mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-23 06:23:37 -05:00
Rename Clone -> RenderedTarget (#317)
This commit is contained in:
parent
6e9b3f262c
commit
2f0ce7137c
5 changed files with 120 additions and 120 deletions
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@ -6,7 +6,7 @@
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*/
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var Blocks = require('../engine/blocks');
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var Clone = require('../sprites/clone');
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var RenderedTarget = require('../sprites/rendered-target');
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var Sprite = require('../sprites/sprite');
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var Color = require('../util/color.js');
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var log = require('../util/log');
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@ -101,11 +101,11 @@ var parseScratchObject = function (object, runtime, topLevel) {
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}
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if (object.hasOwnProperty('rotationStyle')) {
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if (object.rotationStyle === 'none') {
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target.rotationStyle = Clone.ROTATION_STYLE_NONE;
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target.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE;
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} else if (object.rotationStyle === 'leftRight') {
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target.rotationStyle = Clone.ROTATION_STYLE_LEFT_RIGHT;
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target.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT;
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} else if (object.rotationStyle === 'normal') {
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target.rotationStyle = Clone.ROTATION_STYLE_ALL_AROUND;
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target.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
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}
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}
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target.isStage = topLevel;
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@ -5,16 +5,16 @@ var MathUtil = require('../util/math-util');
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var Target = require('../engine/target');
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/**
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* Clone (instance) of a sprite.
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* @param {!Sprite} sprite Reference to the sprite.
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* Rendered target: instance of a sprite (clone), or the stage.
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* @param {!Sprite} sprite Reference to the parent sprite.
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* @param {Runtime} runtime Reference to the runtime.
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* @constructor
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*/
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var Clone = function (sprite, runtime) {
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var RenderedTarget = function (sprite, runtime) {
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Target.call(this, sprite.blocks);
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this.runtime = runtime;
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/**
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* Reference to the sprite that this is a clone of.
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* Reference to the sprite that this is a render of.
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* @type {!Sprite}
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*/
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this.sprite = sprite;
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@ -27,7 +27,8 @@ var Clone = function (sprite, runtime) {
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this.renderer = this.runtime.renderer;
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}
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/**
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* ID of the drawable for this clone returned by the renderer, if rendered.
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* ID of the drawable for this rendered target,
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* returned by the renderer, if rendered.
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* @type {?Number}
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*/
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this.drawableID = null;
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@ -46,12 +47,12 @@ var Clone = function (sprite, runtime) {
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ghost: 0
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};
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};
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util.inherits(Clone, Target);
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util.inherits(RenderedTarget, Target);
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/**
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* Create a clone's drawable with the this.renderer.
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* Create a drawable with the this.renderer.
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*/
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Clone.prototype.initDrawable = function () {
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RenderedTarget.prototype.initDrawable = function () {
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if (this.renderer) {
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this.drawableID = this.renderer.createDrawable();
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}
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@ -63,88 +64,87 @@ Clone.prototype.initDrawable = function () {
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}
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};
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// Clone-level properties.
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/**
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* Whether this represents an "original" clone, i.e., created by the editor
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* and not clone blocks. In interface terms, this true for a "sprite."
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* Whether this represents an "original" non-clone rendered-target for a sprite,
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* i.e., created by the editor and not clone blocks.
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* @type {boolean}
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*/
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Clone.prototype.isOriginal = true;
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RenderedTarget.prototype.isOriginal = true;
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/**
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* Whether this clone represents the Scratch stage.
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* Whether this rendered target represents the Scratch stage.
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* @type {boolean}
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*/
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Clone.prototype.isStage = false;
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RenderedTarget.prototype.isStage = false;
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/**
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* Scratch X coordinate. Currently should range from -240 to 240.
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* @type {Number}
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*/
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Clone.prototype.x = 0;
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RenderedTarget.prototype.x = 0;
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/**
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* Scratch Y coordinate. Currently should range from -180 to 180.
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* @type {number}
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*/
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Clone.prototype.y = 0;
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RenderedTarget.prototype.y = 0;
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/**
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* Scratch direction. Currently should range from -179 to 180.
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* @type {number}
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*/
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Clone.prototype.direction = 90;
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RenderedTarget.prototype.direction = 90;
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/**
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* Whether the clone is currently visible.
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* Whether the rendered target is currently visible.
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* @type {boolean}
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*/
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Clone.prototype.visible = true;
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RenderedTarget.prototype.visible = true;
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/**
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* Size of clone as a percent of costume size. Ranges from 5% to 535%.
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* Size of rendered target as a percent of costume size.
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* @type {number}
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*/
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Clone.prototype.size = 100;
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RenderedTarget.prototype.size = 100;
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/**
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* Currently selected costume index.
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* @type {number}
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*/
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Clone.prototype.currentCostume = 0;
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RenderedTarget.prototype.currentCostume = 0;
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/**
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* Rotation style for "all around"/spinning.
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* @enum
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*/
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Clone.ROTATION_STYLE_ALL_AROUND = 'all around';
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RenderedTarget.ROTATION_STYLE_ALL_AROUND = 'all around';
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/**
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* Rotation style for "left-right"/flipping.
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* @enum
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*/
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Clone.ROTATION_STYLE_LEFT_RIGHT = 'left-right';
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RenderedTarget.ROTATION_STYLE_LEFT_RIGHT = 'left-right';
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/**
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* Rotation style for "no rotation."
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* @enum
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*/
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Clone.ROTATION_STYLE_NONE = 'don\'t rotate';
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RenderedTarget.ROTATION_STYLE_NONE = 'don\'t rotate';
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/**
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* Current rotation style.
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* @type {!string}
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*/
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Clone.prototype.rotationStyle = Clone.ROTATION_STYLE_ALL_AROUND;
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// End clone-level properties.
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RenderedTarget.prototype.rotationStyle = (
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RenderedTarget.ROTATION_STYLE_ALL_AROUND
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);
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/**
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* Set the X and Y coordinates of a clone.
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* @param {!number} x New X coordinate of clone, in Scratch coordinates.
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* @param {!number} y New Y coordinate of clone, in Scratch coordinates.
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* Set the X and Y coordinates.
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* @param {!number} x New X coordinate, in Scratch coordinates.
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* @param {!number} y New Y coordinate, in Scratch coordinates.
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*/
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Clone.prototype.setXY = function (x, y) {
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RenderedTarget.prototype.setXY = function (x, y) {
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if (this.isStage) {
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return;
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}
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@ -164,14 +164,14 @@ Clone.prototype.setXY = function (x, y) {
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* Get the rendered direction and scale, after applying rotation style.
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* @return {Object<string, number>} Direction and scale to render.
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*/
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Clone.prototype._getRenderedDirectionAndScale = function () {
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RenderedTarget.prototype._getRenderedDirectionAndScale = function () {
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// Default: no changes to `this.direction` or `this.scale`.
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var finalDirection = this.direction;
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var finalScale = [this.size, this.size];
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if (this.rotationStyle === Clone.ROTATION_STYLE_NONE) {
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if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
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// Force rendered direction to be 90.
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finalDirection = 90;
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} else if (this.rotationStyle === Clone.ROTATION_STYLE_LEFT_RIGHT) {
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} else if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
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// Force rendered direction to be 90, and flip drawable if needed.
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finalDirection = 90;
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var scaleFlip = (this.direction < 0) ? -1 : 1;
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@ -181,10 +181,10 @@ Clone.prototype._getRenderedDirectionAndScale = function () {
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};
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/**
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* Set the direction of a clone.
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* @param {!number} direction New direction of clone.
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* Set the direction.
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* @param {!number} direction New direction.
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*/
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Clone.prototype.setDirection = function (direction) {
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RenderedTarget.prototype.setDirection = function (direction) {
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if (this.isStage) {
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return;
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}
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@ -203,11 +203,11 @@ Clone.prototype.setDirection = function (direction) {
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};
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/**
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* Set a say bubble on this clone.
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* Set a say bubble.
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* @param {?string} type Type of say bubble: "say", "think", or null.
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* @param {?string} message Message to put in say bubble.
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*/
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Clone.prototype.setSay = function (type, message) {
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RenderedTarget.prototype.setSay = function (type, message) {
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if (this.isStage) {
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return;
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}
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@ -220,10 +220,10 @@ Clone.prototype.setSay = function (type, message) {
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};
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/**
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* Set visibility of the clone; i.e., whether it's shown or hidden.
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* @param {!boolean} visible True if the sprite should be shown.
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* Set visibility; i.e., whether it's shown or hidden.
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* @param {!boolean} visible True if should be shown.
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*/
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Clone.prototype.setVisible = function (visible) {
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RenderedTarget.prototype.setVisible = function (visible) {
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if (this.isStage) {
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return;
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}
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@ -239,10 +239,10 @@ Clone.prototype.setVisible = function (visible) {
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};
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/**
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* Set size of the clone, as a percentage of the costume size.
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* @param {!number} size Size of clone, from 5 to 535.
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* Set size, as a percentage of the costume size.
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* @param {!number} size Size of rendered target, as % of costume size.
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*/
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Clone.prototype.setSize = function (size) {
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RenderedTarget.prototype.setSize = function (size) {
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if (this.isStage) {
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return;
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}
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@ -261,11 +261,11 @@ Clone.prototype.setSize = function (size) {
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};
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/**
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* Set a particular graphic effect on this clone.
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* @param {!string} effectName Name of effect (see `Clone.prototype.effects`).
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* Set a particular graphic effect value.
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* @param {!string} effectName Name of effect (see `RenderedTarget.prototype.effects`).
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* @param {!number} value Numerical magnitude of effect.
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*/
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Clone.prototype.setEffect = function (effectName, value) {
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RenderedTarget.prototype.setEffect = function (effectName, value) {
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if (!this.effects.hasOwnProperty(effectName)) return;
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this.effects[effectName] = value;
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if (this.renderer) {
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@ -279,9 +279,9 @@ Clone.prototype.setEffect = function (effectName, value) {
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};
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/**
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* Clear all graphic effects on this clone.
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* Clear all graphic effects on this rendered target.
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*/
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Clone.prototype.clearEffects = function () {
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RenderedTarget.prototype.clearEffects = function () {
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for (var effectName in this.effects) {
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this.effects[effectName] = 0;
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}
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@ -294,10 +294,10 @@ Clone.prototype.clearEffects = function () {
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};
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/**
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* Set the current costume of this clone.
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* Set the current costume.
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* @param {number} index New index of costume.
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*/
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Clone.prototype.setCostume = function (index) {
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RenderedTarget.prototype.setCostume = function (index) {
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// Keep the costume index within possible values.
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index = Math.round(index);
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this.currentCostume = MathUtil.wrapClamp(
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@ -320,16 +320,16 @@ Clone.prototype.setCostume = function (index) {
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};
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/**
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* Update the rotation style for this clone.
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* Update the rotation style.
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* @param {!string} rotationStyle New rotation style.
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*/
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Clone.prototype.setRotationStyle = function (rotationStyle) {
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if (rotationStyle === Clone.ROTATION_STYLE_NONE) {
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this.rotationStyle = Clone.ROTATION_STYLE_NONE;
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} else if (rotationStyle === Clone.ROTATION_STYLE_ALL_AROUND) {
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this.rotationStyle = Clone.ROTATION_STYLE_ALL_AROUND;
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} else if (rotationStyle === Clone.ROTATION_STYLE_LEFT_RIGHT) {
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this.rotationStyle = Clone.ROTATION_STYLE_LEFT_RIGHT;
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RenderedTarget.prototype.setRotationStyle = function (rotationStyle) {
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if (rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
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this.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE;
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} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_ALL_AROUND) {
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this.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
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} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
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this.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT;
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}
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if (this.renderer) {
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var renderedDirectionScale = this._getRenderedDirectionAndScale();
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@ -344,11 +344,11 @@ Clone.prototype.setRotationStyle = function (rotationStyle) {
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};
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/**
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* Get a costume index of this clone, by name of the costume.
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* Get a costume index of this rendered target, by name of the costume.
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* @param {?string} costumeName Name of a costume.
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* @return {number} Index of the named costume, or -1 if not present.
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*/
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Clone.prototype.getCostumeIndexByName = function (costumeName) {
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RenderedTarget.prototype.getCostumeIndexByName = function (costumeName) {
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for (var i = 0; i < this.sprite.costumes.length; i++) {
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if (this.sprite.costumes[i].name === costumeName) {
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return i;
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@ -358,10 +358,10 @@ Clone.prototype.getCostumeIndexByName = function (costumeName) {
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};
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/**
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* Update all drawable properties for this clone.
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* Update all drawable properties for this rendered target.
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* Use when a batch has changed, e.g., when the drawable is first created.
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*/
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Clone.prototype.updateAllDrawableProperties = function () {
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RenderedTarget.prototype.updateAllDrawableProperties = function () {
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if (this.renderer) {
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var renderedDirectionScale = this._getRenderedDirectionAndScale();
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var costume = this.sprite.costumes[this.currentCostume];
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@ -384,20 +384,20 @@ Clone.prototype.updateAllDrawableProperties = function () {
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};
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/**
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* Return the human-readable name for this clone, i.e., the sprite's name.
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* Return the human-readable name for this rendered target, e.g., the sprite's name.
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* @override
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* @returns {string} Human-readable name for the clone.
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* @returns {string} Human-readable name.
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*/
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Clone.prototype.getName = function () {
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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 the clone's tight bounding box.
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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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* @return {?Object} Tight bounding box of clone, or null.
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* @return {?Object} Tight bounding box, or null.
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*/
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Clone.prototype.getBounds = function () {
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RenderedTarget.prototype.getBounds = function () {
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if (this.renderer) {
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return this.runtime.renderer.getBounds(this.drawableID);
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}
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@ -405,12 +405,12 @@ Clone.prototype.getBounds = function () {
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};
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/**
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* Return whether the clone is touching a point.
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* Return whether touching a point.
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* @param {number} x X coordinate of test point.
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* @param {number} y Y coordinate of test point.
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* @return {Boolean} True iff the clone is touching the point.
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* @return {Boolean} True iff the rendered target is touching the point.
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*/
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Clone.prototype.isTouchingPoint = function (x, y) {
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RenderedTarget.prototype.isTouchingPoint = function (x, y) {
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if (this.renderer) {
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// @todo: Update once pick is in Scratch coordinates.
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// Limits test to this Drawable, so this will return true
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@ -427,10 +427,10 @@ Clone.prototype.isTouchingPoint = function (x, y) {
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};
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/**
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* Return whether the clone is touching a stage edge.
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* @return {Boolean} True iff the clone is touching the stage edge.
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* Return whether touching a stage edge.
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* @return {Boolean} True iff the rendered target is touching the stage edge.
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*/
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Clone.prototype.isTouchingEdge = function () {
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RenderedTarget.prototype.isTouchingEdge = function () {
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if (this.renderer) {
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var stageWidth = this.runtime.constructor.STAGE_WIDTH;
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var stageHeight = this.runtime.constructor.STAGE_HEIGHT;
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@ -446,11 +446,11 @@ Clone.prototype.isTouchingEdge = function () {
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};
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/**
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* Return whether the clone is touching a named sprite.
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* @param {string} spriteName Name fo the sprite.
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* @return {Boolean} True iff the clone is touching a clone of the sprite.
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* Return whether touching any of a named sprite's clones.
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* @param {string} spriteName Name of the sprite.
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* @return {Boolean} True iff touching a clone of the sprite.
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*/
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Clone.prototype.isTouchingSprite = function (spriteName) {
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RenderedTarget.prototype.isTouchingSprite = function (spriteName) {
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var firstClone = this.runtime.getSpriteTargetByName(spriteName);
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if (!firstClone || !this.renderer) {
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return false;
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@ -463,11 +463,11 @@ Clone.prototype.isTouchingSprite = function (spriteName) {
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};
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/**
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* Return whether the clone is touching a color.
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* Return whether touching a color.
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* @param {Array.<number>} rgb [r,g,b], values between 0-255.
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* @return {Promise.<Boolean>} True iff the clone is touching the color.
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* @return {Promise.<Boolean>} True iff the rendered target is touching the color.
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*/
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Clone.prototype.isTouchingColor = function (rgb) {
|
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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;
|
|
@ -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) {
|
||||
|
|
|
@ -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');
|
||||
|
|
|
@ -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();
|
||||
});
|
Loading…
Reference in a new issue