone.prototype.setSize = function (size) {
};
/**
* Set a particular graphic effect on this clone.
* @param {!string} effectName Name of effect (see `Clone.prototype.effects`).
* Set a particular graphic effect value.
* @param {!string} effectName Name of effect (see `RenderedTarget.prototype.effects`).
* @param {!number} value Numerical magnitude of effect.
*/
Clone.prototype.setEffect = function (effectName, value) {
RenderedTarget.prototype.setEffect = function (effectName, value) {
if (!this.effects.hasOwnProperty(effectName)) return;
this.effects[effectName] = value;
if (this.renderer) {
@ -279,9 +279,9 @@ Clone.prototype.setEffect = function (effectName, value) {
};
/**
* Clear all graphic effects on this clone.
* Clear all graphic effects on this rendered target.
*/
Clone.prototype.clearEffects = function () {
RenderedTarget.prototype.clearEffects = function () {
for (var effectName in this.effects) {
this.effects[effectName] = 0;
}
@ -294,10 +294,10 @@ Clone.prototype.clearEffects = function () {
};
/**
* Set the current costume of this clone.
* Set the current costume.
* @param {number} index New index of costume.
*/
Clone.prototype.setCostume = function (index) {
RenderedTarget.prototype.setCostume = function (index) {
// Keep the costume index within possible values.
index = Math.round(index);
this.currentCostume = MathUtil.wrapClamp(
@ -320,16 +320,16 @@ Clone.prototype.setCostume = function (index) {
};
/**
* Update the rotation style for this clone.
* Update the rotation style.
* @param {!string} rotationStyle New rotation style.
*/
Clone.prototype.setRotationStyle = function (rotationStyle) {
if (rotationStyle === Clone.ROTATION_STYLE_NONE) {
this.rotationStyle = Clone.ROTATION_STYLE_NONE;
} else if (rotationStyle === Clone.ROTATION_STYLE_ALL_AROUND) {
this.rotationStyle = Clone.ROTATION_STYLE_ALL_AROUND;
} else if (rotationStyle === Clone.ROTATION_STYLE_LEFT_RIGHT) {
this.rotationStyle = Clone.ROTATION_STYLE_LEFT_RIGHT;
RenderedTarget.prototype.setRotationStyle = function (rotationStyle) {
if (rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
this.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE;
} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_ALL_AROUND) {
this.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
this.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT;
}
if (this.renderer) {
var renderedDirectionScale = this._getRenderedDirectionAndScale();
@ -344,11 +344,11 @@ Clone.prototype.setRotationStyle = function (rotationStyle) {
};
/**
* Get a costume index of this clone, by name of the costume.
* Get a costume index of this rendered target, by name of the costume.
* @param {?string} costumeName Name of a costume.
* @return {number} Index of the named costume, or -1 if not present.
*/
Clone.prototype.getCostumeIndexByName = function (costumeName) {
RenderedTarget.prototype.getCostumeIndexByName = function (costumeName) {
for (var i = 0; i < this.sprite.costumes.length; i++) {
if (this.sprite.costumes[i].name === costumeName) {
return i;
@ -358,10 +358,10 @@ Clone.prototype.getCostumeIndexByName = function (costumeName) {
};
/**
* Update all drawable properties for this clone.
* Update all drawable properties for this rendered target.
* Use when a batch has changed, e.g., when the drawable is first created.
*/
Clone.prototype.updateAllDrawableProperties = function () {
RenderedTarget.prototype.updateAllDrawableProperties = function () {
if (this.renderer) {
var renderedDirectionScale = this._getRenderedDirectionAndScale();
var costume = this.sprite.costumes[this.currentCostume];
@ -384,20 +384,20 @@ Clone.prototype.updateAllDrawableProperties = function () {
};
/**
* Return the human-readable name for this clone, i.e., the sprite's name.
* Return the human-readable name for this rendered target, e.g., the sprite's name.
* @override
* @returns {string} Human-readable name for the clone.
* @returns {string} Human-readable name.
*/
Clone.prototype.getName = function () {
RenderedTarget.prototype.getName = function () {
return this.sprite.name;
};
/**
* Return the clone's tight bounding box.
* Return the rendered target's tight bounding box.
* Includes top, left, bottom, right attributes in Scratch coordinates.
* @return {?Object} Tight bounding box of clone, or null.
* @return {?Object} Tight bounding box, or null.
*/
Clone.prototype.getBounds = function () {
RenderedTarget.prototype.getBounds = function () {
if (this.renderer) {
return this.runtime.renderer.getBounds(this.drawableID);
}
@ -405,12 +405,12 @@ Clone.prototype.getBounds = function () {
};
/**
* Return whether the clone is touching a point.
* Return whether touching a point.
* @param {number} x X coordinate of test point.
* @param {number} y Y coordinate of test point.
* @return {Boolean} True iff the clone is touching the point.
* @return {Boolean} True iff the rendered target is touching the point.
*/
Clone.prototype.isTouchingPoint = function (x, y) {
RenderedTarget.prototype.isTouchingPoint = function (x, y) {
if (this.renderer) {
// @todo: Update once pick is in Scratch coordinates.
// Limits test to this Drawable, so this will return true
@ -427,10 +427,10 @@ Clone.prototype.isTouchingPoint = function (x, y) {
};
/**
* Return whether the clone is touching a stage edge.
* @return {Boolean} True iff the clone is touching the stage edge.
* Return whether touching a stage edge.
* @return {Boolean} True iff the rendered target is touching the stage edge.
*/
Clone.prototype.isTouchingEdge = function () {
RenderedTarget.prototype.isTouchingEdge = function () {
if (this.renderer) {
var stageWidth = this.runtime.constructor.STAGE_WIDTH;
var stageHeight = this.runtime.constructor.STAGE_HEIGHT;
@ -446,11 +446,11 @@ Clone.prototype.isTouchingEdge = function () {
};
/**
* Return whether the clone is touching a named sprite.
* @param {string} spriteName Name fo the sprite.
* @return {Boolean} True iff the clone is touching a clone of the sprite.
* Return whether touching any of a named sprite's clones.
* @param {string} spriteName Name of the sprite.
* @return {Boolean} True iff touching a clone of the sprite.
*/
Clone.prototype.isTouchingSprite = function (spriteName) {
RenderedTarget.prototype.isTouchingSprite = function (spriteName) {
var firstClone = this.runtime.getSpriteTargetByName(spriteName);
if (!firstClone || !this.renderer) {
return false;
@ -463,11 +463,11 @@ Clone.prototype.isTouchingSprite = function (spriteName) {
};
/**
* Return whether the clone is touching a color.
* Return whether touching a color.
* @param {Array.<number>} rgb [r,g,b], values between 0-255.
* @return {Promise.<Boolean>} True iff the clone is touching the color.
* @return {Promise.<Boolean>} True iff the rendered target is touching the color.
*/
Clone.prototype.isTouchingColor = function (rgb) {
RenderedTarget.prototype.isTouchingColor = function (rgb) {
if (this.renderer) {
return this.renderer.isTouchingColor(this.drawableID, rgb);
}
@ -475,12 +475,12 @@ Clone.prototype.isTouchingColor = function (rgb) {
};
/**
* Return whether the clone's color is touching a color.
* Return whether rendered target's color is touching a color.
* @param {Object} targetRgb {Array.<number>} [r,g,b], values between 0-255.
* @param {Object} maskRgb {Array.<number>} [r,g,b], values between 0-255.
* @return {Promise.<Boolean>} True iff the clone's color is touching the color.
* @return {Promise.<Boolean>} True iff the color is touching the color.
*/
Clone.prototype.colorIsTouchingColor = function (targetRgb, maskRgb) {
RenderedTarget.prototype.colorIsTouchingColor = function (targetRgb, maskRgb) {
if (this.renderer) {
return this.renderer.isTouchingColor(
this.drawableID,
@ -492,32 +492,32 @@ Clone.prototype.colorIsTouchingColor = function (targetRgb, maskRgb) {
};
/**
* Move clone to the front layer.
* Move to the front layer.
*/
Clone.prototype.goToFront = function () {
RenderedTarget.prototype.goToFront = function () {
if (this.renderer) {
this.renderer.setDrawableOrder(this.drawableID, Infinity);
}
};
/**
* Move clone back a number of layers.
* Move back a number of layers.
* @param {number} nLayers How many layers to go back.
*/
Clone.prototype.goBackLayers = function (nLayers) {
RenderedTarget.prototype.goBackLayers = function (nLayers) {
if (this.renderer) {
this.renderer.setDrawableOrder(this.drawableID, -nLayers, true, 1);
}
};
/**
* Move behind some other clone.
* @param {!Clone} otherClone Other clone to move behind.
* Move behind some other rendered target.
* @param {!Clone} other Other rendered target to move behind.
*/
Clone.prototype.goBehindOtherClone = function (otherClone) {
RenderedTarget.prototype.goBehindOther = function (other) {
if (this.renderer) {
var otherLayer = this.renderer.setDrawableOrder(
otherClone.drawableID, 0, true);
other.drawableID, 0, true);
this.renderer.setDrawableOrder(this.drawableID, otherLayer);
}
};
@ -529,7 +529,7 @@ Clone.prototype.goBehindOtherClone = function (otherClone) {
* @param {Object=} optFence Optional fence with left, right, top bottom.
* @return {Array.<number>} Fenced X and Y coordinates.
*/
Clone.prototype.keepInFence = function (newX, newY, optFence) {
RenderedTarget.prototype.keepInFence = function (newX, newY, optFence) {
var fence = optFence;
if (!fence) {
fence = {
@ -565,11 +565,11 @@ Clone.prototype.keepInFence = function (newX, newY, optFence) {
};
/**
* Make a clone of this clone, copying any run-time properties.
* Make a clone, copying any run-time properties.
* If we've hit the global clone limit, returns null.
* @return {!Clone} New clone object.
* @return {!RenderedTarget} New clone.
*/
Clone.prototype.makeClone = function () {
RenderedTarget.prototype.makeClone = function () {
if (!this.runtime.clonesAvailable() || this.isStage) {
return; // Hit max clone limit, or this is the stage.
}
@ -588,23 +588,23 @@ Clone.prototype.makeClone = function () {
newClone.lists = JSON.parse(JSON.stringify(this.lists));
newClone.initDrawable();
newClone.updateAllDrawableProperties();
// Place clone behind the current target.
newClone.goBehindOtherClone(this);
// Place behind the current target.
newClone.goBehindOther(this);
return newClone;
};
/**
* Called when the project receives a "green flag."
* For a clone, this clears graphic effects.
* For a rendered target, this clears graphic effects.
*/
Clone.prototype.onGreenFlag = function () {
RenderedTarget.prototype.onGreenFlag = function () {
this.clearEffects();
};
/**
* Dispose of this clone, destroying any run-time properties.
* Dispose, destroying any run-time properties.
*/
Clone.prototype.dispose = function () {
RenderedTarget.prototype.dispose = function () {
this.runtime.changeCloneCounter(-1);
if (this.renderer && this.drawableID !== null) {
this.renderer.destroyDrawable(this.drawableID);
@ -614,4 +614,4 @@ Clone.prototype.dispose = function () {
}
};
module.exports = Clone;
module.exports = RenderedTarget;

View file

@ -1,4 +1,4 @@
var Clone = require('./clone');
var RenderedTarget = require('./rendered-target');
var Blocks = require('../engine/blocks');
/**
@ -45,7 +45,7 @@ var Sprite = function (blocks, runtime) {
* @returns {!Clone} Newly created clone.
*/
Sprite.prototype.createClone = function () {
var newClone = new Clone(this, this.runtime);
var newClone = new RenderedTarget(this, this.runtime);
newClone.isOriginal = this.clones.length === 0;
this.clones.push(newClone);
if (newClone.isOriginal) {

View file

@ -2,7 +2,7 @@ var fs = require('fs');
var path = require('path');
var test = require('tap').test;
var clone = require('../../src/sprites/clone');
var renderedTarget = require('../../src/sprites/rendered-target');
var runtime = require('../../src/engine/runtime');
var sb2 = require('../../src/import/sb2import');
@ -25,7 +25,7 @@ test('default', function (t) {
t.type(rt, 'object');
t.type(rt.targets, 'object');
t.ok(rt.targets[0] instanceof clone);
t.ok(rt.targets[0] instanceof renderedTarget);
t.type(rt.targets[0].id, 'string');
t.type(rt.targets[0].blocks, 'object');
t.type(rt.targets[0].variables, 'object');
@ -36,7 +36,7 @@ test('default', function (t) {
t.equal(rt.targets[0].isOriginal, true);
t.equal(rt.targets[0].isStage, true);
t.ok(rt.targets[1] instanceof clone);
t.ok(rt.targets[1] instanceof renderedTarget);
t.type(rt.targets[1].id, 'string');
t.type(rt.targets[1].blocks, 'object');
t.type(rt.targets[1].variables, 'object');
@ -63,7 +63,7 @@ test('demo', function (t) {
t.type(rt, 'object');
t.type(rt.targets, 'object');
t.ok(rt.targets[0] instanceof clone);
t.ok(rt.targets[0] instanceof renderedTarget);
t.type(rt.targets[0].id, 'string');
t.type(rt.targets[0].blocks, 'object');
t.type(rt.targets[0].variables, 'object');
@ -74,7 +74,7 @@ test('demo', function (t) {
t.equal(rt.targets[0].isOriginal, true);
t.equal(rt.targets[0].isStage, true);
t.ok(rt.targets[1] instanceof clone);
t.ok(rt.targets[1] instanceof renderedTarget);
t.type(rt.targets[1].id, 'string');
t.type(rt.targets[1].blocks, 'object');
t.type(rt.targets[1].variables, 'object');

View file

@ -1,13 +1,13 @@
var test = require('tap').test;
var Clone = require('../../src/sprites/clone');
var RenderedTarget = require('../../src/sprites/rendered-target');
var Sprite = require('../../src/sprites/sprite');
test('clone effects', function (t) {
// Create two clones and ensure they have different graphic effect objects.
// Regression test for Github issue #224
var spr = new Sprite();
var a = new Clone(spr, null);
var b = new Clone(spr, null);
var a = new RenderedTarget(spr, null);
var b = new RenderedTarget(spr, null);
t.ok(a.effects !== b.effects);
t.end();
});