var Cast = require('../util/cast'); var Promise = require('promise'); function Scratch3ControlBlocks(runtime) { /** * The runtime instantiating this block package. * @type {Runtime} */ this.runtime = runtime; } /** * Retrieve the block primitives implemented by this package. * @return {Object.} Mapping of opcode to Function. */ 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, 'control_if_else': this.ifElse, 'control_stop': this.stop }; }; Scratch3ControlBlocks.prototype.repeat = function(args, util) { var times = Math.floor(Cast.toNumber(args.TIMES)); // Initialize loop if (util.stackFrame.loopCounter === undefined) { util.stackFrame.loopCounter = times; } // Only execute once per frame. // When the branch 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 branch. if (util.stackFrame.loopCounter >= 0) { util.startBranch(); } } else { util.stackFrame.executedInFrame = false; util.yieldFrame(); } }; Scratch3ControlBlocks.prototype.repeatUntil = function(args, util) { var condition = Cast.toBoolean(args.CONDITION); // Only execute once per frame. // When the branch 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 branch. if (!condition) { util.startBranch(); } } else { util.stackFrame.executedInFrame = false; util.yieldFrame(); } }; Scratch3ControlBlocks.prototype.forever = function(args, util) { // Only execute once per frame. // When the branch 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.startBranch(); } else { util.stackFrame.executedInFrame = false; util.yieldFrame(); } }; Scratch3ControlBlocks.prototype.wait = function(args) { var duration = Cast.toNumber(args.DURATION); return new Promise(function(resolve) { setTimeout(function() { resolve(); }, 1000 * duration); }); }; Scratch3ControlBlocks.prototype.if = function(args, util) { var condition = Cast.toBoolean(args.CONDITION); // Only execute one time. `if` will be returned to // when the branch finishes, but it shouldn't execute again. if (util.stackFrame.executedInFrame === undefined) { util.stackFrame.executedInFrame = true; if (condition) { util.startBranch(); } } }; Scratch3ControlBlocks.prototype.ifElse = function(args, util) { var condition = Cast.toBoolean(args.CONDITION); // Only execute one time. `ifElse` will be returned to // when the branch finishes, but it shouldn't execute again. if (util.stackFrame.executedInFrame === undefined) { util.stackFrame.executedInFrame = true; if (condition) { util.startBranch(1); } else { util.startBranch(2); } } }; Scratch3ControlBlocks.prototype.stop = function() { // @todo - don't use this.runtime this.runtime.stopAll(); }; module.exports = Scratch3ControlBlocks;