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Refactor to fix issue with global var not checking for name conflicts on all sprites.
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parent
92dfebdae6
commit
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3 changed files with 35 additions and 16 deletions
src/engine
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@ -330,19 +330,25 @@ class Blocks {
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this.deleteBlock(e.blockId);
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break;
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case 'var_create':
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// New variables being created by the user are all global.
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// Check if this variable exists on the current target or stage.
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// If not, create it on the appropriate target based on the event's
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// 'isLocal' flag.
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if (editingTarget) {
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// Check if the variable being created is global or local
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// If local, create a local var on the current editing target, as long
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// as there are no conflicts, and the current target is actually a sprite
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// If global or if the editing target is not present or we somehow got
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// into a state where a local var was requested for the stage,
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// create a stage (global) var after checking for name conflicts
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// on all the sprites.
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if (e.isLocal && editingTarget && !editingTarget.isStage) {
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if (!editingTarget.lookupVariableById(e.varId)) {
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const varTarget = e.isLocal ? editingTarget : stage;
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varTarget.createVariable(e.varId, e.varName, e.varType);
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editingTarget.createVariable(e.varId, e.varName, e.varType);
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}
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} else {
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// Check for name conflicts in all of the targets
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const allTargets = optRuntime.targets.filter(t => t.isOriginal);
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for (const target of allTargets) {
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if (target.lookupVariableByNameAndType(e.varName, e.varType, true)) {
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return;
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}
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}
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} else if (!stage.lookupVariableById(e.varId)) {
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// Since getEditingTarget returned null, we now need to
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// explicitly check if the stage has the variable, and
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// create one if not.
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stage.createVariable(e.varId, e.varName, e.varType);
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}
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break;
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