* Beginning refactor: renaming 'device' to 'peripheral', shortening function names, reordering functions, etc. * Continuing refactoring: renaming some functions to be more verbose in the runtime, adding JSDocs, etc. * Changing 'device' to 'peripheral', etc. * Changing 'session' to 'socket'. * Fixing EV3 menus and menu arg validation, reordering functions, etc. * Add _send, add some references to documentation, etc. * Factored out _outputCommand and _inputCommand, renamed some enums, etc. * Fixed _outputCommand, some other minor cleanup. * Make _outputCommand and _inputCommand public. * Added TODO. * Renamed BLE UUID enums to be clearer. * Change WeDo2 in comments to WeDo 2.0, etc. * Changed some WeDo2Motor command names, cleaned up some JSDocs. * Beginning a major EV3 refactor. * WeDo2 formatting and comment changes. * Motor refactoring in EV3: motorTurnClockwise and motorTurnCounterClockwise initial working state. * Add reminders to possibly cast motor menu args in WeDo2. * Continue to move motor commands in EV3 to EV3Motor class, don't create new EV3Motor on every poll cycle, etc. * Factoring EV3 polling value commands, etc. * Fixing EV3 motor power, position and button pressed, and some commenting, etc. * Move EV3 motor position parsing to EV3Motor class, move directCommand and directCompoundCommand functions, some commenting, etc. * Changed WeDo2 motor label enum name. * Removed some EV3 motor functions that aren't needed, changed menu label enum names, moved some opcodes up to enums. * Fixing comments and documentation. * Some commenting. * Adding further documentation and references to PDFs, changed reply check to be safer, etc. * Some comment changes. * Moving some functions around in EV3 and WeDo2 to match. * Commenting, etc. * Some renaming of session, etc. * Fix stopAllMotors in EV3. * Fixing clearing of motors in EV3. * Some comment changes. * Change runtime .extensions/registerExtension to .peripheralExtensions/registerPeripheralExtension. * Renaming outputCommand/inputCommand to generateOutputCommand/generateInputCommand, etc. * Moved motorCommandIDs to EV3Motor class, renamed directCommand to generateCommand, etc. * Adding a reminder to rename something. * JSDoc fix in EV3Motor class. * Fixing microbit function name. * Adding a todo item. * Changing Ev3 menu formats to be backwards compatible, moving a BLE function up. * Fixing EV3 ports again, and button pressed returning a boolean. * Fixing menu value to be a string in EV3. |
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.github | ||
.tx | ||
src | ||
test | ||
.editorconfig | ||
.eslintignore | ||
.eslintrc.js | ||
.gitattributes | ||
.gitignore | ||
.jsdoc.json | ||
.npmignore | ||
.travis.yml | ||
LICENSE | ||
package-lock.json | ||
package.json | ||
README.md | ||
TRADEMARK | ||
webpack.config.js |
scratch-vm
Scratch VM is a library for representing, running, and maintaining the state of computer programs written using Scratch Blocks.
Installation
This requires you to have Git and Node.js installed.
To install as a dependency for your own application:
npm install scratch-vm
To set up a development environment to edit scratch-vm yourself:
git clone https://github.com/LLK/scratch-vm.git
cd scratch-vm
npm install
Development Server
This requires Node.js to be installed.
For convenience, we've included a development server with the VM. This is sometimes useful when running in an environment that's loading remote resources (e.g., SVGs from the Scratch server). If you would like to use your modified VM with the full Scratch 3.0 GUI, follow the instructions to link the VM to the GUI.
Running the Development Server
Open a Command Prompt or Terminal in the repository and run:
npm start
Playground
To view the Playground, make sure the dev server's running and go to http://localhost:8073/playground/ - you will be directed to the playground, which demonstrates various tools and internal state.
Standalone Build
npm run build
<script src="/path/to/dist/web/scratch-vm.js"></script>
<script>
var vm = new window.VirtualMachine();
// do things
</script>
How to include in a Node.js App
For an extended setup example, check out the /src/playground directory, which includes a fully running VM instance.
var VirtualMachine = require('scratch-vm');
var vm = new VirtualMachine();
// Block events
Scratch.workspace.addChangeListener(vm.blockListener);
// Run threads
vm.start();
Abstract Syntax Tree
Overview
The Virtual Machine constructs and maintains the state of an Abstract Syntax Tree (AST) by listening to events emitted by the scratch-blocks workspace via the blockListener
. Each target (code-running object, for example, a sprite) keeps an AST for its blocks. At any time, the current state of an AST can be viewed by inspecting the vm.runtime.targets[...].blocks
object.
Anatomy of a Block
The VM's block representation contains all the important information for execution and storage. Here's an example representing the "when key pressed" script on a workspace:
{
"_blocks": {
"Q]PK~yJ@BTV8Y~FfISeo": {
"id": "Q]PK~yJ@BTV8Y~FfISeo",
"opcode": "event_whenkeypressed",
"inputs": {
},
"fields": {
"KEY_OPTION": {
"name": "KEY_OPTION",
"value": "space"
}
},
"next": null,
"topLevel": true,
"parent": null,
"shadow": false,
"x": -69.333333333333,
"y": 174
}
},
"_scripts": [
"Q]PK~yJ@BTV8Y~FfISeo"
]
}
Testing
npm test
npm run coverage
Publishing to GitHub Pages
npm run deploy
This will push the currently built playground to the gh-pages branch of the currently tracked remote. If you would like to change where to push to, add a repo url argument:
npm run deploy -- -r <your repo url>
Donate
We provide Scratch free of charge, and want to keep it that way! Please consider making a donation to support our continued engineering, design, community, and resource development efforts. Donations of any size are appreciated. Thank you!