Merge remote-tracking branch 'LLK/develop' into feature/remove-empty-project

# Conflicts:
#	src/index.js
This commit is contained in:
Tim Mickel 2016-10-31 10:39:36 -04:00
commit f235cb47e6
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11 changed files with 292 additions and 156 deletions

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@ -2,7 +2,7 @@
#### Scratch VM is a library for representing, running, and maintaining the state of computer programs written using [Scratch Blocks](https://github.com/LLK/scratch-blocks).
[![Build Status](https://travis-ci.org/LLK/scratch-vm.svg?branch=develop)](https://travis-ci.org/LLK/scratch-vm)
[![Coverage Status](https://coveralls.io/repos/github/LLK/scratch-vm/badge.svg?branch=develop&20161025)](https://coveralls.io/github/LLK/scratch-vm?branch=develop)
[![Coverage Status](https://coveralls.io/repos/github/LLK/scratch-vm/badge.svg?branch=develop)](https://coveralls.io/github/LLK/scratch-vm?branch=develop)
[![Dependency Status](https://david-dm.org/LLK/scratch-vm.svg)](https://david-dm.org/LLK/scratch-vm)
[![devDependency Status](https://david-dm.org/LLK/scratch-vm/dev-status.svg)](https://david-dm.org/LLK/scratch-vm#info=devDependencies)

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@ -31,6 +31,12 @@
<div id="tab-renderexplorer">
Renderer<br />
<canvas id="scratch-stage" style="width: 480px; height: 360px;"></canvas><br />
x: <input id='sinfo-x' />
y: <input id='sinfo-y' /><br />
dir: <input id='sinfo-direction' />
rotation style: <input id='sinfo-rotationstyle' /><br />
visible: <input id='sinfo-visible' />
<button id='sinfo-post'>Post</button>
</div>
<div id="tab-threadexplorer">
Thread explorer

View file

@ -153,6 +153,24 @@ window.onload = function() {
workspace.reportValue(data.id, data.value);
});
vm.on('SPRITE_INFO_REPORT', function(data) {
document.getElementById('sinfo-x').value = data.x;
document.getElementById('sinfo-y').value = data.y;
document.getElementById('sinfo-direction').value = data.direction;
document.getElementById('sinfo-rotationstyle').value = data.rotationStyle;
document.getElementById('sinfo-visible').value = data.visible;
});
document.getElementById('sinfo-post').addEventListener('click', function () {
var data = {};
data.x = document.getElementById('sinfo-x').value;
data.y = document.getElementById('sinfo-y').value;
data.direction = document.getElementById('sinfo-direction').value;
data.rotationStyle = document.getElementById('sinfo-rotationstyle').value;
data.visible = document.getElementById('sinfo-visible').value === 'true';
vm.postSpriteInfo(data);
});
// Feed mouse events as VM I/O events.
document.addEventListener('mousemove', function (e) {
var rect = canvas.getBoundingClientRect();
@ -219,9 +237,7 @@ window.onload = function() {
// Inform VM of animation frames.
var animate = function() {
stats.end();
stats.begin();
window.vm.animationFrame();
stats.update();
requestAnimationFrame(animate);
};
requestAnimationFrame(animate);

View file

@ -101,13 +101,6 @@ var Runtime = function () {
*/
this.compatibilityMode = false;
/**
* How fast in ms "single stepping mode" should run, in ms.
* Can be updated dynamically.
* @type {!number}
*/
this.singleStepInterval = 1000 / 10;
/**
* A reference to the current runtime stepping interval, set
* by a `setInterval`.
@ -192,6 +185,12 @@ Runtime.BLOCK_GLOW_OFF = 'BLOCK_GLOW_OFF';
*/
Runtime.VISUAL_REPORT = 'VISUAL_REPORT';
/**
* Event name for sprite info report.
* @const {string}
*/
Runtime.SPRITE_INFO_REPORT = 'SPRITE_INFO_REPORT';
/**
* How rapidly we try to step threads by default, in ms.
*/
@ -534,6 +533,10 @@ Runtime.prototype._step = function () {
this.redrawRequested = false;
var inactiveThreads = this.sequencer.stepThreads();
this._updateGlows(inactiveThreads);
if (this.renderer) {
// @todo: Only render when this.redrawRequested or clones rendered.
this.renderer.draw();
}
};
/**
@ -545,6 +548,7 @@ Runtime.prototype.setEditingTarget = function (editingTarget) {
// Script glows must be cleared.
this._scriptGlowsPreviousFrame = [];
this._updateGlows();
this.spriteInfoReport(editingTarget);
};
/**
@ -664,6 +668,23 @@ Runtime.prototype.visualReport = function (blockId, value) {
this.emit(Runtime.VISUAL_REPORT, blockId, String(value));
};
/**
* Emit a sprite info report if the provided target is the editing target.
* @param {!Target} target Target to report sprite info for.
*/
Runtime.prototype.spriteInfoReport = function (target) {
if (target !== this._editingTarget) {
return;
}
this.emit(Runtime.SPRITE_INFO_REPORT, {
x: target.x,
y: target.y,
direction: target.direction,
visible: target.visible,
rotationStyle: target.rotationStyle
});
};
/**
* Get a target by its id.
* @param {string} targetId Id of target to find.
@ -729,24 +750,12 @@ Runtime.prototype.requestRedraw = function () {
this.redrawRequested = true;
};
/**
* Handle an animation frame from the main thread.
*/
Runtime.prototype.animationFrame = function () {
if (this.renderer) {
// @todo: Only render when this.redrawRequested or clones rendered.
this.renderer.draw();
}
};
/**
* Set up timers to repeatedly step in a browser.
*/
Runtime.prototype.start = function () {
var interval = Runtime.THREAD_STEP_INTERVAL;
if (this.singleStepping) {
interval = this.singleStepInterval;
} else if (this.compatibilityMode) {
if (this.compatibilityMode) {
interval = Runtime.THREAD_STEP_INTERVAL_COMPATIBILITY;
}
this.currentStepTime = interval;

View file

@ -105,6 +105,13 @@ Target.prototype.lookupOrCreateList = function (name) {
return newList;
};
/**
* Post/edit sprite info.
* @param {object} data An object with sprite info data to set.
* @abstract
*/
Target.prototype.postSpriteInfo = function () {};
/**
* Call to destroy a target.
* @abstract

View file

@ -6,7 +6,7 @@
*/
var Blocks = require('../engine/blocks');
var Clone = require('../sprites/clone');
var RenderedTarget = require('../sprites/rendered-target');
var Sprite = require('../sprites/sprite');
var Color = require('../util/color.js');
var log = require('../util/log');
@ -101,11 +101,11 @@ var parseScratchObject = function (object, runtime, topLevel) {
}
if (object.hasOwnProperty('rotationStyle')) {
if (object.rotationStyle === 'none') {
target.rotationStyle = Clone.ROTATION_STYLE_NONE;
target.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE;
} else if (object.rotationStyle === 'leftRight') {
target.rotationStyle = Clone.ROTATION_STYLE_LEFT_RIGHT;
target.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT;
} else if (object.rotationStyle === 'normal') {
target.rotationStyle = Clone.ROTATION_STYLE_ALL_AROUND;
target.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
}
}
target.isStage = topLevel;

View file

@ -40,6 +40,9 @@ var VirtualMachine = function () {
instance.runtime.on(Runtime.VISUAL_REPORT, function (id, value) {
instance.emit(Runtime.VISUAL_REPORT, {id: id, value: value});
});
instance.runtime.on(Runtime.SPRITE_INFO_REPORT, function (data) {
instance.emit(Runtime.SPRITE_INFO_REPORT, data);
});
this.blockListener = this.blockListener.bind(this);
this.flyoutBlockListener = this.flyoutBlockListener.bind(this);
@ -118,13 +121,6 @@ VirtualMachine.prototype.getPlaygroundData = function () {
});
};
/**
* Handle an animation frame.
*/
VirtualMachine.prototype.animationFrame = function () {
this.runtime.animationFrame();
};
/**
* Post I/O data to the virtual devices.
* @param {?string} device Name of virtual I/O device.
@ -188,6 +184,59 @@ VirtualMachine.prototype.addBackdrop = function (backdropObject) {
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
@ -266,4 +315,12 @@ VirtualMachine.prototype.emitWorkspaceUpdate = function () {
});
};
/**
* 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

@ -5,16 +5,16 @@ var MathUtil = require('../util/math-util');
var Target = require('../engine/target');
/**
* Clone (instance) of a sprite.
* @param {!Sprite} sprite Reference to the sprite.
* Rendered target: instance of a sprite (clone), or the stage.
* @param {!Sprite} sprite Reference to the parent sprite.
* @param {Runtime} runtime Reference to the runtime.
* @constructor
*/
var Clone = function (sprite, runtime) {
var RenderedTarget = function (sprite, runtime) {
Target.call(this, sprite.blocks);
this.runtime = runtime;
/**
* Reference to the sprite that this is a clone of.
* Reference to the sprite that this is a render of.
* @type {!Sprite}
*/
this.sprite = sprite;
@ -27,7 +27,8 @@ var Clone = function (sprite, runtime) {
this.renderer = this.runtime.renderer;
}
/**
* ID of the drawable for this clone returned by the renderer, if rendered.
* ID of the drawable for this rendered target,
* returned by the renderer, if rendered.
* @type {?Number}
*/
this.drawableID = null;
@ -46,12 +47,12 @@ var Clone = function (sprite, runtime) {
ghost: 0
};
};
util.inherits(Clone, Target);
util.inherits(RenderedTarget, Target);
/**
* Create a clone's drawable with the this.renderer.
* Create a drawable with the this.renderer.
*/
Clone.prototype.initDrawable = function () {
RenderedTarget.prototype.initDrawable = function () {
if (this.renderer) {
this.drawableID = this.renderer.createDrawable();
}
@ -63,88 +64,87 @@ Clone.prototype.initDrawable = function () {
}
};
// Clone-level properties.
/**
* Whether this represents an "original" clone, i.e., created by the editor
* and not clone blocks. In interface terms, this true for a "sprite."
* Whether this represents an "original" non-clone rendered-target for a sprite,
* i.e., created by the editor and not clone blocks.
* @type {boolean}
*/
Clone.prototype.isOriginal = true;
RenderedTarget.prototype.isOriginal = true;
/**
* Whether this clone represents the Scratch stage.
* Whether this rendered target represents the Scratch stage.
* @type {boolean}
*/
Clone.prototype.isStage = false;
RenderedTarget.prototype.isStage = false;
/**
* Scratch X coordinate. Currently should range from -240 to 240.
* @type {Number}
*/
Clone.prototype.x = 0;
RenderedTarget.prototype.x = 0;
/**
* Scratch Y coordinate. Currently should range from -180 to 180.
* @type {number}
*/
Clone.prototype.y = 0;
RenderedTarget.prototype.y = 0;
/**
* Scratch direction. Currently should range from -179 to 180.
* @type {number}
*/
Clone.prototype.direction = 90;
RenderedTarget.prototype.direction = 90;
/**
* Whether the clone is currently visible.
* Whether the rendered target is currently visible.
* @type {boolean}
*/
Clone.prototype.visible = true;
RenderedTarget.prototype.visible = true;
/**
* Size of clone as a percent of costume size. Ranges from 5% to 535%.
* Size of rendered target as a percent of costume size.
* @type {number}
*/
Clone.prototype.size = 100;
RenderedTarget.prototype.size = 100;
/**
* Currently selected costume index.
* @type {number}
*/
Clone.prototype.currentCostume = 0;
RenderedTarget.prototype.currentCostume = 0;
/**
* Rotation style for "all around"/spinning.
* @enum
*/
Clone.ROTATION_STYLE_ALL_AROUND = 'all around';
RenderedTarget.ROTATION_STYLE_ALL_AROUND = 'all around';
/**
* Rotation style for "left-right"/flipping.
* @enum
*/
Clone.ROTATION_STYLE_LEFT_RIGHT = 'left-right';
RenderedTarget.ROTATION_STYLE_LEFT_RIGHT = 'left-right';
/**
* Rotation style for "no rotation."
* @enum
*/
Clone.ROTATION_STYLE_NONE = 'don\'t rotate';
RenderedTarget.ROTATION_STYLE_NONE = 'don\'t rotate';
/**
* Current rotation style.
* @type {!string}
*/
Clone.prototype.rotationStyle = Clone.ROTATION_STYLE_ALL_AROUND;
// End clone-level properties.
RenderedTarget.prototype.rotationStyle = (
RenderedTarget.ROTATION_STYLE_ALL_AROUND
);
/**
* 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.
* Set the X and Y coordinates.
* @param {!number} x New X coordinate, in Scratch coordinates.
* @param {!number} y New Y coordinate, in Scratch coordinates.
*/
Clone.prototype.setXY = function (x, y) {
RenderedTarget.prototype.setXY = function (x, y) {
if (this.isStage) {
return;
}
@ -158,20 +158,21 @@ Clone.prototype.setXY = function (x, y) {
this.runtime.requestRedraw();
}
}
this.runtime.spriteInfoReport(this);
};
/**
* Get the rendered direction and scale, after applying rotation style.
* @return {Object<string, number>} Direction and scale to render.
*/
Clone.prototype._getRenderedDirectionAndScale = function () {
RenderedTarget.prototype._getRenderedDirectionAndScale = function () {
// Default: no changes to `this.direction` or `this.scale`.
var finalDirection = this.direction;
var finalScale = [this.size, this.size];
if (this.rotationStyle === Clone.ROTATION_STYLE_NONE) {
if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
// Force rendered direction to be 90.
finalDirection = 90;
} else if (this.rotationStyle === Clone.ROTATION_STYLE_LEFT_RIGHT) {
} else if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
// Force rendered direction to be 90, and flip drawable if needed.
finalDirection = 90;
var scaleFlip = (this.direction < 0) ? -1 : 1;
@ -181,10 +182,10 @@ Clone.prototype._getRenderedDirectionAndScale = function () {
};
/**
* Set the direction of a clone.
* @param {!number} direction New direction of clone.
* Set the direction.
* @param {!number} direction New direction.
*/
Clone.prototype.setDirection = function (direction) {
RenderedTarget.prototype.setDirection = function (direction) {
if (this.isStage) {
return;
}
@ -200,14 +201,15 @@ Clone.prototype.setDirection = function (direction) {
this.runtime.requestRedraw();
}
}
this.runtime.spriteInfoReport(this);
};
/**
* Set a say bubble on this clone.
* Set a say bubble.
* @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) {
RenderedTarget.prototype.setSay = function (type, message) {
if (this.isStage) {
return;
}
@ -220,14 +222,14 @@ Clone.prototype.setSay = function (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.
* Set visibility; i.e., whether it's shown or hidden.
* @param {!boolean} visible True if should be shown.
*/
Clone.prototype.setVisible = function (visible) {
RenderedTarget.prototype.setVisible = function (visible) {
if (this.isStage) {
return;
}
this.visible = visible;
this.visible = !!visible;
if (this.renderer) {
this.renderer.updateDrawableProperties(this.drawableID, {
visible: this.visible
@ -236,13 +238,14 @@ Clone.prototype.setVisible = function (visible) {
this.runtime.requestRedraw();
}
}
this.runtime.spriteInfoReport(this);
};
/**
* Set size of the clone, as a percentage of the costume size.
* @param {!number} size Size of clone, from 5 to 535.
* Set size, as a percentage of the costume size.
* @param {!number} size Size of rendered target, as % of costume size.
*/
Clone.prototype.setSize = function (size) {
RenderedTarget.prototype.setSize = function (size) {
if (this.isStage) {
return;
}
@ -261,11 +264,11 @@ Clone.prototype.setSize = function (size) {
};
/**
* Set a particular graphic effect on this clone.
* @param {!string} effectName Name of effect (see `Clone.prototype.effects`).
* Set a particular graphic effect value.
* @param {!string} effectName Name of effect (see `RenderedTarget.prototype.effects`).
* @param {!number} value Numerical magnitude of effect.
*/
Clone.prototype.setEffect = function (effectName, value) {
RenderedTarget.prototype.setEffect = function (effectName, value) {
if (!this.effects.hasOwnProperty(effectName)) return;
this.effects[effectName] = value;
if (this.renderer) {
@ -279,9 +282,9 @@ Clone.prototype.setEffect = function (effectName, value) {
};
/**
* Clear all graphic effects on this clone.
* Clear all graphic effects on this rendered target.
*/
Clone.prototype.clearEffects = function () {
RenderedTarget.prototype.clearEffects = function () {
for (var effectName in this.effects) {
this.effects[effectName] = 0;
}
@ -294,10 +297,10 @@ Clone.prototype.clearEffects = function () {
};
/**
* Set the current costume of this clone.
* Set the current costume.
* @param {number} index New index of costume.
*/
Clone.prototype.setCostume = function (index) {
RenderedTarget.prototype.setCostume = function (index) {
// Keep the costume index within possible values.
index = Math.round(index);
this.currentCostume = MathUtil.wrapClamp(
@ -308,7 +311,10 @@ Clone.prototype.setCostume = function (index) {
this.renderer.updateDrawableProperties(this.drawableID, {
skin: costume.skin,
costumeResolution: costume.bitmapResolution,
rotationCenter: [costume.rotationCenterX, costume.rotationCenterY]
rotationCenter: [
costume.rotationCenterX / costume.bitmapResolution,
costume.rotationCenterY / costume.bitmapResolution
]
});
if (this.visible) {
this.runtime.requestRedraw();
@ -317,16 +323,16 @@ Clone.prototype.setCostume = function (index) {
};
/**
* Update the rotation style for this clone.
* Update the rotation style.
* @param {!string} rotationStyle New rotation style.
*/
Clone.prototype.setRotationStyle = function (rotationStyle) {
if (rotationStyle === Clone.ROTATION_STYLE_NONE) {
this.rotationStyle = Clone.ROTATION_STYLE_NONE;
} else if (rotationStyle === Clone.ROTATION_STYLE_ALL_AROUND) {
this.rotationStyle = Clone.ROTATION_STYLE_ALL_AROUND;
} else if (rotationStyle === Clone.ROTATION_STYLE_LEFT_RIGHT) {
this.rotationStyle = Clone.ROTATION_STYLE_LEFT_RIGHT;
RenderedTarget.prototype.setRotationStyle = function (rotationStyle) {
if (rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
this.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE;
} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_ALL_AROUND) {
this.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
this.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT;
}
if (this.renderer) {
var renderedDirectionScale = this._getRenderedDirectionAndScale();
@ -338,14 +344,15 @@ Clone.prototype.setRotationStyle = function (rotationStyle) {
this.runtime.requestRedraw();
}
}
this.runtime.spriteInfoReport(this);
};
/**
* Get a costume index of this clone, by name of the costume.
* Get a costume index of this rendered target, by name of the costume.
* @param {?string} costumeName Name of a costume.
* @return {number} Index of the named costume, or -1 if not present.
*/
Clone.prototype.getCostumeIndexByName = function (costumeName) {
RenderedTarget.prototype.getCostumeIndexByName = function (costumeName) {
for (var i = 0; i < this.sprite.costumes.length; i++) {
if (this.sprite.costumes[i].name === costumeName) {
return i;
@ -355,10 +362,10 @@ Clone.prototype.getCostumeIndexByName = function (costumeName) {
};
/**
* Update all drawable properties for this clone.
* Update all drawable properties for this rendered target.
* Use when a batch has changed, e.g., when the drawable is first created.
*/
Clone.prototype.updateAllDrawableProperties = function () {
RenderedTarget.prototype.updateAllDrawableProperties = function () {
if (this.renderer) {
var renderedDirectionScale = this._getRenderedDirectionAndScale();
var costume = this.sprite.costumes[this.currentCostume];
@ -369,29 +376,41 @@ Clone.prototype.updateAllDrawableProperties = function () {
visible: this.visible,
skin: costume.skin,
costumeResolution: costume.bitmapResolution,
rotationCenter: [costume.rotationCenterX, costume.rotationCenterY]
rotationCenter: [
costume.rotationCenterX / costume.bitmapResolution,
costume.rotationCenterY / costume.bitmapResolution
]
});
if (this.visible) {
this.runtime.requestRedraw();
}
}
this.runtime.spriteInfoReport(this);
};
/**
* Return the human-readable name for this clone, i.e., the sprite's name.
* Return the human-readable name for this rendered target, e.g., the sprite's name.
* @override
* @returns {string} Human-readable name for the clone.
* @returns {string} Human-readable name.
*/
Clone.prototype.getName = function () {
RenderedTarget.prototype.getName = function () {
return this.sprite.name;
};
/**
* Return the clone's tight bounding box.
* Includes top, left, bottom, right attributes in Scratch coordinates.
* @return {?Object} Tight bounding box of clone, or null.
* Return whether this rendered target is a sprite (not a clone, not the stage).
* @return {boolean} True if not a clone and not the stage.
*/
Clone.prototype.getBounds = function () {
RenderedTarget.prototype.isSprite = function () {
return !this.isStage && this.isOriginal;
};
/**
* Return the rendered target's tight bounding box.
* Includes top, left, bottom, right attributes in Scratch coordinates.
* @return {?Object} Tight bounding box, or null.
*/
RenderedTarget.prototype.getBounds = function () {
if (this.renderer) {
return this.runtime.renderer.getBounds(this.drawableID);
}
@ -399,12 +418,12 @@ Clone.prototype.getBounds = function () {
};
/**
* Return whether the clone is touching a point.
* Return whether touching a point.
* @param {number} x X coordinate of test point.
* @param {number} y Y coordinate of test point.
* @return {Boolean} True iff the clone is touching the point.
* @return {Boolean} True iff the rendered target is touching the point.
*/
Clone.prototype.isTouchingPoint = function (x, y) {
RenderedTarget.prototype.isTouchingPoint = function (x, y) {
if (this.renderer) {
// @todo: Update once pick is in Scratch coordinates.
// Limits test to this Drawable, so this will return true
@ -421,10 +440,10 @@ Clone.prototype.isTouchingPoint = function (x, y) {
};
/**
* Return whether the clone is touching a stage edge.
* @return {Boolean} True iff the clone is touching the stage edge.
* Return whether touching a stage edge.
* @return {Boolean} True iff the rendered target is touching the stage edge.
*/
Clone.prototype.isTouchingEdge = function () {
RenderedTarget.prototype.isTouchingEdge = function () {
if (this.renderer) {
var stageWidth = this.runtime.constructor.STAGE_WIDTH;
var stageHeight = this.runtime.constructor.STAGE_HEIGHT;
@ -440,11 +459,11 @@ Clone.prototype.isTouchingEdge = function () {
};
/**
* Return whether the clone is touching a named sprite.
* @param {string} spriteName Name fo the sprite.
* @return {Boolean} True iff the clone is touching a clone of the sprite.
* Return whether touching any of a named sprite's clones.
* @param {string} spriteName Name of the sprite.
* @return {Boolean} True iff touching a clone of the sprite.
*/
Clone.prototype.isTouchingSprite = function (spriteName) {
RenderedTarget.prototype.isTouchingSprite = function (spriteName) {
var firstClone = this.runtime.getSpriteTargetByName(spriteName);
if (!firstClone || !this.renderer) {
return false;
@ -457,11 +476,11 @@ Clone.prototype.isTouchingSprite = function (spriteName) {
};
/**
* Return whether the clone is touching a color.
* Return whether touching a color.
* @param {Array.<number>} rgb [r,g,b], values between 0-255.
* @return {Promise.<Boolean>} True iff the clone is touching the color.
* @return {Promise.<Boolean>} True iff the rendered target is touching the color.
*/
Clone.prototype.isTouchingColor = function (rgb) {
RenderedTarget.prototype.isTouchingColor = function (rgb) {
if (this.renderer) {
return this.renderer.isTouchingColor(this.drawableID, rgb);
}
@ -469,12 +488,12 @@ Clone.prototype.isTouchingColor = function (rgb) {
};
/**
* Return whether the clone's color is touching a color.
* Return whether rendered target's color is touching a color.
* @param {Object} targetRgb {Array.<number>} [r,g,b], values between 0-255.
* @param {Object} maskRgb {Array.<number>} [r,g,b], values between 0-255.
* @return {Promise.<Boolean>} True iff the clone's color is touching the color.
* @return {Promise.<Boolean>} True iff the color is touching the color.
*/
Clone.prototype.colorIsTouchingColor = function (targetRgb, maskRgb) {
RenderedTarget.prototype.colorIsTouchingColor = function (targetRgb, maskRgb) {
if (this.renderer) {
return this.renderer.isTouchingColor(
this.drawableID,
@ -486,32 +505,32 @@ Clone.prototype.colorIsTouchingColor = function (targetRgb, maskRgb) {
};
/**
* Move clone to the front layer.
* Move to the front layer.
*/
Clone.prototype.goToFront = function () {
RenderedTarget.prototype.goToFront = function () {
if (this.renderer) {
this.renderer.setDrawableOrder(this.drawableID, Infinity);
}
};
/**
* Move clone back a number of layers.
* Move back a number of layers.
* @param {number} nLayers How many layers to go back.
*/
Clone.prototype.goBackLayers = function (nLayers) {
RenderedTarget.prototype.goBackLayers = function (nLayers) {
if (this.renderer) {
this.renderer.setDrawableOrder(this.drawableID, -nLayers, true, 1);
}
};
/**
* Move behind some other clone.
* @param {!Clone} otherClone Other clone to move behind.
* Move behind some other rendered target.
* @param {!Clone} other Other rendered target to move behind.
*/
Clone.prototype.goBehindOtherClone = function (otherClone) {
RenderedTarget.prototype.goBehindOther = function (other) {
if (this.renderer) {
var otherLayer = this.renderer.setDrawableOrder(
otherClone.drawableID, 0, true);
other.drawableID, 0, true);
this.renderer.setDrawableOrder(this.drawableID, otherLayer);
}
};
@ -523,7 +542,7 @@ Clone.prototype.goBehindOtherClone = function (otherClone) {
* @param {Object=} optFence Optional fence with left, right, top bottom.
* @return {Array.<number>} Fenced X and Y coordinates.
*/
Clone.prototype.keepInFence = function (newX, newY, optFence) {
RenderedTarget.prototype.keepInFence = function (newX, newY, optFence) {
var fence = optFence;
if (!fence) {
fence = {
@ -559,11 +578,11 @@ Clone.prototype.keepInFence = function (newX, newY, optFence) {
};
/**
* Make a clone of this clone, copying any run-time properties.
* Make a clone, copying any run-time properties.
* If we've hit the global clone limit, returns null.
* @return {!Clone} New clone object.
* @return {!RenderedTarget} New clone.
*/
Clone.prototype.makeClone = function () {
RenderedTarget.prototype.makeClone = function () {
if (!this.runtime.clonesAvailable() || this.isStage) {
return; // Hit max clone limit, or this is the stage.
}
@ -582,23 +601,45 @@ Clone.prototype.makeClone = function () {
newClone.lists = JSON.parse(JSON.stringify(this.lists));
newClone.initDrawable();
newClone.updateAllDrawableProperties();
// Place clone behind the current target.
newClone.goBehindOtherClone(this);
// Place behind the current target.
newClone.goBehindOther(this);
return newClone;
};
/**
* Called when the project receives a "green flag."
* For a clone, this clears graphic effects.
* For a rendered target, this clears graphic effects.
*/
Clone.prototype.onGreenFlag = function () {
RenderedTarget.prototype.onGreenFlag = function () {
this.clearEffects();
};
/**
* Dispose of this clone, destroying any run-time properties.
* Post/edit sprite info.
* @param {object} data An object with sprite info data to set.
*/
Clone.prototype.dispose = function () {
RenderedTarget.prototype.postSpriteInfo = function (data) {
if (data.hasOwnProperty('x')) {
this.setXY(data.x, this.y);
}
if (data.hasOwnProperty('y')) {
this.setXY(this.x, data.y);
}
if (data.hasOwnProperty('direction')) {
this.setDirection(data.direction);
}
if (data.hasOwnProperty('rotationStyle')) {
this.setRotationStyle(data.rotationStyle);
}
if (data.hasOwnProperty('visible')) {
this.setVisible(data.visible);
}
};
/**
* Dispose, destroying any run-time properties.
*/
RenderedTarget.prototype.dispose = function () {
this.runtime.changeCloneCounter(-1);
if (this.renderer && this.drawableID !== null) {
this.renderer.destroyDrawable(this.drawableID);
@ -608,4 +649,4 @@ Clone.prototype.dispose = function () {
}
};
module.exports = Clone;
module.exports = RenderedTarget;

View file

@ -1,4 +1,4 @@
var Clone = require('./clone');
var RenderedTarget = require('./rendered-target');
var Blocks = require('../engine/blocks');
/**
@ -35,7 +35,7 @@ var Sprite = function (blocks, runtime) {
this.costumes = [];
/**
* List of clones for this sprite, including the original.
* @type {Array.<!Clone>}
* @type {Array.<!RenderedTarget>}
*/
this.clones = [];
};
@ -45,7 +45,7 @@ var Sprite = function (blocks, runtime) {
* @returns {!Clone} Newly created clone.
*/
Sprite.prototype.createClone = function () {
var newClone = new Clone(this, this.runtime);
var newClone = new RenderedTarget(this, this.runtime);
newClone.isOriginal = this.clones.length === 0;
this.clones.push(newClone);
if (newClone.isOriginal) {

View file

@ -2,7 +2,7 @@ var fs = require('fs');
var path = require('path');
var test = require('tap').test;
var clone = require('../../src/sprites/clone');
var renderedTarget = require('../../src/sprites/rendered-target');
var runtime = require('../../src/engine/runtime');
var sb2 = require('../../src/import/sb2import');
@ -25,7 +25,7 @@ test('default', function (t) {
t.type(rt, 'object');
t.type(rt.targets, 'object');
t.ok(rt.targets[0] instanceof clone);
t.ok(rt.targets[0] instanceof renderedTarget);
t.type(rt.targets[0].id, 'string');
t.type(rt.targets[0].blocks, 'object');
t.type(rt.targets[0].variables, 'object');
@ -36,7 +36,7 @@ test('default', function (t) {
t.equal(rt.targets[0].isOriginal, true);
t.equal(rt.targets[0].isStage, true);
t.ok(rt.targets[1] instanceof clone);
t.ok(rt.targets[1] instanceof renderedTarget);
t.type(rt.targets[1].id, 'string');
t.type(rt.targets[1].blocks, 'object');
t.type(rt.targets[1].variables, 'object');
@ -63,7 +63,7 @@ test('demo', function (t) {
t.type(rt, 'object');
t.type(rt.targets, 'object');
t.ok(rt.targets[0] instanceof clone);
t.ok(rt.targets[0] instanceof renderedTarget);
t.type(rt.targets[0].id, 'string');
t.type(rt.targets[0].blocks, 'object');
t.type(rt.targets[0].variables, 'object');
@ -74,7 +74,7 @@ test('demo', function (t) {
t.equal(rt.targets[0].isOriginal, true);
t.equal(rt.targets[0].isStage, true);
t.ok(rt.targets[1] instanceof clone);
t.ok(rt.targets[1] instanceof renderedTarget);
t.type(rt.targets[1].id, 'string');
t.type(rt.targets[1].blocks, 'object');
t.type(rt.targets[1].variables, 'object');

View file

@ -1,13 +1,13 @@
var test = require('tap').test;
var Clone = require('../../src/sprites/clone');
var RenderedTarget = require('../../src/sprites/rendered-target');
var Sprite = require('../../src/sprites/sprite');
test('clone effects', function (t) {
// Create two clones and ensure they have different graphic effect objects.
// Regression test for Github issue #224
var spr = new Sprite();
var a = new Clone(spr, null);
var b = new Clone(spr, null);
var a = new RenderedTarget(spr, null);
var b = new RenderedTarget(spr, null);
t.ok(a.effects !== b.effects);
t.end();
});