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https://github.com/scratchfoundation/scratch-vm.git
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Stage, costumes, backdrops (#149)
* Add `Clone.prototype.getCostumeIndexByName`, keep in range * Add basic costume primitives from Scratch 2.0 * Add costume getter block * Add properties and methods for distinguishing stage and sprites-vs-clones * Add backdrop-related looks blocks * Fix up "switch to backdrop" to be working * Costume/backdrop reporters are 1-indexed * Fire "when backdrop switched" hats * Cut cloning helpers for a separate PR * Disable many blocks on the stage * Refactor into _setCostumeOrBackdrop; implement switch backdrop and wait * Fire hats even when backdrop unchanged
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parent
14feb64005
commit
797f844de3
5 changed files with 183 additions and 7 deletions
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@ -29,10 +29,9 @@ Scratch3EventBlocks.prototype.getHats = function () {
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'event_whenthisspriteclicked': {
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restartExistingThreads: true
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},
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/*
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'event_whenbackdropswitchesto': {
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restartExistingThreads: true
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},*/
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},
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'event_whengreaterthan': {
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restartExistingThreads: false,
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edgeActivated: true
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@ -1,3 +1,5 @@
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var Cast = require('../util/cast');
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function Scratch3LooksBlocks(runtime) {
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/**
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* The runtime instantiating this block package.
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@ -18,13 +20,23 @@ Scratch3LooksBlocks.prototype.getPrimitives = function() {
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'looks_thinkforsecs': this.sayforsecs,
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'looks_show': this.show,
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'looks_hide': this.hide,
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'looks_backdrops': this.backdropMenu,
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'looks_costume': this.costumeMenu,
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'looks_switchcostumeto': this.switchCostume,
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'looks_switchbackdropto': this.switchBackdrop,
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'looks_switchbackdroptoandwait': this.switchBackdropAndWait,
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'looks_nextcostume': this.nextCostume,
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'looks_nextbackdrop': this.nextBackdrop,
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'looks_effectmenu': this.effectMenu,
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'looks_changeeffectby': this.changeEffect,
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'looks_seteffectto': this.setEffect,
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'looks_cleargraphiceffects': this.clearEffects,
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'looks_changesizeby': this.changeSize,
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'looks_setsizeto': this.setSize,
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'looks_size': this.getSize
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'looks_size': this.getSize,
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'looks_costumeorder': this.getCostumeIndex,
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'looks_backdroporder': this.getBackdropIndex,
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'looks_backdropname': this.getBackdropName
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};
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};
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@ -66,6 +78,103 @@ Scratch3LooksBlocks.prototype.hide = function (args, util) {
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util.target.setVisible(false);
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};
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/**
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* Utility function to set the costume or backdrop of a target.
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* Matches the behavior of Scratch 2.0 for different types of arguments.
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* @param {!Target} target Target to set costume/backdrop to.
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* @param {Any} requestedCostume Costume requested, e.g., 0, 'name', etc.
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* @param {boolean=} opt_zeroIndex Set to zero-index the requestedCostume.
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* @return {Array.<!Thread>} Any threads started by this switch.
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*/
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Scratch3LooksBlocks.prototype._setCostumeOrBackdrop = function (target,
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requestedCostume, opt_zeroIndex) {
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if (typeof requestedCostume === 'number') {
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target.setCostume(opt_zeroIndex ?
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requestedCostume : requestedCostume - 1);
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} else {
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var costumeIndex = target.getCostumeIndexByName(requestedCostume);
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if (costumeIndex > -1) {
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target.setCostume(costumeIndex);
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} else if (costumeIndex == 'previous costume' ||
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costumeIndex == 'previous backdrop') {
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target.setCostume(target.currentCostume - 1);
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} else if (costumeIndex == 'next costume' ||
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costumeIndex == 'next backdrop') {
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target.setCostume(target.currentCostume + 1);
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} else {
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var forcedNumber = Cast.toNumber(requestedCostume);
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if (!isNaN(forcedNumber)) {
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target.setCostume(opt_zeroIndex ?
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forcedNumber : forcedNumber - 1);
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}
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}
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}
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if (target == this.runtime.getTargetForStage()) {
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// Target is the stage - start hats.
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var newName = target.sprite.costumes[target.currentCostume].name;
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return this.runtime.startHats('event_whenbackdropswitchesto', {
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'BACKDROP': newName
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});
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}
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return [];
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};
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// @todo(GH-146): Remove.
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Scratch3LooksBlocks.prototype.costumeMenu = function (args) {
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return args.COSTUME;
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};
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Scratch3LooksBlocks.prototype.switchCostume = function (args, util) {
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this._setCostumeOrBackdrop(util.target, args.COSTUME);
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};
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Scratch3LooksBlocks.prototype.nextCostume = function (args, util) {
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this._setCostumeOrBackdrop(
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util.target, util.target.currentCostume + 1, true
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);
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};
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// @todo(GH-146): Remove.
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Scratch3LooksBlocks.prototype.backdropMenu = function (args) {
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return args.BACKDROP;
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};
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Scratch3LooksBlocks.prototype.switchBackdrop = function (args) {
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this._setCostumeOrBackdrop(this.runtime.getTargetForStage(), args.BACKDROP);
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};
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Scratch3LooksBlocks.prototype.switchBackdropAndWait = function (args, util) {
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// Have we run before, starting threads?
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if (!util.stackFrame.startedThreads) {
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// No - switch the backdrop.
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util.stackFrame.startedThreads = (
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this._setCostumeOrBackdrop(
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this.runtime.getTargetForStage(),
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args.BACKDROP
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)
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);
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if (util.stackFrame.startedThreads.length == 0) {
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// Nothing was started.
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return;
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}
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}
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// We've run before; check if the wait is still going on.
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var instance = this;
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var waiting = util.stackFrame.startedThreads.some(function(thread) {
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return instance.runtime.isActiveThread(thread);
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});
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if (waiting) {
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util.yieldFrame();
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}
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};
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Scratch3LooksBlocks.prototype.nextBackdrop = function () {
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var stage = this.runtime.getTargetForStage();
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this._setCostumeOrBackdrop(
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stage, stage.currentCostume + 1, true
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);
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};
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Scratch3LooksBlocks.prototype.effectMenu = function (args) {
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return args.EFFECT.toLowerCase();
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};
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@ -95,4 +204,18 @@ Scratch3LooksBlocks.prototype.getSize = function (args, util) {
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return util.target.size;
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};
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Scratch3LooksBlocks.prototype.getBackdropIndex = function () {
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var stage = this.runtime.getTargetForStage();
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return stage.currentCostume + 1;
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};
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Scratch3LooksBlocks.prototype.getBackdropName = function () {
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var stage = this.runtime.getTargetForStage();
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return stage.sprite.costumes[stage.currentCostume].name;
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};
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Scratch3LooksBlocks.prototype.getCostumeIndex = function (args, util) {
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return util.target.currentCostume + 1;
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};
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module.exports = Scratch3LooksBlocks;
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@ -434,6 +434,19 @@ Runtime.prototype.getTargetById = function (targetId) {
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}
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};
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/**
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* Get a target representing the Scratch stage, if one exists.
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* @return {?Target} The target, if found.
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*/
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Runtime.prototype.getTargetForStage = function () {
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for (var i = 0; i < this.targets.length; i++) {
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var target = this.targets[i];
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if (target.isStage) {
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return target;
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}
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}
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};
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/**
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* Handle an animation frame from the main thread.
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*/
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@ -20,7 +20,8 @@ var specMap = require('./sb2specmap');
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function sb2import (json, runtime) {
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parseScratchObject(
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JSON.parse(json),
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runtime
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runtime,
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true
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);
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}
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@ -28,8 +29,9 @@ function sb2import (json, runtime) {
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* Parse a single "Scratch object" and create all its in-memory VM objects.
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* @param {!Object} object From-JSON "Scratch object:" sprite, stage, watcher.
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* @param {!Runtime} runtime Runtime object to load all structures into.
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* @param {boolean} topLevel Whether this is the top-level object (stage).
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*/
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function parseScratchObject (object, runtime) {
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function parseScratchObject (object, runtime, topLevel) {
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if (!object.hasOwnProperty('objName')) {
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// Watcher/monitor - skip this object until those are implemented in VM.
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// @todo
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@ -84,10 +86,11 @@ function parseScratchObject (object, runtime) {
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if (object.currentCostumeIndex) {
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target.currentCostume = object.currentCostumeIndex;
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}
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target.isStage = topLevel;
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// The stage will have child objects; recursively process them.
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if (object.children) {
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for (var j = 0; j < object.children.length; j++) {
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parseScratchObject(object.children[j], runtime);
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parseScratchObject(object.children[j], runtime, false);
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}
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}
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}
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@ -50,6 +50,12 @@ Clone.prototype.initDrawable = function () {
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};
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// Clone-level properties.
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/**
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* Whether this clone 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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/**
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* Scratch X coordinate. Currently should range from -240 to 240.
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* @type {Number}
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@ -107,6 +113,9 @@ Clone.prototype.effects = {
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* @param {!number} y New Y coordinate of clone, in Scratch coordinates.
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*/
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Clone.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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this.x = x;
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this.y = y;
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if (this.renderer) {
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@ -121,6 +130,9 @@ Clone.prototype.setXY = function (x, y) {
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* @param {!number} direction New direction of clone.
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*/
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Clone.prototype.setDirection = function (direction) {
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if (this.isStage) {
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return;
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}
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// Keep direction between -179 and +180.
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this.direction = MathUtil.wrapClamp(direction, -179, 180);
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if (this.renderer) {
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@ -136,6 +148,9 @@ Clone.prototype.setDirection = function (direction) {
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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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if (this.isStage) {
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return;
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}
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// @todo: Render to stage.
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if (!type || !message) {
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console.log('Clearing say bubble');
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@ -149,6 +164,9 @@ Clone.prototype.setSay = function (type, message) {
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* @param {!boolean} visible True if the sprite should be shown.
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*/
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Clone.prototype.setVisible = function (visible) {
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if (this.isStage) {
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return;
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}
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this.visible = visible;
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if (this.renderer) {
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this.renderer.updateDrawableProperties(this.drawableID, {
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@ -162,6 +180,9 @@ Clone.prototype.setVisible = function (visible) {
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* @param {!number} size Size of clone, from 5 to 535.
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*/
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Clone.prototype.setSize = function (size) {
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if (this.isStage) {
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return;
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}
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// Keep size between 5% and 535%.
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this.size = MathUtil.clamp(size, 5, 535);
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if (this.renderer) {
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@ -202,7 +223,10 @@ Clone.prototype.clearEffects = function () {
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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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this.currentCostume = index;
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// Keep the costume index within possible values.
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this.currentCostume = MathUtil.wrapClamp(
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index, 0, this.sprite.costumes.length - 1
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);
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if (this.renderer) {
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this.renderer.updateDrawableProperties(this.drawableID, {
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skin: this.sprite.costumes[this.currentCostume].skin
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@ -210,6 +234,20 @@ Clone.prototype.setCostume = function (index) {
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}
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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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* @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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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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}
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}
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return -1;
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};
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/**
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* Update all drawable properties for this clone.
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* Use when a batch has changed, e.g., when the drawable is first created.
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