Populate executable targets when runtime.targets is populated so that scripts don't run before they are supposed to (e.g. before targets are done getting installed).

This commit is contained in:
Karishma Chadha 2019-01-11 14:52:34 -05:00
parent 522b5e1a8e
commit fbee37e915
9 changed files with 58 additions and 16 deletions

View file

@ -192,7 +192,9 @@ test('edge activated hat should trigger for both sprites when sprite is cloned',
val + Object.keys(target._edgeActivatedHatValues).length, 0);
t.equal(numTargetEdgeHats, 1);
vm.runtime.targets.push(vm.runtime.targets[1].makeClone());
const cloneTarget = vm.runtime.targets[1].makeClone();
vm.runtime.targets.push(cloneTarget);
vm.runtime.addExecutable(cloneTarget);
vm.runtime._step();
// Check that the runtime's _edgeActivatedHatValues object has two separate keys

View file

@ -54,7 +54,9 @@ test('#760 - broadcastAndWait', t => {
const tgt = new Target(rt, b);
tgt.isStage = true;
tgt.createVariable('testBroadcastID', 'message', Variable.BROADCAST_MESSAGE_TYPE);
// Need to add to both runtime.targets as well as runtime.executableTargets here
rt.targets.push(tgt);
rt.executableTargets.push(tgt);
let th = rt._pushThread('broadcastAndWaitBlock', t);
const util = new BlockUtility();

View file

@ -1,6 +1,7 @@
const test = require('tap').test;
const path = require('path');
const VirtualMachine = require('../../src/index');
const Runtime = require('../../src/engine/runtime');
const sb3 = require('../../src/serialization/sb3');
const readFileToBuffer = require('../fixtures/readProjectFile').readFileToBuffer;
const exampleProjectPath = path.resolve(__dirname, '../fixtures/clone-cleanup.sb2');
@ -147,10 +148,10 @@ test('deserialize sb3 project with comments - no duplicate id serialization', t
});
});
test('serialize sb3 preserves sprite layer order', t => {
test('serializing and deserializing sb3 preserves sprite layer order', t => {
const vm = new VirtualMachine();
vm.attachRenderer(new FakeRenderer());
vm.loadProject(readFileToBuffer(path.resolve(__dirname, '../fixtures/ordering.sb2')))
return vm.loadProject(readFileToBuffer(path.resolve(__dirname, '../fixtures/ordering.sb2')))
.then(() => {
// Target get layer order needs a renderer,
// fake the numbers we would get back from the
@ -182,8 +183,28 @@ test('serialize sb3 preserves sprite layer order', t => {
t.equal(result.targets[2].layerOrder, 1);
t.equal(result.targets[3].layerOrder, 3);
t.end();
});
return result;
})
.then(serializedObject =>
sb3.deserialize(
JSON.parse(JSON.stringify(serializedObject)), new Runtime(), null, false)
.then(({targets}) => {
// First check that the sprites are ordered correctly (as they would
// appear in the target pane)
t.equal(targets[0].sprite.name, 'Stage');
t.equal(targets[1].sprite.name, 'First');
t.equal(targets[2].sprite.name, 'Second');
t.equal(targets[3].sprite.name, 'Third');
// Check that they are in the correct layer order (as they would render
// back to front on the stage)
t.equal(targets[0].layerOrder, 0);
t.equal(targets[1].layerOrder, 2);
t.equal(targets[2].layerOrder, 1);
t.equal(targets[3].layerOrder, 3);
t.end();
}));
});
test('serializeBlocks', t => {