@scratch/scratch-vm 11.0.0-UEPR-176

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Files changed (178) hide show
  1. package/LICENSE +12 -0
  2. package/README.md +120 -0
  3. package/dist/node/extension-worker.js +2 -0
  4. package/dist/node/extension-worker.js.map +1 -0
  5. package/dist/node/scratch-vm.js +3 -0
  6. package/dist/node/scratch-vm.js.LICENSE.txt +205 -0
  7. package/dist/node/scratch-vm.js.map +1 -0
  8. package/dist/web/extension-worker.js +2 -0
  9. package/dist/web/extension-worker.js.map +1 -0
  10. package/dist/web/scratch-vm.js +3 -0
  11. package/dist/web/scratch-vm.js.LICENSE.txt +42 -0
  12. package/dist/web/scratch-vm.js.map +1 -0
  13. package/package.json +108 -0
  14. package/src/.eslintrc.js +7 -0
  15. package/src/blocks/scratch3_control.js +206 -0
  16. package/src/blocks/scratch3_core_example.js +69 -0
  17. package/src/blocks/scratch3_data.js +257 -0
  18. package/src/blocks/scratch3_event.js +137 -0
  19. package/src/blocks/scratch3_looks.js +612 -0
  20. package/src/blocks/scratch3_motion.js +288 -0
  21. package/src/blocks/scratch3_operators.js +154 -0
  22. package/src/blocks/scratch3_procedures.js +79 -0
  23. package/src/blocks/scratch3_sensing.js +336 -0
  24. package/src/blocks/scratch3_sound.js +350 -0
  25. package/src/dispatch/central-dispatch.js +143 -0
  26. package/src/dispatch/shared-dispatch.js +235 -0
  27. package/src/dispatch/worker-dispatch.js +110 -0
  28. package/src/engine/adapter.js +176 -0
  29. package/src/engine/block-utility.js +242 -0
  30. package/src/engine/blocks-execute-cache.js +19 -0
  31. package/src/engine/blocks-runtime-cache.js +78 -0
  32. package/src/engine/blocks.js +1299 -0
  33. package/src/engine/comment.js +56 -0
  34. package/src/engine/execute.js +580 -0
  35. package/src/engine/monitor-record.js +23 -0
  36. package/src/engine/mutation-adapter.js +48 -0
  37. package/src/engine/profiler.js +390 -0
  38. package/src/engine/runtime.js +2686 -0
  39. package/src/engine/scratch-blocks-constants.js +27 -0
  40. package/src/engine/sequencer.js +361 -0
  41. package/src/engine/stage-layering.js +29 -0
  42. package/src/engine/target.js +799 -0
  43. package/src/engine/thread.js +404 -0
  44. package/src/engine/variable.js +70 -0
  45. package/src/extension-support/argument-type.js +47 -0
  46. package/src/extension-support/block-type.js +50 -0
  47. package/src/extension-support/define-messages.js +18 -0
  48. package/src/extension-support/extension-manager.js +440 -0
  49. package/src/extension-support/extension-metadata.js +64 -0
  50. package/src/extension-support/extension-worker.js +59 -0
  51. package/src/extension-support/reporter-scope.js +18 -0
  52. package/src/extension-support/target-type.js +17 -0
  53. package/src/extensions/scratch3_boost/index.js +2113 -0
  54. package/src/extensions/scratch3_ev3/index.js +1355 -0
  55. package/src/extensions/scratch3_gdx_for/index.js +981 -0
  56. package/src/extensions/scratch3_gdx_for/scratch-link-device-adapter.js +44 -0
  57. package/src/extensions/scratch3_makeymakey/index.js +396 -0
  58. package/src/extensions/scratch3_microbit/index.js +984 -0
  59. package/src/extensions/scratch3_music/assets/drums/1-snare.mp3 +0 -0
  60. package/src/extensions/scratch3_music/assets/drums/10-wood-block.mp3 +0 -0
  61. package/src/extensions/scratch3_music/assets/drums/11-cowbell.mp3 +0 -0
  62. package/src/extensions/scratch3_music/assets/drums/12-triangle.mp3 +0 -0
  63. package/src/extensions/scratch3_music/assets/drums/13-bongo.mp3 +0 -0
  64. package/src/extensions/scratch3_music/assets/drums/14-conga.mp3 +0 -0
  65. package/src/extensions/scratch3_music/assets/drums/15-cabasa.mp3 +0 -0
  66. package/src/extensions/scratch3_music/assets/drums/16-guiro.mp3 +0 -0
  67. package/src/extensions/scratch3_music/assets/drums/17-vibraslap.mp3 +0 -0
  68. package/src/extensions/scratch3_music/assets/drums/18-cuica.mp3 +0 -0
  69. package/src/extensions/scratch3_music/assets/drums/2-bass-drum.mp3 +0 -0
  70. package/src/extensions/scratch3_music/assets/drums/3-side-stick.mp3 +0 -0
  71. package/src/extensions/scratch3_music/assets/drums/4-crash-cymbal.mp3 +0 -0
  72. package/src/extensions/scratch3_music/assets/drums/5-open-hi-hat.mp3 +0 -0
  73. package/src/extensions/scratch3_music/assets/drums/6-closed-hi-hat.mp3 +0 -0
  74. package/src/extensions/scratch3_music/assets/drums/7-tambourine.mp3 +0 -0
  75. package/src/extensions/scratch3_music/assets/drums/8-hand-clap.mp3 +0 -0
  76. package/src/extensions/scratch3_music/assets/drums/9-claves.mp3 +0 -0
  77. package/src/extensions/scratch3_music/assets/instruments/1-piano/108.mp3 +0 -0
  78. package/src/extensions/scratch3_music/assets/instruments/1-piano/24.mp3 +0 -0
  79. package/src/extensions/scratch3_music/assets/instruments/1-piano/36.mp3 +0 -0
  80. package/src/extensions/scratch3_music/assets/instruments/1-piano/48.mp3 +0 -0
  81. package/src/extensions/scratch3_music/assets/instruments/1-piano/60.mp3 +0 -0
  82. package/src/extensions/scratch3_music/assets/instruments/1-piano/72.mp3 +0 -0
  83. package/src/extensions/scratch3_music/assets/instruments/1-piano/84.mp3 +0 -0
  84. package/src/extensions/scratch3_music/assets/instruments/1-piano/96.mp3 +0 -0
  85. package/src/extensions/scratch3_music/assets/instruments/10-clarinet/48.mp3 +0 -0
  86. package/src/extensions/scratch3_music/assets/instruments/10-clarinet/60.mp3 +0 -0
  87. package/src/extensions/scratch3_music/assets/instruments/11-saxophone/36.mp3 +0 -0
  88. package/src/extensions/scratch3_music/assets/instruments/11-saxophone/60.mp3 +0 -0
  89. package/src/extensions/scratch3_music/assets/instruments/11-saxophone/84.mp3 +0 -0
  90. package/src/extensions/scratch3_music/assets/instruments/12-flute/60.mp3 +0 -0
  91. package/src/extensions/scratch3_music/assets/instruments/12-flute/72.mp3 +0 -0
  92. package/src/extensions/scratch3_music/assets/instruments/13-wooden-flute/60.mp3 +0 -0
  93. package/src/extensions/scratch3_music/assets/instruments/13-wooden-flute/72.mp3 +0 -0
  94. package/src/extensions/scratch3_music/assets/instruments/14-bassoon/36.mp3 +0 -0
  95. package/src/extensions/scratch3_music/assets/instruments/14-bassoon/48.mp3 +0 -0
  96. package/src/extensions/scratch3_music/assets/instruments/14-bassoon/60.mp3 +0 -0
  97. package/src/extensions/scratch3_music/assets/instruments/15-choir/48.mp3 +0 -0
  98. package/src/extensions/scratch3_music/assets/instruments/15-choir/60.mp3 +0 -0
  99. package/src/extensions/scratch3_music/assets/instruments/15-choir/72.mp3 +0 -0
  100. package/src/extensions/scratch3_music/assets/instruments/16-vibraphone/60.mp3 +0 -0
  101. package/src/extensions/scratch3_music/assets/instruments/16-vibraphone/72.mp3 +0 -0
  102. package/src/extensions/scratch3_music/assets/instruments/17-music-box/60.mp3 +0 -0
  103. package/src/extensions/scratch3_music/assets/instruments/18-steel-drum/60.mp3 +0 -0
  104. package/src/extensions/scratch3_music/assets/instruments/19-marimba/60.mp3 +0 -0
  105. package/src/extensions/scratch3_music/assets/instruments/2-electric-piano/60.mp3 +0 -0
  106. package/src/extensions/scratch3_music/assets/instruments/20-synth-lead/60.mp3 +0 -0
  107. package/src/extensions/scratch3_music/assets/instruments/21-synth-pad/60.mp3 +0 -0
  108. package/src/extensions/scratch3_music/assets/instruments/3-organ/60.mp3 +0 -0
  109. package/src/extensions/scratch3_music/assets/instruments/4-guitar/60.mp3 +0 -0
  110. package/src/extensions/scratch3_music/assets/instruments/5-electric-guitar/60.mp3 +0 -0
  111. package/src/extensions/scratch3_music/assets/instruments/6-bass/36.mp3 +0 -0
  112. package/src/extensions/scratch3_music/assets/instruments/6-bass/48.mp3 +0 -0
  113. package/src/extensions/scratch3_music/assets/instruments/7-pizzicato/60.mp3 +0 -0
  114. package/src/extensions/scratch3_music/assets/instruments/8-cello/36.mp3 +0 -0
  115. package/src/extensions/scratch3_music/assets/instruments/8-cello/48.mp3 +0 -0
  116. package/src/extensions/scratch3_music/assets/instruments/8-cello/60.mp3 +0 -0
  117. package/src/extensions/scratch3_music/assets/instruments/9-trombone/36.mp3 +0 -0
  118. package/src/extensions/scratch3_music/assets/instruments/9-trombone/48.mp3 +0 -0
  119. package/src/extensions/scratch3_music/assets/instruments/9-trombone/60.mp3 +0 -0
  120. package/src/extensions/scratch3_music/index.js +1333 -0
  121. package/src/extensions/scratch3_music/manifest.js +63 -0
  122. package/src/extensions/scratch3_pen/index.js +770 -0
  123. package/src/extensions/scratch3_speech2text/index.js +700 -0
  124. package/src/extensions/scratch3_text2speech/index.js +766 -0
  125. package/src/extensions/scratch3_translate/index.js +286 -0
  126. package/src/extensions/scratch3_video_sensing/debug.js +13 -0
  127. package/src/extensions/scratch3_video_sensing/index.js +594 -0
  128. package/src/extensions/scratch3_video_sensing/library.js +384 -0
  129. package/src/extensions/scratch3_video_sensing/math.js +76 -0
  130. package/src/extensions/scratch3_video_sensing/view.js +509 -0
  131. package/src/extensions/scratch3_wedo2/index.js +1616 -0
  132. package/src/import/load-costume.js +416 -0
  133. package/src/import/load-sound.js +116 -0
  134. package/src/index.js +10 -0
  135. package/src/io/ble.js +256 -0
  136. package/src/io/bt.js +202 -0
  137. package/src/io/clock.js +39 -0
  138. package/src/io/cloud.js +169 -0
  139. package/src/io/keyboard.js +146 -0
  140. package/src/io/mouse.js +145 -0
  141. package/src/io/mouseWheel.js +28 -0
  142. package/src/io/userData.js +24 -0
  143. package/src/io/video.js +210 -0
  144. package/src/playground/benchmark.css +83 -0
  145. package/src/playground/benchmark.js +753 -0
  146. package/src/playground/index.html +111 -0
  147. package/src/playground/suite.css +78 -0
  148. package/src/playground/suite.html +25 -0
  149. package/src/playground/suite.js +544 -0
  150. package/src/playground/video-sensing.html +18 -0
  151. package/src/playground/video-sensing.js +133 -0
  152. package/src/serialization/deserialize-assets.js +178 -0
  153. package/src/serialization/sb2.js +1295 -0
  154. package/src/serialization/sb2_specmap.js +1818 -0
  155. package/src/serialization/sb3.js +1320 -0
  156. package/src/serialization/serialize-assets.js +60 -0
  157. package/src/sprites/rendered-target.js +1115 -0
  158. package/src/sprites/sprite.js +177 -0
  159. package/src/util/base64-util.js +48 -0
  160. package/src/util/cast.js +218 -0
  161. package/src/util/clone.js +17 -0
  162. package/src/util/color.js +204 -0
  163. package/src/util/fetch-with-timeout.js +53 -0
  164. package/src/util/get-monitor-id.js +33 -0
  165. package/src/util/jsonrpc.js +114 -0
  166. package/src/util/log.js +4 -0
  167. package/src/util/math-util.js +122 -0
  168. package/src/util/maybe-format-message.js +18 -0
  169. package/src/util/new-block-ids.js +33 -0
  170. package/src/util/rateLimiter.js +73 -0
  171. package/src/util/scratch-link-websocket.js +133 -0
  172. package/src/util/string-util.js +94 -0
  173. package/src/util/task-queue.js +203 -0
  174. package/src/util/timer.js +103 -0
  175. package/src/util/uid.js +29 -0
  176. package/src/util/variable-util.js +48 -0
  177. package/src/util/xml-escape.js +33 -0
  178. package/src/virtual-machine.js +1586 -0
@@ -0,0 +1,1115 @@
1
+ const MathUtil = require('../util/math-util');
2
+ const StringUtil = require('../util/string-util');
3
+ const Cast = require('../util/cast');
4
+ const Clone = require('../util/clone');
5
+ const Target = require('../engine/target');
6
+ const StageLayering = require('../engine/stage-layering');
7
+
8
+ /**
9
+ * Rendered target: instance of a sprite (clone), or the stage.
10
+ */
11
+ class RenderedTarget extends Target {
12
+ /**
13
+ * @param {!Sprite} sprite Reference to the parent sprite.
14
+ * @param {Runtime} runtime Reference to the runtime.
15
+ * @constructor
16
+ */
17
+ constructor (sprite, runtime) {
18
+ super(runtime, sprite.blocks);
19
+
20
+ /**
21
+ * Reference to the sprite that this is a render of.
22
+ * @type {!Sprite}
23
+ */
24
+ this.sprite = sprite;
25
+ /**
26
+ * Reference to the global renderer for this VM, if one exists.
27
+ * @type {?RenderWebGL}
28
+ */
29
+ this.renderer = null;
30
+ if (this.runtime) {
31
+ this.renderer = this.runtime.renderer;
32
+ }
33
+ /**
34
+ * ID of the drawable for this rendered target,
35
+ * returned by the renderer, if rendered.
36
+ * @type {?Number}
37
+ */
38
+ this.drawableID = null;
39
+
40
+ /**
41
+ * Drag state of this rendered target. If true, x/y position can't be
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+ * changed by blocks.
43
+ * @type {boolean}
44
+ */
45
+ this.dragging = false;
46
+
47
+ /**
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+ * Map of current graphic effect values.
49
+ * @type {!Object.<string, number>}
50
+ */
51
+ this.effects = {
52
+ color: 0,
53
+ fisheye: 0,
54
+ whirl: 0,
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+ pixelate: 0,
56
+ mosaic: 0,
57
+ brightness: 0,
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+ ghost: 0
59
+ };
60
+
61
+ /**
62
+ * Whether this represents an "original" non-clone rendered-target for a sprite,
63
+ * i.e., created by the editor and not clone blocks.
64
+ * @type {boolean}
65
+ */
66
+ this.isOriginal = true;
67
+
68
+ /**
69
+ * Whether this rendered target represents the Scratch stage.
70
+ * @type {boolean}
71
+ */
72
+ this.isStage = false;
73
+
74
+ /**
75
+ * Scratch X coordinate. Currently should range from -240 to 240.
76
+ * @type {Number}
77
+ */
78
+ this.x = 0;
79
+
80
+ /**
81
+ * Scratch Y coordinate. Currently should range from -180 to 180.
82
+ * @type {number}
83
+ */
84
+ this.y = 0;
85
+
86
+ /**
87
+ * Scratch direction. Currently should range from -179 to 180.
88
+ * @type {number}
89
+ */
90
+ this.direction = 90;
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+
92
+ /**
93
+ * Whether the rendered target is draggable on the stage
94
+ * @type {boolean}
95
+ */
96
+ this.draggable = false;
97
+
98
+ /**
99
+ * Whether the rendered target is currently visible.
100
+ * @type {boolean}
101
+ */
102
+ this.visible = true;
103
+
104
+ /**
105
+ * Size of rendered target as a percent of costume size.
106
+ * @type {number}
107
+ */
108
+ this.size = 100;
109
+
110
+ /**
111
+ * Currently selected costume index.
112
+ * @type {number}
113
+ */
114
+ this.currentCostume = 0;
115
+
116
+ /**
117
+ * Current rotation style.
118
+ * @type {!string}
119
+ */
120
+ this.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
121
+
122
+ /**
123
+ * Loudness for sound playback for this target, as a percentage.
124
+ * @type {number}
125
+ */
126
+ this.volume = 100;
127
+
128
+ /**
129
+ * Current tempo (used by the music extension).
130
+ * This property is global to the project and stored in the stage.
131
+ * @type {number}
132
+ */
133
+ this.tempo = 60;
134
+
135
+ /**
136
+ * The transparency of the video (used by extensions with camera input).
137
+ * This property is global to the project and stored in the stage.
138
+ * @type {number}
139
+ */
140
+ this.videoTransparency = 50;
141
+
142
+ /**
143
+ * The state of the video input (used by extensions with camera input).
144
+ * This property is global to the project and stored in the stage.
145
+ *
146
+ * Defaults to ON. This setting does not turn the video by itself. A
147
+ * video extension once loaded will set the video device to this
148
+ * setting. Set to ON when a video extension is added in the editor the
149
+ * video will start ON. If the extension is loaded as part of loading a
150
+ * saved project the extension will see the value set when the stage
151
+ * was loaded from the saved values including the video state.
152
+ *
153
+ * @type {string}
154
+ */
155
+ this.videoState = RenderedTarget.VIDEO_STATE.ON;
156
+
157
+ /**
158
+ * The language to use for speech synthesis, in the text2speech extension.
159
+ * It is initialized to null so that on extension load, we can check for
160
+ * this and try setting it using the editor locale.
161
+ * @type {string}
162
+ */
163
+ this.textToSpeechLanguage = null;
164
+ }
165
+
166
+ /**
167
+ * Create a drawable with the this.renderer.
168
+ * @param {boolean} layerGroup The layer group this drawable should be added to
169
+ */
170
+ initDrawable (layerGroup) {
171
+ if (this.renderer) {
172
+ this.drawableID = this.renderer.createDrawable(layerGroup);
173
+ }
174
+ // If we're a clone, start the hats.
175
+ if (!this.isOriginal) {
176
+ this.runtime.startHats(
177
+ 'control_start_as_clone', null, this
178
+ );
179
+ }
180
+ }
181
+
182
+ get audioPlayer () {
183
+ /* eslint-disable no-console */
184
+ console.warn('get audioPlayer deprecated, please update to use .sprite.soundBank methods');
185
+ console.warn(new Error('stack for debug').stack);
186
+ /* eslint-enable no-console */
187
+ const bank = this.sprite.soundBank;
188
+ const audioPlayerProxy = {
189
+ playSound: soundId => bank.play(this, soundId)
190
+ };
191
+
192
+ Object.defineProperty(this, 'audioPlayer', {
193
+ configurable: false,
194
+ enumerable: true,
195
+ writable: false,
196
+ value: audioPlayerProxy
197
+ });
198
+
199
+ return audioPlayerProxy;
200
+ }
201
+
202
+ /**
203
+ * Initialize the audio player for this sprite or clone.
204
+ */
205
+ initAudio () {
206
+ }
207
+
208
+ /**
209
+ * Event which fires when a target moves.
210
+ * @type {string}
211
+ */
212
+ static get EVENT_TARGET_MOVED () {
213
+ return 'TARGET_MOVED';
214
+ }
215
+
216
+ /**
217
+ * Event which fires when a target changes visually, for updating say bubbles.
218
+ * @type {string}
219
+ */
220
+ static get EVENT_TARGET_VISUAL_CHANGE () {
221
+ return 'EVENT_TARGET_VISUAL_CHANGE';
222
+ }
223
+
224
+ /**
225
+ * Rotation style for "all around"/spinning.
226
+ * @type {string}
227
+ */
228
+ static get ROTATION_STYLE_ALL_AROUND () {
229
+ return 'all around';
230
+ }
231
+
232
+ /**
233
+ * Rotation style for "left-right"/flipping.
234
+ * @type {string}
235
+ */
236
+ static get ROTATION_STYLE_LEFT_RIGHT () {
237
+ return 'left-right';
238
+ }
239
+
240
+ /**
241
+ * Rotation style for "no rotation."
242
+ * @type {string}
243
+ */
244
+ static get ROTATION_STYLE_NONE () {
245
+ return "don't rotate";
246
+ }
247
+
248
+ /**
249
+ * Available states for video input.
250
+ * @enum {string}
251
+ */
252
+ static get VIDEO_STATE () {
253
+ return {
254
+ OFF: 'off',
255
+ ON: 'on',
256
+ ON_FLIPPED: 'on-flipped'
257
+ };
258
+ }
259
+
260
+ /**
261
+ * Set the X and Y coordinates.
262
+ * @param {!number} x New X coordinate, in Scratch coordinates.
263
+ * @param {!number} y New Y coordinate, in Scratch coordinates.
264
+ * @param {?boolean} force Force setting X/Y, in case of dragging
265
+ */
266
+ setXY (x, y, force) {
267
+ if (this.isStage) return;
268
+ if (this.dragging && !force) return;
269
+ const oldX = this.x;
270
+ const oldY = this.y;
271
+ if (this.renderer) {
272
+ const position = this.renderer.getFencedPositionOfDrawable(this.drawableID, [x, y]);
273
+ this.x = position[0];
274
+ this.y = position[1];
275
+
276
+ this.renderer.updateDrawablePosition(this.drawableID, position);
277
+ if (this.visible) {
278
+ this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
279
+ this.runtime.requestRedraw();
280
+ }
281
+ } else {
282
+ this.x = x;
283
+ this.y = y;
284
+ }
285
+ this.emit(RenderedTarget.EVENT_TARGET_MOVED, this, oldX, oldY, force);
286
+ this.runtime.requestTargetsUpdate(this);
287
+ }
288
+
289
+ /**
290
+ * Get the rendered direction and scale, after applying rotation style.
291
+ * @return {object<string, number>} Direction and scale to render.
292
+ */
293
+ _getRenderedDirectionAndScale () {
294
+ // Default: no changes to `this.direction` or `this.scale`.
295
+ let finalDirection = this.direction;
296
+ let finalScale = [this.size, this.size];
297
+ if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
298
+ // Force rendered direction to be 90.
299
+ finalDirection = 90;
300
+ } else if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
301
+ // Force rendered direction to be 90, and flip drawable if needed.
302
+ finalDirection = 90;
303
+ const scaleFlip = (this.direction < 0) ? -1 : 1;
304
+ finalScale = [scaleFlip * this.size, this.size];
305
+ }
306
+ return {direction: finalDirection, scale: finalScale};
307
+ }
308
+
309
+ /**
310
+ * Set the direction.
311
+ * @param {!number} direction New direction.
312
+ */
313
+ setDirection (direction) {
314
+ if (this.isStage) {
315
+ return;
316
+ }
317
+ if (!isFinite(direction)) {
318
+ return;
319
+ }
320
+ // Keep direction between -179 and +180.
321
+ this.direction = MathUtil.wrapClamp(direction, -179, 180);
322
+ if (this.renderer) {
323
+ const {direction: renderedDirection, scale} = this._getRenderedDirectionAndScale();
324
+ this.renderer.updateDrawableDirectionScale(this.drawableID, renderedDirection, scale);
325
+ if (this.visible) {
326
+ this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
327
+ this.runtime.requestRedraw();
328
+ }
329
+ }
330
+ this.runtime.requestTargetsUpdate(this);
331
+ }
332
+
333
+ /**
334
+ * Set draggability; i.e., whether it's able to be dragged in the player
335
+ * @param {!boolean} draggable True if should be draggable.
336
+ */
337
+ setDraggable (draggable) {
338
+ if (this.isStage) return;
339
+ this.draggable = !!draggable;
340
+ this.runtime.requestTargetsUpdate(this);
341
+ }
342
+
343
+ /**
344
+ * Set visibility; i.e., whether it's shown or hidden.
345
+ * @param {!boolean} visible True if should be shown.
346
+ */
347
+ setVisible (visible) {
348
+ if (this.isStage) {
349
+ return;
350
+ }
351
+ this.visible = !!visible;
352
+ if (this.renderer) {
353
+ this.renderer.updateDrawableVisible(this.drawableID, this.visible);
354
+ if (this.visible) {
355
+ this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
356
+ this.runtime.requestRedraw();
357
+ }
358
+ }
359
+ this.runtime.requestTargetsUpdate(this);
360
+ }
361
+
362
+ /**
363
+ * Set size, as a percentage of the costume size.
364
+ * @param {!number} size Size of rendered target, as % of costume size.
365
+ */
366
+ setSize (size) {
367
+ if (this.isStage) {
368
+ return;
369
+ }
370
+ if (this.renderer) {
371
+ // Clamp to scales relative to costume and stage size.
372
+ // See original ScratchSprite.as:setSize.
373
+ const costumeSize = this.renderer.getCurrentSkinSize(this.drawableID);
374
+ const origW = costumeSize[0];
375
+ const origH = costumeSize[1];
376
+ const minScale = Math.min(1, Math.max(5 / origW, 5 / origH));
377
+ const maxScale = Math.min(
378
+ (1.5 * this.runtime.constructor.STAGE_WIDTH) / origW,
379
+ (1.5 * this.runtime.constructor.STAGE_HEIGHT) / origH
380
+ );
381
+ this.size = MathUtil.clamp(size / 100, minScale, maxScale) * 100;
382
+ const {direction, scale} = this._getRenderedDirectionAndScale();
383
+ this.renderer.updateDrawableDirectionScale(this.drawableID, direction, scale);
384
+ if (this.visible) {
385
+ this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
386
+ this.runtime.requestRedraw();
387
+ }
388
+ }
389
+ this.runtime.requestTargetsUpdate(this);
390
+ }
391
+
392
+ /**
393
+ * Set a particular graphic effect value.
394
+ * @param {!string} effectName Name of effect (see `RenderedTarget.prototype.effects`).
395
+ * @param {!number} value Numerical magnitude of effect.
396
+ */
397
+ setEffect (effectName, value) {
398
+ if (!Object.prototype.hasOwnProperty.call(this.effects, effectName)) return;
399
+ this.effects[effectName] = value;
400
+ if (this.renderer) {
401
+ this.renderer.updateDrawableEffect(this.drawableID, effectName, value);
402
+ if (this.visible) {
403
+ this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
404
+ this.runtime.requestRedraw();
405
+ }
406
+ }
407
+ }
408
+
409
+ /**
410
+ * Clear all graphic effects on this rendered target.
411
+ */
412
+ clearEffects () {
413
+ for (const effectName in this.effects) {
414
+ if (!Object.prototype.hasOwnProperty.call(this.effects, effectName)) continue;
415
+ this.effects[effectName] = 0;
416
+ }
417
+ if (this.renderer) {
418
+ for (const effectName in this.effects) {
419
+ if (!Object.prototype.hasOwnProperty.call(this.effects, effectName)) continue;
420
+ this.renderer.updateDrawableEffect(this.drawableID, effectName, 0);
421
+ }
422
+ if (this.visible) {
423
+ this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
424
+ this.runtime.requestRedraw();
425
+ }
426
+ }
427
+ }
428
+
429
+ /**
430
+ * Set the current costume.
431
+ * @param {number} index New index of costume.
432
+ */
433
+ setCostume (index) {
434
+ // Keep the costume index within possible values.
435
+ index = Math.round(index);
436
+ if ([Infinity, -Infinity, NaN].includes(index)) index = 0;
437
+
438
+ this.currentCostume = MathUtil.wrapClamp(
439
+ index, 0, this.sprite.costumes.length - 1
440
+ );
441
+ if (this.renderer) {
442
+ const costume = this.getCostumes()[this.currentCostume];
443
+ this.renderer.updateDrawableSkinId(this.drawableID, costume.skinId);
444
+
445
+ if (this.visible) {
446
+ this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
447
+ this.runtime.requestRedraw();
448
+ }
449
+ }
450
+ this.runtime.requestTargetsUpdate(this);
451
+ }
452
+
453
+ /**
454
+ * Add a costume, taking care to avoid duplicate names.
455
+ * @param {!object} costumeObject Object representing the costume.
456
+ * @param {?int} index Index at which to add costume
457
+ */
458
+ addCostume (costumeObject, index) {
459
+ if (typeof index === 'number' && !isNaN(index)) {
460
+ this.sprite.addCostumeAt(costumeObject, index);
461
+ } else {
462
+ this.sprite.addCostumeAt(costumeObject, this.sprite.costumes.length);
463
+ }
464
+ }
465
+
466
+ /**
467
+ * Rename a costume, taking care to avoid duplicate names.
468
+ * @param {int} costumeIndex - the index of the costume to be renamed.
469
+ * @param {string} newName - the desired new name of the costume (will be modified if already in use).
470
+ */
471
+ renameCostume (costumeIndex, newName) {
472
+ const usedNames = this.sprite.costumes
473
+ .filter((costume, index) => costumeIndex !== index)
474
+ .map(costume => costume.name);
475
+ const oldName = this.getCostumes()[costumeIndex].name;
476
+ const newUnusedName = StringUtil.unusedName(newName, usedNames);
477
+ this.getCostumes()[costumeIndex].name = newUnusedName;
478
+
479
+ if (this.isStage) {
480
+ // Since this is a backdrop, go through all targets and
481
+ // update any blocks referencing the old backdrop name
482
+ const targets = this.runtime.targets;
483
+ for (let i = 0; i < targets.length; i++) {
484
+ const currTarget = targets[i];
485
+ currTarget.blocks.updateAssetName(oldName, newUnusedName, 'backdrop');
486
+ }
487
+ } else {
488
+ this.blocks.updateAssetName(oldName, newUnusedName, 'costume');
489
+ }
490
+
491
+ }
492
+
493
+ /**
494
+ * Delete a costume by index.
495
+ * @param {number} index Costume index to be deleted
496
+ * @return {?object} The costume that was deleted or null
497
+ * if the index was out of bounds of the costumes list or
498
+ * this target only has one costume.
499
+ */
500
+ deleteCostume (index) {
501
+ const originalCostumeCount = this.sprite.costumes.length;
502
+ if (originalCostumeCount === 1) return null;
503
+
504
+ if (index < 0 || index >= originalCostumeCount) {
505
+ return null;
506
+ }
507
+
508
+ const deletedCostume = this.sprite.deleteCostumeAt(index);
509
+
510
+ if (index === this.currentCostume && index === originalCostumeCount - 1) {
511
+ this.setCostume(index - 1);
512
+ } else if (index < this.currentCostume) {
513
+ this.setCostume(this.currentCostume - 1);
514
+ } else {
515
+ this.setCostume(this.currentCostume);
516
+ }
517
+
518
+ this.runtime.requestTargetsUpdate(this);
519
+ return deletedCostume;
520
+ }
521
+
522
+ /**
523
+ * Add a sound, taking care to avoid duplicate names.
524
+ * @param {!object} soundObject Object representing the sound.
525
+ * @param {?int} index Index at which to add costume
526
+ */
527
+ addSound (soundObject, index) {
528
+ const usedNames = this.sprite.sounds.map(sound => sound.name);
529
+ soundObject.name = StringUtil.unusedName(soundObject.name, usedNames);
530
+ if (typeof index === 'number' && !isNaN(index)) {
531
+ this.sprite.sounds.splice(index, 0, soundObject);
532
+ } else {
533
+ this.sprite.sounds.push(soundObject);
534
+ }
535
+ }
536
+
537
+ /**
538
+ * Rename a sound, taking care to avoid duplicate names.
539
+ * @param {int} soundIndex - the index of the sound to be renamed.
540
+ * @param {string} newName - the desired new name of the sound (will be modified if already in use).
541
+ */
542
+ renameSound (soundIndex, newName) {
543
+ const usedNames = this.sprite.sounds
544
+ .filter((sound, index) => soundIndex !== index)
545
+ .map(sound => sound.name);
546
+ const oldName = this.sprite.sounds[soundIndex].name;
547
+ const newUnusedName = StringUtil.unusedName(newName, usedNames);
548
+ this.sprite.sounds[soundIndex].name = newUnusedName;
549
+ this.blocks.updateAssetName(oldName, newUnusedName, 'sound');
550
+ }
551
+
552
+ /**
553
+ * Delete a sound by index.
554
+ * @param {number} index Sound index to be deleted
555
+ * @return {object} The deleted sound object, or null if no sound was deleted.
556
+ */
557
+ deleteSound (index) {
558
+ // Make sure the sound index is not out of bounds
559
+ if (index < 0 || index >= this.sprite.sounds.length) {
560
+ return null;
561
+ }
562
+ // Delete the sound at the given index
563
+ const deletedSound = this.sprite.sounds.splice(index, 1)[0];
564
+ this.runtime.requestTargetsUpdate(this);
565
+ return deletedSound;
566
+ }
567
+
568
+ /**
569
+ * Update the rotation style.
570
+ * @param {!string} rotationStyle New rotation style.
571
+ */
572
+ setRotationStyle (rotationStyle) {
573
+ if (rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
574
+ this.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE;
575
+ } else if (rotationStyle === RenderedTarget.ROTATION_STYLE_ALL_AROUND) {
576
+ this.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
577
+ } else if (rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
578
+ this.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT;
579
+ }
580
+ if (this.renderer) {
581
+ const {direction, scale} = this._getRenderedDirectionAndScale();
582
+ this.renderer.updateDrawableDirectionScale(this.drawableID, direction, scale);
583
+ if (this.visible) {
584
+ this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
585
+ this.runtime.requestRedraw();
586
+ }
587
+ }
588
+ this.runtime.requestTargetsUpdate(this);
589
+ }
590
+
591
+ /**
592
+ * Get a costume index of this rendered target, by name of the costume.
593
+ * @param {?string} costumeName Name of a costume.
594
+ * @return {number} Index of the named costume, or -1 if not present.
595
+ */
596
+ getCostumeIndexByName (costumeName) {
597
+ for (let i = 0; i < this.sprite.costumes.length; i++) {
598
+ if (this.getCostumes()[i].name === costumeName) {
599
+ return i;
600
+ }
601
+ }
602
+ return -1;
603
+ }
604
+
605
+ /**
606
+ * Get a costume of this rendered target by id.
607
+ * @return {object} current costume
608
+ */
609
+ getCurrentCostume () {
610
+ return this.getCostumes()[this.currentCostume];
611
+ }
612
+
613
+ /**
614
+ * Get full costume list
615
+ * @return {object[]} list of costumes
616
+ */
617
+ getCostumes () {
618
+ return this.sprite.costumes;
619
+ }
620
+
621
+ /**
622
+ * Reorder costume list by moving costume at costumeIndex to newIndex.
623
+ * @param {!number} costumeIndex Index of the costume to move.
624
+ * @param {!number} newIndex New index for that costume.
625
+ * @returns {boolean} If a change occurred (i.e. if the indices do not match)
626
+ */
627
+ reorderCostume (costumeIndex, newIndex) {
628
+ newIndex = MathUtil.clamp(newIndex, 0, this.sprite.costumes.length - 1);
629
+ costumeIndex = MathUtil.clamp(costumeIndex, 0, this.sprite.costumes.length - 1);
630
+
631
+ if (newIndex === costumeIndex) return false;
632
+
633
+ const currentCostume = this.getCurrentCostume();
634
+ const costume = this.sprite.costumes[costumeIndex];
635
+
636
+ // Use the sprite method for deleting costumes because setCostume is handled manually
637
+ this.sprite.deleteCostumeAt(costumeIndex);
638
+
639
+ this.addCostume(costume, newIndex);
640
+ this.currentCostume = this.getCostumeIndexByName(currentCostume.name);
641
+ return true;
642
+ }
643
+
644
+ /**
645
+ * Reorder sound list by moving sound at soundIndex to newIndex.
646
+ * @param {!number} soundIndex Index of the sound to move.
647
+ * @param {!number} newIndex New index for that sound.
648
+ * @returns {boolean} If a change occurred (i.e. if the indices do not match)
649
+ */
650
+ reorderSound (soundIndex, newIndex) {
651
+ newIndex = MathUtil.clamp(newIndex, 0, this.sprite.sounds.length - 1);
652
+ soundIndex = MathUtil.clamp(soundIndex, 0, this.sprite.sounds.length - 1);
653
+
654
+ if (newIndex === soundIndex) return false;
655
+
656
+ const sound = this.sprite.sounds[soundIndex];
657
+ this.deleteSound(soundIndex);
658
+ this.addSound(sound, newIndex);
659
+ return true;
660
+ }
661
+
662
+ /**
663
+ * Get full sound list
664
+ * @return {object[]} list of sounds
665
+ */
666
+ getSounds () {
667
+ return this.sprite.sounds;
668
+ }
669
+
670
+ /**
671
+ * Update all drawable properties for this rendered target.
672
+ * Use when a batch has changed, e.g., when the drawable is first created.
673
+ */
674
+ updateAllDrawableProperties () {
675
+ if (this.renderer) {
676
+ const {direction, scale} = this._getRenderedDirectionAndScale();
677
+ this.renderer.updateDrawablePosition(this.drawableID, [this.x, this.y]);
678
+ this.renderer.updateDrawableDirectionScale(this.drawableID, direction, scale);
679
+ this.renderer.updateDrawableVisible(this.drawableID, this.visible);
680
+
681
+ const costume = this.getCostumes()[this.currentCostume];
682
+ this.renderer.updateDrawableSkinId(this.drawableID, costume.skinId);
683
+
684
+ for (const effectName in this.effects) {
685
+ if (!Object.prototype.hasOwnProperty.call(this.effects, effectName)) continue;
686
+ this.renderer.updateDrawableEffect(this.drawableID, effectName, this.effects[effectName]);
687
+ }
688
+
689
+ if (this.visible) {
690
+ this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
691
+ this.runtime.requestRedraw();
692
+ }
693
+ }
694
+ this.runtime.requestTargetsUpdate(this);
695
+ }
696
+
697
+ /**
698
+ * Return the human-readable name for this rendered target, e.g., the sprite's name.
699
+ * @override
700
+ * @returns {string} Human-readable name.
701
+ */
702
+ getName () {
703
+ return this.sprite.name;
704
+ }
705
+
706
+ /**
707
+ * Return whether this rendered target is a sprite (not a clone, not the stage).
708
+ * @return {boolean} True if not a clone and not the stage.
709
+ */
710
+ isSprite () {
711
+ return !this.isStage && this.isOriginal;
712
+ }
713
+
714
+ /**
715
+ * Return the rendered target's tight bounding box.
716
+ * Includes top, left, bottom, right attributes in Scratch coordinates.
717
+ * @return {?object} Tight bounding box, or null.
718
+ */
719
+ getBounds () {
720
+ if (this.renderer) {
721
+ return this.runtime.renderer.getBounds(this.drawableID);
722
+ }
723
+ return null;
724
+ }
725
+
726
+ /**
727
+ * Return the bounding box around a slice of the top 8px of the rendered target.
728
+ * Includes top, left, bottom, right attributes in Scratch coordinates.
729
+ * @return {?object} Tight bounding box, or null.
730
+ */
731
+ getBoundsForBubble () {
732
+ if (this.renderer) {
733
+ return this.runtime.renderer.getBoundsForBubble(this.drawableID);
734
+ }
735
+ return null;
736
+ }
737
+
738
+ /**
739
+ * Return whether this target is touching the mouse, an edge, or a sprite.
740
+ * @param {string} requestedObject an id for mouse or edge, or a sprite name.
741
+ * @return {boolean} True if the sprite is touching the object.
742
+ */
743
+ isTouchingObject (requestedObject) {
744
+ if (requestedObject === '_mouse_') {
745
+ if (!this.runtime.ioDevices.mouse) return false;
746
+ const mouseX = this.runtime.ioDevices.mouse.getClientX();
747
+ const mouseY = this.runtime.ioDevices.mouse.getClientY();
748
+ return this.isTouchingPoint(mouseX, mouseY);
749
+ } else if (requestedObject === '_edge_') {
750
+ return this.isTouchingEdge();
751
+ }
752
+ return this.isTouchingSprite(requestedObject);
753
+ }
754
+
755
+ /**
756
+ * Return whether touching a point.
757
+ * @param {number} x X coordinate of test point.
758
+ * @param {number} y Y coordinate of test point.
759
+ * @return {boolean} True iff the rendered target is touching the point.
760
+ */
761
+ isTouchingPoint (x, y) {
762
+ if (this.renderer) {
763
+ return this.renderer.drawableTouching(this.drawableID, x, y);
764
+ }
765
+ return false;
766
+ }
767
+
768
+ /**
769
+ * Return whether touching a stage edge.
770
+ * @return {boolean} True iff the rendered target is touching the stage edge.
771
+ */
772
+ isTouchingEdge () {
773
+ if (this.renderer) {
774
+ const stageWidth = this.runtime.constructor.STAGE_WIDTH;
775
+ const stageHeight = this.runtime.constructor.STAGE_HEIGHT;
776
+ const bounds = this.getBounds();
777
+ if (bounds.left < -stageWidth / 2 ||
778
+ bounds.right > stageWidth / 2 ||
779
+ bounds.top > stageHeight / 2 ||
780
+ bounds.bottom < -stageHeight / 2) {
781
+ return true;
782
+ }
783
+ }
784
+ return false;
785
+ }
786
+
787
+ /**
788
+ * Return whether touching any of a named sprite's clones.
789
+ * @param {string} spriteName Name of the sprite.
790
+ * @return {boolean} True iff touching a clone of the sprite.
791
+ */
792
+ isTouchingSprite (spriteName) {
793
+ spriteName = Cast.toString(spriteName);
794
+ const firstClone = this.runtime.getSpriteTargetByName(spriteName);
795
+ if (!firstClone || !this.renderer) {
796
+ return false;
797
+ }
798
+ // Filter out dragging targets. This means a sprite that is being dragged
799
+ // can detect other sprites using touching <sprite>, but cannot be detected
800
+ // by other sprites while it is being dragged. This matches Scratch 2.0 behavior.
801
+ const drawableCandidates = firstClone.sprite.clones.filter(clone => !clone.dragging)
802
+ .map(clone => clone.drawableID);
803
+ return this.renderer.isTouchingDrawables(
804
+ this.drawableID, drawableCandidates);
805
+ }
806
+
807
+ /**
808
+ * Return whether touching a color.
809
+ * @param {Array.<number>} rgb [r,g,b], values between 0-255.
810
+ * @return {Promise.<boolean>} True iff the rendered target is touching the color.
811
+ */
812
+ isTouchingColor (rgb) {
813
+ if (this.renderer) {
814
+ return this.renderer.isTouchingColor(this.drawableID, rgb);
815
+ }
816
+ return false;
817
+ }
818
+
819
+ /**
820
+ * Return whether rendered target's color is touching a color.
821
+ * @param {object} targetRgb {Array.<number>} [r,g,b], values between 0-255.
822
+ * @param {object} maskRgb {Array.<number>} [r,g,b], values between 0-255.
823
+ * @return {Promise.<boolean>} True iff the color is touching the color.
824
+ */
825
+ colorIsTouchingColor (targetRgb, maskRgb) {
826
+ if (this.renderer) {
827
+ return this.renderer.isTouchingColor(
828
+ this.drawableID,
829
+ targetRgb,
830
+ maskRgb
831
+ );
832
+ }
833
+ return false;
834
+ }
835
+
836
+ getLayerOrder () {
837
+ if (this.renderer) {
838
+ return this.renderer.getDrawableOrder(this.drawableID);
839
+ }
840
+ return null;
841
+ }
842
+
843
+ /**
844
+ * Move to the front layer.
845
+ */
846
+ goToFront () { // This should only ever be used for sprites
847
+ if (this.renderer) {
848
+ // Let the renderer re-order the sprite based on its knowledge
849
+ // of what layers are present
850
+ this.renderer.setDrawableOrder(this.drawableID, Infinity, StageLayering.SPRITE_LAYER);
851
+ }
852
+
853
+ this.runtime.setExecutablePosition(this, Infinity);
854
+ }
855
+
856
+ /**
857
+ * Move to the back layer.
858
+ */
859
+ goToBack () { // This should only ever be used for sprites
860
+ if (this.renderer) {
861
+ // Let the renderer re-order the sprite based on its knowledge
862
+ // of what layers are present
863
+ this.renderer.setDrawableOrder(this.drawableID, -Infinity, StageLayering.SPRITE_LAYER, false);
864
+ }
865
+
866
+ this.runtime.setExecutablePosition(this, -Infinity);
867
+ }
868
+
869
+ /**
870
+ * Move forward a number of layers.
871
+ * @param {number} nLayers How many layers to go forward.
872
+ */
873
+ goForwardLayers (nLayers) {
874
+ if (this.renderer) {
875
+ this.renderer.setDrawableOrder(this.drawableID, nLayers, StageLayering.SPRITE_LAYER, true);
876
+ }
877
+
878
+ this.runtime.moveExecutable(this, nLayers);
879
+ }
880
+
881
+ /**
882
+ * Move backward a number of layers.
883
+ * @param {number} nLayers How many layers to go backward.
884
+ */
885
+ goBackwardLayers (nLayers) {
886
+ if (this.renderer) {
887
+ this.renderer.setDrawableOrder(this.drawableID, -nLayers, StageLayering.SPRITE_LAYER, true);
888
+ }
889
+
890
+ this.runtime.moveExecutable(this, -nLayers);
891
+ }
892
+
893
+ /**
894
+ * Move behind some other rendered target.
895
+ * @param {!RenderedTarget} other Other rendered target to move behind.
896
+ */
897
+ goBehindOther (other) {
898
+ if (this.renderer) {
899
+ const otherLayer = this.renderer.setDrawableOrder(
900
+ other.drawableID, 0, StageLayering.SPRITE_LAYER, true);
901
+ this.renderer.setDrawableOrder(this.drawableID, otherLayer, StageLayering.SPRITE_LAYER);
902
+ }
903
+
904
+ const executionPosition = this.runtime.executableTargets.indexOf(other);
905
+ this.runtime.setExecutablePosition(this, executionPosition);
906
+ }
907
+
908
+ /**
909
+ * Keep a desired position within a fence.
910
+ * @param {number} newX New desired X position.
911
+ * @param {number} newY New desired Y position.
912
+ * @param {object=} optFence Optional fence with left, right, top bottom.
913
+ * @return {Array.<number>} Fenced X and Y coordinates.
914
+ */
915
+ keepInFence (newX, newY, optFence) {
916
+ let fence = optFence;
917
+ if (!fence) {
918
+ fence = {
919
+ left: -this.runtime.constructor.STAGE_WIDTH / 2,
920
+ right: this.runtime.constructor.STAGE_WIDTH / 2,
921
+ top: this.runtime.constructor.STAGE_HEIGHT / 2,
922
+ bottom: -this.runtime.constructor.STAGE_HEIGHT / 2
923
+ };
924
+ }
925
+ const bounds = this.getBounds();
926
+ if (!bounds) return;
927
+ // Adjust the known bounds to the target position.
928
+ bounds.left += (newX - this.x);
929
+ bounds.right += (newX - this.x);
930
+ bounds.top += (newY - this.y);
931
+ bounds.bottom += (newY - this.y);
932
+ // Find how far we need to move the target position.
933
+ let dx = 0;
934
+ let dy = 0;
935
+ if (bounds.left < fence.left) {
936
+ dx += fence.left - bounds.left;
937
+ }
938
+ if (bounds.right > fence.right) {
939
+ dx += fence.right - bounds.right;
940
+ }
941
+ if (bounds.top > fence.top) {
942
+ dy += fence.top - bounds.top;
943
+ }
944
+ if (bounds.bottom < fence.bottom) {
945
+ dy += fence.bottom - bounds.bottom;
946
+ }
947
+ return [newX + dx, newY + dy];
948
+ }
949
+
950
+ /**
951
+ * Make a clone, copying any run-time properties.
952
+ * If we've hit the global clone limit, returns null.
953
+ * @return {RenderedTarget} New clone.
954
+ */
955
+ makeClone () {
956
+ if (!this.runtime.clonesAvailable() || this.isStage) {
957
+ return null; // Hit max clone limit, or this is the stage.
958
+ }
959
+ this.runtime.changeCloneCounter(1);
960
+ const newClone = this.sprite.createClone();
961
+ // Copy all properties.
962
+ newClone.x = this.x;
963
+ newClone.y = this.y;
964
+ newClone.direction = this.direction;
965
+ newClone.draggable = this.draggable;
966
+ newClone.visible = this.visible;
967
+ newClone.size = this.size;
968
+ newClone.currentCostume = this.currentCostume;
969
+ newClone.rotationStyle = this.rotationStyle;
970
+ newClone.effects = Clone.simple(this.effects);
971
+ newClone.variables = this.duplicateVariables();
972
+ newClone._edgeActivatedHatValues = Clone.simple(this._edgeActivatedHatValues);
973
+ newClone.initDrawable(StageLayering.SPRITE_LAYER);
974
+ newClone.updateAllDrawableProperties();
975
+ return newClone;
976
+ }
977
+
978
+ /**
979
+ * Make a duplicate using a duplicate sprite.
980
+ * @return {RenderedTarget} New clone.
981
+ */
982
+ duplicate () {
983
+ return this.sprite.duplicate().then(newSprite => {
984
+ const newTarget = newSprite.createClone();
985
+ // Copy all properties.
986
+ // @todo refactor with clone methods
987
+ newTarget.x = (Math.random() - 0.5) * 400 / 2;
988
+ newTarget.y = (Math.random() - 0.5) * 300 / 2;
989
+ newTarget.direction = this.direction;
990
+ newTarget.draggable = this.draggable;
991
+ newTarget.visible = this.visible;
992
+ newTarget.size = this.size;
993
+ newTarget.currentCostume = this.currentCostume;
994
+ newTarget.rotationStyle = this.rotationStyle;
995
+ newTarget.effects = JSON.parse(JSON.stringify(this.effects));
996
+ newTarget.variables = this.duplicateVariables(newTarget.blocks);
997
+ newTarget.updateAllDrawableProperties();
998
+ return newTarget;
999
+ });
1000
+ }
1001
+
1002
+ /**
1003
+ * Called when the project receives a "green flag."
1004
+ * For a rendered target, this clears graphic effects.
1005
+ */
1006
+ onGreenFlag () {
1007
+ this.clearEffects();
1008
+ }
1009
+
1010
+ /**
1011
+ * Called when the project receives a "stop all"
1012
+ * Stop all sounds and clear graphic effects.
1013
+ */
1014
+ onStopAll () {
1015
+ this.clearEffects();
1016
+ }
1017
+
1018
+ /**
1019
+ * Post/edit sprite info.
1020
+ * @param {object} data An object with sprite info data to set.
1021
+ */
1022
+ postSpriteInfo (data) {
1023
+ const force = Object.prototype.hasOwnProperty.call(data, 'force') ? data.force : null;
1024
+ const isXChanged = Object.prototype.hasOwnProperty.call(data, 'x');
1025
+ const isYChanged = Object.prototype.hasOwnProperty.call(data, 'y');
1026
+ if (isXChanged || isYChanged) {
1027
+ this.setXY(isXChanged ? data.x : this.x, isYChanged ? data.y : this.y, force);
1028
+ }
1029
+ if (Object.prototype.hasOwnProperty.call(data, 'direction')) {
1030
+ this.setDirection(data.direction);
1031
+ }
1032
+ if (Object.prototype.hasOwnProperty.call(data, 'draggable')) {
1033
+ this.setDraggable(data.draggable);
1034
+ }
1035
+ if (Object.prototype.hasOwnProperty.call(data, 'rotationStyle')) {
1036
+ this.setRotationStyle(data.rotationStyle);
1037
+ }
1038
+ if (Object.prototype.hasOwnProperty.call(data, 'visible')) {
1039
+ this.setVisible(data.visible);
1040
+ }
1041
+ if (Object.prototype.hasOwnProperty.call(data, 'size')) {
1042
+ this.setSize(data.size);
1043
+ }
1044
+ }
1045
+
1046
+ /**
1047
+ * Put the sprite into the drag state. While in effect, setXY must be forced
1048
+ */
1049
+ startDrag () {
1050
+ this.dragging = true;
1051
+ }
1052
+
1053
+ /**
1054
+ * Remove the sprite from the drag state.
1055
+ */
1056
+ stopDrag () {
1057
+ this.dragging = false;
1058
+ }
1059
+
1060
+
1061
+ /**
1062
+ * Serialize sprite info, used when emitting events about the sprite
1063
+ * @returns {object} Sprite data as a simple object
1064
+ */
1065
+ toJSON () {
1066
+ const costumes = this.getCostumes();
1067
+ return {
1068
+ id: this.id,
1069
+ name: this.getName(),
1070
+ isStage: this.isStage,
1071
+ x: this.x,
1072
+ y: this.y,
1073
+ size: this.size,
1074
+ direction: this.direction,
1075
+ draggable: this.draggable,
1076
+ currentCostume: this.currentCostume,
1077
+ costume: costumes[this.currentCostume],
1078
+ costumeCount: costumes.length,
1079
+ visible: this.visible,
1080
+ rotationStyle: this.rotationStyle,
1081
+ comments: this.comments,
1082
+ blocks: this.blocks._blocks,
1083
+ variables: this.variables,
1084
+ costumes: costumes,
1085
+ sounds: this.getSounds(),
1086
+ textToSpeechLanguage: this.textToSpeechLanguage,
1087
+ tempo: this.tempo,
1088
+ volume: this.volume,
1089
+ videoTransparency: this.videoTransparency,
1090
+ videoState: this.videoState
1091
+
1092
+ };
1093
+ }
1094
+
1095
+ /**
1096
+ * Dispose, destroying any run-time properties.
1097
+ */
1098
+ dispose () {
1099
+ this.runtime.changeCloneCounter(-1);
1100
+ this.runtime.stopForTarget(this);
1101
+ this.runtime.removeExecutable(this);
1102
+ this.sprite.removeClone(this);
1103
+ if (this.renderer && this.drawableID !== null) {
1104
+ this.renderer.destroyDrawable(this.drawableID, this.isStage ?
1105
+ StageLayering.BACKGROUND_LAYER :
1106
+ StageLayering.SPRITE_LAYER);
1107
+ if (this.visible) {
1108
+ this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
1109
+ this.runtime.requestRedraw();
1110
+ }
1111
+ }
1112
+ }
1113
+ }
1114
+
1115
+ module.exports = RenderedTarget;