mirror of
https://github.com/scratchfoundation/scratch-vm.git
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369c02b5d5
These blocks implement pen features as found in Scratch 2.0 Supporting changes include: - `Target` is now an event emitter - `RenderedTarget` now emits an event when it moves - `Target` can now store arbitrary "extra" data, called "custom state" in the code, using a `Target`'s `setCustomState` and `getCustomState` methods. This is used to store per-target pen state without requiring `Target` or `RenderedTarget` to know anything about the pen. - `Cast` can now cast to an RGB color object. - `Color` now has functions to convert between RGB and HSV, constants for for black & white, and a `mixRgb` function to lerp between two colors.
148 lines
3.9 KiB
JavaScript
148 lines
3.9 KiB
JavaScript
var EventEmitter = require('events');
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var util = require('util');
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var Blocks = require('./blocks');
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var Variable = require('../engine/variable');
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var List = require('../engine/list');
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var uid = require('../util/uid');
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/**
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* @fileoverview
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* A Target is an abstract "code-running" object for the Scratch VM.
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* Examples include sprites/clones or potentially physical-world devices.
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*/
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/**
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* @param {?Blocks} blocks Blocks instance for the blocks owned by this target.
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* @constructor
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*/
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var Target = function (blocks) {
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EventEmitter.call(this);
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if (!blocks) {
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blocks = new Blocks(this);
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}
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/**
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* A unique ID for this target.
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* @type {string}
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*/
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this.id = uid();
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/**
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* Blocks run as code for this target.
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* @type {!Blocks}
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*/
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this.blocks = blocks;
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/**
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* Dictionary of variables and their values for this target.
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* Key is the variable name.
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* @type {Object.<string,*>}
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*/
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this.variables = {};
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/**
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* Dictionary of lists and their contents for this target.
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* Key is the list name.
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* @type {Object.<string,*>}
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*/
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this.lists = {};
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/**
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* Dictionary of custom state for this target.
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* This can be used to store target-specific custom state for blocks which need it.
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* TODO: do we want to persist this in SB3 files?
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* @type {Object.<string,*>}
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*/
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this._customState = {};
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};
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/**
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* Inherit from EventEmitter
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*/
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util.inherits(Target, EventEmitter);
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/**
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* Called when the project receives a "green flag."
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* @abstract
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*/
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Target.prototype.onGreenFlag = function () {};
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/**
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* Return a human-readable name for this target.
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* Target implementations should override this.
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* @abstract
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* @returns {string} Human-readable name for the target.
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*/
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Target.prototype.getName = function () {
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return this.id;
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};
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/**
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* Look up a variable object, and create it if one doesn't exist.
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* Search begins for local variables; then look for globals.
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* @param {!string} name Name of the variable.
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* @return {!Variable} Variable object.
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*/
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Target.prototype.lookupOrCreateVariable = function (name) {
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// If we have a local copy, return it.
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if (this.variables.hasOwnProperty(name)) {
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return this.variables[name];
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}
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// If the stage has a global copy, return it.
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if (this.runtime && !this.isStage) {
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var stage = this.runtime.getTargetForStage();
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if (stage.variables.hasOwnProperty(name)) {
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return stage.variables[name];
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}
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}
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// No variable with this name exists - create it locally.
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var newVariable = new Variable(name, 0, false);
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this.variables[name] = newVariable;
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return newVariable;
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};
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/**
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* Look up a list object for this target, and create it if one doesn't exist.
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* Search begins for local lists; then look for globals.
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* @param {!string} name Name of the list.
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* @return {!List} List object.
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*/
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Target.prototype.lookupOrCreateList = function (name) {
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// If we have a local copy, return it.
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if (this.lists.hasOwnProperty(name)) {
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return this.lists[name];
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}
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// If the stage has a global copy, return it.
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if (this.runtime && !this.isStage) {
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var stage = this.runtime.getTargetForStage();
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if (stage.lists.hasOwnProperty(name)) {
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return stage.lists[name];
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}
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}
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// No list with this name exists - create it locally.
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var newList = new List(name, []);
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this.lists[name] = newList;
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return newList;
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};
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/**
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* Post/edit sprite info.
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* @param {object} data An object with sprite info data to set.
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* @abstract
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*/
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Target.prototype.postSpriteInfo = function () {};
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Target.prototype.getCustomState = function (stateId) {
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return this._customState[stateId];
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};
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Target.prototype.setCustomState = function (stateId, newValue) {
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this._customState[stateId] = newValue;
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};
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/**
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* Call to destroy a target.
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* @abstract
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*/
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Target.prototype.dispose = function () {
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this._customState = {};
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};
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module.exports = Target;
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