/
scratch3_looks.js
612 lines (553 loc) · 23 KB
/
scratch3_looks.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
const Cast = require('../util/cast');
const Clone = require('../util/clone');
const RenderedTarget = require('../sprites/rendered-target');
const uid = require('../util/uid');
const StageLayering = require('../engine/stage-layering');
const getMonitorIdForBlockWithArgs = require('../util/get-monitor-id');
const MathUtil = require('../util/math-util');
/**
* @typedef {object} BubbleState - the bubble state associated with a particular target.
* @property {Boolean} onSpriteRight - tracks whether the bubble is right or left of the sprite.
* @property {?int} drawableId - the ID of the associated bubble Drawable, null if none.
* @property {string} text - the text of the bubble.
* @property {string} type - the type of the bubble, "say" or "think"
* @property {?string} usageId - ID indicating the most recent usage of the say/think bubble.
* Used for comparison when determining whether to clear a say/think bubble.
*/
class Scratch3LooksBlocks {
constructor (runtime) {
/**
* The runtime instantiating this block package.
* @type {Runtime}
*/
this.runtime = runtime;
this._onTargetChanged = this._onTargetChanged.bind(this);
this._onResetBubbles = this._onResetBubbles.bind(this);
this._onTargetWillExit = this._onTargetWillExit.bind(this);
this._updateBubble = this._updateBubble.bind(this);
// Reset all bubbles on start/stop
this.runtime.on('PROJECT_STOP_ALL', this._onResetBubbles);
this.runtime.on('targetWasRemoved', this._onTargetWillExit);
// Enable other blocks to use bubbles like ask/answer
this.runtime.on(Scratch3LooksBlocks.SAY_OR_THINK, this._updateBubble);
}
/**
* The default bubble state, to be used when a target has no existing bubble state.
* @type {BubbleState}
*/
static get DEFAULT_BUBBLE_STATE () {
return {
drawableId: null,
onSpriteRight: true,
skinId: null,
text: '',
type: 'say',
usageId: null
};
}
/**
* The key to load & store a target's bubble-related state.
* @type {string}
*/
static get STATE_KEY () {
return 'Scratch.looks';
}
/**
* Event name for a text bubble being created or updated.
* @const {string}
*/
static get SAY_OR_THINK () {
// There are currently many places in the codebase which explicitly refer to this event by the string 'SAY',
// so keep this as the string 'SAY' for now rather than changing it to 'SAY_OR_THINK' and breaking things.
return 'SAY';
}
/**
* Limit for say bubble string.
* @const {string}
*/
static get SAY_BUBBLE_LIMIT () {
return 330;
}
/**
* Limit for ghost effect
* @const {object}
*/
static get EFFECT_GHOST_LIMIT (){
return {min: 0, max: 100};
}
/**
* Limit for brightness effect
* @const {object}
*/
static get EFFECT_BRIGHTNESS_LIMIT (){
return {min: -100, max: 100};
}
/**
* @param {Target} target - collect bubble state for this target. Probably, but not necessarily, a RenderedTarget.
* @returns {BubbleState} the mutable bubble state associated with that target. This will be created if necessary.
* @private
*/
_getBubbleState (target) {
let bubbleState = target.getCustomState(Scratch3LooksBlocks.STATE_KEY);
if (!bubbleState) {
bubbleState = Clone.simple(Scratch3LooksBlocks.DEFAULT_BUBBLE_STATE);
target.setCustomState(Scratch3LooksBlocks.STATE_KEY, bubbleState);
}
return bubbleState;
}
/**
* Handle a target which has moved.
* @param {RenderedTarget} target - the target which has moved.
* @private
*/
_onTargetChanged (target) {
const bubbleState = this._getBubbleState(target);
if (bubbleState.drawableId) {
this._positionBubble(target);
}
}
/**
* Handle a target which is exiting.
* @param {RenderedTarget} target - the target.
* @private
*/
_onTargetWillExit (target) {
const bubbleState = this._getBubbleState(target);
if (bubbleState.drawableId && bubbleState.skinId) {
this.runtime.renderer.destroyDrawable(bubbleState.drawableId, StageLayering.SPRITE_LAYER);
this.runtime.renderer.destroySkin(bubbleState.skinId);
bubbleState.drawableId = null;
bubbleState.skinId = null;
this.runtime.requestRedraw();
}
target.removeListener(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this._onTargetChanged);
}
/**
* Handle project start/stop by clearing all visible bubbles.
* @private
*/
_onResetBubbles () {
for (let n = 0; n < this.runtime.targets.length; n++) {
const bubbleState = this._getBubbleState(this.runtime.targets[n]);
bubbleState.text = '';
this._onTargetWillExit(this.runtime.targets[n]);
}
clearTimeout(this._bubbleTimeout);
}
/**
* Position the bubble of a target. If it doesn't fit on the specified side, flip and rerender.
* @param {!Target} target Target whose bubble needs positioning.
* @private
*/
_positionBubble (target) {
if (!target.visible) return;
const bubbleState = this._getBubbleState(target);
const [bubbleWidth, bubbleHeight] = this.runtime.renderer.getCurrentSkinSize(bubbleState.drawableId);
let targetBounds;
try {
targetBounds = target.getBoundsForBubble();
} catch (error_) {
// Bounds calculation could fail (e.g. on empty costumes), in that case
// use the x/y position of the target.
targetBounds = {
left: target.x,
right: target.x,
top: target.y,
bottom: target.y
};
}
const stageSize = this.runtime.renderer.getNativeSize();
const stageBounds = {
left: -stageSize[0] / 2,
right: stageSize[0] / 2,
top: stageSize[1] / 2,
bottom: -stageSize[1] / 2
};
if (bubbleState.onSpriteRight && bubbleWidth + targetBounds.right > stageBounds.right &&
(targetBounds.left - bubbleWidth > stageBounds.left)) { // Only flip if it would fit
bubbleState.onSpriteRight = false;
this._renderBubble(target);
} else if (!bubbleState.onSpriteRight && targetBounds.left - bubbleWidth < stageBounds.left &&
(bubbleWidth + targetBounds.right < stageBounds.right)) { // Only flip if it would fit
bubbleState.onSpriteRight = true;
this._renderBubble(target);
} else {
this.runtime.renderer.updateDrawablePosition(bubbleState.drawableId, [
bubbleState.onSpriteRight ? (
Math.max(
stageBounds.left, // Bubble should not extend past left edge of stage
Math.min(stageBounds.right - bubbleWidth, targetBounds.right)
)
) : (
Math.min(
stageBounds.right - bubbleWidth, // Bubble should not extend past right edge of stage
Math.max(stageBounds.left, targetBounds.left - bubbleWidth)
)
),
// Bubble should not extend past the top of the stage
Math.min(stageBounds.top, targetBounds.bottom + bubbleHeight)
]);
this.runtime.requestRedraw();
}
}
/**
* Create a visible bubble for a target. If a bubble exists for the target,
* just set it to visible and update the type/text. Otherwise create a new
* bubble and update the relevant custom state.
* @param {!Target} target Target who needs a bubble.
* @return {undefined} Early return if text is empty string.
* @private
*/
_renderBubble (target) {
if (!this.runtime.renderer) return;
const bubbleState = this._getBubbleState(target);
const {type, text, onSpriteRight} = bubbleState;
// Remove the bubble if target is not visible, or text is being set to blank.
if (!target.visible || text === '') {
this._onTargetWillExit(target);
return;
}
if (bubbleState.skinId) {
this.runtime.renderer.updateTextSkin(bubbleState.skinId, type, text, onSpriteRight, [0, 0]);
} else {
target.addListener(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this._onTargetChanged);
bubbleState.drawableId = this.runtime.renderer.createDrawable(StageLayering.SPRITE_LAYER);
bubbleState.skinId = this.runtime.renderer.createTextSkin(type, text, bubbleState.onSpriteRight, [0, 0]);
this.runtime.renderer.updateDrawableSkinId(bubbleState.drawableId, bubbleState.skinId);
}
this._positionBubble(target);
}
/**
* Properly format text for a text bubble.
* @param {string} text The text to be formatted
* @return {string} The formatted text
* @private
*/
_formatBubbleText (text) {
if (text === '') return text;
// Non-integers should be rounded to 2 decimal places (no more, no less), unless they're small enough that
// rounding would display them as 0.00. This matches 2.0's behavior:
// https://github.com/LLK/scratch-flash/blob/2e4a402ceb205a042887f54b26eebe1c2e6da6c0/src/scratch/ScratchSprite.as#L579-L585
if (typeof text === 'number' &&
Math.abs(text) >= 0.01 && text % 1 !== 0) {
text = text.toFixed(2);
}
// Limit the length of the string.
text = String(text).substr(0, Scratch3LooksBlocks.SAY_BUBBLE_LIMIT);
return text;
}
/**
* The entry point for say/think blocks. Clears existing bubble if the text is empty.
* Set the bubble custom state and then call _renderBubble.
* @param {!Target} target Target that say/think blocks are being called on.
* @param {!string} type Either "say" or "think"
* @param {!string} text The text for the bubble, empty string clears the bubble.
* @private
*/
_updateBubble (target, type, text) {
const bubbleState = this._getBubbleState(target);
bubbleState.type = type;
bubbleState.text = this._formatBubbleText(text);
bubbleState.usageId = uid();
this._renderBubble(target);
}
/**
* Retrieve the block primitives implemented by this package.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
getPrimitives () {
return {
looks_say: this.say,
looks_sayforsecs: this.sayforsecs,
looks_think: this.think,
looks_thinkforsecs: this.thinkforsecs,
looks_show: this.show,
looks_hide: this.hide,
looks_hideallsprites: () => {}, // legacy no-op block
looks_switchcostumeto: this.switchCostume,
looks_switchbackdropto: this.switchBackdrop,
looks_switchbackdroptoandwait: this.switchBackdropAndWait,
looks_nextcostume: this.nextCostume,
looks_nextbackdrop: this.nextBackdrop,
looks_changeeffectby: this.changeEffect,
looks_seteffectto: this.setEffect,
looks_cleargraphiceffects: this.clearEffects,
looks_changesizeby: this.changeSize,
looks_setsizeto: this.setSize,
looks_changestretchby: () => {}, // legacy no-op blocks
looks_setstretchto: () => {},
looks_gotofrontback: this.goToFrontBack,
looks_goforwardbackwardlayers: this.goForwardBackwardLayers,
looks_size: this.getSize,
looks_costumenumbername: this.getCostumeNumberName,
looks_backdropnumbername: this.getBackdropNumberName
};
}
getMonitored () {
return {
looks_size: {
isSpriteSpecific: true,
getId: targetId => `${targetId}_size`
},
looks_costumenumbername: {
isSpriteSpecific: true,
getId: (targetId, fields) => getMonitorIdForBlockWithArgs(`${targetId}_costumenumbername`, fields)
},
looks_backdropnumbername: {
getId: (_, fields) => getMonitorIdForBlockWithArgs('backdropnumbername', fields)
}
};
}
say (args, util) {
// @TODO in 2.0 calling say/think resets the right/left bias of the bubble
this.runtime.emit(Scratch3LooksBlocks.SAY_OR_THINK, util.target, 'say', args.MESSAGE);
}
sayforsecs (args, util) {
this.say(args, util);
const target = util.target;
const usageId = this._getBubbleState(target).usageId;
return new Promise(resolve => {
this._bubbleTimeout = setTimeout(() => {
this._bubbleTimeout = null;
// Clear say bubble if it hasn't been changed and proceed.
if (this._getBubbleState(target).usageId === usageId) {
this._updateBubble(target, 'say', '');
}
resolve();
}, 1000 * args.SECS);
});
}
think (args, util) {
this.runtime.emit(Scratch3LooksBlocks.SAY_OR_THINK, util.target, 'think', args.MESSAGE);
}
thinkforsecs (args, util) {
this.think(args, util);
const target = util.target;
const usageId = this._getBubbleState(target).usageId;
return new Promise(resolve => {
this._bubbleTimeout = setTimeout(() => {
this._bubbleTimeout = null;
// Clear think bubble if it hasn't been changed and proceed.
if (this._getBubbleState(target).usageId === usageId) {
this._updateBubble(target, 'think', '');
}
resolve();
}, 1000 * args.SECS);
});
}
show (args, util) {
util.target.setVisible(true);
this._renderBubble(util.target);
}
hide (args, util) {
util.target.setVisible(false);
this._renderBubble(util.target);
}
/**
* Utility function to set the costume of a target.
* Matches the behavior of Scratch 2.0 for different types of arguments.
* @param {!Target} target Target to set costume to.
* @param {Any} requestedCostume Costume requested, e.g., 0, 'name', etc.
* @param {boolean=} optZeroIndex Set to zero-index the requestedCostume.
* @return {Array.<!Thread>} Any threads started by this switch.
*/
_setCostume (target, requestedCostume, optZeroIndex) {
if (typeof requestedCostume === 'number') {
// Numbers should be treated as costume indices, always
target.setCostume(optZeroIndex ? requestedCostume : requestedCostume - 1);
} else {
// Strings should be treated as costume names, where possible
const costumeIndex = target.getCostumeIndexByName(requestedCostume.toString());
if (costumeIndex !== -1) {
target.setCostume(costumeIndex);
} else if (requestedCostume === 'next costume') {
target.setCostume(target.currentCostume + 1);
} else if (requestedCostume === 'previous costume') {
target.setCostume(target.currentCostume - 1);
// Try to cast the string to a number (and treat it as a costume index)
// Pure whitespace should not be treated as a number
// Note: isNaN will cast the string to a number before checking if it's NaN
} else if (!(isNaN(requestedCostume) || Cast.isWhiteSpace(requestedCostume))) {
target.setCostume(optZeroIndex ? Number(requestedCostume) : Number(requestedCostume) - 1);
}
}
// Per 2.0, 'switch costume' can't start threads even in the Stage.
return [];
}
/**
* Utility function to set the backdrop of a target.
* Matches the behavior of Scratch 2.0 for different types of arguments.
* @param {!Target} stage Target to set backdrop to.
* @param {Any} requestedBackdrop Backdrop requested, e.g., 0, 'name', etc.
* @param {boolean=} optZeroIndex Set to zero-index the requestedBackdrop.
* @return {Array.<!Thread>} Any threads started by this switch.
*/
_setBackdrop (stage, requestedBackdrop, optZeroIndex) {
if (typeof requestedBackdrop === 'number') {
// Numbers should be treated as backdrop indices, always
stage.setCostume(optZeroIndex ? requestedBackdrop : requestedBackdrop - 1);
} else {
// Strings should be treated as backdrop names where possible
const costumeIndex = stage.getCostumeIndexByName(requestedBackdrop.toString());
if (costumeIndex !== -1) {
stage.setCostume(costumeIndex);
} else if (requestedBackdrop === 'next backdrop') {
stage.setCostume(stage.currentCostume + 1);
} else if (requestedBackdrop === 'previous backdrop') {
stage.setCostume(stage.currentCostume - 1);
} else if (requestedBackdrop === 'random backdrop') {
const numCostumes = stage.getCostumes().length;
if (numCostumes > 1) {
// Don't pick the current backdrop, so that the block
// will always have an observable effect.
const lowerBound = 0;
const upperBound = numCostumes - 1;
const costumeToExclude = stage.currentCostume;
const nextCostume = MathUtil.inclusiveRandIntWithout(lowerBound, upperBound, costumeToExclude);
stage.setCostume(nextCostume);
}
// Try to cast the string to a number (and treat it as a costume index)
// Pure whitespace should not be treated as a number
// Note: isNaN will cast the string to a number before checking if it's NaN
} else if (!(isNaN(requestedBackdrop) || Cast.isWhiteSpace(requestedBackdrop))) {
stage.setCostume(optZeroIndex ? Number(requestedBackdrop) : Number(requestedBackdrop) - 1);
}
}
const newName = stage.getCostumes()[stage.currentCostume].name;
return this.runtime.startHats('event_whenbackdropswitchesto', {
BACKDROP: newName
});
}
switchCostume (args, util) {
this._setCostume(util.target, args.COSTUME);
}
nextCostume (args, util) {
this._setCostume(
util.target, util.target.currentCostume + 1, true
);
}
switchBackdrop (args) {
this._setBackdrop(this.runtime.getTargetForStage(), args.BACKDROP);
}
switchBackdropAndWait (args, util) {
// Have we run before, starting threads?
if (!util.stackFrame.startedThreads) {
// No - switch the backdrop.
util.stackFrame.startedThreads = (
this._setBackdrop(
this.runtime.getTargetForStage(),
args.BACKDROP
)
);
if (util.stackFrame.startedThreads.length === 0) {
// Nothing was started.
return;
}
}
// We've run before; check if the wait is still going on.
const instance = this;
// Scratch 2 considers threads to be waiting if they are still in
// runtime.threads. Threads that have run all their blocks, or are
// marked done but still in runtime.threads are still considered to
// be waiting.
const waiting = util.stackFrame.startedThreads
.some(thread => instance.runtime.threads.indexOf(thread) !== -1);
if (waiting) {
// If all threads are waiting for the next tick or later yield
// for a tick as well. Otherwise yield until the next loop of
// the threads.
if (
util.stackFrame.startedThreads
.every(thread => instance.runtime.isWaitingThread(thread))
) {
util.yieldTick();
} else {
util.yield();
}
}
}
nextBackdrop () {
const stage = this.runtime.getTargetForStage();
this._setBackdrop(
stage, stage.currentCostume + 1, true
);
}
clampEffect (effect, value) {
let clampedValue = value;
switch (effect) {
case 'ghost':
clampedValue = MathUtil.clamp(value,
Scratch3LooksBlocks.EFFECT_GHOST_LIMIT.min,
Scratch3LooksBlocks.EFFECT_GHOST_LIMIT.max);
break;
case 'brightness':
clampedValue = MathUtil.clamp(value,
Scratch3LooksBlocks.EFFECT_BRIGHTNESS_LIMIT.min,
Scratch3LooksBlocks.EFFECT_BRIGHTNESS_LIMIT.max);
break;
}
return clampedValue;
}
changeEffect (args, util) {
const effect = Cast.toString(args.EFFECT).toLowerCase();
const change = Cast.toNumber(args.CHANGE);
if (!util.target.effects.hasOwnProperty(effect)) return;
let newValue = change + util.target.effects[effect];
newValue = this.clampEffect(effect, newValue);
util.target.setEffect(effect, newValue);
}
setEffect (args, util) {
const effect = Cast.toString(args.EFFECT).toLowerCase();
let value = Cast.toNumber(args.VALUE);
value = this.clampEffect(effect, value);
util.target.setEffect(effect, value);
}
clearEffects (args, util) {
util.target.clearEffects();
}
changeSize (args, util) {
const change = Cast.toNumber(args.CHANGE);
util.target.setSize(util.target.size + change);
}
setSize (args, util) {
const size = Cast.toNumber(args.SIZE);
util.target.setSize(size);
}
goToFrontBack (args, util) {
if (!util.target.isStage) {
if (args.FRONT_BACK === 'front') {
util.target.goToFront();
} else {
util.target.goToBack();
}
}
}
goForwardBackwardLayers (args, util) {
if (!util.target.isStage) {
if (args.FORWARD_BACKWARD === 'forward') {
util.target.goForwardLayers(Cast.toNumber(args.NUM));
} else {
util.target.goBackwardLayers(Cast.toNumber(args.NUM));
}
}
}
getSize (args, util) {
return Math.round(util.target.size);
}
getBackdropNumberName (args) {
const stage = this.runtime.getTargetForStage();
if (args.NUMBER_NAME === 'number') {
return stage.currentCostume + 1;
}
// Else return name
return stage.getCostumes()[stage.currentCostume].name;
}
getCostumeNumberName (args, util) {
if (args.NUMBER_NAME === 'number') {
return util.target.currentCostume + 1;
}
// Else return name
return util.target.getCostumes()[util.target.currentCostume].name;
}
}
module.exports = Scratch3LooksBlocks;