Merge pull request from tmickel/feature/sprites

Straw-man implementation of targets/sprites/clones
This commit is contained in:
Tim Mickel 2016-08-09 07:50:38 -04:00 committed by GitHub
commit d9dff49558
20 changed files with 1258 additions and 164 deletions

View file

@ -13,7 +13,7 @@ watch:
$(WEBPACK) --watch
serve:
$(WEBPACK_DEV_SERVER) --content-base ./
$(WEBPACK_DEV_SERVER) --host 0.0.0.0 --content-base ./
# ------------------------------------------------------------------------------
@ -31,4 +31,4 @@ coverage:
# ------------------------------------------------------------------------------
.PHONY: build lint test coverage benchmark
.PHONY: build lint test coverage benchmark serve

7
index.html Normal file
View file

@ -0,0 +1,7 @@
<!DOCTYPE HTML>
<html>
<head>
<meta http-equiv="refresh" content="0; URL='/playground'" />
<title>Redirect to playground</title>
</head>
</html>

View file

@ -23,6 +23,7 @@
"highlightjs": "8.7.0",
"json-loader": "0.5.4",
"scratch-blocks": "git+https://git@github.com/LLK/scratch-blocks.git",
"scratch-render": "git+https://git@github.com/LLK/scratch-render.git",
"tap": "5.7.1",
"webpack": "1.13.0",
"webpack-dev-server": "1.14.1"

View file

@ -13,9 +13,14 @@
<button id="greenflag">Green flag</button>
<button id="stopall">Stop</button>
<p>
<a id="renderexplorer-link" href="#">Renderer</a><br />
<a id="threadexplorer-link" href="#">VM Threads</a><br />
<a id="blockexplorer-link" href="#">VM Block Representation</a>
</p>
<div id="tab-renderexplorer">
Render<br />
<canvas id="scratch-stage" style="width: 480px; height: 360px;"></canvas>
</div>
<div id="tab-threadexplorer">
Thread explorer
<pre id="threadexplorer"></pre>
@ -28,58 +33,536 @@
<div id="blocks"></div>
<xml id="toolbox" style="display: none">
<category name="Events">
<block type="event_whenflagclicked"></block>
<block type="event_whenbroadcastreceived">
<value name="BROADCAST_OPTION">
<shadow type="event_broadcast_menu"></shadow>
</value>
<category name="Motion" colour="#4C97FF">
<block type="motion_movesteps">
<value name="STEPS">
<shadow type="math_number">
<field name="NUM">10</field>
</shadow>
</value>
</block>
<block type="motion_turnright">
<value name="DEGREES">
<shadow type="math_number">
<field name="NUM">15</field>
</shadow>
</value>
</block>
<block type="motion_turnleft">
<value name="DEGREES">
<shadow type="math_number">
<field name="NUM">15</field>
</shadow>
</value>
</block>
<block type="motion_pointindirection">
<value name="DIRECTION">
<shadow type="math_angle">
<field name="NUM">90</field>
</shadow>
</value>
</block>
<block type="motion_pointtowards">
<value name="TOWARDS">
<shadow type="motion_pointtowards_menu">
</shadow>
</value>
</block>
<block type="motion_gotoxy">
<value name="X">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
</value>
<value name="Y">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
</value>
</block>
<block type="motion_goto">
<value name="TO">
<shadow type="motion_goto_menu">
</shadow>
</value>
</block>
<block type="motion_glidesecstoxy">
<value name="SECS">
<shadow type="math_number">
<field name="NUM">1</field>
</shadow>
</value>
<value name="X">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
</value>
<value name="Y">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
</value>
</block>
<block type="motion_changexby">
<value name="DX">
<shadow type="math_number">
<field name="NUM">10</field>
</shadow>
</value>
</block>
<block type="motion_setx">
<value name="X">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
</value>
</block>
<block type="motion_changeyby">
<value name="DY">
<shadow type="math_number">
<field name="NUM">10</field>
</shadow>
</value>
</block>
<block type="motion_sety">
<value name="Y">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
</value>
</block>
<block type="motion_ifonedgebounce"></block>
<block type="motion_setrotationstyle">
<value name="STYLE">
<shadow type="motion_setrotationstyle_menu"></shadow>
</value>
</block>
<block type="motion_xposition"></block>
<block type="motion_yposition"></block>
<block type="motion_direction"></block>
</category>
<category name="Looks" colour="#9966FF">
<block type="looks_sayforsecs">
<value name="MESSAGE">
<shadow type="text">
<field name="TEXT">Hello!</field>
</shadow>
</value>
<value name="SECS">
<shadow type="math_number">
<field name="NUM">2</field>
</shadow>
</value>
</block>
<block type="looks_say">
<value name="MESSAGE">
<shadow type="text">
<field name="TEXT">Hello!</field>
</shadow>
</value>
</block>
<block type="looks_thinkforsecs">
<value name="MESSAGE">
<shadow type="text">
<field name="TEXT">Hmm...</field>
</shadow>
</value>
<value name="SECS">
<shadow type="math_number">
<field name="NUM">2</field>
</shadow>
</value>
</block>
<block type="looks_think">
<value name="MESSAGE">
<shadow type="text">
<field name="TEXT">Hmm...</field>
</shadow>
</value>
</block>
<block type="looks_show"></block>
<block type="looks_hide"></block>
<block type="looks_switchcostumeto">
<value name="COSTUME">
<shadow type="looks_costume"></shadow>
</value>
</block>
<block type="looks_nextcostume"></block>
<block type="looks_nextbackdrop"></block>
<block type="looks_switchbackdropto">
<value name="COSTUME">
<shadow type="looks_backdrops"></shadow>
</value>
</block>
<block type="looks_switchbackdroptoandwait">
<value name="COSTUME">
<shadow type="looks_backdrops"></shadow>
</value>
</block>
<block type="looks_changeeffectby">
<value name="EFFECT">
<shadow type="looks_effectmenu"></shadow>
</value>
<value name="CHANGE">
<shadow type="math_number">
<field name="NUM">10</field>
</shadow>
</value>
</block>
<block type="looks_seteffectto">
<value name="EFFECT">
<shadow type="looks_effectmenu"></shadow>
</value>
<value name="VALUE">
<shadow type="math_number">
<field name="NUM">10</field>
</shadow>
</value>
</block>
<block type="looks_cleargraphiceffects"></block>
<block type="looks_changesizeby">
<value name="CHANGE">
<shadow type="math_number">
<field name="NUM">10</field>
</shadow>
</value>
</block>
<block type="looks_setsizeto">
<value name="SIZE">
<shadow type="math_number">
<field name="NUM">100</field>
</shadow>
</value>
</block>
<block type="looks_gotofront"></block>
<block type="looks_gobacklayers">
<value name="NUM">
<shadow type="math_integer">
<field name="NUM">1</field>
</shadow>
</value>
</block>
<block type="looks_costumeorder"></block>
<block type="looks_backdroporder"></block>
<block type="looks_backdropname"></block>
<block type="looks_size"></block>
</category>
<category name="Sound" colour="#D65CD6">
<block type="sound_play">
<value name="SOUND_MENU">
<shadow type="sound_sounds_option"></shadow>
</value>
</block>
<block type="sound_playuntildone">
<value name="SOUND_MENU">
<shadow type="sound_sounds_option"></shadow>
</value>
</block>
<block type="sound_stopallsounds"></block>
<block type="sound_playdrumforbeats">
<value name="DRUMTYPE">
<shadow type="math_number">
<field name="NUM">1</field>
</shadow>
</value>
<value name="BEATS">
<shadow type="math_number">
<field name="NUM">0.25</field>
</shadow>
</value>
</block>
<block type="sound_restforbeats">
<value name="BEATS">
<shadow type="math_number">
<field name="NUM">0.25</field>
</shadow>
</value>
</block>
<block type="sound_playnoteforbeats">
<value name="NOTE">
<shadow type="math_number">
<field name="NUM">1</field>
</shadow>
</value>
<value name="BEATS">
<shadow type="math_number">
<field name="NUM">0.5</field>
</shadow>
</value>
</block>
<block type="sound_setinstrumentto">
<value name="INSTRUMENT">
<shadow type="math_number">
<field name="NUM">1</field>
</shadow>
</value>
</block>
<block type="sound_changevolumeby">
<value name="VOLUME">
<shadow type="math_number">
<field name="NUM">-10</field>
</shadow>
</value>
</block>
<block type="sound_setvolumeto">
<value name="VOLUME">
<shadow type="math_number">
<field name="NUM">100</field>
</shadow>
</value>
</block>
<block type="sound_volume"></block>
<block type="sound_changetempoby">
<value name="TEMPO">
<shadow type="math_number">
<field name="NUM">20</field>
</shadow>
</value>
</block>
<block type="sound_settempotobpm">
<value name="TEMPO">
<shadow type="math_number">
<field name="NUM">60</field>
</shadow>
</value>
</block>
<block type="sound_tempo"></block>
</category>
<category name="Pen" colour="#00B295">
<block type="pen_clear"></block>
<block type="pen_stamp"></block>
<block type="pen_pendown"></block>
<block type="pen_penup"></block>
<block type="pen_setpencolortocolor">
<value name="COLOR">
<shadow type="colour_picker">
</shadow>
</value>
</block>
<block type="pen_changepencolorby">
<value name="COLOR">
<shadow type="math_number">
<field name="NUM">10</field>
</shadow>
</value>
</block>
<block type="pen_setpencolortonum">
<value name="COLOR">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
</value>
</block>
<block type="pen_changepenshadeby">
<value name="SHADE">
<shadow type="math_number">
<field name="NUM">10</field>
</shadow>
</value>
</block>
<block type="pen_setpenshadeto">
<value name="SHADE">
<shadow type="math_number">
<field name="NUM">50</field>
</shadow>
</value>
</block>
<block type="pen_changepensizeby">
<value name="SIZE">
<shadow type="math_number">
<field name="NUM">1</field>
</shadow>
</value>
</block>
<block type="pen_setpensizeto">
<value name="SIZE">
<shadow type="math_number">
<field name="NUM">1</field>
</shadow>
</value>
</block>
</category>
<category name="Data" colour="#FF8C1A">
<block type="data_variable">
<value name="VARIABLE">
<shadow type="data_variablemenu"></shadow>
</value>
</block>
<block type="data_setvariableto">
<value name="VARIABLE">
<shadow type="data_variablemenu"></shadow>
</value>
<value name="VALUE">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
</value>
</block>
<block type="data_changevariableby">
<value name="VARIABLE">
<shadow type="data_variablemenu"></shadow>
</value>
<value name="VALUE">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
</value>
</block>
<block type="data_showvariable">
<value name="VARIABLE">
<shadow type="data_variablemenu"></shadow>
</value>
</block>
<block type="data_hidevariable">
<value name="VARIABLE">
<shadow type="data_variablemenu"></shadow>
</value>
</block>
</category>
<category name="Events" colour="#FFD500">
<block type="event_whenflagclicked"></block>
<block type="event_whenkeypressed">
<value name="KEY_OPTION">
<shadow type="event_keyoptions"></shadow>
</value>
</block>
<block type="event_whenthisspriteclicked"></block>
<block type="event_whenbackdropswitchesto">
<value name="BACKDROP">
<shadow type="event_backdrops"></shadow>
</value>
</block>
<block type="event_whengreaterthan">
<value name="WHENGREATERTHANMENU">
<shadow type="event_whengreaterthanmenu"></shadow>
</value>
<value name="VALUE">
<shadow type="math_number">
<field name="NUM">10</field>
</shadow>
</value>
</block>
<block type="event_whenbroadcastreceived">
<value name="BROADCAST_OPTION">
<shadow type="event_broadcast_menu"></shadow>
</value>
</block>
<block type="event_broadcast">
<value name="BROADCAST_OPTION">
<shadow type="event_broadcast_menu"></shadow>
</value>
</block>
<block type="event_broadcastandwait">
<value name="BROADCAST_OPTION">
<shadow type="event_broadcast_menu"></shadow>
</value>
</block>
</category>
<category name="Control" colour="#FFAB19">
<block type="control_wait">
<value name="DURATION">
<shadow type="math_positive_number">
<field name="NUM">1</field>
</shadow>
</value>
</block>
<block type="control_repeat">
<value name="TIMES">
<shadow type="math_whole_number">
<field name="NUM">10</field>
</shadow>
</value>
</block>
<block type="control_forever"></block>
<block type="control_if"></block>
<block type="control_if_else"></block>
<block type="control_wait_until"></block>
<block type="control_repeat_until"></block>
<block type="control_stop">
<value name="STOP_OPTION">
<shadow type="control_stop_menu"></shadow>
</value>
</block>
<block type="control_start_as_clone"></block>
<block type="control_create_clone_of">
<value name="CLONE_OPTION">
<shadow type="control_create_clone_of_menu"></shadow>
</value>
</block>
<block type="control_delete_this_clone"></block>
</category>
<category name="Sensing" colour="#4CBFE6">
<block type="sensing_touchingobject">
<value name="TOUCHINGOBJECTMENU">
<shadow type="sensing_touchingobjectmenu"></shadow>
</value>
</block>
<block type="sensing_touchingcolor">
<value name="COLOR">
<shadow type="colour_picker"></shadow>
</value>
</block>
<block type="sensing_coloristouchingcolor">
<value name="COLOR">
<shadow type="colour_picker"></shadow>
</value>
<value name="COLOR2">
<shadow type="colour_picker"></shadow>
</value>
</block>
<block type="sensing_distanceto">
<value name="DISTANCETOMENU">
<shadow type="sensing_distancetomenu"></shadow>
</value>
</block>
<block type="sensing_askandwait">
<value name="QUESTION">
<shadow type="text">
<field name="TEXT">What's your name?</field>
</shadow>
</value>
</block>
<block type="sensing_answer"></block>
<block type="sensing_keypressed">
<value name="KEY_OPTIONS">
<shadow type="sensing_keyoptions"></shadow>
</value>
</block>
<block type="event_broadcast">
<value name="BROADCAST_OPTION">
<shadow type="event_broadcast_menu"></shadow>
</value>
<block type="sensing_mousedown"></block>
<block type="sensing_mousex"></block>
<block type="sensing_mousey"></block>
<block type="sensing_loudness"></block>
<block type="sensing_videoon">
<value name="VIDEOONMENU1">
<shadow type="sensing_videoonmenuone"></shadow>
</value>
<value name="VIDEOONMENU2">
<shadow type="sensing_videoonmenutwo"></shadow>
</value>
</block>
<block type="event_broadcastandwait">
<value name="BROADCAST_OPTION">
<shadow type="event_broadcast_menu"></shadow>
</value>
<block type="sensing_videotoggle">
<value name="VIDEOTOGGLEMENU">
<shadow type="sensing_videotogglemenu"></shadow>
</value>
</block>
</category>
<category name="Control">
<block type="control_wait">
<value name="DURATION">
<block type="sensing_setvideotransparency">
<value name="TRANSPARENCY">
<shadow type="math_number">
<field name="NUM">1</field>
<field name="NUM">50</field>
</shadow>
</value>
</block>
<block type="control_repeat">
<value name="TIMES">
<shadow type="math_number">
<field name="NUM">4</field>
</shadow>
</value>
</block>
<block type="control_forever"></block>
<block type="control_if"></block>
<block type="control_if_else"></block>
<block type="control_wait_until"></block>
<block type="control_repeat_until"></block>
<block type="control_stop">
<value name="STOP_OPTION">
<shadow type="control_stop_menu"></shadow>
</value>
</block>
<block type="control_start_as_clone"></block>
<block type="control_create_clone_of">
<value name="CLONE_OPTION">
<shadow type="control_create_clone_of_menu"></shadow>
</value>
</block>
<block type="control_delete_this_clone"></block>
</category>
<category name="Operators">
</block>
<block type="sensing_timer"></block>
<block type="sensing_resettimer"></block>
<block type="sensing_current">
<value name="CURRENTMENU">
<shadow type="sensing_currentmenu"></shadow>
</value>
</block>
<block type="sensing_dayssince2000"></block>
<block type="sensing_username"></block>
</category>
<category name="Operators" colour="#40BF4A">
<block type="operator_add">
<value name="NUM1">
<shadow type="math_number">
@ -193,7 +676,7 @@
</block>
<block type="operator_letter_of">
<value name="LETTER">
<shadow type="math_number">
<shadow type="math_whole_number">
<field name="NUM">1</field>
</shadow>
</value>
@ -239,8 +722,9 @@
</shadow>
</value>
</block>
</category>
</xml>
</category>
<category name="More Blocks" colour="#FF6680"></category>
</xml>
<!-- Syntax highlighter -->
<script src="../node_modules/highlightjs/highlight.pack.min.js"></script>
@ -249,6 +733,9 @@
<script src="../node_modules/scratch-blocks/blockly_compressed_vertical.js"></script>
<script src="../node_modules/scratch-blocks/blocks_compressed.js"></script>
<script src="../node_modules/scratch-blocks/blocks_compressed_vertical.js"></script>
<script src="../node_modules/scratch-blocks/msg/messages.js"></script>
<!-- Renderer -->
<script src="../node_modules/scratch-render/render.js"></script>
<!-- VM Worker -->
<script src="../vm.worker.js"></script>
<!-- Playground -->

View file

@ -32,6 +32,6 @@ a {
font-size: 10pt;
}
#tab-blockexplorer {
#tab-blockexplorer, #tab-threadexplorer {
display: none;
}

View file

@ -3,6 +3,10 @@ window.onload = function() {
var vm = new window.VirtualMachine();
window.vm = vm;
var canvas = document.getElementById('scratch-stage');
window.renderer = new window.RenderWebGLLocal(canvas);
window.renderer.connectWorker(window.vm.vmWorker);
var toolbox = document.getElementById('toolbox');
var workspace = window.Blockly.inject('blocks', {
toolbox: toolbox,
@ -47,11 +51,14 @@ window.onload = function() {
}
};
// Only request data from the VM thread if the appropriate tab is open.
window.exploreTabOpen = false;
var getPlaygroundData = function () {
vm.getPlaygroundData();
window.requestAnimationFrame(getPlaygroundData);
if (window.exploreTabOpen) {
window.requestAnimationFrame(getPlaygroundData);
}
};
getPlaygroundData();
vm.on('playgroundData', function(data) {
updateThreadExplorer(data.threads);
@ -71,10 +78,20 @@ window.onload = function() {
vm.on('BLOCK_GLOW_OFF', function(data) {
workspace.glowBlock(data.id, false);
});
vm.on('VISUAL_REPORT', function(data) {
workspace.reportValue(data.id, data.value);
});
// Run threads
vm.start();
// Inform VM of animation frames.
var animate = function() {
window.vm.animationFrame();
requestAnimationFrame(animate);
};
requestAnimationFrame(animate);
// Handlers for green flag and stop all.
document.getElementById('greenflag').addEventListener('click', function() {
vm.greenFlag();
@ -85,16 +102,30 @@ window.onload = function() {
var tabBlockExplorer = document.getElementById('tab-blockexplorer');
var tabThreadExplorer = document.getElementById('tab-threadexplorer');
var tabRenderExplorer = document.getElementById('tab-renderexplorer');
// Handlers to show different explorers.
document.getElementById('threadexplorer-link').addEventListener('click',
function () {
window.exploreTabOpen = true;
getPlaygroundData();
tabBlockExplorer.style.display = 'none';
tabRenderExplorer.style.display = 'none';
tabThreadExplorer.style.display = 'block';
});
document.getElementById('blockexplorer-link').addEventListener('click',
function () {
window.exploreTabOpen = true;
getPlaygroundData();
tabBlockExplorer.style.display = 'block';
tabRenderExplorer.style.display = 'none';
tabThreadExplorer.style.display = 'none';
});
document.getElementById('renderexplorer-link').addEventListener('click',
function () {
window.exploreTabOpen = false;
tabBlockExplorer.style.display = 'none';
tabRenderExplorer.style.display = 'block';
tabThreadExplorer.style.display = 'none';
});
};

View file

@ -15,6 +15,7 @@ function Scratch3ControlBlocks(runtime) {
Scratch3ControlBlocks.prototype.getPrimitives = function() {
return {
'control_repeat': this.repeat,
'control_repeat_until': this.repeatUntil,
'control_forever': this.forever,
'control_wait': this.wait,
'control_if': this.if,
@ -28,16 +29,50 @@ Scratch3ControlBlocks.prototype.repeat = function(args, util) {
if (util.stackFrame.loopCounter === undefined) {
util.stackFrame.loopCounter = parseInt(args.TIMES);
}
// Decrease counter
util.stackFrame.loopCounter--;
// If we still have some left, start the substack
if (util.stackFrame.loopCounter >= 0) {
util.startSubstack();
// Only execute once per frame.
// When the substack finishes, `repeat` will be executed again and
// the second branch will be taken, yielding for the rest of the frame.
if (!util.stackFrame.executedInFrame) {
util.stackFrame.executedInFrame = true;
// Decrease counter
util.stackFrame.loopCounter--;
// If we still have some left, start the substack
if (util.stackFrame.loopCounter >= 0) {
util.startSubstack();
}
} else {
util.stackFrame.executedInFrame = false;
util.yieldFrame();
}
};
Scratch3ControlBlocks.prototype.repeatUntil = function(args, util) {
// Only execute once per frame.
// When the substack finishes, `repeat` will be executed again and
// the second branch will be taken, yielding for the rest of the frame.
if (!util.stackFrame.executedInFrame) {
util.stackFrame.executedInFrame = true;
// If the condition is true, start the substack.
if (!args.CONDITION) {
util.startSubstack();
}
} else {
util.stackFrame.executedInFrame = false;
util.yieldFrame();
}
};
Scratch3ControlBlocks.prototype.forever = function(args, util) {
util.startSubstack();
// Only execute once per frame.
// When the substack finishes, `forever` will be executed again and
// the second branch will be taken, yielding for the rest of the frame.
if (!util.stackFrame.executedInFrame) {
util.stackFrame.executedInFrame = true;
util.startSubstack();
} else {
util.stackFrame.executedInFrame = false;
util.yieldFrame();
}
};
Scratch3ControlBlocks.prototype.wait = function(args) {
@ -51,8 +86,8 @@ Scratch3ControlBlocks.prototype.wait = function(args) {
Scratch3ControlBlocks.prototype.if = function(args, util) {
// Only execute one time. `if` will be returned to
// when the substack finishes, but it shouldn't execute again.
if (util.stackFrame.executed === undefined) {
util.stackFrame.executed = true;
if (util.stackFrame.executedInFrame === undefined) {
util.stackFrame.executedInFrame = true;
if (args.CONDITION) {
util.startSubstack();
}
@ -62,8 +97,8 @@ Scratch3ControlBlocks.prototype.if = function(args, util) {
Scratch3ControlBlocks.prototype.ifElse = function(args, util) {
// Only execute one time. `ifElse` will be returned to
// when the substack finishes, but it shouldn't execute again.
if (util.stackFrame.executed === undefined) {
util.stackFrame.executed = true;
if (util.stackFrame.executedInFrame === undefined) {
util.stackFrame.executedInFrame = true;
if (args.CONDITION) {
util.startSubstack(1);
} else {

View file

@ -0,0 +1,98 @@
function Scratch3LooksBlocks(runtime) {
/**
* The runtime instantiating this block package.
* @type {Runtime}
*/
this.runtime = runtime;
}
/**
* Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function.
*/
Scratch3LooksBlocks.prototype.getPrimitives = function() {
return {
'looks_say': this.say,
'looks_sayforsecs': this.sayforsecs,
'looks_think': this.think,
'looks_thinkforsecs': this.sayforsecs,
'looks_show': this.show,
'looks_hide': this.hide,
'looks_effectmenu': this.effectMenu,
'looks_changeeffectby': this.changeEffect,
'looks_seteffectto': this.setEffect,
'looks_cleargraphiceffects': this.clearEffects,
'looks_changesizeby': this.changeSize,
'looks_setsizeto': this.setSize,
'looks_size': this.getSize
};
};
Scratch3LooksBlocks.prototype.say = function (args, util) {
util.target.setSay('say', args.MESSAGE);
};
Scratch3LooksBlocks.prototype.sayforsecs = function (args, util) {
util.target.setSay('say', args.MESSAGE);
return new Promise(function(resolve) {
setTimeout(function() {
// Clear say bubble and proceed.
util.target.setSay();
resolve();
}, 1000 * args.SECS);
});
};
Scratch3LooksBlocks.prototype.think = function (args, util) {
util.target.setSay('think', args.MESSAGE);
};
Scratch3LooksBlocks.prototype.thinkforsecs = function (args, util) {
util.target.setSay('think', args.MESSAGE);
return new Promise(function(resolve) {
setTimeout(function() {
// Clear say bubble and proceed.
util.target.setSay();
resolve();
}, 1000 * args.SECS);
});
};
Scratch3LooksBlocks.prototype.show = function (args, util) {
util.target.setVisible(true);
};
Scratch3LooksBlocks.prototype.hide = function (args, util) {
util.target.setVisible(false);
};
Scratch3LooksBlocks.prototype.effectMenu = function (args) {
return args.EFFECT.toLowerCase();
};
Scratch3LooksBlocks.prototype.changeEffect = function (args, util) {
var newValue = args.CHANGE + util.target.effects[args.EFFECT];
util.target.setEffect(args.EFFECT, newValue);
};
Scratch3LooksBlocks.prototype.setEffect = function (args, util) {
util.target.setEffect(args.EFFECT, args.VALUE);
};
Scratch3LooksBlocks.prototype.clearEffects = function (args, util) {
util.target.clearEffects();
};
Scratch3LooksBlocks.prototype.changeSize = function (args, util) {
util.target.setSize(util.target.size + args.CHANGE);
};
Scratch3LooksBlocks.prototype.setSize = function (args, util) {
util.target.setSize(args.SIZE);
};
Scratch3LooksBlocks.prototype.getSize = function (args, util) {
return util.target.size;
};
module.exports = Scratch3LooksBlocks;

View file

@ -0,0 +1,83 @@
var MathUtil = require('../util/math-util');
function Scratch3MotionBlocks(runtime) {
/**
* The runtime instantiating this block package.
* @type {Runtime}
*/
this.runtime = runtime;
}
/**
* Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function.
*/
Scratch3MotionBlocks.prototype.getPrimitives = function() {
return {
'motion_movesteps': this.moveSteps,
'motion_gotoxy': this.goToXY,
'motion_turnright': this.turnRight,
'motion_turnleft': this.turnLeft,
'motion_pointindirection': this.pointInDirection,
'motion_changexby': this.changeX,
'motion_setx': this.setX,
'motion_changeyby': this.changeY,
'motion_sety': this.setY,
'motion_xposition': this.getX,
'motion_yposition': this.getY,
'motion_direction': this.getDirection
};
};
Scratch3MotionBlocks.prototype.moveSteps = function (args, util) {
var radians = MathUtil.degToRad(util.target.direction);
var dx = args.STEPS * Math.cos(radians);
var dy = args.STEPS * Math.sin(radians);
util.target.setXY(util.target.x + dx, util.target.y + dy);
};
Scratch3MotionBlocks.prototype.goToXY = function (args, util) {
util.target.setXY(args.X, args.Y);
};
Scratch3MotionBlocks.prototype.turnRight = function (args, util) {
util.target.setDirection(util.target.direction + args.DEGREES);
};
Scratch3MotionBlocks.prototype.turnLeft = function (args, util) {
util.target.setDirection(util.target.direction - args.DEGREES);
};
Scratch3MotionBlocks.prototype.pointInDirection = function (args, util) {
util.target.setDirection(args.DIRECTION);
};
Scratch3MotionBlocks.prototype.changeX = function (args, util) {
util.target.setXY(util.target.x + args.DX, util.target.y);
};
Scratch3MotionBlocks.prototype.setX = function (args, util) {
util.target.setXY(args.X, util.target.y);
};
Scratch3MotionBlocks.prototype.changeY = function (args, util) {
util.target.setXY(util.target.x, util.target.y + args.DY);
};
Scratch3MotionBlocks.prototype.setY = function (args, util) {
util.target.setXY(util.target.x, args.Y);
};
Scratch3MotionBlocks.prototype.getX = function (args, util) {
return util.target.x;
};
Scratch3MotionBlocks.prototype.getY = function (args, util) {
return util.target.y;
};
Scratch3MotionBlocks.prototype.getDirection = function (args, util) {
return util.target.direction;
};
module.exports = Scratch3MotionBlocks;

View file

@ -1,5 +1,3 @@
var Promise = require('promise');
function Scratch3OperatorsBlocks(runtime) {
/**
* The runtime instantiating this block package.
@ -15,6 +13,9 @@ function Scratch3OperatorsBlocks(runtime) {
Scratch3OperatorsBlocks.prototype.getPrimitives = function() {
return {
'math_number': this.number,
'math_positive_number': this.number,
'math_whole_number': this.number,
'math_angle': this.number,
'text': this.text,
'operator_add': this.add,
'operator_subtract': this.subtract,
@ -31,7 +32,12 @@ Scratch3OperatorsBlocks.prototype.getPrimitives = function() {
};
Scratch3OperatorsBlocks.prototype.number = function (args) {
return Number(args.NUM);
var num = Number(args.NUM);
if (num !== num) {
// NaN
return 0;
}
return num;
};
Scratch3OperatorsBlocks.prototype.text = function (args) {
@ -79,16 +85,16 @@ Scratch3OperatorsBlocks.prototype.not = function (args) {
};
Scratch3OperatorsBlocks.prototype.random = function (args) {
// As a demo, this implementation of random returns after 1 second of yield.
// @todo Match Scratch 2.0 implementation with int-truncation.
// See: http://bit.ly/1Qc0GzC
var examplePromise = new Promise(function(resolve) {
setTimeout(function() {
var res = (Math.random() * (args.TO - args.FROM)) + args.FROM;
resolve(res);
}, 1000);
});
return examplePromise;
var low = args.FROM <= args.TO ? args.FROM : args.TO;
var high = args.FROM <= args.TO ? args.TO : args.FROM;
if (low == high) return low;
// If both low and high are ints, truncate the result to an int.
var lowInt = low == parseInt(low);
var highInt = high == parseInt(high);
if (lowInt && highInt) {
return low + parseInt(Math.random() * ((high + 1) - low));
}
return (Math.random() * (high - low)) + low;
};
module.exports = Scratch3OperatorsBlocks;

View file

@ -7,12 +7,13 @@ var Thread = require('./thread');
*/
var execute = function (sequencer, thread) {
var runtime = sequencer.runtime;
var target = runtime.targetForThread(thread);
// Current block to execute is the one on the top of the stack.
var currentBlockId = thread.peekStack();
var currentStackFrame = thread.peekStackFrame();
var opcode = runtime.blocks.getOpcode(currentBlockId);
var opcode = target.blocks.getOpcode(currentBlockId);
if (!opcode) {
console.warn('Could not get opcode for block: ' + currentBlockId);
@ -29,13 +30,13 @@ var execute = function (sequencer, thread) {
var argValues = {};
// Add all fields on this block to the argValues.
var fields = runtime.blocks.getFields(currentBlockId);
var fields = target.blocks.getFields(currentBlockId);
for (var fieldName in fields) {
argValues[fieldName] = fields[fieldName].value;
}
// Recursively evaluate input blocks.
var inputs = runtime.blocks.getInputs(currentBlockId);
var inputs = target.blocks.getInputs(currentBlockId);
for (var inputName in inputs) {
var input = inputs[inputName];
var inputBlockId = input.block;
@ -62,14 +63,21 @@ var execute = function (sequencer, thread) {
var primitiveReportedValue = null;
primitiveReportedValue = blockFunction(argValues, {
yield: thread.yield.bind(thread),
yield: function() {
thread.setStatus(Thread.STATUS_YIELD);
},
yieldFrame: function() {
thread.setStatus(Thread.STATUS_YIELD_FRAME);
},
done: function() {
thread.setStatus(Thread.STATUS_RUNNING);
sequencer.proceedThread(thread);
},
stackFrame: currentStackFrame.executionContext,
startSubstack: function (substackNum) {
sequencer.stepToSubstack(thread, substackNum);
}
},
target: target
});
// Deal with any reported value.
@ -82,21 +90,33 @@ var execute = function (sequencer, thread) {
if (isPromise) {
if (thread.status === Thread.STATUS_RUNNING) {
// Primitive returned a promise; automatically yield thread.
thread.status = Thread.STATUS_YIELD;
thread.setStatus(Thread.STATUS_YIELD);
}
// Promise handlers
primitiveReportedValue.then(function(resolvedValue) {
// Promise resolved: the primitive reported a value.
thread.pushReportedValue(resolvedValue);
// Report the value visually if necessary.
if (typeof resolvedValue !== 'undefined' &&
thread.peekStack() === thread.topBlock) {
runtime.visualReport(thread.peekStack(), resolvedValue);
}
thread.setStatus(Thread.STATUS_RUNNING);
sequencer.proceedThread(thread);
}, function(rejectionReason) {
// Promise rejected: the primitive had some error.
// Log it and proceed.
console.warn('Primitive rejected promise: ', rejectionReason);
thread.setStatus(Thread.STATUS_RUNNING);
sequencer.proceedThread(thread);
});
} else if (thread.status === Thread.STATUS_RUNNING) {
thread.pushReportedValue(primitiveReportedValue);
// Report the value visually if necessary.
if (typeof primitiveReportedValue !== 'undefined' &&
thread.peekStack() === thread.topBlock) {
runtime.visualReport(thread.peekStack(), primitiveReportedValue);
}
}
};

View file

@ -6,23 +6,25 @@ var util = require('util');
var defaultBlockPackages = {
'scratch3_control': require('../blocks/scratch3_control'),
'scratch3_event': require('../blocks/scratch3_event'),
'scratch3_looks': require('../blocks/scratch3_looks'),
'scratch3_motion': require('../blocks/scratch3_motion'),
'scratch3_operators': require('../blocks/scratch3_operators')
};
/**
* Manages blocks, stacks, and the sequencer.
* @param {!Blocks} blocks Blocks instance for this runtime.
* Manages targets, stacks, and the sequencer.
* @param {!Array.<Target>} targets List of targets for this runtime.
*/
function Runtime (blocks) {
function Runtime (targets) {
// Bind event emitter
EventEmitter.call(this);
// State for the runtime
/**
* Block management and storage
* Target management and storage.
*/
this.blocks = blocks;
this.targets = targets;
/**
* A list of threads that are currently running in the VM.
@ -67,6 +69,12 @@ Runtime.BLOCK_GLOW_ON = 'BLOCK_GLOW_ON';
*/
Runtime.BLOCK_GLOW_OFF = 'BLOCK_GLOW_OFF';
/**
* Event name for visual value report.
* @const {string}
*/
Runtime.VISUAL_REPORT = 'VISUAL_REPORT';
/**
* Inherit from EventEmitter
*/
@ -75,7 +83,7 @@ util.inherits(Runtime, EventEmitter);
/**
* How rapidly we try to step threads, in ms.
*/
Runtime.THREAD_STEP_INTERVAL = 1000 / 30;
Runtime.THREAD_STEP_INTERVAL = 1000 / 60;
// -----------------------------------------------------------------------------
@ -163,32 +171,13 @@ Runtime.prototype.greenFlag = function () {
this._removeThread(this.threads[i]);
}
// Add all top stacks with green flag
var stacks = this.blocks.getStacks();
for (var j = 0; j < stacks.length; j++) {
var topBlock = stacks[j];
if (this.blocks.getBlock(topBlock).opcode === 'event_whenflagclicked') {
this._pushThread(stacks[j]);
}
}
};
/**
* Distance sensor hack
*/
Runtime.prototype.startDistanceSensors = function () {
// Add all top stacks with distance sensor
var stacks = this.blocks.getStacks();
for (var j = 0; j < stacks.length; j++) {
var topBlock = stacks[j];
if (this.blocks.getBlock(topBlock).opcode ===
'wedo_whendistanceclose') {
var alreadyRunning = false;
for (var k = 0; k < this.threads.length; k++) {
if (this.threads[k].topBlock === topBlock) {
alreadyRunning = true;
}
}
if (!alreadyRunning) {
for (var t = 0; t < this.targets.length; t++) {
var target = this.targets[t];
var stacks = target.blocks.getStacks();
for (var j = 0; j < stacks.length; j++) {
var topBlock = stacks[j];
if (target.blocks.getBlock(topBlock).opcode ===
'event_whenflagclicked') {
this._pushThread(stacks[j]);
}
}
@ -228,9 +217,6 @@ Runtime.prototype._step = function () {
* @param {boolean} isGlowing True to turn on glow; false to turn off.
*/
Runtime.prototype.glowBlock = function (blockId, isGlowing) {
if (!this.blocks.getBlock(blockId)) {
return;
}
if (isGlowing) {
this.emit(Runtime.BLOCK_GLOW_ON, blockId);
} else {
@ -239,28 +225,45 @@ Runtime.prototype.glowBlock = function (blockId, isGlowing) {
};
/**
* setInterval implementation that works in a WebWorker or not.
* @param {?Function} fcn Function to call.
* @param {number} interval Interval at which to call it.
* @return {number} Value returned by setInterval.
* Emit value for reporter to show in the blocks.
* @param {string} blockId ID for the block.
* @param {string} value Value to show associated with the block.
*/
Runtime.prototype._setInterval = function(fcn, interval) {
var setInterval = null;
if (typeof window !== 'undefined' && window.setInterval) {
setInterval = window.setInterval;
} else if (typeof self !== 'undefined' && self.setInterval) {
setInterval = self.setInterval;
} else {
return;
Runtime.prototype.visualReport = function (blockId, value) {
this.emit(Runtime.VISUAL_REPORT, blockId, String(value));
};
/**
* Return the Target for a particular thread.
* @param {!Thread} thread Thread to determine target for.
* @return {?Target} Target object, if one exists.
*/
Runtime.prototype.targetForThread = function (thread) {
// @todo This is a messy solution,
// but prevents having circular data references.
// Have a map or some other way to associate target with threads.
for (var t = 0; t < this.targets.length; t++) {
var target = this.targets[t];
if (target.blocks.getBlock(thread.topBlock)) {
return target;
}
}
};
/**
* Handle an animation frame from the main thread.
*/
Runtime.prototype.animationFrame = function () {
if (self.renderer) {
self.renderer.draw();
}
return setInterval(fcn, interval);
};
/**
* Set up timers to repeatedly step in a browser
*/
Runtime.prototype.start = function () {
this._setInterval(function() {
self.setInterval(function() {
this._step();
}.bind(this), Runtime.THREAD_STEP_INTERVAL);
};

View file

@ -36,6 +36,13 @@ Sequencer.prototype.stepThreads = function (threads) {
var inactiveThreads = [];
// If all of the threads are yielding, we should yield.
var numYieldingThreads = 0;
// Clear all yield statuses that were for the previous frame.
for (var t = 0; t < threads.length; t++) {
if (threads[t].status === Thread.STATUS_YIELD_FRAME) {
threads[t].setStatus(Thread.STATUS_RUNNING);
}
}
// While there are still threads to run and we are within WORK_TIME,
// continue executing threads.
while (threads.length > 0 &&
@ -51,9 +58,10 @@ Sequencer.prototype.stepThreads = function (threads) {
if (activeThread.status === Thread.STATUS_RUNNING) {
// Normal-mode thread: step.
this.startThread(activeThread);
} else if (activeThread.status === Thread.STATUS_YIELD) {
} else if (activeThread.status === Thread.STATUS_YIELD ||
activeThread.status === Thread.STATUS_YIELD_FRAME) {
// Yielding thread: do nothing for this step.
continue;
numYieldingThreads++;
}
if (activeThread.stack.length === 0 &&
activeThread.status === Thread.STATUS_DONE) {
@ -77,17 +85,14 @@ Sequencer.prototype.stepThreads = function (threads) {
Sequencer.prototype.startThread = function (thread) {
var currentBlockId = thread.peekStack();
if (!currentBlockId) {
// A "null block" - empty substack. Pop the stack.
// A "null block" - empty substack.
// Yield for the frame.
thread.popStack();
thread.status = Thread.STATUS_DONE;
thread.setStatus(Thread.STATUS_YIELD_FRAME);
return;
}
// Start showing run feedback in the editor.
this.runtime.glowBlock(currentBlockId, true);
// Execute the current block
execute(this, thread);
// If the block executed without yielding and without doing control flow,
// move to done.
if (thread.status === Thread.STATUS_RUNNING &&
@ -106,7 +111,7 @@ Sequencer.prototype.stepToSubstack = function (thread, substackNum) {
substackNum = 1;
}
var currentBlockId = thread.peekStack();
var substackId = this.runtime.blocks.getSubstack(
var substackId = this.runtime.targetForThread(thread).blocks.getSubstack(
currentBlockId,
substackNum
);
@ -147,23 +152,17 @@ Sequencer.prototype.stepToReporter = function (thread, blockId, inputName) {
Sequencer.prototype.proceedThread = function (thread) {
var currentBlockId = thread.peekStack();
// Mark the status as done and proceed to the next block.
this.runtime.glowBlock(currentBlockId, false);
// If the block was yielding, move back to running state.
thread.status = Thread.STATUS_RUNNING;
// Pop from the stack - finished this level of execution.
thread.popStack();
// Push next connected block, if there is one.
var nextBlockId = this.runtime.blocks.getNextBlock(currentBlockId);
var nextBlockId = (this.runtime.targetForThread(thread).
blocks.getNextBlock(currentBlockId));
if (nextBlockId) {
thread.pushStack(nextBlockId);
}
// Pop from the stack until we have a next block.
while (thread.peekStack() === null && thread.stack.length > 0) {
thread.popStack();
}
// If we still can't find a next block to run, mark the thread as done.
if (thread.peekStack() === null) {
thread.status = Thread.STATUS_DONE;
// If we can't find a next block to run, mark the thread as done.
if (!thread.peekStack()) {
thread.setStatus(Thread.STATUS_DONE);
}
};

20
src/engine/target.js Normal file
View file

@ -0,0 +1,20 @@
var Blocks = require('./blocks');
/**
* @fileoverview
* A Target is an abstract "code-running" object for the Scratch VM.
* Examples include sprites/clones or potentially physical-world devices.
*/
/**
* @param {?Blocks} blocks Blocks instance for the blocks owned by this target.
* @constructor
*/
function Target (blocks) {
if (!blocks) {
blocks = new Blocks(this);
}
this.blocks = blocks;
}
module.exports = Target;

View file

@ -46,12 +46,18 @@ Thread.STATUS_RUNNING = 0;
*/
Thread.STATUS_YIELD = 1;
/**
* Thread status for a single-frame yield.
* @const
*/
Thread.STATUS_YIELD_FRAME = 2;
/**
* Thread status for a finished/done thread.
* Thread is in this state when there are no more blocks to execute.
* @const
*/
Thread.STATUS_DONE = 2;
Thread.STATUS_DONE = 3;
/**
* Push stack and update stack frames appropriately.
@ -118,10 +124,11 @@ Thread.prototype.pushReportedValue = function (value) {
};
/**
* Yields the thread.
* Set thread status.
* @param {number} status Enum representing thread status.
*/
Thread.prototype.yield = function () {
this.status = Thread.STATUS_YIELD;
Thread.prototype.setStatus = function (status) {
this.status = status;
};
module.exports = Thread;

View file

@ -1,7 +1,7 @@
var EventEmitter = require('events');
var util = require('util');
var Blocks = require('./engine/blocks');
var Sprite = require('./sprites/sprite');
var Runtime = require('./engine/runtime');
/**
@ -21,18 +21,23 @@ function VirtualMachine () {
// Bind event emitter and runtime to VM instance
// @todo Post message (Web Worker) polyfill
EventEmitter.call(instance);
instance.blocks = new Blocks();
instance.runtime = new Runtime(instance.blocks);
// @todo support multiple targets/sprites.
// This is just a demo/example.
var exampleSprite = new Sprite();
exampleSprite.createClone();
var exampleTargets = [exampleSprite.clones[0]];
instance.exampleSprite = exampleSprite;
instance.runtime = new Runtime(exampleTargets);
/**
* Event listeners for scratch-blocks.
*/
instance.blockListener = (
instance.blocks.generateBlockListener(false, instance.runtime)
exampleSprite.blocks.generateBlockListener(false, instance.runtime)
);
instance.flyoutBlockListener = (
instance.blocks.generateBlockListener(true, instance.runtime)
exampleSprite.blocks.generateBlockListener(true, instance.runtime)
);
// Runtime emits are passed along as VM emits.
@ -48,6 +53,9 @@ function VirtualMachine () {
instance.runtime.on(Runtime.BLOCK_GLOW_OFF, function (id) {
instance.emit(Runtime.BLOCK_GLOW_OFF, {id: id});
});
instance.runtime.on(Runtime.VISUAL_REPORT, function (id, value) {
instance.emit(Runtime.VISUAL_REPORT, {id: id, value: value});
});
}
/**
@ -81,17 +89,28 @@ VirtualMachine.prototype.stopAll = function () {
*/
VirtualMachine.prototype.getPlaygroundData = function () {
this.emit('playgroundData', {
blocks: this.blocks,
blocks: this.exampleSprite.blocks,
threads: this.runtime.threads
});
};
/**
* Handle an animation frame.
*/
VirtualMachine.prototype.animationFrame = function () {
this.runtime.animationFrame();
};
/*
* Worker handlers: for all public methods available above,
* we must also provide a message handler in case the VM is run
* from a worker environment.
*/
if (ENV_WORKER) {
self.importScripts(
'./node_modules/scratch-render/render-worker.js'
);
self.renderer = new self.RenderWebGLWorker();
self.vmInstance = new VirtualMachine();
self.onmessage = function (e) {
var messageData = e.data;
@ -114,12 +133,19 @@ if (ENV_WORKER) {
case 'getPlaygroundData':
self.postMessage({
method: 'playgroundData',
blocks: self.vmInstance.blocks,
blocks: self.vmInstance.exampleSprite.blocks,
threads: self.vmInstance.runtime.threads
});
break;
case 'animationFrame':
self.vmInstance.animationFrame();
break;
default:
throw 'Unknown method' + messageData.method;
if (e.data.id == 'RendererConnected') {
//initRenderWorker();
}
self.renderer.onmessage(e);
break;
}
};
// Bind runtime's emitted events to postmessages.
@ -135,6 +161,9 @@ if (ENV_WORKER) {
self.vmInstance.runtime.on(Runtime.BLOCK_GLOW_OFF, function (id) {
self.postMessage({method: Runtime.BLOCK_GLOW_OFF, id: id});
});
self.vmInstance.runtime.on(Runtime.VISUAL_REPORT, function (id, value) {
self.postMessage({method: Runtime.VISUAL_REPORT, id: id, value: value});
});
}
/**

187
src/sprites/clone.js Normal file
View file

@ -0,0 +1,187 @@
var util = require('util');
var MathUtil = require('../util/math-util');
var Target = require('../engine/target');
/**
* Clone (instance) of a sprite.
* @param {!Blocks} spriteBlocks Reference to the sprite's blocks.
* @constructor
*/
function Clone(spriteBlocks) {
Target.call(this, spriteBlocks);
/**
* Reference to the global renderer for this VM, if one exists.
* @type {?RenderWebGLWorker}
*/
this.renderer = null;
// If this is not true, there is no renderer (e.g., running in a test env).
if (typeof self !== 'undefined' && self.renderer) {
// Pull from `self.renderer`.
this.renderer = self.renderer;
}
/**
* ID of the drawable for this clone returned by the renderer, if rendered.
* @type {?Number}
*/
this.drawableID = null;
this.initDrawable();
}
util.inherits(Clone, Target);
/**
* Create a clone's drawable with the this.renderer.
*/
Clone.prototype.initDrawable = function () {
if (this.renderer) {
var createPromise = this.renderer.createDrawable();
var instance = this;
createPromise.then(function (id) {
instance.drawableID = id;
});
}
};
// Clone-level properties.
/**
* Scratch X coordinate. Currently should range from -240 to 240.
* @type {!number}
*/
Clone.prototype.x = 0;
/**
* Scratch Y coordinate. Currently should range from -180 to 180.
* @type {!number}
*/
Clone.prototype.y = 0;
/**
* Scratch direction. Currently should range from -179 to 180.
* @type {!number}
*/
Clone.prototype.direction = 90;
/**
* Whether the clone is currently visible.
* @type {!boolean}
*/
Clone.prototype.visible = true;
/**
* Size of clone as a percent of costume size. Ranges from 5% to 535%.
* @type {!number}
*/
Clone.prototype.size = 100;
/**
* Map of current graphic effect values.
* @type {!Object.<string, number>}
*/
Clone.prototype.effects = {
'color': 0,
'fisheye': 0,
'whirl': 0,
'pixelate': 0,
'mosaic': 0,
'brightness': 0,
'ghost': 0
};
// End clone-level properties.
/**
* Set the X and Y coordinates of a clone.
* @param {!number} x New X coordinate of clone, in Scratch coordinates.
* @param {!number} y New Y coordinate of clone, in Scratch coordinates.
*/
Clone.prototype.setXY = function (x, y) {
this.x = x;
this.y = y;
if (this.renderer) {
this.renderer.updateDrawableProperties(this.drawableID, {
position: [this.x, this.y]
});
}
};
/**
* Set the direction of a clone.
* @param {!number} direction New direction of clone.
*/
Clone.prototype.setDirection = function (direction) {
// Keep direction between -179 and +180.
this.direction = MathUtil.wrapClamp(direction, -179, 180);
if (this.renderer) {
this.renderer.updateDrawableProperties(this.drawableID, {
direction: this.direction
});
}
};
/**
* Set a say bubble on this clone.
* @param {?string} type Type of say bubble: "say", "think", or null.
* @param {?string} message Message to put in say bubble.
*/
Clone.prototype.setSay = function (type, message) {
// @todo: Render to stage.
if (!type || !message) {
console.log('Clearing say bubble');
return;
}
console.log('Setting say bubble:', type, message);
};
/**
* Set visibility of the clone; i.e., whether it's shown or hidden.
* @param {!boolean} visible True if the sprite should be shown.
*/
Clone.prototype.setVisible = function (visible) {
this.visible = visible;
if (this.renderer) {
this.renderer.updateDrawableProperties(this.drawableID, {
visible: this.visible
});
}
};
/**
* Set size of the clone, as a percentage of the costume size.
* @param {!number} size Size of clone, from 5 to 535.
*/
Clone.prototype.setSize = function (size) {
// Keep size between 5% and 535%.
this.size = MathUtil.clamp(size, 5, 535);
if (this.renderer) {
this.renderer.updateDrawableProperties(this.drawableID, {
scale: [this.size, this.size]
});
}
};
/**
* Set a particular graphic effect on this clone.
* @param {!string} effectName Name of effect (see `Clone.prototype.effects`).
* @param {!number} value Numerical magnitude of effect.
*/
Clone.prototype.setEffect = function (effectName, value) {
this.effects[effectName] = value;
if (this.renderer) {
var props = {};
props[effectName] = this.effects[effectName];
this.renderer.updateDrawableProperties(this.drawableID, props);
}
};
/**
* Clear all graphic effects on this clone.
*/
Clone.prototype.clearEffects = function () {
for (var effectName in this.effects) {
this.effects[effectName] = 0;
}
if (this.renderer) {
this.renderer.updateDrawableProperties(this.drawableID, this.effects);
}
};
module.exports = Clone;

29
src/sprites/sprite.js Normal file
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@ -0,0 +1,29 @@
var Clone = require('./clone');
var Blocks = require('../engine/blocks');
/**
* Sprite to be used on the Scratch stage.
* All clones of a sprite have shared blocks, shared costumes, shared variables.
* @param {?Blocks} blocks Shared blocks object for all clones of sprite.
* @constructor
*/
function Sprite (blocks) {
if (!blocks) {
// Shared set of blocks for all clones.
blocks = new Blocks();
}
this.blocks = blocks;
this.clones = [];
}
/**
* Create a clone of this sprite.
* @returns {!Clone} Newly created clone.
*/
Sprite.prototype.createClone = function () {
var newClone = new Clone(this.blocks);
this.clones.push(newClone);
return newClone;
};
module.exports = Sprite;

48
src/util/math-util.js Normal file
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@ -0,0 +1,48 @@
function MathUtil () {}
/**
* Convert a value from degrees to radians.
* @param {!number} deg Value in degrees.
* @return {!number} Equivalent value in radians.
*/
MathUtil.degToRad = function (deg) {
return (Math.PI * (90 - deg)) / 180;
};
/**
* Convert a value from radians to degrees.
* @param {!number} rad Value in radians.
* @return {!number} Equivalent value in degrees.
*/
MathUtil.radToDeg = function (rad) {
return rad * 180 / Math.PI;
};
/**
* Clamp a number between two limits.
* If n < min, return min. If n > max, return max. Else, return n.
* @param {!number} n Number to clamp.
* @param {!number} min Minimum limit.
* @param {!number} max Maximum limit.
* @return {!number} Value of n clamped to min and max.
*/
MathUtil.clamp = function (n, min, max) {
return Math.min(Math.max(n, min), max);
};
/**
* Keep a number between two limits, wrapping "extra" into the range.
* e.g., wrapClamp(7, 1, 5) == 2
* wrapClamp(0, 1, 5) == 5
* wrapClamp(-11, -10, 6) == 6, etc.
* @param {!number} n Number to wrap.
* @param {!number} min Minimum limit.
* @param {!number} max Maximum limit.
* @return {!number} Value of n wrapped between min and max.
*/
MathUtil.wrapClamp = function (n, min, max) {
var range = (max - min) + 1;
return n - Math.floor((n - min) / range) * range;
};
module.exports = MathUtil;

View file

@ -63,6 +63,10 @@ VirtualMachine.prototype.stopAll = function () {
this.vmWorker.postMessage({method: 'stopAll'});
};
VirtualMachine.prototype.animationFrame = function () {
this.vmWorker.postMessage({method: 'animationFrame'});
};
/**
* Export and bind to `window`
*/