mirror of
https://github.com/scratchfoundation/scratch-vm.git
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797f844de3
* Add `Clone.prototype.getCostumeIndexByName`, keep in range * Add basic costume primitives from Scratch 2.0 * Add costume getter block * Add properties and methods for distinguishing stage and sprites-vs-clones * Add backdrop-related looks blocks * Fix up "switch to backdrop" to be working * Costume/backdrop reporters are 1-indexed * Fire "when backdrop switched" hats * Cut cloning helpers for a separate PR * Disable many blocks on the stage * Refactor into _setCostumeOrBackdrop; implement switch backdrop and wait * Fire hats even when backdrop unchanged
221 lines
7.2 KiB
JavaScript
221 lines
7.2 KiB
JavaScript
var Cast = require('../util/cast');
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function Scratch3LooksBlocks(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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Scratch3LooksBlocks.prototype.getPrimitives = function() {
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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_backdrops': this.backdropMenu,
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'looks_costume': this.costumeMenu,
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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_effectmenu': this.effectMenu,
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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_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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Scratch3LooksBlocks.prototype.say = function (args, util) {
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util.target.setSay('say', args.MESSAGE);
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};
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Scratch3LooksBlocks.prototype.sayforsecs = function (args, util) {
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util.target.setSay('say', args.MESSAGE);
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return new Promise(function(resolve) {
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setTimeout(function() {
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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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Scratch3LooksBlocks.prototype.think = function (args, util) {
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util.target.setSay('think', args.MESSAGE);
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};
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Scratch3LooksBlocks.prototype.thinkforsecs = function (args, util) {
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util.target.setSay('think', args.MESSAGE);
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return new Promise(function(resolve) {
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setTimeout(function() {
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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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Scratch3LooksBlocks.prototype.show = function (args, util) {
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util.target.setVisible(true);
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};
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Scratch3LooksBlocks.prototype.hide = function (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=} opt_zeroIndex 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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Scratch3LooksBlocks.prototype._setCostumeOrBackdrop = function (target,
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requestedCostume, opt_zeroIndex) {
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if (typeof requestedCostume === 'number') {
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target.setCostume(opt_zeroIndex ?
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requestedCostume : requestedCostume - 1);
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} else {
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var costumeIndex = target.getCostumeIndexByName(requestedCostume);
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if (costumeIndex > -1) {
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target.setCostume(costumeIndex);
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} else if (costumeIndex == 'previous costume' ||
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costumeIndex == 'previous backdrop') {
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target.setCostume(target.currentCostume - 1);
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} else if (costumeIndex == 'next costume' ||
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costumeIndex == 'next backdrop') {
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target.setCostume(target.currentCostume + 1);
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} else {
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var forcedNumber = Cast.toNumber(requestedCostume);
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if (!isNaN(forcedNumber)) {
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target.setCostume(opt_zeroIndex ?
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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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var 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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// @todo(GH-146): Remove.
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Scratch3LooksBlocks.prototype.costumeMenu = function (args) {
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return args.COSTUME;
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};
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Scratch3LooksBlocks.prototype.switchCostume = function (args, util) {
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this._setCostumeOrBackdrop(util.target, args.COSTUME);
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};
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Scratch3LooksBlocks.prototype.nextCostume = function (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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// @todo(GH-146): Remove.
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Scratch3LooksBlocks.prototype.backdropMenu = function (args) {
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return args.BACKDROP;
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};
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Scratch3LooksBlocks.prototype.switchBackdrop = function (args) {
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this._setCostumeOrBackdrop(this.runtime.getTargetForStage(), args.BACKDROP);
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};
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Scratch3LooksBlocks.prototype.switchBackdropAndWait = function (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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var instance = this;
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var waiting = util.stackFrame.startedThreads.some(function(thread) {
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return instance.runtime.isActiveThread(thread);
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});
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if (waiting) {
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util.yieldFrame();
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}
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};
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Scratch3LooksBlocks.prototype.nextBackdrop = function () {
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var 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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Scratch3LooksBlocks.prototype.effectMenu = function (args) {
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return args.EFFECT.toLowerCase();
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};
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Scratch3LooksBlocks.prototype.changeEffect = function (args, util) {
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var newValue = args.CHANGE + util.target.effects[args.EFFECT];
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util.target.setEffect(args.EFFECT, newValue);
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};
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Scratch3LooksBlocks.prototype.setEffect = function (args, util) {
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util.target.setEffect(args.EFFECT, args.VALUE);
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};
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Scratch3LooksBlocks.prototype.clearEffects = function (args, util) {
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util.target.clearEffects();
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};
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Scratch3LooksBlocks.prototype.changeSize = function (args, util) {
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util.target.setSize(util.target.size + args.CHANGE);
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};
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Scratch3LooksBlocks.prototype.setSize = function (args, util) {
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util.target.setSize(args.SIZE);
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};
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Scratch3LooksBlocks.prototype.getSize = function (args, util) {
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return util.target.size;
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};
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Scratch3LooksBlocks.prototype.getBackdropIndex = function () {
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var stage = this.runtime.getTargetForStage();
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return stage.currentCostume + 1;
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};
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Scratch3LooksBlocks.prototype.getBackdropName = function () {
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var stage = this.runtime.getTargetForStage();
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return stage.sprite.costumes[stage.currentCostume].name;
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};
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Scratch3LooksBlocks.prototype.getCostumeIndex = function (args, util) {
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return util.target.currentCostume + 1;
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};
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module.exports = Scratch3LooksBlocks;
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