var Cast = require('../util/cast'); var Scratch3LooksBlocks = function (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. */ Scratch3LooksBlocks.prototype.getPrimitives = function () { return { looks_say: this.say, looks_sayforsecs: this.sayforsecs, looks_think: this.think, looks_thinkforsecs: this.sayforsecs, looks_show: this.show, looks_hide: this.hide, looks_switchcostumeto: this.switchCostume, looks_switchbackdropto: this.switchBackdrop, looks_switchbackdroptoandwait: this.switchBackdropAndWait, looks_nextcostume: this.nextCostume, looks_nextbackdrop: this.nextBackdrop, looks_changeeffectby: this.changeEffect, looks_seteffectto: this.setEffect, looks_cleargraphiceffects: this.clearEffects, looks_changesizeby: this.changeSize, looks_setsizeto: this.setSize, looks_gotofront: this.goToFront, looks_gobacklayers: this.goBackLayers, looks_size: this.getSize, looks_costumeorder: this.getCostumeIndex, looks_backdroporder: this.getBackdropIndex, looks_backdropname: this.getBackdropName }; }; Scratch3LooksBlocks.prototype.say = function (args, util) { util.target.setSay('say', args.MESSAGE); }; Scratch3LooksBlocks.prototype.sayforsecs = function (args, util) { util.target.setSay('say', args.MESSAGE); return new Promise(function (resolve) { setTimeout(function () { // Clear say bubble and proceed. util.target.setSay(); resolve(); }, 1000 * args.SECS); }); }; Scratch3LooksBlocks.prototype.think = function (args, util) { util.target.setSay('think', args.MESSAGE); }; Scratch3LooksBlocks.prototype.thinkforsecs = function (args, util) { util.target.setSay('think', args.MESSAGE); return new Promise(function (resolve) { setTimeout(function () { // Clear say bubble and proceed. util.target.setSay(); resolve(); }, 1000 * args.SECS); }); }; Scratch3LooksBlocks.prototype.show = function (args, util) { util.target.setVisible(true); }; Scratch3LooksBlocks.prototype.hide = function (args, util) { util.target.setVisible(false); }; /** * Utility function to set the costume or backdrop of a target. * Matches the behavior of Scratch 2.0 for different types of arguments. * @param {!Target} target Target to set costume/backdrop to. * @param {Any} requestedCostume Costume requested, e.g., 0, 'name', etc. * @param {boolean=} optZeroIndex Set to zero-index the requestedCostume. * @return {Array.} Any threads started by this switch. */ Scratch3LooksBlocks.prototype._setCostumeOrBackdrop = function (target, requestedCostume, optZeroIndex) { if (typeof requestedCostume === 'number') { target.setCostume(optZeroIndex ? requestedCostume : requestedCostume - 1); } else { var costumeIndex = target.getCostumeIndexByName(requestedCostume); if (costumeIndex > -1) { target.setCostume(costumeIndex); } else if (requestedCostume === 'previous costume' || requestedCostume === 'previous backdrop') { target.setCostume(target.currentCostume - 1); } else if (requestedCostume === 'next costume' || requestedCostume === 'next backdrop') { target.setCostume(target.currentCostume + 1); } else { var forcedNumber = Number(requestedCostume); if (!isNaN(forcedNumber)) { target.setCostume(optZeroIndex ? forcedNumber : forcedNumber - 1); } } } if (target === this.runtime.getTargetForStage()) { // Target is the stage - start hats. var newName = target.sprite.costumes[target.currentCostume].name; return this.runtime.startHats('event_whenbackdropswitchesto', { BACKDROP: newName }); } return []; }; Scratch3LooksBlocks.prototype.switchCostume = function (args, util) { this._setCostumeOrBackdrop(util.target, args.COSTUME); }; Scratch3LooksBlocks.prototype.nextCostume = function (args, util) { this._setCostumeOrBackdrop( util.target, util.target.currentCostume + 1, true ); }; Scratch3LooksBlocks.prototype.switchBackdrop = function (args) { this._setCostumeOrBackdrop(this.runtime.getTargetForStage(), args.BACKDROP); }; Scratch3LooksBlocks.prototype.switchBackdropAndWait = function (args, util) { // Have we run before, starting threads? if (!util.stackFrame.startedThreads) { // No - switch the backdrop. util.stackFrame.startedThreads = ( this._setCostumeOrBackdrop( this.runtime.getTargetForStage(), args.BACKDROP ) ); if (util.stackFrame.startedThreads.length === 0) { // Nothing was started. return; } } // We've run before; check if the wait is still going on. var instance = this; var waiting = util.stackFrame.startedThreads.some(function (thread) { return instance.runtime.isActiveThread(thread); }); if (waiting) { util.yield(); } }; Scratch3LooksBlocks.prototype.nextBackdrop = function () { var stage = this.runtime.getTargetForStage(); this._setCostumeOrBackdrop( stage, stage.currentCostume + 1, true ); }; Scratch3LooksBlocks.prototype.changeEffect = function (args, util) { var effect = Cast.toString(args.EFFECT).toLowerCase(); var change = Cast.toNumber(args.CHANGE); if (!util.target.effects.hasOwnProperty(effect)) return; var newValue = change + util.target.effects[effect]; util.target.setEffect(effect, newValue); }; Scratch3LooksBlocks.prototype.setEffect = function (args, util) { var effect = Cast.toString(args.EFFECT).toLowerCase(); var value = Cast.toNumber(args.VALUE); util.target.setEffect(effect, value); }; Scratch3LooksBlocks.prototype.clearEffects = function (args, util) { util.target.clearEffects(); }; Scratch3LooksBlocks.prototype.changeSize = function (args, util) { var change = Cast.toNumber(args.CHANGE); util.target.setSize(util.target.size + change); }; Scratch3LooksBlocks.prototype.setSize = function (args, util) { var size = Cast.toNumber(args.SIZE); util.target.setSize(size); }; Scratch3LooksBlocks.prototype.goToFront = function (args, util) { util.target.goToFront(); }; Scratch3LooksBlocks.prototype.goBackLayers = function (args, util) { util.target.goBackLayers(args.NUM); }; Scratch3LooksBlocks.prototype.getSize = function (args, util) { return Math.round(util.target.size); }; Scratch3LooksBlocks.prototype.getBackdropIndex = function () { var stage = this.runtime.getTargetForStage(); return stage.currentCostume + 1; }; Scratch3LooksBlocks.prototype.getBackdropName = function () { var stage = this.runtime.getTargetForStage(); return stage.sprite.costumes[stage.currentCostume].name; }; Scratch3LooksBlocks.prototype.getCostumeIndex = function (args, util) { return util.target.currentCostume + 1; }; module.exports = Scratch3LooksBlocks;