mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-27 08:22:31 -05:00
926 lines
30 KiB
JavaScript
926 lines
30 KiB
JavaScript
const log = require('../util/log');
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const MathUtil = require('../util/math-util');
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const StringUtil = require('../util/string-util');
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const Target = require('../engine/target');
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/**
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* Rendered target: instance of a sprite (clone), or the stage.
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*/
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class RenderedTarget extends Target {
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/**
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* @param {!Sprite} sprite Reference to the parent sprite.
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* @param {Runtime} runtime Reference to the runtime.
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* @constructor
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*/
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constructor (sprite, runtime) {
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super(runtime, sprite.blocks);
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/**
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* Reference to the sprite that this is a render of.
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* @type {!Sprite}
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*/
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this.sprite = sprite;
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/**
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* Reference to the global renderer for this VM, if one exists.
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* @type {?RenderWebGL}
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*/
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this.renderer = null;
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if (this.runtime) {
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this.renderer = this.runtime.renderer;
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}
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/**
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* ID of the drawable for this rendered target,
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* returned by the renderer, if rendered.
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* @type {?Number}
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*/
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this.drawableID = null;
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/**
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* Drag state of this rendered target. If true, x/y position can't be
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* changed by blocks.
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* @type {boolean}
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*/
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this.dragging = false;
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/**
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* Map of current graphic effect values.
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* @type {!Object.<string, number>}
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*/
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this.effects = {
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color: 0,
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fisheye: 0,
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whirl: 0,
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pixelate: 0,
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mosaic: 0,
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brightness: 0,
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ghost: 0
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};
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/**
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* Whether this represents an "original" non-clone rendered-target for a sprite,
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* i.e., created by the editor and not clone blocks.
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* @type {boolean}
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*/
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this.isOriginal = true;
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/**
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* Whether this rendered target represents the Scratch stage.
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* @type {boolean}
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*/
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this.isStage = false;
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/**
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* Scratch X coordinate. Currently should range from -240 to 240.
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* @type {Number}
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*/
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this.x = 0;
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/**
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* Scratch Y coordinate. Currently should range from -180 to 180.
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* @type {number}
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*/
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this.y = 0;
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/**
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* Scratch direction. Currently should range from -179 to 180.
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* @type {number}
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*/
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this.direction = 90;
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/**
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* Whether the rendered target is draggable on the stage
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* @type {boolean}
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*/
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this.draggable = false;
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/**
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* Whether the rendered target is currently visible.
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* @type {boolean}
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*/
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this.visible = true;
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/**
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* Size of rendered target as a percent of costume size.
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* @type {number}
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*/
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this.size = 100;
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/**
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* Currently selected costume index.
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* @type {number}
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*/
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this.currentCostume = 0;
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/**
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* Current rotation style.
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* @type {!string}
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*/
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this.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
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}
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/**
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* Create a drawable with the this.renderer.
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*/
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initDrawable () {
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if (this.renderer) {
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this.drawableID = this.renderer.createDrawable();
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}
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// If we're a clone, start the hats.
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if (!this.isOriginal) {
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this.runtime.startHats(
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'control_start_as_clone', null, this
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);
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}
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/**
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* Audio player
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*/
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this.audioPlayer = null;
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if (this.runtime && this.runtime.audioEngine) {
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if (this.isOriginal) {
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this.audioPlayer = this.runtime.audioEngine.createPlayer();
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} else {
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this.audioPlayer = this.sprite.clones[0].audioPlayer;
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}
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}
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}
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/**
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* Event which fires when a target moves.
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* @type {string}
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*/
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static get EVENT_TARGET_MOVED () {
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return 'TARGET_MOVED';
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}
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/**
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* Rotation style for "all around"/spinning.
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* @type {string}
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*/
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static get ROTATION_STYLE_ALL_AROUND () {
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return 'all around';
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}
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/**
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* Rotation style for "left-right"/flipping.
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* @type {string}
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*/
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static get ROTATION_STYLE_LEFT_RIGHT () {
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return 'left-right';
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}
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/**
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* Rotation style for "no rotation."
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* @type {string}
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*/
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static get ROTATION_STYLE_NONE () {
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return "don't rotate";
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}
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/**
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* Set the X and Y coordinates.
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* @param {!number} x New X coordinate, in Scratch coordinates.
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* @param {!number} y New Y coordinate, in Scratch coordinates.
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* @param {?boolean} force Force setting X/Y, in case of dragging
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*/
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setXY (x, y, force) {
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if (this.isStage) return;
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if (this.dragging && !force) return;
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const oldX = this.x;
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const oldY = this.y;
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if (this.renderer) {
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const position = this.renderer.getFencedPositionOfDrawable(this.drawableID, [x, y]);
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this.x = position[0];
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this.y = position[1];
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this.renderer.updateDrawableProperties(this.drawableID, {
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position: position
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});
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if (this.visible) {
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this.runtime.requestRedraw();
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}
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} else {
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this.x = x;
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this.y = y;
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}
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this.emit(RenderedTarget.EVENT_TARGET_MOVED, this, oldX, oldY);
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this.runtime.requestTargetsUpdate(this);
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}
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/**
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* Get the rendered direction and scale, after applying rotation style.
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* @return {object<string, number>} Direction and scale to render.
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*/
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_getRenderedDirectionAndScale () {
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// Default: no changes to `this.direction` or `this.scale`.
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let finalDirection = this.direction;
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let finalScale = [this.size, this.size];
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if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
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// Force rendered direction to be 90.
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finalDirection = 90;
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} else if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
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// Force rendered direction to be 90, and flip drawable if needed.
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finalDirection = 90;
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const scaleFlip = (this.direction < 0) ? -1 : 1;
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finalScale = [scaleFlip * this.size, this.size];
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}
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return {direction: finalDirection, scale: finalScale};
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}
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/**
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* Set the direction.
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* @param {!number} direction New direction.
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*/
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setDirection (direction) {
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if (this.isStage) {
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return;
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}
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if (!isFinite(direction)) {
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return;
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}
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// Keep direction between -179 and +180.
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this.direction = MathUtil.wrapClamp(direction, -179, 180);
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if (this.renderer) {
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const renderedDirectionScale = this._getRenderedDirectionAndScale();
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this.renderer.updateDrawableProperties(this.drawableID, {
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direction: renderedDirectionScale.direction,
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scale: renderedDirectionScale.scale
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});
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if (this.visible) {
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this.runtime.requestRedraw();
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}
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}
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this.runtime.requestTargetsUpdate(this);
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}
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/**
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* Set draggability; i.e., whether it's able to be dragged in the player
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* @param {!boolean} draggable True if should be draggable.
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*/
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setDraggable (draggable) {
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if (this.isStage) return;
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this.draggable = !!draggable;
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this.runtime.requestTargetsUpdate(this);
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}
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/**
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* Set a say bubble.
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* @param {?string} type Type of say bubble: "say", "think", or null.
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* @param {?string} message Message to put in say bubble.
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*/
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setSay (type, message) {
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if (this.isStage) {
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return;
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}
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// @todo: Render to stage.
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if (!type || !message) {
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log.info('Clearing say bubble');
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return;
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}
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log.info('Setting say bubble:', type, message);
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}
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/**
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* Set visibility; i.e., whether it's shown or hidden.
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* @param {!boolean} visible True if should be shown.
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*/
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setVisible (visible) {
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if (this.isStage) {
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return;
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}
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this.visible = !!visible;
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if (this.renderer) {
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this.renderer.updateDrawableProperties(this.drawableID, {
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visible: this.visible
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});
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if (this.visible) {
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this.runtime.requestRedraw();
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}
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}
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this.runtime.requestTargetsUpdate(this);
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}
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/**
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* Set size, as a percentage of the costume size.
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* @param {!number} size Size of rendered target, as % of costume size.
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*/
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setSize (size) {
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if (this.isStage) {
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return;
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}
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if (this.renderer) {
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// Clamp to scales relative to costume and stage size.
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// See original ScratchSprite.as:setSize.
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const costumeSize = this.renderer.getSkinSize(this.drawableID);
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const origW = costumeSize[0];
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const origH = costumeSize[1];
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const minScale = Math.min(1, Math.max(5 / origW, 5 / origH));
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const maxScale = Math.min(
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(1.5 * this.runtime.constructor.STAGE_WIDTH) / origW,
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(1.5 * this.runtime.constructor.STAGE_HEIGHT) / origH
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);
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this.size = MathUtil.clamp(size / 100, minScale, maxScale) * 100;
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const renderedDirectionScale = this._getRenderedDirectionAndScale();
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this.renderer.updateDrawableProperties(this.drawableID, {
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direction: renderedDirectionScale.direction,
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scale: renderedDirectionScale.scale
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});
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if (this.visible) {
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this.runtime.requestRedraw();
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}
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}
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}
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/**
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* Set a particular graphic effect value.
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* @param {!string} effectName Name of effect (see `RenderedTarget.prototype.effects`).
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* @param {!number} value Numerical magnitude of effect.
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*/
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setEffect (effectName, value) {
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if (!this.effects.hasOwnProperty(effectName)) return;
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this.effects[effectName] = value;
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if (this.renderer) {
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const props = {};
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props[effectName] = this.effects[effectName];
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this.renderer.updateDrawableProperties(this.drawableID, props);
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if (this.visible) {
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this.runtime.requestRedraw();
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}
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}
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}
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/**
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* Clear all graphic effects on this rendered target.
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*/
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clearEffects () {
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for (const effectName in this.effects) {
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if (!this.effects.hasOwnProperty(effectName)) continue;
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this.effects[effectName] = 0;
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}
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if (this.renderer) {
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this.renderer.updateDrawableProperties(this.drawableID, this.effects);
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if (this.visible) {
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this.runtime.requestRedraw();
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}
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}
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}
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/**
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* Set the current costume.
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* @param {number} index New index of costume.
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*/
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setCostume (index) {
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// Keep the costume index within possible values.
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index = Math.round(index);
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this.currentCostume = MathUtil.wrapClamp(
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index, 0, this.sprite.costumes.length - 1
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);
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if (this.renderer) {
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const costume = this.sprite.costumes[this.currentCostume];
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const drawableProperties = {
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skinId: costume.skinId,
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costumeResolution: costume.bitmapResolution
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};
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if (
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typeof costume.rotationCenterX !== 'undefined' &&
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typeof costume.rotationCenterY !== 'undefined'
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) {
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const scale = costume.bitmapResolution || 1;
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drawableProperties.rotationCenter = [
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costume.rotationCenterX / scale,
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costume.rotationCenterY / scale
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];
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}
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this.renderer.updateDrawableProperties(this.drawableID, drawableProperties);
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if (this.visible) {
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this.runtime.requestRedraw();
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}
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}
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this.runtime.requestTargetsUpdate(this);
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}
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/**
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* Add a costume, taking care to avoid duplicate names.
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* @param {!object} costumeObject Object representing the costume.
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*/
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addCostume (costumeObject) {
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const usedNames = this.sprite.costumes.map(costume => costume.name);
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costumeObject.name = StringUtil.unusedName(costumeObject.name, usedNames);
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this.sprite.costumes.push(costumeObject);
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}
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/**
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* Rename a costume, taking care to avoid duplicate names.
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* @param {int} costumeIndex - the index of the costume to be renamed.
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* @param {string} newName - the desired new name of the costume (will be modified if already in use).
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*/
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renameCostume (costumeIndex, newName) {
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const usedNames = this.sprite.costumes
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.filter((costume, index) => costumeIndex !== index)
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.map(costume => costume.name);
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this.sprite.costumes[costumeIndex].name = StringUtil.unusedName(newName, usedNames);
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}
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/**
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* Delete a costume by index.
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* @param {number} index Costume index to be deleted
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*/
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deleteCostume (index) {
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const originalCostumeCount = this.sprite.costumes.length;
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if (originalCostumeCount === 1) return;
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this.sprite.costumes = this.sprite.costumes
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.slice(0, index)
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.concat(this.sprite.costumes.slice(index + 1));
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if (index === this.currentCostume && index === originalCostumeCount - 1) {
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this.setCostume(index - 1);
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} else if (index < this.currentCostume) {
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this.setCostume(this.currentCostume - 1);
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} else {
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this.setCostume(this.currentCostume);
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}
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this.runtime.requestTargetsUpdate(this);
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}
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/**
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* Add a sound, taking care to avoid duplicate names.
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* @param {!object} soundObject Object representing the sound.
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*/
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addSound (soundObject) {
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const usedNames = this.sprite.sounds.map(sound => sound.name);
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soundObject.name = StringUtil.unusedName(soundObject.name, usedNames);
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this.sprite.sounds.push(soundObject);
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}
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/**
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* Rename a sound, taking care to avoid duplicate names.
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* @param {int} soundIndex - the index of the sound to be renamed.
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* @param {string} newName - the desired new name of the sound (will be modified if already in use).
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*/
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renameSound (soundIndex, newName) {
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const usedNames = this.sprite.sounds
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.filter((sound, index) => soundIndex !== index)
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.map(sound => sound.name);
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this.sprite.sounds[soundIndex].name = StringUtil.unusedName(newName, usedNames);
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}
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/**
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* Delete a sound by index.
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* @param {number} index Sound index to be deleted
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*/
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deleteSound (index) {
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this.sprite.sounds = this.sprite.sounds
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.slice(0, index)
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.concat(this.sprite.sounds.slice(index + 1));
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this.runtime.requestTargetsUpdate(this);
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}
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/**
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* Update the rotation style.
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* @param {!string} rotationStyle New rotation style.
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*/
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setRotationStyle (rotationStyle) {
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if (rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
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this.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE;
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} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_ALL_AROUND) {
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this.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
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} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
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this.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT;
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}
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if (this.renderer) {
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const renderedDirectionScale = this._getRenderedDirectionAndScale();
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this.renderer.updateDrawableProperties(this.drawableID, {
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direction: renderedDirectionScale.direction,
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scale: renderedDirectionScale.scale
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});
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if (this.visible) {
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this.runtime.requestRedraw();
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}
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}
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this.runtime.requestTargetsUpdate(this);
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}
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/**
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* Get a costume index of this rendered target, by name of the costume.
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* @param {?string} costumeName Name of a costume.
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* @return {number} Index of the named costume, or -1 if not present.
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*/
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getCostumeIndexByName (costumeName) {
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for (let i = 0; i < this.sprite.costumes.length; i++) {
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if (this.sprite.costumes[i].name === costumeName) {
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return i;
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}
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}
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return -1;
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}
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/**
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* Get a costume of this rendered target by id.
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* @return {object} current costume
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*/
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getCurrentCostume () {
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return this.sprite.costumes[this.currentCostume];
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}
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/**
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* Get full costume list
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* @return {object[]} list of costumes
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*/
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getCostumes () {
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return this.sprite.costumes;
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}
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/**
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* Get full sound list
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* @return {object[]} list of sounds
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*/
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getSounds () {
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return this.sprite.sounds;
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}
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/**
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* Update all drawable properties for this rendered target.
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* Use when a batch has changed, e.g., when the drawable is first created.
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*/
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updateAllDrawableProperties () {
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if (this.renderer) {
|
|
const renderedDirectionScale = this._getRenderedDirectionAndScale();
|
|
const costume = this.sprite.costumes[this.currentCostume];
|
|
const bitmapResolution = costume.bitmapResolution || 1;
|
|
const props = {
|
|
position: [this.x, this.y],
|
|
direction: renderedDirectionScale.direction,
|
|
draggable: this.draggable,
|
|
scale: renderedDirectionScale.scale,
|
|
visible: this.visible,
|
|
skinId: costume.skinId,
|
|
costumeResolution: bitmapResolution,
|
|
rotationCenter: [
|
|
costume.rotationCenterX / bitmapResolution,
|
|
costume.rotationCenterY / bitmapResolution
|
|
]
|
|
};
|
|
for (const effectName in this.effects) {
|
|
if (!this.effects.hasOwnProperty(effectName)) continue;
|
|
props[effectName] = this.effects[effectName];
|
|
}
|
|
this.renderer.updateDrawableProperties(this.drawableID, props);
|
|
if (this.visible) {
|
|
this.runtime.requestRedraw();
|
|
}
|
|
}
|
|
this.runtime.requestTargetsUpdate(this);
|
|
}
|
|
|
|
/**
|
|
* Return the human-readable name for this rendered target, e.g., the sprite's name.
|
|
* @override
|
|
* @returns {string} Human-readable name.
|
|
*/
|
|
getName () {
|
|
return this.sprite.name;
|
|
}
|
|
|
|
/**
|
|
* Return whether this rendered target is a sprite (not a clone, not the stage).
|
|
* @return {boolean} True if not a clone and not the stage.
|
|
*/
|
|
isSprite () {
|
|
return !this.isStage && this.isOriginal;
|
|
}
|
|
|
|
/**
|
|
* Return the rendered target's tight bounding box.
|
|
* Includes top, left, bottom, right attributes in Scratch coordinates.
|
|
* @return {?object} Tight bounding box, or null.
|
|
*/
|
|
getBounds () {
|
|
if (this.renderer) {
|
|
return this.runtime.renderer.getBounds(this.drawableID);
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Return whether touching a point.
|
|
* @param {number} x X coordinate of test point.
|
|
* @param {number} y Y coordinate of test point.
|
|
* @return {boolean} True iff the rendered target is touching the point.
|
|
*/
|
|
isTouchingPoint (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.
|
|
const 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 touching a stage edge.
|
|
* @return {boolean} True iff the rendered target is touching the stage edge.
|
|
*/
|
|
isTouchingEdge () {
|
|
if (this.renderer) {
|
|
const stageWidth = this.runtime.constructor.STAGE_WIDTH;
|
|
const stageHeight = this.runtime.constructor.STAGE_HEIGHT;
|
|
const 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 touching any of a named sprite's clones.
|
|
* @param {string} spriteName Name of the sprite.
|
|
* @return {boolean} True iff touching a clone of the sprite.
|
|
*/
|
|
isTouchingSprite (spriteName) {
|
|
const firstClone = this.runtime.getSpriteTargetByName(spriteName);
|
|
if (!firstClone || !this.renderer) {
|
|
return false;
|
|
}
|
|
const drawableCandidates = firstClone.sprite.clones.map(clone => clone.drawableID);
|
|
return this.renderer.isTouchingDrawables(
|
|
this.drawableID, drawableCandidates);
|
|
}
|
|
|
|
/**
|
|
* Return whether touching a color.
|
|
* @param {Array.<number>} rgb [r,g,b], values between 0-255.
|
|
* @return {Promise.<boolean>} True iff the rendered target is touching the color.
|
|
*/
|
|
isTouchingColor (rgb) {
|
|
if (this.renderer) {
|
|
return this.renderer.isTouchingColor(this.drawableID, rgb);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Return whether rendered target's color is touching a color.
|
|
* @param {object} targetRgb {Array.<number>} [r,g,b], values between 0-255.
|
|
* @param {object} maskRgb {Array.<number>} [r,g,b], values between 0-255.
|
|
* @return {Promise.<boolean>} True iff the color is touching the color.
|
|
*/
|
|
colorIsTouchingColor (targetRgb, maskRgb) {
|
|
if (this.renderer) {
|
|
return this.renderer.isTouchingColor(
|
|
this.drawableID,
|
|
targetRgb,
|
|
maskRgb
|
|
);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Move to the front layer.
|
|
*/
|
|
goToFront () {
|
|
if (this.renderer) {
|
|
this.renderer.setDrawableOrder(this.drawableID, Infinity);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Move back a number of layers.
|
|
* @param {number} nLayers How many layers to go back.
|
|
*/
|
|
goBackLayers (nLayers) {
|
|
if (this.renderer) {
|
|
this.renderer.setDrawableOrder(this.drawableID, -nLayers, true, 1);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Move behind some other rendered target.
|
|
* @param {!RenderedTarget} other Other rendered target to move behind.
|
|
*/
|
|
goBehindOther (other) {
|
|
if (this.renderer) {
|
|
const otherLayer = this.renderer.setDrawableOrder(
|
|
other.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.<number>} Fenced X and Y coordinates.
|
|
*/
|
|
keepInFence (newX, newY, optFence) {
|
|
let 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
|
|
};
|
|
}
|
|
const 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.
|
|
let dx = 0;
|
|
let 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, copying any run-time properties.
|
|
* If we've hit the global clone limit, returns null.
|
|
* @return {RenderedTarget} New clone.
|
|
*/
|
|
makeClone () {
|
|
if (!this.runtime.clonesAvailable() || this.isStage) {
|
|
return null; // Hit max clone limit, or this is the stage.
|
|
}
|
|
this.runtime.changeCloneCounter(1);
|
|
const newClone = this.sprite.createClone();
|
|
// Copy all properties.
|
|
newClone.x = this.x;
|
|
newClone.y = this.y;
|
|
newClone.direction = this.direction;
|
|
newClone.draggable = this.draggable;
|
|
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 behind the current target.
|
|
newClone.goBehindOther(this);
|
|
return newClone;
|
|
}
|
|
|
|
/**
|
|
* Make a duplicate using a duplicate sprite.
|
|
* @return {RenderedTarget} New clone.
|
|
*/
|
|
duplicate () {
|
|
return this.sprite.duplicate().then(newSprite => {
|
|
const newTarget = newSprite.createClone();
|
|
// Copy all properties.
|
|
// @todo refactor with clone methods
|
|
newTarget.x = Math.random() * 400 / 2;
|
|
newTarget.y = Math.random() * 300 / 2;
|
|
newTarget.direction = this.direction;
|
|
newTarget.draggable = this.draggable;
|
|
newTarget.visible = this.visible;
|
|
newTarget.size = this.size;
|
|
newTarget.currentCostume = this.currentCostume;
|
|
newTarget.rotationStyle = this.rotationStyle;
|
|
newTarget.effects = JSON.parse(JSON.stringify(this.effects));
|
|
newTarget.variables = JSON.parse(JSON.stringify(this.variables));
|
|
newTarget.lists = JSON.parse(JSON.stringify(this.lists));
|
|
newTarget.initDrawable();
|
|
newTarget.updateAllDrawableProperties();
|
|
newTarget.goBehindOther(this);
|
|
return newTarget;
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Called when the project receives a "green flag."
|
|
* For a rendered target, this clears graphic effects.
|
|
*/
|
|
onGreenFlag () {
|
|
this.clearEffects();
|
|
}
|
|
|
|
/**
|
|
* Called when the project receives a "stop all"
|
|
* Stop all sounds and clear graphic effects.
|
|
*/
|
|
onStopAll () {
|
|
this.clearEffects();
|
|
if (this.audioPlayer) {
|
|
this.audioPlayer.stopAllSounds();
|
|
this.audioPlayer.clearEffects();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Post/edit sprite info.
|
|
* @param {object} data An object with sprite info data to set.
|
|
*/
|
|
postSpriteInfo (data) {
|
|
const force = data.hasOwnProperty('force') ? data.force : null;
|
|
if (data.hasOwnProperty('x')) {
|
|
this.setXY(data.x, this.y, force);
|
|
}
|
|
if (data.hasOwnProperty('y')) {
|
|
this.setXY(this.x, data.y, force);
|
|
}
|
|
if (data.hasOwnProperty('direction')) {
|
|
this.setDirection(data.direction);
|
|
}
|
|
if (data.hasOwnProperty('draggable')) {
|
|
this.setDraggable(data.draggable);
|
|
}
|
|
if (data.hasOwnProperty('rotationStyle')) {
|
|
this.setRotationStyle(data.rotationStyle);
|
|
}
|
|
if (data.hasOwnProperty('visible')) {
|
|
this.setVisible(data.visible);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Put the sprite into the drag state. While in effect, setXY must be forced
|
|
*/
|
|
startDrag () {
|
|
this.dragging = true;
|
|
}
|
|
|
|
/**
|
|
* Remove the sprite from the drag state.
|
|
*/
|
|
stopDrag () {
|
|
this.dragging = false;
|
|
}
|
|
|
|
|
|
/**
|
|
* Serialize sprite info, used when emitting events about the sprite
|
|
* @returns {object} Sprite data as a simple object
|
|
*/
|
|
toJSON () {
|
|
const costumes = this.getCostumes();
|
|
return {
|
|
id: this.id,
|
|
name: this.getName(),
|
|
isStage: this.isStage,
|
|
x: this.x,
|
|
y: this.y,
|
|
size: this.size,
|
|
direction: this.direction,
|
|
draggable: this.draggable,
|
|
currentCostume: this.currentCostume,
|
|
costume: costumes[this.currentCostume],
|
|
costumeCount: costumes.length,
|
|
visible: this.visible,
|
|
rotationStyle: this.rotationStyle,
|
|
blocks: this.blocks._blocks,
|
|
variables: this.variables,
|
|
lists: this.lists,
|
|
costumes: costumes,
|
|
sounds: this.getSounds()
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Dispose, destroying any run-time properties.
|
|
*/
|
|
dispose () {
|
|
this.runtime.changeCloneCounter(-1);
|
|
this.runtime.stopForTarget(this);
|
|
this.sprite.removeClone(this);
|
|
if (this.renderer && this.drawableID !== null) {
|
|
this.renderer.destroyDrawable(this.drawableID);
|
|
if (this.visible) {
|
|
this.runtime.requestRedraw();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
module.exports = RenderedTarget;
|