pxt-core 7.5.23 → 7.5.26

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/built/pxt.js CHANGED
@@ -114473,11 +114473,10 @@ var pxt;
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  (function (pxt) {
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  var assets;
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  (function (assets) {
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+ assets.MAX_FREQUENCY = 5000;
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+ assets.MAX_VOLUME = 255;
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  function renderSoundPath(sound, width, height) {
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  const { startFrequency, endFrequency, startVolume, endVolume, wave, interpolation } = sound;
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- const scale = (start, end, percent) => {
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- return Math.pow(start, 1 - percent) * Math.pow(end, percent);
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- };
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  // To make the graph appear consistent with the implementation, use a seeded random for the noise waveform.
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  // The numbers are still nonsense but at least this reflects that it's deterministic.
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  const random = new SeededRandom(startFrequency + endFrequency + 1);
@@ -114494,11 +114493,13 @@ var pxt;
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  break;
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  }
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  if (wave === "noise") {
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- getFrequencyAt = () => random.randomRange(500, 1000);
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+ getFrequencyAt = () => random.randomRange(500, 5000);
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  }
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- const getVolumeAt = (x) => ((endVolume - startVolume) / width) * x + startVolume;
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- const volumeToAmplitude = (volume) => (volume / 1023) * (height - 2) / 2;
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- const frequencyToWidth = (frequency) => Math.min(width, Math.max(10, (1 / scale(1, 4000, frequency / 4000)) * width / 2));
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+ const getVolumeAt = (x) => Math.max(Math.min(((endVolume - startVolume) / width) * x + startVolume, assets.MAX_VOLUME), 0);
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+ const minWaveWidth = 10;
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+ const maxWaveWidth = width / 2;
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+ const volumeToAmplitude = (volume) => (volume / assets.MAX_VOLUME) * (height - 2) / 2;
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+ const frequencyToWidth = (frequency) => (1 - frequency / assets.MAX_FREQUENCY) * (maxWaveWidth - minWaveWidth) + minWaveWidth;
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  const parts = [`M ${2} ${height / 2}`];
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  let currentX = 0;
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  while (currentX < width) {
@@ -114515,8 +114516,8 @@ var pxt;
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  // The numbers are still nonsense but at least this reflects that it's deterministic.
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  const random = new SeededRandom(frequency);
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  if (wave === "noise")
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- frequency = random.randomRange(500, 1000);
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- const amplitude = (volume / 1023) * (height - 2) / 2;
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+ frequency = random.randomRange(500, 5000);
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+ const amplitude = (volume / assets.MAX_VOLUME) * (height - 2) / 2;
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  const waveHalfWidth = (width / (frequency * timeBase / 1000)) / 2;
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  let numSegments = Math.ceil(width / (waveHalfWidth * 2));
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  if (numSegments % 2 === 1)
@@ -126870,7 +126871,12 @@ ${output}</xml>`;
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  if (optionalCount) {
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  if (!r.mutation)
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  r.mutation = {};
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- r.mutation["_expanded"] = optionalCount.toString();
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+ if (attributes.compileHiddenArguments) {
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+ r.mutation["_expanded"] = "0";
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+ }
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+ else {
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+ r.mutation["_expanded"] = optionalCount.toString();
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+ }
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  }
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  return r;
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  }
@@ -15246,6 +15246,7 @@ var pxtblockly;
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  .size(TOTAL_WIDTH, TOTAL_HEIGHT)
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  .setClass("blocklySpriteField")
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  .stroke("#fff", 1)
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+ .fill("#dedede")
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  .corner(TOTAL_HEIGHT / 2);
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  const clipPathId = "preview-clip-" + pxt.U.guidGen();
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  const clip = new svg.ClipPath()
@@ -15480,8 +15481,8 @@ var pxtblockly;
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  sound = {
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  duration: 1000,
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  startFrequency: 100,
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- endFrequency: 1800,
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- startVolume: 1023,
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+ endFrequency: 4800,
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+ startVolume: 100,
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  endVolume: 0,
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  wave: "sine",
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  interpolation: "linear",
@@ -11684,6 +11684,7 @@ var pxtblockly;
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  .size(TOTAL_WIDTH, TOTAL_HEIGHT)
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  .setClass("blocklySpriteField")
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  .stroke("#fff", 1)
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+ .fill("#dedede")
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  .corner(TOTAL_HEIGHT / 2);
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  const clipPathId = "preview-clip-" + pxt.U.guidGen();
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  const clip = new svg.ClipPath()
@@ -11918,8 +11919,8 @@ var pxtblockly;
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  sound = {
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  duration: 1000,
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  startFrequency: 100,
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- endFrequency: 1800,
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- startVolume: 1023,
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+ endFrequency: 4800,
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+ startVolume: 100,
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  endVolume: 0,
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  wave: "sine",
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  interpolation: "linear",
@@ -5818,7 +5818,12 @@ ${output}</xml>`;
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  if (optionalCount) {
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  if (!r.mutation)
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  r.mutation = {};
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- r.mutation["_expanded"] = optionalCount.toString();
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+ if (attributes.compileHiddenArguments) {
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+ r.mutation["_expanded"] = "0";
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+ }
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+ else {
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+ r.mutation["_expanded"] = optionalCount.toString();
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+ }
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  }
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  return r;
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  }
package/built/pxtlib.d.ts CHANGED
@@ -2313,6 +2313,8 @@ declare namespace pxt.assets {
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  endVolume: number;
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  duration: number;
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  }
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+ const MAX_FREQUENCY = 5000;
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+ const MAX_VOLUME = 255;
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  function renderSoundPath(sound: pxt.assets.Sound, width: number, height: number): string;
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  function renderWaveSnapshot(frequency: number, volume: number, wave: SoundWaveForm, width: number, height: number, timeBase: number): string;
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  }
package/built/pxtlib.js CHANGED
@@ -16787,11 +16787,10 @@ var pxt;
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  (function (pxt) {
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  var assets;
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  (function (assets) {
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+ assets.MAX_FREQUENCY = 5000;
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+ assets.MAX_VOLUME = 255;
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  function renderSoundPath(sound, width, height) {
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  const { startFrequency, endFrequency, startVolume, endVolume, wave, interpolation } = sound;
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- const scale = (start, end, percent) => {
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- return Math.pow(start, 1 - percent) * Math.pow(end, percent);
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- };
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  // To make the graph appear consistent with the implementation, use a seeded random for the noise waveform.
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  // The numbers are still nonsense but at least this reflects that it's deterministic.
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  const random = new SeededRandom(startFrequency + endFrequency + 1);
@@ -16808,11 +16807,13 @@ var pxt;
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  break;
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  }
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  if (wave === "noise") {
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- getFrequencyAt = () => random.randomRange(500, 1000);
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+ getFrequencyAt = () => random.randomRange(500, 5000);
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  }
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- const getVolumeAt = (x) => ((endVolume - startVolume) / width) * x + startVolume;
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- const volumeToAmplitude = (volume) => (volume / 1023) * (height - 2) / 2;
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- const frequencyToWidth = (frequency) => Math.min(width, Math.max(10, (1 / scale(1, 4000, frequency / 4000)) * width / 2));
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+ const getVolumeAt = (x) => Math.max(Math.min(((endVolume - startVolume) / width) * x + startVolume, assets.MAX_VOLUME), 0);
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+ const minWaveWidth = 10;
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+ const maxWaveWidth = width / 2;
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+ const volumeToAmplitude = (volume) => (volume / assets.MAX_VOLUME) * (height - 2) / 2;
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+ const frequencyToWidth = (frequency) => (1 - frequency / assets.MAX_FREQUENCY) * (maxWaveWidth - minWaveWidth) + minWaveWidth;
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  const parts = [`M ${2} ${height / 2}`];
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  let currentX = 0;
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  while (currentX < width) {
@@ -16829,8 +16830,8 @@ var pxt;
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  // The numbers are still nonsense but at least this reflects that it's deterministic.
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  const random = new SeededRandom(frequency);
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  if (wave === "noise")
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- frequency = random.randomRange(500, 1000);
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- const amplitude = (volume / 1023) * (height - 2) / 2;
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+ frequency = random.randomRange(500, 5000);
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+ const amplitude = (volume / assets.MAX_VOLUME) * (height - 2) / 2;
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  const waveHalfWidth = (width / (frequency * timeBase / 1000)) / 2;
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  let numSegments = Math.ceil(width / (waveHalfWidth * 2));
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  if (numSegments % 2 === 1)