Merge pull request #423 from LLK/greenkeeper/initial

Update dependencies to enable Greenkeeper 🌴
This commit is contained in:
Ray Schamp 2017-02-01 17:37:22 -05:00 committed by GitHub
commit 597006bc6e
25 changed files with 90 additions and 103 deletions

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@ -3,8 +3,7 @@
[![Build Status](https://travis-ci.org/LLK/scratch-vm.svg?branch=develop)](https://travis-ci.org/LLK/scratch-vm)
[![Coverage Status](https://coveralls.io/repos/github/LLK/scratch-vm/badge.svg?branch=develop)](https://coveralls.io/github/LLK/scratch-vm?branch=develop)
[![Dependency Status](https://david-dm.org/LLK/scratch-vm.svg)](https://david-dm.org/LLK/scratch-vm)
[![devDependency Status](https://david-dm.org/LLK/scratch-vm/dev-status.svg)](https://david-dm.org/LLK/scratch-vm#info=devDependencies)
[![Greenkeeper badge](https://badges.greenkeeper.io/LLK/scratch-vm.svg)](https://greenkeeper.io/)
## Installation
This requires you to have Git and Node.js installed.

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@ -25,27 +25,26 @@
},
"devDependencies": {
"adm-zip": "0.4.7",
"babel-eslint": "7.0.0",
"copy-webpack-plugin": "3.0.1",
"eslint": "3.8.1",
"eslint-config-scratch": "^2.0.0",
"babel-eslint": "7.1.1",
"copy-webpack-plugin": "4.0.1",
"eslint": "3.14.1",
"eslint-config-scratch": "^3.1.0",
"expose-loader": "0.7.1",
"gh-pages": "0.11.0",
"highlightjs": "8.7.0",
"htmlparser2": "3.9.0",
"gh-pages": "0.12.0",
"highlightjs": "9.8.0",
"htmlparser2": "3.9.2",
"json": "9.0.4",
"json-loader": "0.5.4",
"lodash.defaultsdeep": "4.6.0",
"minilog": "3.0.1",
"minilog": "3.1.0",
"promise": "7.1.1",
"scratch-audio": "latest",
"scratch-blocks": "latest",
"scratch-render": "latest",
"script-loader": "0.7.0",
"stats.js": "0.16.0",
"tap": "5.7.1",
"stats.js": "0.17.0",
"tap": "10.0.0",
"travis-after-all": "1.4.4",
"webpack": "1.13.0",
"webpack-dev-server": "1.14.1"
"webpack": "2.2.1",
"webpack-dev-server": "1.16.3"
}
}

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@ -11,7 +11,7 @@ var Scratch3ControlBlocks = function (runtime) {
/**
* Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
Scratch3ControlBlocks.prototype.getPrimitives = function () {
return {

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@ -10,7 +10,7 @@ var Scratch3DataBlocks = function (runtime) {
/**
* Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
Scratch3DataBlocks.prototype.getPrimitives = function () {
return {

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@ -10,7 +10,7 @@ var Scratch3EventBlocks = function (runtime) {
/**
* Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
Scratch3EventBlocks.prototype.getPrimitives = function () {
return {

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@ -10,7 +10,7 @@ var Scratch3LooksBlocks = function (runtime) {
/**
* Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
Scratch3LooksBlocks.prototype.getPrimitives = function () {
return {

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@ -12,7 +12,7 @@ var Scratch3MotionBlocks = function (runtime) {
/**
* Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
Scratch3MotionBlocks.prototype.getPrimitives = function () {
return {

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@ -11,7 +11,7 @@ var Scratch3OperatorsBlocks = function (runtime) {
/**
* Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
Scratch3OperatorsBlocks.prototype.getPrimitives = function () {
return {

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@ -163,7 +163,7 @@ Scratch3PenBlocks.prototype._wrapHueOrShade = function (value) {
/**
* Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
Scratch3PenBlocks.prototype.getPrimitives = function () {
return {

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@ -8,7 +8,7 @@ var Scratch3ProcedureBlocks = function (runtime) {
/**
* Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
Scratch3ProcedureBlocks.prototype.getPrimitives = function () {
return {

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@ -10,7 +10,7 @@ var Scratch3SensingBlocks = function (runtime) {
/**
* Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
Scratch3SensingBlocks.prototype.getPrimitives = function () {
return {

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@ -11,7 +11,7 @@ var Scratch3SoundBlocks = function (runtime) {
/**
* Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
Scratch3SoundBlocks.prototype.getPrimitives = function () {
return {

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@ -6,7 +6,7 @@ var html = require('htmlparser2');
* to a usable form for the Scratch runtime.
* This structure is based on Blockly xml.js:`domToWorkspace` and `domToBlock`.
* @param {Element} blocksDOM DOM tree for this event.
* @return {Array.<Object>} Usable list of blocks from this CREATE event.
* @return {Array.<object>} Usable list of blocks from this CREATE event.
*/
var domToBlocks = function (blocksDOM) {
// At this level, there could be multiple blocks adjacent in the DOM tree.
@ -32,8 +32,8 @@ var domToBlocks = function (blocksDOM) {
/**
* Adapter between block creation events and block representation which can be
* used by the Scratch runtime.
* @param {Object} e `Blockly.events.create`
* @return {Array.<Object>} List of blocks from this CREATE event.
* @param {object} e `Blockly.events.create`
* @return {Array.<object>} List of blocks from this CREATE event.
*/
var adapter = function (e) {
// Validate input
@ -47,8 +47,8 @@ var adapter = function (e) {
* Convert and an individual block DOM to the representation tree.
* Based on Blockly's `domToBlockHeadless_`.
* @param {Element} blockDOM DOM tree for an individual block.
* @param {Object} blocks Collection of blocks to add to.
* @param {Boolean} isTopBlock Whether blocks at this level are "top blocks."
* @param {object} blocks Collection of blocks to add to.
* @param {boolean} isTopBlock Whether blocks at this level are "top blocks."
* @param {?string} parent Parent block ID.
* @return {undefined}
*/

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@ -34,7 +34,7 @@ Blocks.BRANCH_INPUT_PREFIX = 'SUBSTACK';
/**
* Provide an object with metadata for the requested block ID.
* @param {!string} blockId ID of block we have stored.
* @return {?Object} Metadata about the block, if it exists.
* @return {?object} Metadata about the block, if it exists.
*/
Blocks.prototype.getBlock = function (blockId) {
return this._blocks[blockId];
@ -92,7 +92,7 @@ Blocks.prototype.getOpcode = function (id) {
/**
* Get all fields and their values for a block.
* @param {?string} id ID of block to query.
* @return {!Object} All fields and their values.
* @return {!object} All fields and their values.
*/
Blocks.prototype.getFields = function (id) {
var block = this._blocks[id];
@ -102,7 +102,7 @@ Blocks.prototype.getFields = function (id) {
/**
* Get all non-branch inputs for a block.
* @param {?string} id ID of block to query.
* @return {!Object} All non-branch inputs and their associated blocks.
* @return {!object} All non-branch inputs and their associated blocks.
*/
Blocks.prototype.getInputs = function (id) {
var block = this._blocks[id];
@ -121,7 +121,7 @@ Blocks.prototype.getInputs = function (id) {
/**
* Get mutation data for a block.
* @param {?string} id ID of block to query.
* @return {!Object} Mutation for the block.
* @return {!object} Mutation for the block.
*/
Blocks.prototype.getMutation = function (id) {
var block = this._blocks[id];
@ -247,7 +247,7 @@ Blocks.prototype.blocklyListen = function (e, optRuntime) {
/**
* Block management: create blocks and scripts from a `create` event
* @param {!Object} block Blockly create event to be processed
* @param {!object} block Blockly create event to be processed
*/
Blocks.prototype.createBlock = function (block) {
// Does the block already exist?
@ -267,7 +267,7 @@ Blocks.prototype.createBlock = function (block) {
/**
* Block management: change block field values
* @param {!Object} args Blockly change event to be processed
* @param {!object} args Blockly change event to be processed
*/
Blocks.prototype.changeBlock = function (args) {
// Validate
@ -286,7 +286,7 @@ Blocks.prototype.changeBlock = function (args) {
/**
* Block management: move blocks from parent to parent
* @param {!Object} e Blockly move event to be processed
* @param {!object} e Blockly move event to be processed
*/
Blocks.prototype.moveBlock = function (e) {
if (!this._blocks.hasOwnProperty(e.id)) {
@ -342,7 +342,7 @@ Blocks.prototype.moveBlock = function (e) {
/**
* Block management: delete blocks and their associated scripts.
* @param {!Object} e Blockly delete event to be processed.
* @param {!object} e Blockly delete event to be processed.
*/
Blocks.prototype.deleteBlock = function (e) {
// @todo In runtime, stop threads running on this script.
@ -449,7 +449,7 @@ Blocks.prototype.blockToXML = function (blockId) {
/**
* Recursively encode a mutation object to XML.
* @param {!Object} mutation Object representing a mutation.
* @param {!object} mutation Object representing a mutation.
* @return {string} XML string representing a mutation.
*/
Blocks.prototype.mutationToXML = function (mutation) {

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@ -4,7 +4,7 @@ var Thread = require('./thread');
/**
* Utility function to determine if a value is a Promise.
* @param {*} value Value to check for a Promise.
* @return {Boolean} True if the value appears to be a Promise.
* @return {boolean} True if the value appears to be a Promise.
*/
var isPromise = function (value) {
return value && value.then && typeof value.then === 'function';

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@ -2,8 +2,8 @@ var html = require('htmlparser2');
/**
* Convert a part of a mutation DOM to a mutation VM object, recursively.
* @param {Object} dom DOM object for mutation tag.
* @return {Object} Object representing useful parts of this mutation.
* @param {object} dom DOM object for mutation tag.
* @return {object} Object representing useful parts of this mutation.
*/
var mutatorTagToObject = function (dom) {
var obj = Object.create(null);
@ -24,8 +24,8 @@ var mutatorTagToObject = function (dom) {
/**
* Adapter between mutator XML or DOM and block representation which can be
* used by the Scratch runtime.
* @param {(Object|string)} mutation Mutation XML string or DOM.
* @return {Object} Object representing the mutation.
* @param {(object|string)} mutation Mutation XML string or DOM.
* @return {object} Object representing the mutation.
*/
var mutationAdpater = function (mutation) {
var mutationParsed;

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@ -276,7 +276,7 @@ Runtime.prototype.getOpcodeFunction = function (opcode) {
/**
* Return whether an opcode represents a hat block.
* @param {!string} opcode The opcode to look up.
* @return {Boolean} True if the op is known to be a hat.
* @return {boolean} True if the op is known to be a hat.
*/
Runtime.prototype.getIsHat = function (opcode) {
return this._hats.hasOwnProperty(opcode);
@ -285,7 +285,7 @@ Runtime.prototype.getIsHat = function (opcode) {
/**
* Return whether an opcode represents an edge-activated hat block.
* @param {!string} opcode The opcode to look up.
* @return {Boolean} True if the op is known to be a edge-activated hat.
* @return {boolean} True if the op is known to be a edge-activated hat.
*/
Runtime.prototype.getIsEdgeActivatedHat = function (opcode) {
return this._hats.hasOwnProperty(opcode) &&
@ -379,7 +379,7 @@ Runtime.prototype._restartThread = function (thread) {
/**
* Return whether a thread is currently active/running.
* @param {?Thread} thread Thread object to check.
* @return {Boolean} True if the thread is active/running.
* @return {boolean} True if the thread is active/running.
*/
Runtime.prototype.isActiveThread = function (thread) {
return this.threads.indexOf(thread) > -1;
@ -427,7 +427,7 @@ Runtime.prototype.allScriptsDo = function (f, optTarget) {
/**
* Start all relevant hats.
* @param {!string} requestedHatOpcode Opcode of hats to start.
* @param {Object=} optMatchFields Optionally, fields to match on the hat.
* @param {object=} optMatchFields Optionally, fields to match on the hat.
* @param {Target=} optTarget Optionally, a target to restrict to.
* @return {Array.<Thread>} List of threads started by this function.
*/

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@ -171,8 +171,8 @@ Sequencer.prototype.stepThread = function (thread) {
/**
* Step a thread into a block's branch.
* @param {!Thread} thread Thread object to step to branch.
* @param {Number} branchNum Which branch to step to (i.e., 1, 2).
* @param {Boolean} isLoop Whether this block is a loop.
* @param {number} branchNum Which branch to step to (i.e., 1, 2).
* @param {boolean} isLoop Whether this block is a loop.
*/
Sequencer.prototype.stepToBranch = function (thread, branchNum, isLoop) {
if (!branchNum) {

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@ -151,7 +151,7 @@ Thread.prototype.peekStack = function () {
/**
* Get top stack frame.
* @return {?Object} Last stack frame stored on this thread.
* @return {?object} Last stack frame stored on this thread.
*/
Thread.prototype.peekStackFrame = function () {
return this.stackFrames.length > 0 ? this.stackFrames[this.stackFrames.length - 1] : null;
@ -159,7 +159,7 @@ Thread.prototype.peekStackFrame = function () {
/**
* Get stack frame above the current top.
* @return {?Object} Second to last stack frame stored on this thread.
* @return {?object} Second to last stack frame stored on this thread.
*/
Thread.prototype.peekParentStackFrame = function () {
return this.stackFrames.length > 1 ? this.stackFrames[this.stackFrames.length - 2] : null;
@ -205,7 +205,7 @@ Thread.prototype.getParam = function (paramName) {
/**
* Whether the current execution of a thread is at the top of the stack.
* @return {Boolean} True if execution is at top of the stack.
* @return {boolean} True if execution is at top of the stack.
*/
Thread.prototype.atStackTop = function () {
return this.peekStack() === this.topBlock;

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@ -5,7 +5,7 @@
/**
* @param {!string} name Name of the variable.
* @param {(string|Number)} value Value of the variable.
* @param {(string|number)} value Value of the variable.
* @param {boolean} isCloud Whether the variable is stored in the cloud.
* @constructor
*/

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@ -17,7 +17,7 @@ var List = require('../engine/list');
/**
* Parse a single "Scratch object" and create all its in-memory VM objects.
* @param {!Object} object From-JSON "Scratch object:" sprite, stage, watcher.
* @param {!object} object From-JSON "Scratch object:" sprite, stage, watcher.
* @param {!Runtime} runtime Runtime object to load all structures into.
* @param {boolean} topLevel Whether this is the top-level object (stage).
* @return {?Target} Target created (stage or sprite).
@ -138,7 +138,7 @@ var parseScratchObject = function (object, runtime, topLevel) {
* and process the top-level object (the stage object).
* @param {!string} json SB2-format JSON to load.
* @param {!Runtime} runtime Runtime object to load all structures into.
* @param {Boolean=} optForceSprite If set, treat as sprite (Sprite2).
* @param {boolean=} optForceSprite If set, treat as sprite (Sprite2).
* @return {?Target} Top-level target created (stage or sprite).
*/
var sb2import = function (json, runtime, optForceSprite) {
@ -152,7 +152,7 @@ var sb2import = function (json, runtime, optForceSprite) {
/**
* Parse a Scratch object's scripts into VM blocks.
* This should only handle top-level scripts that include X, Y coordinates.
* @param {!Object} scripts Scripts object from SB2 JSON.
* @param {!object} scripts Scripts object from SB2 JSON.
* @param {!Blocks} blocks Blocks object to load parsed blocks into.
*/
var parseScripts = function (scripts, blocks) {
@ -184,8 +184,8 @@ var parseScripts = function (scripts, blocks) {
* Could be used to parse a top-level script,
* a list of blocks in a branch (e.g., in forever),
* or a list of blocks in an argument (e.g., move [pick random...]).
* @param {Array.<Object>} blockList SB2 JSON-format block list.
* @return {Array.<Object>} Scratch VM-format block list.
* @param {Array.<object>} blockList SB2 JSON-format block list.
* @return {Array.<object>} Scratch VM-format block list.
*/
var parseBlockList = function (blockList) {
var resultingList = [];
@ -207,8 +207,8 @@ var parseBlockList = function (blockList) {
/**
* Flatten a block tree into a block list.
* Children are temporarily stored on the `block.children` property.
* @param {Array.<Object>} blocks list generated by `parseBlockList`.
* @return {Array.<Object>} Flattened list to be passed to `blocks.createBlock`.
* @param {Array.<object>} blocks list generated by `parseBlockList`.
* @return {Array.<object>} Flattened list to be passed to `blocks.createBlock`.
*/
var flatten = function (blocks) {
var finalBlocks = [];
@ -228,7 +228,7 @@ var flatten = function (blocks) {
* into an argument map. This allows us to provide the expected inputs
* to a mutated procedure call.
* @param {string} procCode Scratch 2.0 procedure string.
* @return {Object} Argument map compatible with those in sb2specmap.
* @return {object} Argument map compatible with those in sb2specmap.
*/
var parseProcedureArgMap = function (procCode) {
var argMap = [
@ -259,8 +259,8 @@ var parseProcedureArgMap = function (procCode) {
/**
* Parse a single SB2 JSON-formatted block and its children.
* @param {!Object} sb2block SB2 JSON-formatted block.
* @return {Object} Scratch VM format block.
* @param {!object} sb2block SB2 JSON-formatted block.
* @return {object} Scratch VM format block.
*/
var parseBlock = function (sb2block) {
// First item in block object is the old opcode (e.g., 'forward:').

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@ -184,7 +184,7 @@ RenderedTarget.prototype.setXY = function (x, y) {
/**
* Get the rendered direction and scale, after applying rotation style.
* @return {Object<string, number>} Direction and scale to render.
* @return {object<string, number>} Direction and scale to render.
*/
RenderedTarget.prototype._getRenderedDirectionAndScale = function () {
// Default: no changes to `this.direction` or `this.scale`.
@ -480,7 +480,7 @@ RenderedTarget.prototype.isSprite = function () {
/**
* Return the rendered target's tight bounding box.
* Includes top, left, bottom, right attributes in Scratch coordinates.
* @return {?Object} Tight bounding box, or null.
* @return {?object} Tight bounding box, or null.
*/
RenderedTarget.prototype.getBounds = function () {
if (this.renderer) {
@ -493,7 +493,7 @@ RenderedTarget.prototype.getBounds = function () {
* 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 rendered target is touching the point.
* @return {boolean} True iff the rendered target is touching the point.
*/
RenderedTarget.prototype.isTouchingPoint = function (x, y) {
if (this.renderer) {
@ -513,7 +513,7 @@ RenderedTarget.prototype.isTouchingPoint = function (x, y) {
/**
* Return whether touching a stage edge.
* @return {Boolean} True iff the rendered target is touching the stage edge.
* @return {boolean} True iff the rendered target is touching the stage edge.
*/
RenderedTarget.prototype.isTouchingEdge = function () {
if (this.renderer) {
@ -533,7 +533,7 @@ RenderedTarget.prototype.isTouchingEdge = function () {
/**
* 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.
* @return {boolean} True iff touching a clone of the sprite.
*/
RenderedTarget.prototype.isTouchingSprite = function (spriteName) {
var firstClone = this.runtime.getSpriteTargetByName(spriteName);
@ -550,7 +550,7 @@ RenderedTarget.prototype.isTouchingSprite = function (spriteName) {
/**
* Return whether touching a color.
* @param {Array.<number>} rgb [r,g,b], values between 0-255.
* @return {Promise.<Boolean>} True iff the rendered target is touching the color.
* @return {Promise.<boolean>} True iff the rendered target is touching the color.
*/
RenderedTarget.prototype.isTouchingColor = function (rgb) {
if (this.renderer) {
@ -561,9 +561,9 @@ RenderedTarget.prototype.isTouchingColor = function (rgb) {
/**
* 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 color is touching the 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 color is touching the color.
*/
RenderedTarget.prototype.colorIsTouchingColor = function (targetRgb, maskRgb) {
if (this.renderer) {
@ -611,7 +611,7 @@ RenderedTarget.prototype.goBehindOther = function (other) {
* Keep a desired position within a fence.
* @param {number} newX New desired X position.
* @param {number} newY New desired Y position.
* @param {Object=} optFence Optional fence with left, right, top bottom.
* @param {object=} optFence Optional fence with left, right, top bottom.
* @return {Array.<number>} Fenced X and Y coordinates.
*/
RenderedTarget.prototype.keepInFence = function (newX, newY, optFence) {

View file

@ -95,7 +95,7 @@ Cast.toRgbColorObject = function (value) {
* In Scratch 2.0, this is captured by `interp.compare.`
* @param {*} v1 First value to compare.
* @param {*} v2 Second value to compare.
* @returns {Number} Negative number if v1 < v2; 0 if equal; positive otherwise.
* @returns {number} Negative number if v1 < v2; 0 if equal; positive otherwise.
*/
Cast.compare = function (v1, v2) {
var n1 = Number(v1);

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@ -75,7 +75,7 @@ VirtualMachine.prototype.greenFlag = function () {
/**
* Set whether the VM is in "turbo mode."
* When true, loops don't yield to redraw.
* @param {Boolean} turboModeOn Whether turbo mode should be set.
* @param {boolean} turboModeOn Whether turbo mode should be set.
*/
VirtualMachine.prototype.setTurboMode = function (turboModeOn) {
this.runtime.turboMode = !!turboModeOn;
@ -84,7 +84,7 @@ VirtualMachine.prototype.setTurboMode = function (turboModeOn) {
/**
* Set whether the VM is in 2.0 "compatibility mode."
* When true, ticks go at 2.0 speed (30 TPS).
* @param {Boolean} compatibilityModeOn Whether compatibility mode is set.
* @param {boolean} compatibilityModeOn Whether compatibility mode is set.
*/
VirtualMachine.prototype.setCompatibilityMode = function (compatibilityModeOn) {
this.runtime.setCompatibilityMode(!!compatibilityModeOn);
@ -129,7 +129,7 @@ VirtualMachine.prototype.getPlaygroundData = function () {
/**
* Post I/O data to the virtual devices.
* @param {?string} device Name of virtual I/O device.
* @param {Object} data Any data object to post to the I/O device.
* @param {object} data Any data object to post to the I/O device.
*/
VirtualMachine.prototype.postIOData = function (device, data) {
if (this.runtime.ioDevices[device]) {
@ -168,7 +168,7 @@ VirtualMachine.prototype.addSprite2 = function (json) {
/**
* Add a costume to the current editing target.
* @param {!Object} costumeObject Object representing the costume.
* @param {!object} costumeObject Object representing the costume.
*/
VirtualMachine.prototype.addCostume = function (costumeObject) {
this.editingTarget.sprite.costumes.push(costumeObject);
@ -180,7 +180,7 @@ VirtualMachine.prototype.addCostume = function (costumeObject) {
/**
* Add a backdrop to the stage.
* @param {!Object} backdropObject Object representing the backdrop.
* @param {!object} backdropObject Object representing the backdrop.
*/
VirtualMachine.prototype.addBackdrop = function (backdropObject) {
var stage = this.runtime.getTargetForStage();

View file

@ -10,21 +10,10 @@ var base = {
port: process.env.PORT || 8073
},
devtool: 'source-map',
module: {
loaders: [
{
test: /\.json$/,
loader: 'json-loader'
}
]
},
plugins: [
new webpack.optimize.UglifyJsPlugin({
include: /\.min\.js$/,
minimize: true,
compress: {
warnings: false
}
minimize: true
})
]
};
@ -42,12 +31,12 @@ module.exports = [
filename: '[name].js'
},
module: {
loaders: base.module.loaders.concat([
rules: [
{
test: require.resolve('./src/index.js'),
loader: 'expose?VirtualMachine'
loader: 'expose-loader?VirtualMachine'
}
])
]
}
}),
// Node-compatible
@ -86,32 +75,32 @@ module.exports = [
filename: '[name].js'
},
module: {
loaders: base.module.loaders.concat([
loaders: [
{
test: require.resolve('./src/index.js'),
loader: 'expose?VirtualMachine'
loader: 'expose-loader?VirtualMachine'
},
{
test: require.resolve('stats.js/build/stats.min.js'),
loader: 'script'
loader: 'script-loader'
},
{
test: require.resolve('highlightjs/highlight.pack.min.js'),
loader: 'script'
loader: 'script-loader'
},
{
test: require.resolve('scratch-blocks/dist/vertical.js'),
loader: 'expose?Blockly'
loader: 'expose-loader?Blockly'
},
{
test: require.resolve('scratch-render'),
loader: 'expose?RenderWebGL'
loader: 'expose-loader?RenderWebGL'
},
{
test: require.resolve('scratch-audio'),
loader: 'expose?AudioEngine'
loader: 'expose-loader?AudioEngine'
}
])
]
},
plugins: base.plugins.concat([
new CopyWebpackPlugin([{