Move build outputs into a dist/ subdirectory (#375)

* Move Node output: /dist.js => /dist/node/scratch-vm.js
* Move web output: /vm{.js,.min.js} => /dist/web/scratch-vm{.js,.min.js}
* Update build output references in package.json and the playground's index.html
* Move the VirtualMachine class out of index.js into its own file, referenced by index.js. The VirtualMachine class is otherwise unchanged.
* Add .gitattributes rules for new file types which were added to this repository without specifying their text/binary attributes
* Turn on source maps in webpack and add corresponding .gitignore rule
This commit is contained in:
Chris Willis-Ford 2017-01-13 13:34:26 -08:00 committed by GitHub
parent b2777aced1
commit 9b04392211
8 changed files with 371 additions and 358 deletions

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@ -1,7 +1,4 @@
build/*
dist.js
coverage/*
dist/*
node_modules/*
playground/*
vm.js
vm.min.js
coverage/*

5
.gitattributes vendored
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@ -5,8 +5,10 @@
# People who (for example) rsync between Windows and Linux need this.
# File types which we know are binary
*.sb2 binary
# Prefer LF for most file types
*.css text eol=lf
*.frag text eol=lf
*.htm text eol=lf
*.html text eol=lf
@ -17,13 +19,16 @@
*.md text eol=lf
*.vert text eol=lf
*.xml text eol=lf
*.yml text eol=lf
# Prefer LF for these files
.editorconfig text eol=lf
.eslintignore text eol=lf
.eslintrc text eol=lf
.gitattributes text eol=lf
.gitignore text eol=lf
.gitmodules text eol=lf
.npmignore text eol=lf
LICENSE text eol=lf
Makefile text eol=lf
README text eol=lf

13
.gitignore vendored
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@ -8,11 +8,16 @@ npm-*
# Testing
/.nyc_output
/coverage
/dist.js
/vm.js
/vm.min.js
# IDEA
/.idea
# Build
/dist
/playground/assets
/playground/media
/playground/scratch-vm.js
/playground/scratch-vm.js.map
/playground/vendor.js
/playground/vm.js
/playground/vendor.js.map
/playground/zenburn.css

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@ -9,7 +9,7 @@
"type": "git",
"url": "git+ssh://git@github.com/LLK/scratch-vm.git"
},
"main": "./dist.js",
"main": "./dist/node/scratch-vm.js",
"scripts": {
"build": "./node_modules/.bin/webpack --progress --colors --bail",
"coverage": "./node_modules/.bin/tap ./test/{unit,integration}/*.js --coverage --coverage-report=lcov",

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@ -66,7 +66,7 @@
<!-- FPS counter, Syntax highlighter, Blocks, Renderer -->
<script src="./vendor.js"></script>
<!-- VM Worker -->
<script src="./vm.js"></script>
<script src="./scratch-vm.js"></script>
<!-- Playground -->
<script src="./playground.js"></script>
<script>

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@ -1,339 +1,3 @@
var EventEmitter = require('events');
var util = require('util');
var Runtime = require('./engine/runtime');
var sb2import = require('./import/sb2import');
/**
* Handles connections between blocks, stage, and extensions.
* @constructor
*/
var VirtualMachine = function () {
var instance = this;
// Bind event emitter and runtime to VM instance
EventEmitter.call(instance);
/**
* VM runtime, to store blocks, I/O devices, sprites/targets, etc.
* @type {!Runtime}
*/
instance.runtime = new Runtime();
/**
* The "currently editing"/selected target ID for the VM.
* Block events from any Blockly workspace are routed to this target.
* @type {!string}
*/
instance.editingTarget = null;
// Runtime emits are passed along as VM emits.
instance.runtime.on(Runtime.SCRIPT_GLOW_ON, function (glowData) {
instance.emit(Runtime.SCRIPT_GLOW_ON, glowData);
});
instance.runtime.on(Runtime.SCRIPT_GLOW_OFF, function (glowData) {
instance.emit(Runtime.SCRIPT_GLOW_OFF, glowData);
});
instance.runtime.on(Runtime.BLOCK_GLOW_ON, function (glowData) {
instance.emit(Runtime.BLOCK_GLOW_ON, glowData);
});
instance.runtime.on(Runtime.BLOCK_GLOW_OFF, function (glowData) {
instance.emit(Runtime.BLOCK_GLOW_OFF, glowData);
});
instance.runtime.on(Runtime.PROJECT_RUN_START, function () {
instance.emit(Runtime.PROJECT_RUN_START);
});
instance.runtime.on(Runtime.PROJECT_RUN_STOP, function () {
instance.emit(Runtime.PROJECT_RUN_STOP);
});
instance.runtime.on(Runtime.VISUAL_REPORT, function (visualReport) {
instance.emit(Runtime.VISUAL_REPORT, visualReport);
});
instance.runtime.on(Runtime.SPRITE_INFO_REPORT, function (spriteInfo) {
instance.emit(Runtime.SPRITE_INFO_REPORT, spriteInfo);
});
this.blockListener = this.blockListener.bind(this);
this.flyoutBlockListener = this.flyoutBlockListener.bind(this);
};
/**
* Inherit from EventEmitter
*/
util.inherits(VirtualMachine, EventEmitter);
/**
* Start running the VM - do this before anything else.
*/
VirtualMachine.prototype.start = function () {
this.runtime.start();
};
/**
* "Green flag" handler - start all threads starting with a green flag.
*/
VirtualMachine.prototype.greenFlag = function () {
this.runtime.greenFlag();
};
/**
* 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.
*/
VirtualMachine.prototype.setTurboMode = function (turboModeOn) {
this.runtime.turboMode = !!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.
*/
VirtualMachine.prototype.setCompatibilityMode = function (compatibilityModeOn) {
this.runtime.setCompatibilityMode(!!compatibilityModeOn);
};
/**
* Stop all threads and running activities.
*/
VirtualMachine.prototype.stopAll = function () {
this.runtime.stopAll();
};
/**
* Clear out current running project data.
*/
VirtualMachine.prototype.clear = function () {
this.runtime.dispose();
this.editingTarget = null;
this.emitTargetsUpdate();
};
/**
* Get data for playground. Data comes back in an emitted event.
*/
VirtualMachine.prototype.getPlaygroundData = function () {
var instance = this;
// Only send back thread data for the current editingTarget.
var threadData = this.runtime.threads.filter(function (thread) {
return thread.target === instance.editingTarget;
});
// Remove the target key, since it's a circular reference.
var filteredThreadData = JSON.stringify(threadData, function (key, value) {
if (key === 'target') return;
return value;
}, 2);
this.emit('playgroundData', {
blocks: this.editingTarget.blocks,
threads: filteredThreadData
});
};
/**
* 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.
*/
VirtualMachine.prototype.postIOData = function (device, data) {
if (this.runtime.ioDevices[device]) {
this.runtime.ioDevices[device].postData(data);
}
};
/**
* Load a project from a Scratch 2.0 JSON representation.
* @param {?string} json JSON string representing the project.
*/
VirtualMachine.prototype.loadProject = function (json) {
this.clear();
// @todo: Handle other formats, e.g., Scratch 1.4, Scratch 3.0.
sb2import(json, this.runtime);
// Select the first target for editing, e.g., the first sprite.
this.editingTarget = this.runtime.targets[1];
// Update the VM user's knowledge of targets and blocks on the workspace.
this.emitTargetsUpdate();
this.emitWorkspaceUpdate();
this.runtime.setEditingTarget(this.editingTarget);
};
/**
* Add a single sprite from the "Sprite2" (i.e., SB2 sprite) format.
* @param {?string} json JSON string representing the sprite.
*/
VirtualMachine.prototype.addSprite2 = function (json) {
// Select new sprite.
this.editingTarget = sb2import(json, this.runtime, true);
// Update the VM user's knowledge of targets and blocks on the workspace.
this.emitTargetsUpdate();
this.emitWorkspaceUpdate();
this.runtime.setEditingTarget(this.editingTarget);
};
/**
* Add a costume to the current editing target.
* @param {!Object} costumeObject Object representing the costume.
*/
VirtualMachine.prototype.addCostume = function (costumeObject) {
this.editingTarget.sprite.costumes.push(costumeObject);
// Switch to the costume.
this.editingTarget.setCostume(
this.editingTarget.sprite.costumes.length - 1
);
};
/**
* Add a backdrop to the stage.
* @param {!Object} backdropObject Object representing the backdrop.
*/
VirtualMachine.prototype.addBackdrop = function (backdropObject) {
var stage = this.runtime.getTargetForStage();
stage.sprite.costumes.push(backdropObject);
// Switch to the backdrop.
stage.setCostume(stage.sprite.costumes.length - 1);
};
/**
* Rename a sprite.
* @param {string} targetId ID of a target whose sprite to rename.
* @param {string} newName New name of the sprite.
*/
VirtualMachine.prototype.renameSprite = function (targetId, newName) {
var target = this.runtime.getTargetById(targetId);
if (target) {
if (!target.isSprite()) {
throw new Error('Cannot rename non-sprite targets.');
}
var sprite = target.sprite;
if (!sprite) {
throw new Error('No sprite associated with this target.');
}
sprite.name = newName;
this.emitTargetsUpdate();
} else {
throw new Error('No target with the provided id.');
}
};
/**
* Delete a sprite and all its clones.
* @param {string} targetId ID of a target whose sprite to delete.
*/
VirtualMachine.prototype.deleteSprite = function (targetId) {
var target = this.runtime.getTargetById(targetId);
if (target) {
if (!target.isSprite()) {
throw new Error('Cannot delete non-sprite targets.');
}
var sprite = target.sprite;
if (!sprite) {
throw new Error('No sprite associated with this target.');
}
var currentEditingTarget = this.editingTarget;
for (var i = 0; i < sprite.clones.length; i++) {
var clone = sprite.clones[i];
this.runtime.stopForTarget(sprite.clones[i]);
this.runtime.disposeTarget(sprite.clones[i]);
// Ensure editing target is switched if we are deleting it.
if (clone === currentEditingTarget) {
this.setEditingTarget(this.runtime.targets[0].id);
}
}
// Sprite object should be deleted by GC.
this.emitTargetsUpdate();
} else {
throw new Error('No target with the provided id.');
}
};
/**
* Set the renderer for the VM/runtime
* @param {!RenderWebGL} renderer The renderer to attach
*/
VirtualMachine.prototype.attachRenderer = function (renderer) {
this.runtime.attachRenderer(renderer);
};
/**
* Set the audio engine for the VM/runtime
* @param {!AudioEngine} audioEngine The audio engine to attach
*/
VirtualMachine.prototype.attachAudioEngine = function (audioEngine) {
this.runtime.attachAudioEngine(audioEngine);
};
/**
* Handle a Blockly event for the current editing target.
* @param {!Blockly.Event} e Any Blockly event.
*/
VirtualMachine.prototype.blockListener = function (e) {
if (this.editingTarget) {
this.editingTarget.blocks.blocklyListen(e, this.runtime);
}
};
/**
* Handle a Blockly event for the flyout.
* @param {!Blockly.Event} e Any Blockly event.
*/
VirtualMachine.prototype.flyoutBlockListener = function (e) {
this.runtime.flyoutBlocks.blocklyListen(e, this.runtime);
};
/**
* Set an editing target. An editor UI can use this function to switch
* between editing different targets, sprites, etc.
* After switching the editing target, the VM may emit updates
* to the list of targets and any attached workspace blocks
* (see `emitTargetsUpdate` and `emitWorkspaceUpdate`).
* @param {string} targetId Id of target to set as editing.
*/
VirtualMachine.prototype.setEditingTarget = function (targetId) {
// Has the target id changed? If not, exit.
if (targetId === this.editingTarget.id) {
return;
}
var target = this.runtime.getTargetById(targetId);
if (target) {
this.editingTarget = target;
// Emit appropriate UI updates.
this.emitTargetsUpdate();
this.emitWorkspaceUpdate();
this.runtime.setEditingTarget(target);
}
};
/**
* Emit metadata about available targets.
* An editor UI could use this to display a list of targets and show
* the currently editing one.
*/
VirtualMachine.prototype.emitTargetsUpdate = function () {
this.emit('targetsUpdate', {
// [[target id, human readable target name], ...].
targetList: this.runtime.targets.filter(function (target) {
// Don't report clones.
return !target.hasOwnProperty('isOriginal') || target.isOriginal;
}).map(function (target) {
return target.toJSON();
}),
// Currently editing target id.
editingTarget: this.editingTarget ? this.editingTarget.id : null
});
};
/**
* Emit an Blockly/scratch-blocks compatible XML representation
* of the current editing target's blocks.
*/
VirtualMachine.prototype.emitWorkspaceUpdate = function () {
this.emit('workspaceUpdate', {
xml: this.editingTarget.blocks.toXML()
});
};
/**
* Post/edit sprite info for the current editing target.
* @param {object} data An object with sprite info data to set.
*/
VirtualMachine.prototype.postSpriteInfo = function (data) {
this.editingTarget.postSpriteInfo(data);
};
var VirtualMachine = require('./virtual-machine');
module.exports = VirtualMachine;

339
src/virtual-machine.js Normal file
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@ -0,0 +1,339 @@
var EventEmitter = require('events');
var util = require('util');
var Runtime = require('./engine/runtime');
var sb2import = require('./import/sb2import');
/**
* Handles connections between blocks, stage, and extensions.
* @constructor
*/
var VirtualMachine = function () {
var instance = this;
// Bind event emitter and runtime to VM instance
EventEmitter.call(instance);
/**
* VM runtime, to store blocks, I/O devices, sprites/targets, etc.
* @type {!Runtime}
*/
instance.runtime = new Runtime();
/**
* The "currently editing"/selected target ID for the VM.
* Block events from any Blockly workspace are routed to this target.
* @type {!string}
*/
instance.editingTarget = null;
// Runtime emits are passed along as VM emits.
instance.runtime.on(Runtime.SCRIPT_GLOW_ON, function (glowData) {
instance.emit(Runtime.SCRIPT_GLOW_ON, glowData);
});
instance.runtime.on(Runtime.SCRIPT_GLOW_OFF, function (glowData) {
instance.emit(Runtime.SCRIPT_GLOW_OFF, glowData);
});
instance.runtime.on(Runtime.BLOCK_GLOW_ON, function (glowData) {
instance.emit(Runtime.BLOCK_GLOW_ON, glowData);
});
instance.runtime.on(Runtime.BLOCK_GLOW_OFF, function (glowData) {
instance.emit(Runtime.BLOCK_GLOW_OFF, glowData);
});
instance.runtime.on(Runtime.PROJECT_RUN_START, function () {
instance.emit(Runtime.PROJECT_RUN_START);
});
instance.runtime.on(Runtime.PROJECT_RUN_STOP, function () {
instance.emit(Runtime.PROJECT_RUN_STOP);
});
instance.runtime.on(Runtime.VISUAL_REPORT, function (visualReport) {
instance.emit(Runtime.VISUAL_REPORT, visualReport);
});
instance.runtime.on(Runtime.SPRITE_INFO_REPORT, function (spriteInfo) {
instance.emit(Runtime.SPRITE_INFO_REPORT, spriteInfo);
});
this.blockListener = this.blockListener.bind(this);
this.flyoutBlockListener = this.flyoutBlockListener.bind(this);
};
/**
* Inherit from EventEmitter
*/
util.inherits(VirtualMachine, EventEmitter);
/**
* Start running the VM - do this before anything else.
*/
VirtualMachine.prototype.start = function () {
this.runtime.start();
};
/**
* "Green flag" handler - start all threads starting with a green flag.
*/
VirtualMachine.prototype.greenFlag = function () {
this.runtime.greenFlag();
};
/**
* 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.
*/
VirtualMachine.prototype.setTurboMode = function (turboModeOn) {
this.runtime.turboMode = !!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.
*/
VirtualMachine.prototype.setCompatibilityMode = function (compatibilityModeOn) {
this.runtime.setCompatibilityMode(!!compatibilityModeOn);
};
/**
* Stop all threads and running activities.
*/
VirtualMachine.prototype.stopAll = function () {
this.runtime.stopAll();
};
/**
* Clear out current running project data.
*/
VirtualMachine.prototype.clear = function () {
this.runtime.dispose();
this.editingTarget = null;
this.emitTargetsUpdate();
};
/**
* Get data for playground. Data comes back in an emitted event.
*/
VirtualMachine.prototype.getPlaygroundData = function () {
var instance = this;
// Only send back thread data for the current editingTarget.
var threadData = this.runtime.threads.filter(function (thread) {
return thread.target === instance.editingTarget;
});
// Remove the target key, since it's a circular reference.
var filteredThreadData = JSON.stringify(threadData, function (key, value) {
if (key === 'target') return;
return value;
}, 2);
this.emit('playgroundData', {
blocks: this.editingTarget.blocks,
threads: filteredThreadData
});
};
/**
* 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.
*/
VirtualMachine.prototype.postIOData = function (device, data) {
if (this.runtime.ioDevices[device]) {
this.runtime.ioDevices[device].postData(data);
}
};
/**
* Load a project from a Scratch 2.0 JSON representation.
* @param {?string} json JSON string representing the project.
*/
VirtualMachine.prototype.loadProject = function (json) {
this.clear();
// @todo: Handle other formats, e.g., Scratch 1.4, Scratch 3.0.
sb2import(json, this.runtime);
// Select the first target for editing, e.g., the first sprite.
this.editingTarget = this.runtime.targets[1];
// Update the VM user's knowledge of targets and blocks on the workspace.
this.emitTargetsUpdate();
this.emitWorkspaceUpdate();
this.runtime.setEditingTarget(this.editingTarget);
};
/**
* Add a single sprite from the "Sprite2" (i.e., SB2 sprite) format.
* @param {?string} json JSON string representing the sprite.
*/
VirtualMachine.prototype.addSprite2 = function (json) {
// Select new sprite.
this.editingTarget = sb2import(json, this.runtime, true);
// Update the VM user's knowledge of targets and blocks on the workspace.
this.emitTargetsUpdate();
this.emitWorkspaceUpdate();
this.runtime.setEditingTarget(this.editingTarget);
};
/**
* Add a costume to the current editing target.
* @param {!Object} costumeObject Object representing the costume.
*/
VirtualMachine.prototype.addCostume = function (costumeObject) {
this.editingTarget.sprite.costumes.push(costumeObject);
// Switch to the costume.
this.editingTarget.setCostume(
this.editingTarget.sprite.costumes.length - 1
);
};
/**
* Add a backdrop to the stage.
* @param {!Object} backdropObject Object representing the backdrop.
*/
VirtualMachine.prototype.addBackdrop = function (backdropObject) {
var stage = this.runtime.getTargetForStage();
stage.sprite.costumes.push(backdropObject);
// Switch to the backdrop.
stage.setCostume(stage.sprite.costumes.length - 1);
};
/**
* Rename a sprite.
* @param {string} targetId ID of a target whose sprite to rename.
* @param {string} newName New name of the sprite.
*/
VirtualMachine.prototype.renameSprite = function (targetId, newName) {
var target = this.runtime.getTargetById(targetId);
if (target) {
if (!target.isSprite()) {
throw new Error('Cannot rename non-sprite targets.');
}
var sprite = target.sprite;
if (!sprite) {
throw new Error('No sprite associated with this target.');
}
sprite.name = newName;
this.emitTargetsUpdate();
} else {
throw new Error('No target with the provided id.');
}
};
/**
* Delete a sprite and all its clones.
* @param {string} targetId ID of a target whose sprite to delete.
*/
VirtualMachine.prototype.deleteSprite = function (targetId) {
var target = this.runtime.getTargetById(targetId);
if (target) {
if (!target.isSprite()) {
throw new Error('Cannot delete non-sprite targets.');
}
var sprite = target.sprite;
if (!sprite) {
throw new Error('No sprite associated with this target.');
}
var currentEditingTarget = this.editingTarget;
for (var i = 0; i < sprite.clones.length; i++) {
var clone = sprite.clones[i];
this.runtime.stopForTarget(sprite.clones[i]);
this.runtime.disposeTarget(sprite.clones[i]);
// Ensure editing target is switched if we are deleting it.
if (clone === currentEditingTarget) {
this.setEditingTarget(this.runtime.targets[0].id);
}
}
// Sprite object should be deleted by GC.
this.emitTargetsUpdate();
} else {
throw new Error('No target with the provided id.');
}
};
/**
* Set the renderer for the VM/runtime
* @param {!RenderWebGL} renderer The renderer to attach
*/
VirtualMachine.prototype.attachRenderer = function (renderer) {
this.runtime.attachRenderer(renderer);
};
/**
* Set the audio engine for the VM/runtime
* @param {!AudioEngine} audioEngine The audio engine to attach
*/
VirtualMachine.prototype.attachAudioEngine = function (audioEngine) {
this.runtime.attachAudioEngine(audioEngine);
};
/**
* Handle a Blockly event for the current editing target.
* @param {!Blockly.Event} e Any Blockly event.
*/
VirtualMachine.prototype.blockListener = function (e) {
if (this.editingTarget) {
this.editingTarget.blocks.blocklyListen(e, this.runtime);
}
};
/**
* Handle a Blockly event for the flyout.
* @param {!Blockly.Event} e Any Blockly event.
*/
VirtualMachine.prototype.flyoutBlockListener = function (e) {
this.runtime.flyoutBlocks.blocklyListen(e, this.runtime);
};
/**
* Set an editing target. An editor UI can use this function to switch
* between editing different targets, sprites, etc.
* After switching the editing target, the VM may emit updates
* to the list of targets and any attached workspace blocks
* (see `emitTargetsUpdate` and `emitWorkspaceUpdate`).
* @param {string} targetId Id of target to set as editing.
*/
VirtualMachine.prototype.setEditingTarget = function (targetId) {
// Has the target id changed? If not, exit.
if (targetId === this.editingTarget.id) {
return;
}
var target = this.runtime.getTargetById(targetId);
if (target) {
this.editingTarget = target;
// Emit appropriate UI updates.
this.emitTargetsUpdate();
this.emitWorkspaceUpdate();
this.runtime.setEditingTarget(target);
}
};
/**
* Emit metadata about available targets.
* An editor UI could use this to display a list of targets and show
* the currently editing one.
*/
VirtualMachine.prototype.emitTargetsUpdate = function () {
this.emit('targetsUpdate', {
// [[target id, human readable target name], ...].
targetList: this.runtime.targets.filter(function (target) {
// Don't report clones.
return !target.hasOwnProperty('isOriginal') || target.isOriginal;
}).map(function (target) {
return target.toJSON();
}),
// Currently editing target id.
editingTarget: this.editingTarget ? this.editingTarget.id : null
});
};
/**
* Emit an Blockly/scratch-blocks compatible XML representation
* of the current editing target's blocks.
*/
VirtualMachine.prototype.emitWorkspaceUpdate = function () {
this.emit('workspaceUpdate', {
xml: this.editingTarget.blocks.toXML()
});
};
/**
* Post/edit sprite info for the current editing target.
* @param {object} data An object with sprite info data to set.
*/
VirtualMachine.prototype.postSpriteInfo = function (data) {
this.editingTarget.postSpriteInfo(data);
};
module.exports = VirtualMachine;

View file

@ -9,6 +9,7 @@ var base = {
host: '0.0.0.0',
port: process.env.PORT || 8073
},
devtool: 'source-map',
module: {
loaders: [
{
@ -29,14 +30,15 @@ var base = {
};
module.exports = [
// Web-compatible, playground
// Web-compatible
defaultsDeep({}, base, {
target: 'web',
entry: {
'vm': './src/index.js',
'vm.min': './src/index.js'
'scratch-vm': './src/index.js',
'scratch-vm.min': './src/index.js'
},
output: {
path: __dirname,
path: path.resolve(__dirname, 'dist/web'),
filename: '[name].js'
},
module: {
@ -48,24 +50,25 @@ module.exports = [
])
}
}),
// Webpack-compatible
// Node-compatible
defaultsDeep({}, base, {
target: 'node',
entry: {
dist: './src/index.js'
'scratch-vm': './src/index.js'
},
output: {
library: 'VirtualMachine',
libraryTarget: 'commonjs2',
path: __dirname,
path: path.resolve(__dirname, 'dist/node'),
filename: '[name].js'
}
}),
// Playground
defaultsDeep({}, base, {
target: 'web',
entry: {
vm: './src/index.js',
vendor: [
'scratch-vm': './src/index.js',
'vendor': [
// FPS counter
'stats.js/build/stats.min.js',
// Syntax highlighter