var util = require('util'); var log = require('../util/log'); var MathUtil = require('../util/math-util'); var Target = require('../engine/target'); /** * Clone (instance) of a sprite. * @param {!Sprite} sprite Reference to the sprite. * @param {Runtime} runtime Reference to the runtime. * @constructor */ var Clone = function (sprite, runtime) { Target.call(this, sprite.blocks); this.runtime = runtime; /** * Reference to the sprite that this is a clone of. * @type {!Sprite} */ this.sprite = sprite; /** * Reference to the global renderer for this VM, if one exists. * @type {?RenderWebGLWorker} */ this.renderer = null; if (this.runtime) { this.renderer = this.runtime.renderer; } /** * ID of the drawable for this clone returned by the renderer, if rendered. * @type {?Number} */ this.drawableID = null; /** * Map of current graphic effect values. * @type {!Object.} */ this.effects = { color: 0, fisheye: 0, whirl: 0, pixelate: 0, mosaic: 0, brightness: 0, ghost: 0 }; }; util.inherits(Clone, Target); /** * Create a clone's drawable with the this.renderer. */ Clone.prototype.initDrawable = function () { if (this.renderer) { this.drawableID = this.renderer.createDrawable(); } // If we're a clone, start the hats. if (!this.isOriginal) { this.runtime.startHats( 'control_start_as_clone', null, this ); } }; // 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." * @type {boolean} */ Clone.prototype.isOriginal = true; /** * Whether this clone represents the Scratch stage. * @type {boolean} */ Clone.prototype.isStage = false; /** * 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; /** * Currently selected costume index. * @type {number} */ Clone.prototype.currentCostume = 0; /** * Rotation style for "all around"/spinning. * @enum */ Clone.ROTATION_STYLE_ALL_AROUND = 'all around'; /** * Rotation style for "left-right"/flipping. * @enum */ Clone.ROTATION_STYLE_LEFT_RIGHT = 'left-right'; /** * Rotation style for "no rotation." * @enum */ Clone.ROTATION_STYLE_NONE = 'don\'t rotate'; /** * Current rotation style. * @type {!string} */ Clone.prototype.rotationStyle = Clone.ROTATION_STYLE_ALL_AROUND; // 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) { if (this.isStage) { return; } this.x = x; this.y = y; if (this.renderer) { this.renderer.updateDrawableProperties(this.drawableID, { position: [this.x, this.y] }); if (this.visible) { this.runtime.requestRedraw(); } } }; /** * Get the rendered direction and scale, after applying rotation style. * @return {Object} Direction and scale to render. */ Clone.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) { // Force rendered direction to be 90. finalDirection = 90; } else if (this.rotationStyle === Clone.ROTATION_STYLE_LEFT_RIGHT) { // Force rendered direction to be 90, and flip drawable if needed. finalDirection = 90; var scaleFlip = (this.direction < 0) ? -1 : 1; finalScale = [scaleFlip * this.size, this.size]; } return {direction: finalDirection, scale: finalScale}; }; /** * Set the direction of a clone. * @param {!number} direction New direction of clone. */ Clone.prototype.setDirection = function (direction) { if (this.isStage) { return; } // Keep direction between -179 and +180. this.direction = MathUtil.wrapClamp(direction, -179, 180); if (this.renderer) { var renderedDirectionScale = this._getRenderedDirectionAndScale(); this.renderer.updateDrawableProperties(this.drawableID, { direction: renderedDirectionScale.direction, scale: renderedDirectionScale.scale }); if (this.visible) { this.runtime.requestRedraw(); } } }; /** * 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) { if (this.isStage) { return; } // @todo: Render to stage. if (!type || !message) { log.info('Clearing say bubble'); return; } log.info('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) { if (this.isStage) { return; } this.visible = visible; if (this.renderer) { this.renderer.updateDrawableProperties(this.drawableID, { visible: this.visible }); if (this.visible) { this.runtime.requestRedraw(); } } }; /** * 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) { if (this.isStage) { return; } // Keep size between 5% and 535%. this.size = MathUtil.clamp(size, 5, 535); if (this.renderer) { var renderedDirectionScale = this._getRenderedDirectionAndScale(); this.renderer.updateDrawableProperties(this.drawableID, { direction: renderedDirectionScale.direction, scale: renderedDirectionScale.scale }); if (this.visible) { this.runtime.requestRedraw(); } } }; /** * 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) { if (!this.effects.hasOwnProperty(effectName)) return; this.effects[effectName] = value; if (this.renderer) { var props = {}; props[effectName] = this.effects[effectName]; this.renderer.updateDrawableProperties(this.drawableID, props); if (this.visible) { this.runtime.requestRedraw(); } } }; /** * 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); if (this.visible) { this.runtime.requestRedraw(); } } }; /** * Set the current costume of this clone. * @param {number} index New index of costume. */ Clone.prototype.setCostume = function (index) { // Keep the costume index within possible values. index = Math.round(index); this.currentCostume = MathUtil.wrapClamp( index, 0, this.sprite.costumes.length - 1 ); if (this.renderer) { var costume = this.sprite.costumes[this.currentCostume]; this.renderer.updateDrawableProperties(this.drawableID, { skin: costume.skin, costumeResolution: costume.bitmapResolution, rotationCenter: [ costume.rotationCenterX / costume.bitmapResolution, costume.rotationCenterY / costume.bitmapResolution ] }); if (this.visible) { this.runtime.requestRedraw(); } } }; /** * Update the rotation style for this clone. * @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; } if (this.renderer) { var renderedDirectionScale = this._getRenderedDirectionAndScale(); this.renderer.updateDrawableProperties(this.drawableID, { direction: renderedDirectionScale.direction, scale: renderedDirectionScale.scale }); if (this.visible) { this.runtime.requestRedraw(); } } }; /** * Get a costume index of this clone, 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) { for (var i = 0; i < this.sprite.costumes.length; i++) { if (this.sprite.costumes[i].name === costumeName) { return i; } } return -1; }; /** * Update all drawable properties for this clone. * Use when a batch has changed, e.g., when the drawable is first created. */ Clone.prototype.updateAllDrawableProperties = function () { if (this.renderer) { var renderedDirectionScale = this._getRenderedDirectionAndScale(); var costume = this.sprite.costumes[this.currentCostume]; this.renderer.updateDrawableProperties(this.drawableID, { position: [this.x, this.y], direction: renderedDirectionScale.direction, scale: renderedDirectionScale.scale, visible: this.visible, skin: costume.skin, costumeResolution: costume.bitmapResolution, rotationCenter: [ costume.rotationCenterX / costume.bitmapResolution, costume.rotationCenterY / costume.bitmapResolution ] }); if (this.visible) { this.runtime.requestRedraw(); } } }; /** * Return the human-readable name for this clone, i.e., the sprite's name. * @override * @returns {string} Human-readable name for the clone. */ Clone.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. */ Clone.prototype.getBounds = function () { if (this.renderer) { return this.runtime.renderer.getBounds(this.drawableID); } return null; }; /** * Return whether the clone is 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. */ Clone.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 // even if the clone is obscured by another Drawable. var pickResult = this.runtime.renderer.pick( x + (this.runtime.constructor.STAGE_WIDTH / 2), -y + (this.runtime.constructor.STAGE_HEIGHT / 2), null, null, [this.drawableID] ); return pickResult === this.drawableID; } return false; }; /** * Return whether the clone is touching a stage edge. * @return {Boolean} True iff the clone is touching the stage edge. */ Clone.prototype.isTouchingEdge = function () { if (this.renderer) { var stageWidth = this.runtime.constructor.STAGE_WIDTH; var stageHeight = this.runtime.constructor.STAGE_HEIGHT; var bounds = this.getBounds(); if (bounds.left < -stageWidth / 2 || bounds.right > stageWidth / 2 || bounds.top > stageHeight / 2 || bounds.bottom < -stageHeight / 2) { return true; } } return false; }; /** * 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. */ Clone.prototype.isTouchingSprite = function (spriteName) { var firstClone = this.runtime.getSpriteTargetByName(spriteName); if (!firstClone || !this.renderer) { return false; } var drawableCandidates = firstClone.sprite.clones.map(function (clone) { return clone.drawableID; }); return this.renderer.isTouchingDrawables( this.drawableID, drawableCandidates); }; /** * Return whether the clone is touching a color. * @param {Array.} rgb [r,g,b], values between 0-255. * @return {Promise.} True iff the clone is touching the color. */ Clone.prototype.isTouchingColor = function (rgb) { if (this.renderer) { return this.renderer.isTouchingColor(this.drawableID, rgb); } return false; }; /** * Return whether the clone's color is touching a color. * @param {Object} targetRgb {Array.} [r,g,b], values between 0-255. * @param {Object} maskRgb {Array.} [r,g,b], values between 0-255. * @return {Promise.} True iff the clone's color is touching the color. */ Clone.prototype.colorIsTouchingColor = function (targetRgb, maskRgb) { if (this.renderer) { return this.renderer.isTouchingColor( this.drawableID, targetRgb, maskRgb ); } return false; }; /** * Move clone to the front layer. */ Clone.prototype.goToFront = function () { if (this.renderer) { this.renderer.setDrawableOrder(this.drawableID, Infinity); } }; /** * Move clone back a number of layers. * @param {number} nLayers How many layers to go back. */ Clone.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. */ Clone.prototype.goBehindOtherClone = function (otherClone) { if (this.renderer) { var otherLayer = this.renderer.setDrawableOrder( otherClone.drawableID, 0, true); this.renderer.setDrawableOrder(this.drawableID, otherLayer); } }; /** * Keep a desired position within a fence. * @param {number} newX New desired X position. * @param {number} newY New desired Y position. * @param {Object=} optFence Optional fence with left, right, top bottom. * @return {Array.} Fenced X and Y coordinates. */ Clone.prototype.keepInFence = function (newX, newY, optFence) { var fence = optFence; if (!fence) { fence = { left: -this.runtime.constructor.STAGE_WIDTH / 2, right: this.runtime.constructor.STAGE_WIDTH / 2, top: this.runtime.constructor.STAGE_HEIGHT / 2, bottom: -this.runtime.constructor.STAGE_HEIGHT / 2 }; } var bounds = this.getBounds(); if (!bounds) return; // Adjust the known bounds to the target position. bounds.left += (newX - this.x); bounds.right += (newX - this.x); bounds.top += (newY - this.y); bounds.bottom += (newY - this.y); // Find how far we need to move the target position. var dx = 0; var dy = 0; if (bounds.left < fence.left) { dx += fence.left - bounds.left; } if (bounds.right > fence.right) { dx += fence.right - bounds.right; } if (bounds.top > fence.top) { dy += fence.top - bounds.top; } if (bounds.bottom < fence.bottom) { dy += fence.bottom - bounds.bottom; } return [newX + dx, newY + dy]; }; /** * Make a clone of this clone, copying any run-time properties. * If we've hit the global clone limit, returns null. * @return {!Clone} New clone object. */ Clone.prototype.makeClone = function () { if (!this.runtime.clonesAvailable() || this.isStage) { return; // Hit max clone limit, or this is the stage. } this.runtime.changeCloneCounter(1); var newClone = this.sprite.createClone(); // Copy all properties. newClone.x = this.x; newClone.y = this.y; newClone.direction = this.direction; newClone.visible = this.visible; newClone.size = this.size; newClone.currentCostume = this.currentCostume; newClone.rotationStyle = this.rotationStyle; newClone.effects = JSON.parse(JSON.stringify(this.effects)); newClone.variables = JSON.parse(JSON.stringify(this.variables)); newClone.lists = JSON.parse(JSON.stringify(this.lists)); newClone.initDrawable(); newClone.updateAllDrawableProperties(); // Place clone behind the current target. newClone.goBehindOtherClone(this); return newClone; }; /** * Called when the project receives a "green flag." * For a clone, this clears graphic effects. */ Clone.prototype.onGreenFlag = function () { this.clearEffects(); }; /** * Dispose of this clone, destroying any run-time properties. */ Clone.prototype.dispose = function () { this.runtime.changeCloneCounter(-1); if (this.renderer && this.drawableID !== null) { this.renderer.destroyDrawable(this.drawableID); if (this.visible) { this.runtime.requestRedraw(); } } }; module.exports = Clone;