mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-27 08:22:31 -05:00
221 lines
7.1 KiB
JavaScript
221 lines
7.1 KiB
JavaScript
const Cast = require('../util/cast');
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class Scratch3LooksBlocks {
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constructor (runtime) {
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/**
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* The runtime instantiating this block package.
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* @type {Runtime}
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*/
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this.runtime = runtime;
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}
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/**
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* Retrieve the block primitives implemented by this package.
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* @return {object.<string, Function>} Mapping of opcode to Function.
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*/
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getPrimitives () {
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return {
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looks_say: this.say,
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looks_sayforsecs: this.sayforsecs,
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looks_think: this.think,
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looks_thinkforsecs: this.sayforsecs,
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looks_show: this.show,
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looks_hide: this.hide,
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looks_switchcostumeto: this.switchCostume,
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looks_switchbackdropto: this.switchBackdrop,
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looks_switchbackdroptoandwait: this.switchBackdropAndWait,
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looks_nextcostume: this.nextCostume,
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looks_nextbackdrop: this.nextBackdrop,
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looks_changeeffectby: this.changeEffect,
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looks_seteffectto: this.setEffect,
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looks_cleargraphiceffects: this.clearEffects,
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looks_changesizeby: this.changeSize,
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looks_setsizeto: this.setSize,
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looks_gotofront: this.goToFront,
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looks_gobacklayers: this.goBackLayers,
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looks_size: this.getSize,
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looks_costumeorder: this.getCostumeIndex,
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looks_backdroporder: this.getBackdropIndex,
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looks_backdropname: this.getBackdropName
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};
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}
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say (args, util) {
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util.target.setSay('say', args.MESSAGE);
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}
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sayforsecs (args, util) {
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util.target.setSay('say', args.MESSAGE);
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return new Promise(resolve => {
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setTimeout(() => {
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// Clear say bubble and proceed.
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util.target.setSay();
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resolve();
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}, 1000 * args.SECS);
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});
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}
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think (args, util) {
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util.target.setSay('think', args.MESSAGE);
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}
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thinkforsecs (args, util) {
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util.target.setSay('think', args.MESSAGE);
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return new Promise(resolve => {
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setTimeout(() => {
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// Clear say bubble and proceed.
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util.target.setSay();
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resolve();
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}, 1000 * args.SECS);
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});
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}
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show (args, util) {
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util.target.setVisible(true);
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}
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hide (args, util) {
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util.target.setVisible(false);
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}
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/**
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* Utility function to set the costume or backdrop of a target.
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* Matches the behavior of Scratch 2.0 for different types of arguments.
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* @param {!Target} target Target to set costume/backdrop to.
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* @param {Any} requestedCostume Costume requested, e.g., 0, 'name', etc.
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* @param {boolean=} optZeroIndex Set to zero-index the requestedCostume.
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* @return {Array.<!Thread>} Any threads started by this switch.
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*/
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_setCostumeOrBackdrop (target,
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requestedCostume, optZeroIndex) {
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if (typeof requestedCostume === 'number') {
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target.setCostume(optZeroIndex ?
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requestedCostume : requestedCostume - 1);
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} else {
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const costumeIndex = target.getCostumeIndexByName(requestedCostume);
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if (costumeIndex > -1) {
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target.setCostume(costumeIndex);
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} else if (requestedCostume === 'previous costume' ||
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requestedCostume === 'previous backdrop') {
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target.setCostume(target.currentCostume - 1);
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} else if (requestedCostume === 'next costume' ||
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requestedCostume === 'next backdrop') {
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target.setCostume(target.currentCostume + 1);
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} else {
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const forcedNumber = Number(requestedCostume);
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if (!isNaN(forcedNumber)) {
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target.setCostume(optZeroIndex ?
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forcedNumber : forcedNumber - 1);
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}
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}
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}
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if (target === this.runtime.getTargetForStage()) {
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// Target is the stage - start hats.
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const newName = target.sprite.costumes[target.currentCostume].name;
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return this.runtime.startHats('event_whenbackdropswitchesto', {
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BACKDROP: newName
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});
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}
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return [];
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}
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switchCostume (args, util) {
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this._setCostumeOrBackdrop(util.target, args.COSTUME);
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}
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nextCostume (args, util) {
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this._setCostumeOrBackdrop(
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util.target, util.target.currentCostume + 1, true
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);
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}
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switchBackdrop (args) {
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this._setCostumeOrBackdrop(this.runtime.getTargetForStage(), args.BACKDROP);
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}
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switchBackdropAndWait (args, util) {
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// Have we run before, starting threads?
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if (!util.stackFrame.startedThreads) {
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// No - switch the backdrop.
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util.stackFrame.startedThreads = (
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this._setCostumeOrBackdrop(
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this.runtime.getTargetForStage(),
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args.BACKDROP
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)
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);
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if (util.stackFrame.startedThreads.length === 0) {
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// Nothing was started.
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return;
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}
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}
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// We've run before; check if the wait is still going on.
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const instance = this;
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const waiting = util.stackFrame.startedThreads.some(thread => instance.runtime.isActiveThread(thread));
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if (waiting) {
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util.yield();
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}
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}
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nextBackdrop () {
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const stage = this.runtime.getTargetForStage();
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this._setCostumeOrBackdrop(
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stage, stage.currentCostume + 1, true
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);
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}
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changeEffect (args, util) {
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const effect = Cast.toString(args.EFFECT).toLowerCase();
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const change = Cast.toNumber(args.CHANGE);
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if (!util.target.effects.hasOwnProperty(effect)) return;
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const newValue = change + util.target.effects[effect];
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util.target.setEffect(effect, newValue);
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}
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setEffect (args, util) {
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const effect = Cast.toString(args.EFFECT).toLowerCase();
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const value = Cast.toNumber(args.VALUE);
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util.target.setEffect(effect, value);
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}
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clearEffects (args, util) {
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util.target.clearEffects();
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}
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changeSize (args, util) {
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const change = Cast.toNumber(args.CHANGE);
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util.target.setSize(util.target.size + change);
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}
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setSize (args, util) {
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const size = Cast.toNumber(args.SIZE);
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util.target.setSize(size);
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}
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goToFront (args, util) {
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util.target.goToFront();
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}
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goBackLayers (args, util) {
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util.target.goBackLayers(args.NUM);
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}
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getSize (args, util) {
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return Math.round(util.target.size);
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}
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getBackdropIndex () {
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const stage = this.runtime.getTargetForStage();
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return stage.currentCostume + 1;
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}
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getBackdropName () {
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const stage = this.runtime.getTargetForStage();
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return stage.sprite.costumes[stage.currentCostume].name;
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}
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getCostumeIndex (args, util) {
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return util.target.currentCostume + 1;
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}
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}
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module.exports = Scratch3LooksBlocks;
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