diff --git a/COPYING b/COPYING new file mode 100644 index 0000000..d8fe369 --- /dev/null +++ b/COPYING @@ -0,0 +1,677 @@ + GNU GENERAL PUBLIC LICENSE + Version 2, June 1991 + + Copyright (C) 1989, 1991 Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. By contrast, the GNU General Public +License is intended to guarantee your freedom to share and change free +software--to make sure the software is free for all its users. This +General Public License applies to most of the Free Software +Foundation's software and to any other program whose authors commit to +using it. (Some other Free Software Foundation software is covered by +the GNU Lesser General Public License instead.) You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. Our General Public Licenses are designed to make sure that you +have the freedom to distribute copies of free software (and charge for +this service if you wish), that you receive source code or can get it +if you want it, that you can change the software or use pieces of it +in new free programs; and that you know you can do these things. + + To protect your rights, we need to make restrictions that forbid +anyone to deny you these rights or to ask you to surrender the rights. +These restrictions translate to certain responsibilities for you if you +distribute copies of the software, or if you modify it. + + For example, if you distribute copies of such a program, whether +gratis or for a fee, you must give the recipients all the rights that +you have. You must make sure that they, too, receive or can get the +source code. And you must show them these terms so they know their +rights. + + We protect your rights with two steps: (1) copyright the software, and +(2) offer you this license which gives you legal permission to copy, +distribute and/or modify the software. + + Also, for each author's protection and ours, we want to make certain +that everyone understands that there is no warranty for this free +software. If the software is modified by someone else and passed on, we +want its recipients to know that what they have is not the original, so +that any problems introduced by others will not reflect on the original +authors' reputations. + + Finally, any free program is threatened constantly by software +patents. We wish to avoid the danger that redistributors of a free +program will individually obtain patent licenses, in effect making the +program proprietary. To prevent this, we have made it clear that any +patent must be licensed for everyone's free use or not licensed at all. + + The precise terms and conditions for copying, distribution and +modification follow. + + GNU GENERAL PUBLIC LICENSE + TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION + + 0. This License applies to any program or other work which contains +a notice placed by the copyright holder saying it may be distributed +under the terms of this General Public License. The "Program", below, +refers to any such program or work, and a "work based on the Program" +means either the Program or any derivative work under copyright law: +that is to say, a work containing the Program or a portion of it, +either verbatim or with modifications and/or translated into another +language. (Hereinafter, translation is included without limitation in +the term "modification".) Each licensee is addressed as "you". + +Activities other than copying, distribution and modification are not +covered by this License; they are outside its scope. The act of +running the Program is not restricted, and the output from the Program +is covered only if its contents constitute a work based on the +Program (independent of having been made by running the Program). +Whether that is true depends on what the Program does. + + 1. You may copy and distribute verbatim copies of the Program's +source code as you receive it, in any medium, provided that you +conspicuously and appropriately publish on each copy an appropriate +copyright notice and disclaimer of warranty; keep intact all the +notices that refer to this License and to the absence of any warranty; +and give any other recipients of the Program a copy of this License +along with the Program. + +You may charge a fee for the physical act of transferring a copy, and +you may at your option offer warranty protection in exchange for a fee. + + 2. You may modify your copy or copies of the Program or any portion +of it, thus forming a work based on the Program, and copy and +distribute such modifications or work under the terms of Section 1 +above, provided that you also meet all of these conditions: + + a) You must cause the modified files to carry prominent notices + stating that you changed the files and the date of any change. + + b) You must cause any work that you distribute or publish, that in + whole or in part contains or is derived from the Program or any + part thereof, to be licensed as a whole at no charge to all third + parties under the terms of this License. + + c) If the modified program normally reads commands interactively + when run, you must cause it, when started running for such + interactive use in the most ordinary way, to print or display an + announcement including an appropriate copyright notice and a + notice that there is no warranty (or else, saying that you provide + a warranty) and that users may redistribute the program under + these conditions, and telling the user how to view a copy of this + License. (Exception: if the Program itself is interactive but + does not normally print such an announcement, your work based on + the Program is not required to print an announcement.) + +These requirements apply to the modified work as a whole. If +identifiable sections of that work are not derived from the Program, +and can be reasonably considered independent and separate works in +themselves, then this License, and its terms, do not apply to those +sections when you distribute them as separate works. But when you +distribute the same sections as part of a whole which is a work based +on the Program, the distribution of the whole must be on the terms of +this License, whose permissions for other licensees extend to the +entire whole, and thus to each and every part regardless of who wrote it. + +Thus, it is not the intent of this section to claim rights or contest +your rights to work written entirely by you; rather, the intent is to +exercise the right to control the distribution of derivative or +collective works based on the Program. + +In addition, mere aggregation of another work not based on the Program +with the Program (or with a work based on the Program) on a volume of +a storage or distribution medium does not bring the other work under +the scope of this License. + + 3. You may copy and distribute the Program (or a work based on it, +under Section 2) in object code or executable form under the terms of +Sections 1 and 2 above provided that you also do one of the following: + + a) Accompany it with the complete corresponding machine-readable + source code, which must be distributed under the terms of Sections + 1 and 2 above on a medium customarily used for software interchange; or, + + b) Accompany it with a written offer, valid for at least three + years, to give any third party, for a charge no more than your + cost of physically performing source distribution, a complete + machine-readable copy of the corresponding source code, to be + distributed under the terms of Sections 1 and 2 above on a medium + customarily used for software interchange; or, + + c) Accompany it with the information you received as to the offer + to distribute corresponding source code. (This alternative is + allowed only for noncommercial distribution and only if you + received the program in object code or executable form with such + an offer, in accord with Subsection b above.) + +The source code for a work means the preferred form of the work for +making modifications to it. For an executable work, complete source +code means all the source code for all modules it contains, plus any +associated interface definition files, plus the scripts used to +control compilation and installation of the executable. However, as a +special exception, the source code distributed need not include +anything that is normally distributed (in either source or binary +form) with the major components (compiler, kernel, and so on) of the +operating system on which the executable runs, unless that component +itself accompanies the executable. + +If distribution of executable or object code is made by offering +access to copy from a designated place, then offering equivalent +access to copy the source code from the same place counts as +distribution of the source code, even though third parties are not +compelled to copy the source along with the object code. + + 4. You may not copy, modify, sublicense, or distribute the Program +except as expressly provided under this License. Any attempt +otherwise to copy, modify, sublicense or distribute the Program is +void, and will automatically terminate your rights under this License. +However, parties who have received copies, or rights, from you under +this License will not have their licenses terminated so long as such +parties remain in full compliance. + + 5. You are not required to accept this License, since you have not +signed it. However, nothing else grants you permission to modify or +distribute the Program or its derivative works. These actions are +prohibited by law if you do not accept this License. Therefore, by +modifying or distributing the Program (or any work based on the +Program), you indicate your acceptance of this License to do so, and +all its terms and conditions for copying, distributing or modifying +the Program or works based on it. + + 6. Each time you redistribute the Program (or any work based on the +Program), the recipient automatically receives a license from the +original licensor to copy, distribute or modify the Program subject to +these terms and conditions. You may not impose any further +restrictions on the recipients' exercise of the rights granted herein. +You are not responsible for enforcing compliance by third parties to +this License. + + 7. If, as a consequence of a court judgment or allegation of patent +infringement or for any other reason (not limited to patent issues), +conditions are imposed on you (whether by court order, agreement or +otherwise) that contradict the conditions of this License, they do not +excuse you from the conditions of this License. If you cannot +distribute so as to satisfy simultaneously your obligations under this +License and any other pertinent obligations, then as a consequence you +may not distribute the Program at all. For example, if a patent +license would not permit royalty-free redistribution of the Program by +all those who receive copies directly or indirectly through you, then +the only way you could satisfy both it and this License would be to +refrain entirely from distribution of the Program. + +If any portion of this section is held invalid or unenforceable under +any particular circumstance, the balance of the section is intended to +apply and the section as a whole is intended to apply in other +circumstances. + +It is not the purpose of this section to induce you to infringe any +patents or other property right claims or to contest validity of any +such claims; this section has the sole purpose of protecting the +integrity of the free software distribution system, which is +implemented by public license practices. Many people have made +generous contributions to the wide range of software distributed +through that system in reliance on consistent application of that +system; it is up to the author/donor to decide if he or she is willing +to distribute software through any other system and a licensee cannot +impose that choice. + +This section is intended to make thoroughly clear what is believed to +be a consequence of the rest of this License. + + 8. If the distribution and/or use of the Program is restricted in +certain countries either by patents or by copyrighted interfaces, the +original copyright holder who places the Program under this License +may add an explicit geographical distribution limitation excluding +those countries, so that distribution is permitted only in or among +countries not thus excluded. In such case, this License incorporates +the limitation as if written in the body of this License. + + 9. The Free Software Foundation may publish revised and/or new versions +of the General Public License from time to time. Such new versions will +be similar in spirit to the present version, but may differ in detail to +address new problems or concerns. + +Each version is given a distinguishing version number. If the Program +specifies a version number of this License which applies to it and "any +later version", you have the option of following the terms and conditions +either of that version or of any later version published by the Free +Software Foundation. If the Program does not specify a version number of +this License, you may choose any version ever published by the Free Software +Foundation. + + 10. If you wish to incorporate parts of the Program into other free +programs whose distribution conditions are different, write to the author +to ask for permission. For software which is copyrighted by the Free +Software Foundation, write to the Free Software Foundation; we sometimes +make exceptions for this. Our decision will be guided by the two goals +of preserving the free status of all derivatives of our free software and +of promoting the sharing and reuse of software generally. + + NO WARRANTY + + 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY +FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN +OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES +PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS +TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE +PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, +REPAIR OR CORRECTION. + + 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR +REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, +INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING +OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED +TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY +YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER +PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE +POSSIBILITY OF SUCH DAMAGES. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +convey the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License along + with this program; if not, write to the Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + +Also add information on how to contact you by electronic and paper mail. + +If the program is interactive, make it output a short notice like this +when it starts in an interactive mode: + + Gnomovision version 69, Copyright (C) year name of author + Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, the commands you use may +be called something other than `show w' and `show c'; they could even be +mouse-clicks or menu items--whatever suits your program. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the program, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the program + `Gnomovision' (which makes passes at compilers) written by James Hacker. + + , 1 April 1989 + Ty Coon, President of Vice + +This General Public License does not permit incorporating your program into +proprietary programs. If your program is a subroutine library, you may +consider it more useful to permit linking proprietary applications with the +library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. GNU GENERAL PUBLIC LICENSE + Version 2, June 1991 + + Copyright (C) 1989, 1991 Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. By contrast, the GNU General Public +License is intended to guarantee your freedom to share and change free +software--to make sure the software is free for all its users. This +General Public License applies to most of the Free Software +Foundation's software and to any other program whose authors commit to +using it. (Some other Free Software Foundation software is covered by +the GNU Lesser General Public License instead.) You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. Our General Public Licenses are designed to make sure that you +have the freedom to distribute copies of free software (and charge for +this service if you wish), that you receive source code or can get it +if you want it, that you can change the software or use pieces of it +in new free programs; and that you know you can do these things. + + To protect your rights, we need to make restrictions that forbid +anyone to deny you these rights or to ask you to surrender the rights. +These restrictions translate to certain responsibilities for you if you +distribute copies of the software, or if you modify it. + + For example, if you distribute copies of such a program, whether +gratis or for a fee, you must give the recipients all the rights that +you have. You must make sure that they, too, receive or can get the +source code. And you must show them these terms so they know their +rights. + + We protect your rights with two steps: (1) copyright the software, and +(2) offer you this license which gives you legal permission to copy, +distribute and/or modify the software. + + Also, for each author's protection and ours, we want to make certain +that everyone understands that there is no warranty for this free +software. If the software is modified by someone else and passed on, we +want its recipients to know that what they have is not the original, so +that any problems introduced by others will not reflect on the original +authors' reputations. + + Finally, any free program is threatened constantly by software +patents. We wish to avoid the danger that redistributors of a free +program will individually obtain patent licenses, in effect making the +program proprietary. To prevent this, we have made it clear that any +patent must be licensed for everyone's free use or not licensed at all. + + The precise terms and conditions for copying, distribution and +modification follow. + + GNU GENERAL PUBLIC LICENSE + TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION + + 0. This License applies to any program or other work which contains +a notice placed by the copyright holder saying it may be distributed +under the terms of this General Public License. The "Program", below, +refers to any such program or work, and a "work based on the Program" +means either the Program or any derivative work under copyright law: +that is to say, a work containing the Program or a portion of it, +either verbatim or with modifications and/or translated into another +language. (Hereinafter, translation is included without limitation in +the term "modification".) Each licensee is addressed as "you". + +Activities other than copying, distribution and modification are not +covered by this License; they are outside its scope. The act of +running the Program is not restricted, and the output from the Program +is covered only if its contents constitute a work based on the +Program (independent of having been made by running the Program). +Whether that is true depends on what the Program does. + + 1. You may copy and distribute verbatim copies of the Program's +source code as you receive it, in any medium, provided that you +conspicuously and appropriately publish on each copy an appropriate +copyright notice and disclaimer of warranty; keep intact all the +notices that refer to this License and to the absence of any warranty; +and give any other recipients of the Program a copy of this License +along with the Program. + +You may charge a fee for the physical act of transferring a copy, and +you may at your option offer warranty protection in exchange for a fee. + + 2. You may modify your copy or copies of the Program or any portion +of it, thus forming a work based on the Program, and copy and +distribute such modifications or work under the terms of Section 1 +above, provided that you also meet all of these conditions: + + a) You must cause the modified files to carry prominent notices + stating that you changed the files and the date of any change. + + b) You must cause any work that you distribute or publish, that in + whole or in part contains or is derived from the Program or any + part thereof, to be licensed as a whole at no charge to all third + parties under the terms of this License. + + c) If the modified program normally reads commands interactively + when run, you must cause it, when started running for such + interactive use in the most ordinary way, to print or display an + announcement including an appropriate copyright notice and a + notice that there is no warranty (or else, saying that you provide + a warranty) and that users may redistribute the program under + these conditions, and telling the user how to view a copy of this + License. (Exception: if the Program itself is interactive but + does not normally print such an announcement, your work based on + the Program is not required to print an announcement.) + +These requirements apply to the modified work as a whole. If +identifiable sections of that work are not derived from the Program, +and can be reasonably considered independent and separate works in +themselves, then this License, and its terms, do not apply to those +sections when you distribute them as separate works. But when you +distribute the same sections as part of a whole which is a work based +on the Program, the distribution of the whole must be on the terms of +this License, whose permissions for other licensees extend to the +entire whole, and thus to each and every part regardless of who wrote it. + +Thus, it is not the intent of this section to claim rights or contest +your rights to work written entirely by you; rather, the intent is to +exercise the right to control the distribution of derivative or +collective works based on the Program. + +In addition, mere aggregation of another work not based on the Program +with the Program (or with a work based on the Program) on a volume of +a storage or distribution medium does not bring the other work under +the scope of this License. + + 3. You may copy and distribute the Program (or a work based on it, +under Section 2) in object code or executable form under the terms of +Sections 1 and 2 above provided that you also do one of the following: + + a) Accompany it with the complete corresponding machine-readable + source code, which must be distributed under the terms of Sections + 1 and 2 above on a medium customarily used for software interchange; or, + + b) Accompany it with a written offer, valid for at least three + years, to give any third party, for a charge no more than your + cost of physically performing source distribution, a complete + machine-readable copy of the corresponding source code, to be + distributed under the terms of Sections 1 and 2 above on a medium + customarily used for software interchange; or, + + c) Accompany it with the information you received as to the offer + to distribute corresponding source code. (This alternative is + allowed only for noncommercial distribution and only if you + received the program in object code or executable form with such + an offer, in accord with Subsection b above.) + +The source code for a work means the preferred form of the work for +making modifications to it. For an executable work, complete source +code means all the source code for all modules it contains, plus any +associated interface definition files, plus the scripts used to +control compilation and installation of the executable. However, as a +special exception, the source code distributed need not include +anything that is normally distributed (in either source or binary +form) with the major components (compiler, kernel, and so on) of the +operating system on which the executable runs, unless that component +itself accompanies the executable. + +If distribution of executable or object code is made by offering +access to copy from a designated place, then offering equivalent +access to copy the source code from the same place counts as +distribution of the source code, even though third parties are not +compelled to copy the source along with the object code. + + 4. You may not copy, modify, sublicense, or distribute the Program +except as expressly provided under this License. Any attempt +otherwise to copy, modify, sublicense or distribute the Program is +void, and will automatically terminate your rights under this License. +However, parties who have received copies, or rights, from you under +this License will not have their licenses terminated so long as such +parties remain in full compliance. + + 5. You are not required to accept this License, since you have not +signed it. However, nothing else grants you permission to modify or +distribute the Program or its derivative works. These actions are +prohibited by law if you do not accept this License. Therefore, by +modifying or distributing the Program (or any work based on the +Program), you indicate your acceptance of this License to do so, and +all its terms and conditions for copying, distributing or modifying +the Program or works based on it. + + 6. Each time you redistribute the Program (or any work based on the +Program), the recipient automatically receives a license from the +original licensor to copy, distribute or modify the Program subject to +these terms and conditions. You may not impose any further +restrictions on the recipients' exercise of the rights granted herein. +You are not responsible for enforcing compliance by third parties to +this License. + + 7. If, as a consequence of a court judgment or allegation of patent +infringement or for any other reason (not limited to patent issues), +conditions are imposed on you (whether by court order, agreement or +otherwise) that contradict the conditions of this License, they do not +excuse you from the conditions of this License. If you cannot +distribute so as to satisfy simultaneously your obligations under this +License and any other pertinent obligations, then as a consequence you +may not distribute the Program at all. For example, if a patent +license would not permit royalty-free redistribution of the Program by +all those who receive copies directly or indirectly through you, then +the only way you could satisfy both it and this License would be to +refrain entirely from distribution of the Program. + +If any portion of this section is held invalid or unenforceable under +any particular circumstance, the balance of the section is intended to +apply and the section as a whole is intended to apply in other +circumstances. + +It is not the purpose of this section to induce you to infringe any +patents or other property right claims or to contest validity of any +such claims; this section has the sole purpose of protecting the +integrity of the free software distribution system, which is +implemented by public license practices. Many people have made +generous contributions to the wide range of software distributed +through that system in reliance on consistent application of that +system; it is up to the author/donor to decide if he or she is willing +to distribute software through any other system and a licensee cannot +impose that choice. + +This section is intended to make thoroughly clear what is believed to +be a consequence of the rest of this License. + + 8. If the distribution and/or use of the Program is restricted in +certain countries either by patents or by copyrighted interfaces, the +original copyright holder who places the Program under this License +may add an explicit geographical distribution limitation excluding +those countries, so that distribution is permitted only in or among +countries not thus excluded. In such case, this License incorporates +the limitation as if written in the body of this License. + + 9. The Free Software Foundation may publish revised and/or new versions +of the General Public License from time to time. Such new versions will +be similar in spirit to the present version, but may differ in detail to +address new problems or concerns. + +Each version is given a distinguishing version number. If the Program +specifies a version number of this License which applies to it and "any +later version", you have the option of following the terms and conditions +either of that version or of any later version published by the Free +Software Foundation. If the Program does not specify a version number of +this License, you may choose any version ever published by the Free Software +Foundation. + + 10. If you wish to incorporate parts of the Program into other free +programs whose distribution conditions are different, write to the author +to ask for permission. For software which is copyrighted by the Free +Software Foundation, write to the Free Software Foundation; we sometimes +make exceptions for this. Our decision will be guided by the two goals +of preserving the free status of all derivatives of our free software and +of promoting the sharing and reuse of software generally. + + NO WARRANTY + + 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY +FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN +OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES +PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS +TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE +PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, +REPAIR OR CORRECTION. + + 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR +REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, +INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING +OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED +TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY +YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER +PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE +POSSIBILITY OF SUCH DAMAGES. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +convey the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License along + with this program; if not, write to the Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + +Also add information on how to contact you by electronic and paper mail. + +If the program is interactive, make it output a short notice like this +when it starts in an interactive mode: + + Gnomovision version 69, Copyright (C) year name of author + Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, the commands you use may +be called something other than `show w' and `show c'; they could even be +mouse-clicks or menu items--whatever suits your program. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the program, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the program + `Gnomovision' (which makes passes at compilers) written by James Hacker. + + , 1 April 1989 + Ty Coon, President of Vice + +This General Public License does not permit incorporating your program into +proprietary programs. If your program is a subroutine library, you may +consider it more useful to permit linking proprietary applications with the +library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. diff --git a/LICENSE b/LICENSE deleted file mode 100644 index d7f1051..0000000 --- a/LICENSE +++ /dev/null @@ -1,339 +0,0 @@ -GNU GENERAL PUBLIC LICENSE - Version 2, June 1991 - - Copyright (C) 1989, 1991 Free Software Foundation, Inc., - 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - Everyone is permitted to copy and distribute verbatim copies - of this license document, but changing it is not allowed. - - Preamble - - The licenses for most software are designed to take away your -freedom to share and change it. By contrast, the GNU General Public -License is intended to guarantee your freedom to share and change free -software--to make sure the software is free for all its users. This -General Public License applies to most of the Free Software -Foundation's software and to any other program whose authors commit to -using it. (Some other Free Software Foundation software is covered by -the GNU Lesser General Public License instead.) You can apply it to -your programs, too. - - When we speak of free software, we are referring to freedom, not -price. Our General Public Licenses are designed to make sure that you -have the freedom to distribute copies of free software (and charge for -this service if you wish), that you receive source code or can get it -if you want it, that you can change the software or use pieces of it -in new free programs; and that you know you can do these things. - - To protect your rights, we need to make restrictions that forbid -anyone to deny you these rights or to ask you to surrender the rights. -These restrictions translate to certain responsibilities for you if you -distribute copies of the software, or if you modify it. - - For example, if you distribute copies of such a program, whether -gratis or for a fee, you must give the recipients all the rights that -you have. You must make sure that they, too, receive or can get the -source code. And you must show them these terms so they know their -rights. - - We protect your rights with two steps: (1) copyright the software, and -(2) offer you this license which gives you legal permission to copy, -distribute and/or modify the software. - - Also, for each author's protection and ours, we want to make certain -that everyone understands that there is no warranty for this free -software. If the software is modified by someone else and passed on, we -want its recipients to know that what they have is not the original, so -that any problems introduced by others will not reflect on the original -authors' reputations. - - Finally, any free program is threatened constantly by software -patents. We wish to avoid the danger that redistributors of a free -program will individually obtain patent licenses, in effect making the -program proprietary. To prevent this, we have made it clear that any -patent must be licensed for everyone's free use or not licensed at all. - - The precise terms and conditions for copying, distribution and -modification follow. - - GNU GENERAL PUBLIC LICENSE - TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION - - 0. This License applies to any program or other work which contains -a notice placed by the copyright holder saying it may be distributed -under the terms of this General Public License. The "Program", below, -refers to any such program or work, and a "work based on the Program" -means either the Program or any derivative work under copyright law: -that is to say, a work containing the Program or a portion of it, -either verbatim or with modifications and/or translated into another -language. (Hereinafter, translation is included without limitation in -the term "modification".) Each licensee is addressed as "you". - -Activities other than copying, distribution and modification are not -covered by this License; they are outside its scope. The act of -running the Program is not restricted, and the output from the Program -is covered only if its contents constitute a work based on the -Program (independent of having been made by running the Program). -Whether that is true depends on what the Program does. - - 1. You may copy and distribute verbatim copies of the Program's -source code as you receive it, in any medium, provided that you -conspicuously and appropriately publish on each copy an appropriate -copyright notice and disclaimer of warranty; keep intact all the -notices that refer to this License and to the absence of any warranty; -and give any other recipients of the Program a copy of this License -along with the Program. - -You may charge a fee for the physical act of transferring a copy, and -you may at your option offer warranty protection in exchange for a fee. - - 2. You may modify your copy or copies of the Program or any portion -of it, thus forming a work based on the Program, and copy and -distribute such modifications or work under the terms of Section 1 -above, provided that you also meet all of these conditions: - - a) You must cause the modified files to carry prominent notices - stating that you changed the files and the date of any change. - - b) You must cause any work that you distribute or publish, that in - whole or in part contains or is derived from the Program or any - part thereof, to be licensed as a whole at no charge to all third - parties under the terms of this License. - - c) If the modified program normally reads commands interactively - when run, you must cause it, when started running for such - interactive use in the most ordinary way, to print or display an - announcement including an appropriate copyright notice and a - notice that there is no warranty (or else, saying that you provide - a warranty) and that users may redistribute the program under - these conditions, and telling the user how to view a copy of this - License. (Exception: if the Program itself is interactive but - does not normally print such an announcement, your work based on - the Program is not required to print an announcement.) - -These requirements apply to the modified work as a whole. If -identifiable sections of that work are not derived from the Program, -and can be reasonably considered independent and separate works in -themselves, then this License, and its terms, do not apply to those -sections when you distribute them as separate works. But when you -distribute the same sections as part of a whole which is a work based -on the Program, the distribution of the whole must be on the terms of -this License, whose permissions for other licensees extend to the -entire whole, and thus to each and every part regardless of who wrote it. - -Thus, it is not the intent of this section to claim rights or contest -your rights to work written entirely by you; rather, the intent is to -exercise the right to control the distribution of derivative or -collective works based on the Program. - -In addition, mere aggregation of another work not based on the Program -with the Program (or with a work based on the Program) on a volume of -a storage or distribution medium does not bring the other work under -the scope of this License. - - 3. You may copy and distribute the Program (or a work based on it, -under Section 2) in object code or executable form under the terms of -Sections 1 and 2 above provided that you also do one of the following: - - a) Accompany it with the complete corresponding machine-readable - source code, which must be distributed under the terms of Sections - 1 and 2 above on a medium customarily used for software interchange; or, - - b) Accompany it with a written offer, valid for at least three - years, to give any third party, for a charge no more than your - cost of physically performing source distribution, a complete - machine-readable copy of the corresponding source code, to be - distributed under the terms of Sections 1 and 2 above on a medium - customarily used for software interchange; or, - - c) Accompany it with the information you received as to the offer - to distribute corresponding source code. (This alternative is - allowed only for noncommercial distribution and only if you - received the program in object code or executable form with such - an offer, in accord with Subsection b above.) - -The source code for a work means the preferred form of the work for -making modifications to it. For an executable work, complete source -code means all the source code for all modules it contains, plus any -associated interface definition files, plus the scripts used to -control compilation and installation of the executable. However, as a -special exception, the source code distributed need not include -anything that is normally distributed (in either source or binary -form) with the major components (compiler, kernel, and so on) of the -operating system on which the executable runs, unless that component -itself accompanies the executable. - -If distribution of executable or object code is made by offering -access to copy from a designated place, then offering equivalent -access to copy the source code from the same place counts as -distribution of the source code, even though third parties are not -compelled to copy the source along with the object code. - - 4. You may not copy, modify, sublicense, or distribute the Program -except as expressly provided under this License. Any attempt -otherwise to copy, modify, sublicense or distribute the Program is -void, and will automatically terminate your rights under this License. -However, parties who have received copies, or rights, from you under -this License will not have their licenses terminated so long as such -parties remain in full compliance. - - 5. You are not required to accept this License, since you have not -signed it. However, nothing else grants you permission to modify or -distribute the Program or its derivative works. These actions are -prohibited by law if you do not accept this License. Therefore, by -modifying or distributing the Program (or any work based on the -Program), you indicate your acceptance of this License to do so, and -all its terms and conditions for copying, distributing or modifying -the Program or works based on it. - - 6. Each time you redistribute the Program (or any work based on the -Program), the recipient automatically receives a license from the -original licensor to copy, distribute or modify the Program subject to -these terms and conditions. You may not impose any further -restrictions on the recipients' exercise of the rights granted herein. -You are not responsible for enforcing compliance by third parties to -this License. - - 7. If, as a consequence of a court judgment or allegation of patent -infringement or for any other reason (not limited to patent issues), -conditions are imposed on you (whether by court order, agreement or -otherwise) that contradict the conditions of this License, they do not -excuse you from the conditions of this License. If you cannot -distribute so as to satisfy simultaneously your obligations under this -License and any other pertinent obligations, then as a consequence you -may not distribute the Program at all. For example, if a patent -license would not permit royalty-free redistribution of the Program by -all those who receive copies directly or indirectly through you, then -the only way you could satisfy both it and this License would be to -refrain entirely from distribution of the Program. - -If any portion of this section is held invalid or unenforceable under -any particular circumstance, the balance of the section is intended to -apply and the section as a whole is intended to apply in other -circumstances. - -It is not the purpose of this section to induce you to infringe any -patents or other property right claims or to contest validity of any -such claims; this section has the sole purpose of protecting the -integrity of the free software distribution system, which is -implemented by public license practices. Many people have made -generous contributions to the wide range of software distributed -through that system in reliance on consistent application of that -system; it is up to the author/donor to decide if he or she is willing -to distribute software through any other system and a licensee cannot -impose that choice. - -This section is intended to make thoroughly clear what is believed to -be a consequence of the rest of this License. - - 8. If the distribution and/or use of the Program is restricted in -certain countries either by patents or by copyrighted interfaces, the -original copyright holder who places the Program under this License -may add an explicit geographical distribution limitation excluding -those countries, so that distribution is permitted only in or among -countries not thus excluded. In such case, this License incorporates -the limitation as if written in the body of this License. - - 9. The Free Software Foundation may publish revised and/or new versions -of the General Public License from time to time. Such new versions will -be similar in spirit to the present version, but may differ in detail to -address new problems or concerns. - -Each version is given a distinguishing version number. If the Program -specifies a version number of this License which applies to it and "any -later version", you have the option of following the terms and conditions -either of that version or of any later version published by the Free -Software Foundation. If the Program does not specify a version number of -this License, you may choose any version ever published by the Free Software -Foundation. - - 10. If you wish to incorporate parts of the Program into other free -programs whose distribution conditions are different, write to the author -to ask for permission. For software which is copyrighted by the Free -Software Foundation, write to the Free Software Foundation; we sometimes -make exceptions for this. Our decision will be guided by the two goals -of preserving the free status of all derivatives of our free software and -of promoting the sharing and reuse of software generally. - - NO WARRANTY - - 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY -FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN -OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES -PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED -OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF -MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS -TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE -PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, -REPAIR OR CORRECTION. - - 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING -WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR -REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, -INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING -OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED -TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY -YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER -PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE -POSSIBILITY OF SUCH DAMAGES. - - END OF TERMS AND CONDITIONS - - How to Apply These Terms to Your New Programs - - If you develop a new program, and you want it to be of the greatest -possible use to the public, the best way to achieve this is to make it -free software which everyone can redistribute and change under these terms. - - To do so, attach the following notices to the program. It is safest -to attach them to the start of each source file to most effectively -convey the exclusion of warranty; and each file should have at least -the "copyright" line and a pointer to where the full notice is found. - - {description} - Copyright (C) {year} {fullname} - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License along - with this program; if not, write to the Free Software Foundation, Inc., - 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. - -Also add information on how to contact you by electronic and paper mail. - -If the program is interactive, make it output a short notice like this -when it starts in an interactive mode: - - Gnomovision version 69, Copyright (C) year name of author - Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. - This is free software, and you are welcome to redistribute it - under certain conditions; type `show c' for details. - -The hypothetical commands `show w' and `show c' should show the appropriate -parts of the General Public License. Of course, the commands you use may -be called something other than `show w' and `show c'; they could even be -mouse-clicks or menu items--whatever suits your program. - -You should also get your employer (if you work as a programmer) or your -school, if any, to sign a "copyright disclaimer" for the program, if -necessary. Here is a sample; alter the names: - - Yoyodyne, Inc., hereby disclaims all copyright interest in the program - `Gnomovision' (which makes passes at compilers) written by James Hacker. - - {signature of Ty Coon}, 1 April 1989 - Ty Coon, President of Vice - -This General Public License does not permit incorporating your program into -proprietary programs. If your program is a subroutine library, you may -consider it more useful to permit linking proprietary applications with the -library. If this is what you want to do, use the GNU Lesser General -Public License instead of this License. diff --git a/README b/README new file mode 100644 index 0000000..31eca57 --- /dev/null +++ b/README @@ -0,0 +1,7 @@ +Scratch HTML5 Player + +This project aims to create a Scratch Player in HTML5. Scratch is currently implemented with Actionscript 3 and requires the Flash Player version 10.2. Since Flash does not run on iOS (iPads, iPods, etc) and newer Android devices, we would like to have an HTML5 version to display (but not edit) projects on mobile devices. Scratch projects played in the HTML5 player should look and behave as closely as possible to the way they look and behave when played by the Flash player. We will not be accepting pull requests for new features that don't already exist in the Flash based Scratch project player. + +There are a few github issues created that represent some of the missing features. At this point, the HTML5 player is about 40% complete and can run some simple projects. Running the HTML5 player on your own website, or locally, you will need to have PHP so that the proxy.php file can be used to load assets from the same domain. This is done to be compatible with Javascript security models in today's browsers. To test the HTML5 player against the Flash player you can use the compare.html web page. + +More documentation will be added as time permits. Thanks for contributing, and Scratch On! diff --git a/TRADEMARK_POLICY b/TRADEMARK_POLICY new file mode 100644 index 0000000..0e98f51 --- /dev/null +++ b/TRADEMARK_POLICY @@ -0,0 +1,22 @@ +The Scratch trademarks, including the Scratch name, logo, the Scratch +Cat and Gobo graphics (the "Marks"), are property of MIT, and the +use of the Marks is governed by this policy. + +# Use + +You may use the Marks to refer to Scratch in Substantially Unmodified +form. + +"Substantially Unmodified" means the source code provided by MIT, +possibly with minor modifications including but not limited to: bug +fixes (including security), changing the locations of files for better +integration with the host operating system, adding documentation, and +changes to the dynamic linking of libraries. + +A version is not "Substantially Unmodified" if it incorporates +features not present in a release of Scratch by MIT. If you do make a +substantial modification, to avoid confusion with versions of Scratch +produced by MIT you must remove all Marks from your version of the +software and refrain from using any of the Marks to refer to your +version. + diff --git a/compare.html b/compare.html new file mode 100644 index 0000000..6931714 --- /dev/null +++ b/compare.html @@ -0,0 +1,115 @@ + + + + + Scratch HTML5 vs. Flash + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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+ + + + + + + diff --git a/copyright.txt b/copyright.txt new file mode 100644 index 0000000..f2fbc55 --- /dev/null +++ b/copyright.txt @@ -0,0 +1,15 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + diff --git a/img/greenflag.png b/img/greenflag.png new file mode 100644 index 0000000..11a8e72 Binary files /dev/null and b/img/greenflag.png differ diff --git a/img/say-bottom.png b/img/say-bottom.png new file mode 100644 index 0000000..cdb3bee Binary files /dev/null and b/img/say-bottom.png differ diff --git a/img/think-bottom.png b/img/think-bottom.png new file mode 100644 index 0000000..73e9681 Binary files /dev/null and b/img/think-bottom.png differ diff --git a/index.html b/index.html new file mode 100755 index 0000000..5275ca3 --- /dev/null +++ b/index.html @@ -0,0 +1,66 @@ + + + + Scratch HTML5 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
 
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+ + + + + + + diff --git a/js/IO.js b/js/IO.js new file mode 100644 index 0000000..657317c --- /dev/null +++ b/js/IO.js @@ -0,0 +1,136 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// Scratch HTML5 Player +// IO.js +// Tim Mickel, March 2012 + +// IO handles JSON communication and processing. +// We make the sprites and threads here. + +'use strict'; + +var IO = function() { + this.data = null; + // In production, simply use the local path (no proxy) + // since we won't be hampered by the same-origin policy. + this.base = 'proxy.php?resource=internalapi/'; + this.project_base = this.base + 'project/'; + this.project_suffix = '/get/'; + this.asset_base = this.base + 'asset/'; + this.asset_suffix = '/get/'; + this.soundbank_base = 'soundbank/'; + this.spriteLayerCount = 0; +} + +IO.prototype.loadProject = function(project_id) { + var runningIO = this; + $.getJSON(this.project_base + project_id + this.project_suffix, + function(data) { + runningIO.data = data; + runningIO.makeObjects(); + runningIO.loadThreads(); + runningIO.loadNotesDrums(); + runtime.loadStart(); // Try to run the project. + } + ); +} + +IO.prototype.soundRequest = function(sound, sprite) { + var request = new XMLHttpRequest(); + request.open('GET', this.asset_base + sound['md5'] + this.asset_suffix, true); + request.responseType = 'arraybuffer'; + request.onload = function() { + var waveData = request.response; + // Decode the waveData and populate a buffer channel with the samples + var snd = new SoundDecoder(waveData); + var samples = snd.getAllSamples(); + sound.buffer = runtime.audioContext.createBuffer(1, samples.length, runtime.audioContext.sampleRate); + var data = sound.buffer.getChannelData(0); + for (var i = 0; i < data.length; i++) { + data[i] = samples[i]; + } + sprite.soundsLoaded++; + } + request.send(); +} + +IO.prototype.loadNotesDrums = function() { + var self = this; + $.each(Instr.wavs, function(name, file) { + var request = new XMLHttpRequest(); + request.open('GET', self.soundbank_base + escape(file), true); + request.responseType = 'arraybuffer'; + request.onload = function() { + var waveData = new OffsetBuffer(request.response); + // Decode the waveData and populate a buffer channel with the samples + var info = WAVFile.decode(request.response); + waveData.offset = info.sampleDataStart; + var soundBuffer = waveData.readBytes(2 * info.sampleCount); + Instr.samples[name] = soundBuffer; + Instr.wavsLoaded++; + } + request.send(); + }); +} + +IO.prototype.makeObjects = function() { + // Create the stage + runtime.stage = new Stage(this.data); + runtime.stage.attach(runtime.scene); + runtime.stage.attachPenLayer(runtime.scene); + runtime.stage.loadSounds(); + + // Create the sprites + $.each(this.data.children, function(index, obj) { + var newSprite; + if(!obj.cmd) { + newSprite = new Sprite(obj); + } else { + newSprite = new Reporter(obj); + runtime.reporters.push(newSprite); + } + runtime.sprites.push(newSprite); + newSprite.attach(runtime.scene); + if (!obj.cmd) + newSprite.loadSounds(); + }); +} + +IO.prototype.loadThreads = function() { + var target = runtime.stage; + var scripts = target.data.scripts; + if (scripts) { + for (var s in scripts) { + target.stacks.push(interp.makeBlockList(scripts[s][2])); + } + } + $.each(this.data.children, function(index, obj) { + target = runtime.sprites[index]; + if (typeof(target) != 'undefined' && target.data && target.data.scripts) { + $.each(target.data.scripts, function(j, s) { + target.stacks.push(interp.makeBlockList(s[2])); + }); + } + }); +} + +// Returns the number sprite we are rendering +// used for initial layering assignment +IO.prototype.getCount = function() { + var rv = this.spriteLayerCount; + this.spriteLayerCount++; + return rv; +} diff --git a/js/Interpreter.js b/js/Interpreter.js new file mode 100644 index 0000000..29f8217 --- /dev/null +++ b/js/Interpreter.js @@ -0,0 +1,335 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// Scratch HTML5 Player +// Interpreter.js +// Tim Mickel, July 2011 +// Based on the original by John Maloney + +'use strict'; + +var Block = function(opAndArgs, optionalSubstack) { + this.op = opAndArgs[0]; + this.primFcn = interp.lookupPrim(this.op); + this.args = opAndArgs.slice(1); // arguments can be either or constants (numbers, boolean strings, etc.) or expressions (Blocks) + this.isLoop = false; // set to true for loop blocks the first time they run + this.substack = optionalSubstack; + this.subStack2 = null; + this.nextBlock = null; + this.tmp = -1; + interp.fixArgs(this); +} + +var Thread = function(block, target) { + this.nextBlock = block; // next block to run; null when thread is finished + this.firstBlock = block; + this.stack = []; // stack of enclosing control structure blocks + this.target = target; // target object running the thread + this.tmp = null; // used for thread operations like Timer + this.tmpObj = []; // used for Sprite operations like glide + this.firstTime = true; +} + +var Interpreter = function() { + // Interpreter state + this.primitiveTable = {} + this.variables = {}; + this.threads = []; + this.activeThread = new Thread(null); + this.WorkTime = 30; + this.currentMSecs = null; + this.timer = new Timer(); + this.yield = false; + this.doRedraw = false; + this.opCount = 0; // used to benchmark the interpreter +} + +// Utilities for building blocks and sequences of blocks +Interpreter.prototype.fixArgs = function(b) { + // Convert the arguments of the given block into blocks or substacks if necessary. + // A block argument can be a constant (numbers, boolean strings, etc.), an expression (Blocks), or a substack (an array of blocks). + var newArgs = []; + for (var i = 0; i < b.args.length; i++) { + var arg = b.args[i]; + if (arg && arg.constructor == Array) { + if ((arg.length > 0) && (arg[0].constructor == Array)) { + // if first element arg is itself an array, then arg is a substack + if(!b.substack) { + b.substack = this.makeBlockList(arg); + } else { + b.substack2 = this.makeBlockList(arg); + } + } else { + // arg is a block + newArgs.push(new Block(arg)); + } + } else { + newArgs.push(arg); // arg is a constant + } + } + b.args = newArgs; +} + +Interpreter.prototype.makeBlockList = function(blockList) { + var firstBlock = null, lastBlock = null; + for (var i = 0; i < blockList.length; i++) { + var b = new Block(blockList[i]); + if (firstBlock == null) firstBlock = b; + if (lastBlock) lastBlock.nextBlock = b; + lastBlock = b; + } + return firstBlock; +} + +// The Interpreter proper +Interpreter.prototype.stepThreads = function() { + var startTime; + startTime = this.currentMSecs = this.timer.time(); + this.doRedraw = false; + if (this.threads.length == 0) return; + + while ((this.currentMSecs - startTime) < this.WorkTime && !this.doRedraw) { + var threadStopped = false; + for (var a = this.threads.length-1; a >= 0; --a) { + this.activeThread = this.threads[a]; + this.stepActiveThread(); + if (!this.activeThread || this.activeThread.nextBlock == null) { + threadStopped = true; + } + } + if (threadStopped) { + var newThreads = []; + for (var a = this.threads.length-1; a >= 0; --a) { + if (this.threads[a].nextBlock != null) { + newThreads.push(this.threads[a]); + } + } + this.threads = newThreads; + if (this.threads.length == 0) return; + } + this.currentMSecs = this.timer.time(); + } +} + +Interpreter.prototype.stepActiveThread = function() { + // Run the active thread until it yields. + if(typeof(this.activeThread) == 'undefined') { + return; + } + var b = this.activeThread.nextBlock; + if (b == null) return; + this.yield = false; + while (true) { + this.opCount++; + // Advance the "program counter" to the next block before running the primitive. + // Control flow primitives (e.g. if) may change activeThread.nextBlock. + this.activeThread.nextBlock = b.nextBlock; + b.primFcn(b); + if (this.yield) { this.activeThread.nextBlock = b; return; } + b = this.activeThread.nextBlock; // refresh local variable b in case primitive did some control flow + while (b == null) { + // end of a substack; pop the owning control flow block from stack + // Note: This is a loop to handle nested control flow blocks. + b = this.activeThread.stack.pop(); + if ((b == null) || (b.isLoop)) { + this.activeThread.nextBlock = b; + return; // yield at the end of a loop or when stack is empty + } + } + } +} + +Interpreter.prototype.toggleThread = function(b, targetObj) { + var newThreads = [], wasRunning = false; + for (var i = 0; i < this.threads.length; i++) { + if (this.threads[i].stack[0] == b) { + wasRunning = true; + } else { + newThreads.push(this.threads[i]); + } + } + this.threads = newThreads; + if(!wasRunning) { + this.startThread(b, targetObj); + } + } + +Interpreter.prototype.startThread = function(b, targetObj) { + this.activeThread = new Thread(b, targetObj); + this.threads.push(this.activeThread); +} + +Interpreter.prototype.restartThread = function(b, targetObj) { + // used by broadcast; stop any thread running on b, then start a new thread on b + var newThread = new Thread(b, targetObj); + var wasRunning = false; + for (var i = 0; i < this.threads.length; i++) { + if (this.threads[i].stack[0] == b) { + this.threads[i] = newThread; + wasRunning = true; + } + } + if (!wasRunning) { + this.threads.push(newThread); + } +} + +Interpreter.prototype.arg = function(block, index) { + var arg = block.args[index]; + if ((typeof(arg) == 'object') && (arg.constructor == Block)) { + this.opCount++; + return arg.primFcn(arg); // expression + } + return arg; +} + +Interpreter.prototype.targetSprite = function() { + return this.activeThread.target; +} + +// Timer +Interpreter.prototype.startTimer = function(secs) { + var waitMSecs = 1000 * secs; + if (waitMSecs < 0) waitMSecs = 0; + this.activeThread.tmp = this.currentMSecs + waitMSecs; // end time in milliseconds + this.activeThread.firstTime = false; + this.yield = true; +} + +Interpreter.prototype.checkTimer = function() { + // check for timer expiration and clean up if expired. return true when expired + if (this.currentMSecs >= this.activeThread.tmp) { + // time expired + this.activeThread.tmp = 0; + this.activeThread.firstTime = true; + return true; + } else { + this.yield = true; + return false; + } +} + +Interpreter.prototype.redraw = function() { + this.doRedraw = true; +} + +// Primitive operations +Interpreter.prototype.initPrims = function() { + this.primitiveTable = {}; + this.primitiveTable['whenGreenFlag'] = this.primNoop; + this.primitiveTable['whenKeyPressed'] = this.primNoop; + this.primitiveTable['whenClicked'] = this.primNoop; + this.primitiveTable['if'] = function(b) { if (interp.arg(b, 0)) interp.startSubstack(b) }; + this.primitiveTable['doForever'] = function(b) { interp.startSubstack(b, true) }; + this.primitiveTable['doForeverIf'] = function(b) { if (interp.arg(b, 0)) interp.startSubstack(b, true); else interp.yield = true; }; + this.primitiveTable['doIf'] = function(b) { if (interp.arg(b, 0)) interp.startSubstack(b); }; + this.primitiveTable['doRepeat'] = this.primRepeat; + this.primitiveTable['doIfElse'] = function(b) { if (interp.arg(b, 0)) interp.startSubstack(b); else interp.startSubstack(b, false, true); }; + this.primitiveTable['doWaitUntil'] = function(b) { if (!interp.arg(b, 0)) interp.yield = true }; + this.primitiveTable['doUntil'] = function(b) { if (!interp.arg(b, 0)) interp.startSubstack(b, true) }; + this.primitiveTable['doReturn'] = function(b) { interp.activeThread = new Thread(null); }; + this.primitiveTable['stopAll'] = function(b) { interp.activeThread = new Thread(null); interp.threads = []; } + this.primitiveTable['whenIReceive'] = this.primNoop; + this.primitiveTable['broadcast:'] = function(b) { interp.broadcast(b, false); }; + this.primitiveTable['doBroadcastAndWait'] = function(b) { interp.broadcast(b, true); }; + this.primitiveTable['wait:elapsed:from:'] = this.primWait; + + // added by John: + this.primitiveTable['showBubble'] = function(b) { console.log(interp.arg(b, 1)) } + this.primitiveTable['timerReset'] = function(b) { interp.timerBase = new Date().getTime() } + this.primitiveTable['timer'] = function(b) { return (new Date().getTime() - interp.timerBase) / 1000 } + + new Primitives().addPrimsTo(this.primitiveTable); +} + +var timerBase = 0; +Interpreter.prototype.lookupPrim = function(op) { + var fcn = interp.primitiveTable[op]; + if (fcn == null) fcn = function(b) { console.log('not implemented: ' + b.op) } + return fcn; +} + +Interpreter.prototype.primNoop = function(b) { console.log(b.op); } + +Interpreter.prototype.primWait = function(b) { + if (interp.activeThread.firstTime) interp.startTimer(interp.arg(b, 0)); + else interp.checkTimer(); +} + +Interpreter.prototype.primRepeat = function(b) { + if (b.tmp == -1) { + b.tmp = Math.max(interp.arg(b, 0), 0); // Initialize repeat count on this block + } + if (b.tmp > 0) { + b.tmp -= 1; // decrement count + interp.startSubstack(b, true); + } else { + // Done executing this repeat block for this round + b.tmp = -1; + b = null; + } +} + +Interpreter.prototype.broadcast = function(b, waitFlag) { + var pair; + if (interp.activeThread.firstTime) { + var receivers = []; + var msg = String(interp.arg(b, 0)).toLowerCase(); + var findReceivers = function (stack, target) { + if ((stack.op == "whenIReceive") && (stack.args[0].toLowerCase() == msg)) { + receivers.push([stack, target]); + } + } + runtime.allStacksDo(findReceivers); + for (pair in receivers) interp.restartThread(receivers[pair][0], receivers[pair][1]); + if (!waitFlag) return; + interp.activeThread.tmpObj = receivers; + interp.activeThread.firstTime = false; + } + var done = true; + for (pair in interp.activeThread.tmpObj) { + if (interp.isRunning(interp.activeThread.tmpObj[pair][0])) { + done = false; + } + } + if (done) { + interp.activeThread.tmpObj = null; + interp.activeThread.firstTime = true; + } else { + interp.yield = true; + } +} + +Interpreter.prototype.isRunning = function(b) { + for (t in interp.threads) { + if (interp.threads[t].firstBlock == b) { + return true; + } + } + return false; +} + +Interpreter.prototype.startSubstack = function(b, isLoop, secondSubstack) { + // Start the substack of a control structure command such as if or forever. + if (isLoop) { + b.isLoop = true; + this.activeThread.stack.push(b); // remember the block that started the substack + } + if(!secondSubstack) { + this.activeThread.nextBlock = b.substack; + } else { + this.activeThread.nextBlock = b.substack2; + } +} diff --git a/js/Reporter.js b/js/Reporter.js new file mode 100644 index 0000000..b44cfef --- /dev/null +++ b/js/Reporter.js @@ -0,0 +1,117 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +'use strict'; + +var Reporter = function(data) { + this.cmd = data.cmd; + this.color = data.color; + this.isDiscrete = data.isDiscrete; + this.label = data.label; + this.mode = data.mode; + this.param = data.param; + this.sliderMin = data.sliderMin; + this.sliderMax = data.sliderMax; + this.target = data.target; + this.visible = data.visible; + this.x = data.x; + this.y = data.y; + this.z = io.getCount(); + + this.el = null; // jQuery Element for the outer box + this.valueEl = null; // jQ element containing the reporter value + this.slider = null; // slider jQ element +} + +Reporter.prototype.attach = function(scene) { + switch (this.mode) { + case 1: // Normal + case 3: // Slider + this.el = $('
' + this.label + '
'); + this.valueEl = $('
null
'); + this.el.append(this.valueEl); + if (this.mode == 3) { + // Slider-specific + // Temporarily, set the value to sliderMin until an update + this.slider = $(''); + this.slider.change(this.changeSlider); + this.el.append('
'); + this.el.append(this.slider); + } + break; + case 2: // Large + this.el = $('
null
'); + this.valueEl = this.el; + break; + } + this.el.css('left', this.x); + this.el.css('top', this.y); + this.el.css('z-index', this.z); + var cR = (this.color >> 16); + var cG = (this.color >> 8 & 255); + var cB = (this.color & 255); + this.valueEl.css('background-color', 'rgb(' + cR + ',' + cG + ',' + cB + ')'); + this.el.css('display', this.visible ? 'inline-block' : 'none'); + scene.append(this.el); +} + +Reporter.prototype.update = function() { + this.el.css('display', this.visible ? 'inline-block' : 'none'); + if (!this.visible) return; + + var newValue =''; + var target = runtime.spriteNamed(this.target); + switch (this.cmd) { + case 'getVar:': + newValue = target.variables[this.param]; + if (typeof(newValue) == 'number' && this.mode != 3) newValue = newValue.toFixed(3); + break; + case 'xpos': + newValue = target.scratchX.toFixed(3); + break; + case 'ypos': + newValue = target.scratchY.toFixed(3); + break; + case 'heading': + newValue = target.direction; + break; + case 'scale': + newValue = target.getSize(); + break; + case 'sceneName': + newValue = runtime.stage.costumes[runtime.stage.currentCostumeIndex].costumeName; + break; + case 'costumeIndex': + newValue = target.currentCostumeIndex + 1; + break; + } + this.valueEl.html(newValue); + if (this.mode == 3) + this.slider.val(parseInt(newValue)); +} + +Reporter.prototype.updateLayer = function() { + this.el.css('z-index', this.z); +} + +Reporter.prototype.changeSlider = function() { + var newValue = parseInt($(this).val()); + var target = runtime.spriteNamed($(this).attr('data-target')); + var variable = $(this).attr('data-var'); + target.variables[variable] = newValue; +} diff --git a/js/Runtime.js b/js/Runtime.js new file mode 100644 index 0000000..00b7a38 --- /dev/null +++ b/js/Runtime.js @@ -0,0 +1,210 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// Scratch HTML5 Player +// Runtime.js +// Tim Mickel, July 2011 + +// Runtime takes care of the rendering and stepping logic. + +'use strict'; + +var t = new Timer(); + +var Runtime = function() { + this.scene = null; + this.sprites = []; + this.reporters = []; + this.keysDown = {}; + this.mouseDown = false; + this.mousePos = [0, 0]; + this.audioContext = null; + this.audioGain = null; + this.audioPlaying = []; + this.notesPlaying = []; + this.projectLoaded = false; +} + +// Initializer for the drawing and audio contexts. +Runtime.prototype.init = function() { + this.scene = $('#container'); + window.AudioContext = window.AudioContext || window.webkitAudioContext; + this.audioContext = new AudioContext(); + this.audioGain = this.audioContext.createGainNode(); + this.audioGain.connect(runtime.audioContext.destination); +} + +// Load start waits for the stage and the sprites to be loaded, without +// hanging the browser. When the loading is finished, we begin the step +// and animate methods. +Runtime.prototype.loadStart = function() { + if (!runtime.stage.isLoaded()) { + setTimeout(function(runtime) { runtime.loadStart(); }, 50, this); + return; + } + for (var obj = 0; obj < runtime.sprites.length; obj++) { + if (typeof(runtime.sprites[obj]) == 'object' && runtime.sprites[obj].constructor == Sprite) { + if (!runtime.sprites[obj].isLoaded()) { + setTimeout(function(runtime) { runtime.loadStart(); }, 50, this); + return; + } + } + } + if (Instr.wavsLoaded != Instr.wavCount) { + setTimeout(function(runtime) { runtime.loadStart(); }, 50, this); + return; + } + $('#info').html("Loaded!"); + setInterval(this.step, 33); + this.projectLoaded = true; +} + +Runtime.prototype.greenFlag = function() { + if (this.projectLoaded) { + interp.activeThread = new Thread(null); + interp.threads = []; + this.startGreenFlags(); + } +} + +Runtime.prototype.stopAll = function() { + interp.activeThread = new Thread(null); + interp.threads = []; + stopAllSounds(); + // Hide reporters + for (var s = 0; s < runtime.sprites.length; s++) { + if (typeof runtime.sprites[s].hideBubble == 'function') + runtime.sprites[s].hideBubble(); + } +} + +// Step method for execution - called every 33 milliseconds +Runtime.prototype.step = function() { + interp.stepThreads(); + for (var r = 0; r < runtime.reporters.length; r++) { + runtime.reporters[r].update(); + } +} + +// Stack functions -- push and remove stacks +// to be run by the interpreter as threads. +Runtime.prototype.allStacksDo = function(f) { + var stage = runtime.stage; + var stack; + for (var i = runtime.sprites.length-1; i >= 0; i--) { + var o = runtime.sprites[i]; + if(typeof(o) == 'object' && o.constructor == Sprite) { + $.each(o.stacks, function(index, stack) { + f(stack, o); + }); + } + } + $.each(stage.stacks, function(index, stack) { + f(stack, stage); + }); +} + +// Hat triggers +Runtime.prototype.startGreenFlags = function() { + function startIfGreenFlag(stack, target) { + if (stack.op == 'whenGreenFlag') interp.toggleThread(stack, target); + } + this.allStacksDo(startIfGreenFlag); +} + +Runtime.prototype.startKeyHats = function(ch) { + var keyName = null; + if (('A'.charCodeAt(0) <= ch) && (ch <= 'Z'.charCodeAt(0)) || + ('a'.charCodeAt(0) <= ch) && (ch <= 'z'.charCodeAt(0))) + keyName = String.fromCharCode(ch).toLowerCase(); + if (('0'.charCodeAt(0) <= ch) && (ch <= '9'.charCodeAt(0))) + keyName = String.fromCharCode(ch); + + if (ch == 37) keyName = "left arrow"; + if (ch == 39) keyName = "right arrow"; + if (ch == 38) keyName = "up arrow"; + if (ch == 40) keyName = "down arrow"; + if (ch == 32) keyName = "space"; + + if (keyName == null) return; + var startMatchingKeyHats = function (stack, target) { + if ((stack.op == "whenKeyPressed") && (stack.args[0] == keyName)) { + // Only start the stack if it is not already running + if (!interp.isRunning(stack)) + interp.toggleThread(stack, target); + } + } + runtime.allStacksDo(startMatchingKeyHats); +} + +Runtime.prototype.startClickedHats = function(sprite) { + function startIfClicked(stack, target) { + if(target == sprite && stack.op == "whenClicked") { + if(!interp.isRunning(stack)) + interp.toggleThread(stack, target); + } + } + runtime.allStacksDo(startIfClicked); +} + +// Returns true if a key is pressed. +Runtime.prototype.keyIsDown = function(ch) { + return this.keysDown[ch] || false; +} + +// Sprite named -- returns one of the sprites on the stage. +Runtime.prototype.spriteNamed = function(n) { + if (n == 'Stage') return this.stage; + var selected_sprite = null; + $.each(this.sprites, function(index, s) { + if (s.objName == n) { + selected_sprite = s; + return false; + } + }); + return selected_sprite; +} + +// Reassigns z-indices for layer functions +Runtime.prototype.reassignZ = function(target, move) { + var sprites = this.sprites; + var oldIndex = -1; + $.each(this.sprites, function(index, sprite) { + if (sprite == target) { + // Splice out the sprite from its old position + oldIndex = index; + sprites.splice(index, 1); + } + }); + + if (move == null) { + // Move to the front + this.sprites.splice(this.sprites.length, 0, target); + } else if (oldIndex - move >= 0 && oldIndex - move < this.sprites.length+1) { + // Move to the new position + this.sprites.splice(oldIndex - move, 0, target); + } else { + // No change is required + this.sprites.splice(oldIndex, 0, target); + } + + // Renumber the z-indices + var newZ = 1; + $.each(this.sprites, function(index, sprite) { + sprite.z = newZ; + sprite.updateLayer(); + newZ++; + }); +} diff --git a/js/Scratch.js b/js/Scratch.js new file mode 100644 index 0000000..f255f1c --- /dev/null +++ b/js/Scratch.js @@ -0,0 +1,122 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// Scratch HTML5 Player +// Scratch.js +// Tim Mickel, July 2011 + +// Here we define the actions taken on window load. +// The three application-wide global variables are defined here. + +'use strict'; + +var runtime, interp, io, iosAudioActive = false; +$(function () { + runtime = new Runtime(); + runtime.init(); + + $(window).keydown(function(e) { + runtime.keysDown[e.which] = true; + runtime.startKeyHats(e.which); + }); + + $(window).keyup(function(e) { + delete runtime.keysDown[e.which]; + }); + + // Update the project ID field + $('#project_id').val(project_id); + + // Go project button behavior + $('#go_project').click(function() { + window.location = "#" + parseInt($('#project_id').val()); + window.location.reload(true); + }); + + // Green flag behavior + $('#trigger_green_flag, #greenSlide').click(function() { + $('#greenSlide').css('display', 'none'); + runtime.greenFlag() + }); + + // Stop button behavior + $('#trigger_stop').click(function() { + runtime.stopAll(); + }); + + // Canvas container mouse events + $('#container').mousedown(function(e) { + runtime.mouseDown = true; + //e.preventDefault(); + }); + + $('#container').mouseup(function(e) { + runtime.mouseDown = false; + //e.preventDefault(); + }); + + $('#container').mousemove(function(e) { + var absX = e.pageX - this.offsetLeft; + var absY = e.pageY - this.offsetTop; + runtime.mousePos = [absX-240, -absY+180]; + }); + + // Touch events - EXPERIMENTAL + $(window).bind('touchstart', function(e) { + // On iOS, we need to activate the Web Audio API + // with an empty sound play on the first touch event. + if (!iosAudioActive) { + var ibuffer = runtime.audioContext.createBuffer(1, 1, 22050); + var isource = runtime.audioContext.createBufferSource(); + isource.buffer = ibuffer; + isource.connect(runtime.audioContext.destination); + isource.noteOn(0); + iosAudioActive = true; + } + }); + + $('#container').bind('touchstart', function(e) { + runtime.mouseDown = true; + }); + + $('#container').bind('touchend', function(e) { + runtime.mouseDown = true; + }); + + $('#container').bind('touchmove', function(e) { + var touch = e.originalEvent.touches[0] || e.originalEvent.changedTouches[0]; + var absX = touch.pageX - this.offsetLeft; + var absY = touch.pageY - this.offsetTop; + runtime.mousePos = [absX-240, -absY+180]; + }); + + // Border touch events - EXPERIMENTAL + $('#left').bind('touchstart touchmove', function(e) { runtime.keysDown[37] = true; runtime.startKeyHats(37); }); + $('#left').bind('touchend', function(e) { delete runtime.keysDown[37]; }); + $('#up').bind('touchstart touchmove', function(e) { runtime.keysDown[38] = true; runtime.startKeyHats(38); }); + $('#up').bind('touchend', function(e) { delete runtime.keysDown[38]; }); + $('#right').bind('touchstart touchmove', function(e) { runtime.keysDown[39] = true; runtime.startKeyHats(39); }); + $('#right').bind('touchend', function(e) { delete runtime.keysDown[39]; }); + $('#down').bind('touchstart touchmove', function(e) { runtime.keysDown[40] = true; runtime.startKeyHats(40); }); + $('#down').bind('touchend', function(e) { delete runtime.keysDown[40]; }); + + // Load the interpreter and primitives + interp = new Interpreter(); + interp.initPrims(); + + // Load the requested project and go! + io = new IO(); + io.loadProject(project_id); +}); diff --git a/js/Sprite.js b/js/Sprite.js new file mode 100644 index 0000000..ada44d9 --- /dev/null +++ b/js/Sprite.js @@ -0,0 +1,458 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// Scratch HTML5 Player +// Sprite.js +// Tim Mickel, July 2011 - March 2012 + +// The Sprite provides the interface and implementation for Scratch sprite-control + +'use strict'; + +var Sprite = function(data) { + if(!this.data) { + this.data = data; + } + + // Public variables used for Scratch-accessible data. + this.visible = (typeof(this.data.visible) == "undefined") ? true : data.visible; + + this.scratchX = data.scratchX || 0; + this.scratchY = data.scratchY || 0; + + this.scale = data.scale || 1.0; + + this.direction = data.direction || 90; + this.rotation = (data.direction - 90) || 0; + this.rotationStyle = data.rotationStyle || 'normal'; + this.isFlipped = data.direction < 0 && data.rotationStyle == 'leftRight'; + this.costumes = data.costumes || []; + this.currentCostumeIndex = data.currentCostumeIndex || 0; + this.previousCostumeIndex = -1; + + this.objName = data.objName || ''; + + this.variables = {}; + if (data.variables) { + for (var i = 0; i < data.variables.length; i++) { + this.variables[data.variables[i]['name']] = data.variables[i]['value']; + } + } + this.lists = {}; + if (data.lists) { + for (var i = 0; i < data.lists.length; i++) { + this.lists[data.lists[i]['listName']] = data.lists[i]; + } + } + + // Used for the pen + this.penIsDown = false; + this.penWidth = 1; + this.penHue = 120; // blue + this.penShade = 50; // full brightness and saturation + this.penColorCache = 0x0000FF; + + // Used for layering + if (!this.z) this.z = io.getCount(); + + // HTML element for the talk bubbles + this.talkBubble = null; + this.talkBubbleBox = null; + this.talkBubbleStyler = null; + this.talkBubbleOn = false; + + // Internal variables used for rendering meshes. + this.textures = []; + this.materials = []; + this.geometries = []; + this.mesh = null; + + // Sound buffers and data + this.sounds = {}; + if (data.sounds) { + for (var i = 0; i < data.sounds.length; i++) { + this.sounds[data.sounds[i]['soundName']] = data.sounds[i]; + } + } + this.soundsLoaded = 0; + this.instrument = 1; + + // Incremented when images are loaded by the browser. + this.costumesLoaded = 0; + + // Stacks to be pushed to the interpreter and run + this.stacks = []; +} + +// Attaches a Sprite () to a Scratch scene +Sprite.prototype.attach = function(scene) { + // Create textures and materials for each of the costumes. + for (var c in this.costumes) { + this.textures[c] = document.createElement('img'); + $(this.textures[c]) + .load([this, c], function(evo) { + var sprite = evo.handleObj.data[0]; + var c = evo.handleObj.data[1]; + + sprite.costumesLoaded += 1; + sprite.updateCostume(); + + $(sprite.textures[c]).css('display', (sprite.currentCostumeIndex == c) ? 'inline' : 'none'); + $(sprite.textures[c]).css('position', 'absolute').css('left', '0px').css('top', '0px'); + $(sprite.textures[c]).bind('dragstart', function(evt) { evt.preventDefault(); }) + .bind('selectstart', function(evt) { evt.preventDefault(); }) + .bind('touchend', function(evt) { sprite.onClick(evt); $(this).addClass('touched'); }) + .click(function(evt) { + if (!$(this).hasClass('touched')) { + sprite.onClick(evt); + } else { + $(this).removeClass('touched'); + } + }); + scene.append($(sprite.textures[c])); + }) + .attr('src', io.asset_base + this.costumes[c].baseLayerMD5 + io.asset_suffix); + } + + this.mesh = this.textures[this.currentCostumeIndex]; + this.updateLayer(); + this.updateVisible(); + this.updateTransform(); + + this.talkBubble = $('
'); + this.talkBubble.css('display', 'none'); + this.talkBubbleBox = $('
'); + this.talkBubbleStyler = $('
'); + this.talkBubble.append(this.talkBubbleBox); + this.talkBubble.append(this.talkBubbleStyler); + + runtime.scene.append(this.talkBubble); +} + +// Load sounds from the server and buffer them +Sprite.prototype.loadSounds = function() { + var spr = this; + $.each(this.sounds, function (index, sound) { + io.soundRequest(sound, spr); + }); +} + +// True when all the costumes have been loaded +Sprite.prototype.isLoaded = function() { + return (this.costumesLoaded == this.costumes.length + && this.soundsLoaded == Object.keys(this.sounds).length); +} + +// Step methods +Sprite.prototype.showCostume = function(costume) { + if (costume < 0) { + costume += this.costumes.length; + } + if (!this.textures[costume]) { + this.currentCostumeIndex = 0; + } + else { + this.currentCostumeIndex = costume; + } + this.updateCostume(); +} + +Sprite.prototype.indexOfCostumeNamed = function(name) { + for(var i in this.costumes) { + var c = this.costumes[i]; + if(c['costumeName'] == name) { + return i; + } + } + return null; +} + +Sprite.prototype.showCostumeNamed = function(name) { + var index = this.indexOfCostumeNamed(name); + if(!index) return; + this.showCostume(index); +} + +Sprite.prototype.updateCostume = function() { + if(!this.textures[this.currentCostumeIndex]) { + this.currentCostumeIndex = 0; + } + $(this.mesh).css('display', 'none'); + this.mesh = this.textures[this.currentCostumeIndex]; + this.updateVisible(); + this.updateTransform(); +} + +Sprite.prototype.onClick = function(evt) { + // TODO - needs work!! + var boxOffset = $('#container').offset(); + var mouseX = runtime.mousePos[0] + 240 + boxOffset.left; + var mouseY = 180 - runtime.mousePos[1] + boxOffset.top; + + if (this.mesh.src.indexOf('.svg') == -1) { + // HACK - if the image SRC doesn't indicate it's an SVG, + // then we'll try to detect if the point we clicked is transparent + // by rendering the sprite on a canvas. With an SVG, + // we are forced not to do this for now by Chrome/Webkit SOP: + // http://code.google.com/p/chromium/issues/detail?id=68568 + var canv = document.createElement('canvas'); + $(canv).css('width', 480).css('height', 360); + var ctx = canv.getContext('2d'); + var drawWidth = this.textures[this.currentCostumeIndex].width * this.scale; + var drawHeight = this.textures[this.currentCostumeIndex].height * this.scale; + var rotationCenterX = this.costumes[this.currentCostumeIndex].rotationCenterX; + var rotationCenterY = this.costumes[this.currentCostumeIndex].rotationCenterY; + var drawX = this.scratchX + (480 / 2) - rotationCenterX; + var drawY = -this.scratchY + (360 / 2) - rotationCenterY; + ctx.rotate(this.rotation * Math.PI / 180.0); + ctx.drawImage(this.mesh, 0, 0, drawWidth, drawHeight); + + var offsetX = mouseX - drawX - 9; // the 9 is a hack - webkit/moz + var offsetY = mouseY - drawY - 9; + + var idata = ctx.getImageData(offsetX, offsetY, 1, 1).data; + var alpha = idata[3]; + } else { + var alpha = 1; + } + + if (alpha > 0) { + // Start clicked hats if the pixel is non-transparent + runtime.startClickedHats(this); + } else { + // Otherwise, move back a layer and trigger the click event + $(this.mesh).hide(); + var underElement = document.elementFromPoint(mouseX, mouseY); + $(underElement).click(); + $(this.mesh).show(); + } +} + +Sprite.prototype.setVisible = function(v) { + this.visible = v; + this.updateVisible(); +} + +Sprite.prototype.updateLayer = function() { + $(this.mesh).css('z-index', this.z); + if (this.talkBubble) this.talkBubble.css('z-index', this.z); +} + +Sprite.prototype.updateVisible = function() { + $(this.mesh).css('display', (this.visible) ? 'inline' : 'none'); + if (this.talkBubbleOn) + this.talkBubble.css('display', (this.visible) ? 'inline-block' : 'none'); +} + +Sprite.prototype.updateTransform = function() { + var texture = this.textures[this.currentCostumeIndex]; + var resolution = this.costumes[this.currentCostumeIndex].bitmapResolution || 1; + + var drawWidth = texture.width * this.scale / resolution; + var drawHeight = texture.height * this.scale / resolution; + + var rotationCenterX = this.costumes[this.currentCostumeIndex].rotationCenterX; + var rotationCenterY = this.costumes[this.currentCostumeIndex].rotationCenterY; + + var drawX = this.scratchX + (480 / 2) - rotationCenterX; + var drawY = -this.scratchY + (360 / 2) - rotationCenterY; + + var scaleXprepend = ''; + if (this.isFlipped) { + scaleXprepend = '-'; // For a leftRight flip, we add a minus + // sign to the X scale. + } + + $(this.mesh).css('transform', + 'translatex(' + drawX + 'px) \ + translatey(' + drawY + 'px) \ + rotate(' + this.rotation + 'deg) \ + scaleX(' + scaleXprepend + (this.scale / resolution) + ') scaleY(' + (this.scale / resolution) + ')'); + $(this.mesh).css('-moz-transform', + 'translatex(' + drawX + 'px) \ + translatey(' + drawY + 'px) \ + rotate(' + this.rotation + 'deg) \ + scaleX(' + scaleXprepend + this.scale + ') scaleY(' + this.scale / resolution + ')'); + $(this.mesh).css('-webkit-transform', + 'translatex(' + drawX + 'px) \ + translatey(' + drawY + 'px) \ + rotate(' + this.rotation + 'deg) \ + scaleX(' + scaleXprepend + (this.scale / resolution) + ') scaleY(' + (this.scale / resolution) + ')'); + + $(this.mesh).css('-webkit-transform-origin', rotationCenterX + 'px ' + rotationCenterY + 'px'); + $(this.mesh).css('-moz-transform-origin', rotationCenterX + 'px ' + rotationCenterY + 'px'); + $(this.mesh).css('-ms-transform-origin', rotationCenterX + 'px ' + rotationCenterY + 'px'); + $(this.mesh).css('-o-transform-origin', rotationCenterX + 'px ' + rotationCenterY + 'px'); + $(this.mesh).css('transform-origin', rotationCenterX + 'px ' + rotationCenterY + 'px'); + + // Don't forget to update the talk bubble. + if (this.talkBubble) { + var xy = this.getTalkBubbleXY(); + this.talkBubble.css('left', xy[0] + 'px'); + this.talkBubble.css('top', xy[1] + 'px'); + } + + this.updateLayer(); +} + +Sprite.prototype.getTalkBubbleXY = function() { + var texture = this.textures[this.currentCostumeIndex]; + var drawWidth = texture.width * this.scale; + var drawHeight = texture.height * this.scale; + var rotationCenterX = this.costumes[this.currentCostumeIndex].rotationCenterX; + var rotationCenterY = this.costumes[this.currentCostumeIndex].rotationCenterY; + var drawX = this.scratchX + (480 / 2) - rotationCenterX; + var drawY = -this.scratchY + (360 / 2) - rotationCenterY; + return [drawX + drawWidth, drawY - drawHeight / 2]; +} + +Sprite.prototype.showBubble = function(text, type) { + var xy = this.getTalkBubbleXY(); + + this.talkBubbleOn = true; + this.talkBubble.css('z-index', this.z); + this.talkBubble.css('left', xy[0] + 'px'); + this.talkBubble.css('top', xy[1] + 'px'); + + + this.talkBubbleStyler.removeClass('bubble-say'); + this.talkBubbleStyler.removeClass('bubble-think'); + if (type == 'say') this.talkBubbleStyler.addClass('bubble-say'); + else if (type == 'think') this.talkBubbleStyler.addClass('bubble-think'); + + if (this.visible) + this.talkBubble.css('display', 'inline-block'); + this.talkBubbleBox.html(text); +} + +Sprite.prototype.hideBubble = function() { + this.talkBubbleOn = false; + this.talkBubble.css('display', 'none'); +} + +Sprite.prototype.setXY = function(x, y) { + this.scratchX = x; + this.scratchY = y; + this.updateTransform(); +} + +Sprite.prototype.setDirection = function(d) { + var rotation; + d = d % 360 + if (d < 0) d += 360; + this.direction = (d > 180) ? d - 360 : d; + if (this.rotationStyle == 'normal') { + rotation = (this.direction - 90) % 360; + } else if (this.rotationStyle == 'leftRight') { + if (((this.direction - 90) % 360) >= 0) { + this.isFlipped = false; + } else { + this.isFlipped = true; + } + rotation = 0; + } else { + rotation = 0; + } + this.rotation = rotation; + this.updateTransform(); +} + +Sprite.prototype.setRotationStyle = function(r) { + this.rotationStyle = r; +} + +Sprite.prototype.getSize = function() { + return this.scale * 100; +} + +Sprite.prototype.setSize = function(percent) { + var newScale = percent / 100.0; + newScale = Math.max(0.05, Math.min(newScale, 100)); + this.scale = newScale; + this.updateTransform(); +} + +// Move functions +Sprite.prototype.keepOnStage = function() { + var x = this.scratchX + 240; + var y = 180 - this.scratchY; + var myBox = this.getRect(); + var inset = -Math.min(18, Math.min(myBox.width, myBox.height) / 2); + var edgeBox = new Rectangle(inset, inset, 480 - (2 * inset), 360 - (2 * inset)); + if (myBox.intersects(edgeBox)) return; // sprite is sufficiently on stage + if (myBox.right < edgeBox.left) x += edgeBox.left - myBox.right; + if (myBox.left > edgeBox.right) x -= myBox.left - edgeBox.right; + if (myBox.bottom < edgeBox.top) y += edgeBox.top - myBox.bottom; + if (myBox.top > edgeBox.bottom) y -= myBox.top - edgeBox.bottom; + this.scratchX = x - 240; + this.scratchY = 180 - y; +} + +Sprite.prototype.getRect = function() { + var cImg = this.textures[this.currentCostumeIndex]; + var x = this.scratchX + 240 - (cImg.width/2.0); + var y = 180 - this.scratchY - (cImg.height/2.0); + var myBox = new Rectangle(x, y, cImg.width, cImg.height); + return myBox; +} + +// Pen functions +Sprite.prototype.setPenColor = function(c) { + var hsv = Color.rgb2hsv(c); + this.penHue = (200 * hsv[0]) / 360 ; + this.penShade = 50 * hsv[2]; // not quite right; doesn't account for saturation + this.penColorCache = c; +} +Sprite.prototype.setPenHue = function(n) { + this.penHue = n % 200; + if (this.penHue < 0) this.penHue += 200; + this.updateCachedPenColor(); +} +Sprite.prototype.setPenShade = function(n) { + this.penShade = n % 200; + if (this.penShade < 0) this.penShade += 200; + this.updateCachedPenColor(); +} +Sprite.prototype.updateCachedPenColor = function() { + var c = Color.fromHSV((this.penHue * 180.0) / 100.0, 1, 1); + var shade = (this.penShade > 100) ? 200 - this.penShade : this.penShade; // range 0..100 + if (shade < 50) { + this.penColorCache = Color.mixRGB(0, c, (10 + shade) / 60.0); + } else { + this.penColorCache = Color.mixRGB(c, 0xFFFFFF, (shade - 50) / 60); + } +} + +Sprite.prototype.stamp = function(canvas, opacity) { + var drawWidth = this.textures[this.currentCostumeIndex].width * this.scale; + var drawHeight = this.textures[this.currentCostumeIndex].height * this.scale; + var drawX = this.scratchX + (480 / 2); + var drawY = -this.scratchY + (360 / 2); + canvas.globalAlpha = opacity / 100.0; + canvas.save(); + canvas.translate(drawX, drawY); + canvas.rotate(this.rotation * Math.PI / 180.0); + canvas.drawImage(this.mesh, -drawWidth/2, -drawHeight/2, drawWidth, drawHeight); + canvas.restore(); + canvas.globalAlpha = 1; +} + +Sprite.prototype.soundNamed = function(name) { + if (name in this.sounds && this.sounds[name].buffer) + return this.sounds[name]; + else if (name in runtime.stage.sounds && runtime.stage.sounds[name].buffer) + return runtime.stage.sounds[name]; + return null; +} diff --git a/js/Stage.js b/js/Stage.js new file mode 100644 index 0000000..6283dab --- /dev/null +++ b/js/Stage.js @@ -0,0 +1,72 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// Scratch HTML5 Player +// Stage.js +// Tim Mickel, July 2011 - March 2012 + +// Provides the basic logic for the Stage, a special kind of Sprite. + +'use strict'; + +var Stage = function(data) { + // Place the background layer in the very back. + // The pen layer is right above the stage background, + // and all sprites are above that. + this.z = -2; + + // Pen layer and canvas cache. + this.penLayerLoaded = false; + this.lineCanvas = document.createElement('canvas'); + this.lineCanvas.width = 480; + this.lineCanvas.height = 360; + this.lineCache = this.lineCanvas.getContext('2d'); + + Sprite.call(this, data); +} + +Stage.prototype = Object.create(Sprite.prototype); +Stage.prototype.constructor = Stage; + +Stage.prototype.attachPenLayer = function(scene) { + if (this.penLayerLoaded) + return; + this.penLayerLoaded = true; + $(this.lineCanvas).css('position', 'absolute'); + $(this.lineCanvas).css('z-index', '-1'); + scene.append(this.lineCanvas); +} + +Stage.prototype.isLoaded = function() { + return (this.penLayerLoaded + && this.costumesLoaded == this.costumes.length + && this.soundsLoaded == Object.keys(this.sounds).length); +} + +// Pen functions +Stage.prototype.clearPenStrokes = function() { + this.lineCache.clearRect(0, 0, 480, 360); +} + +Stage.prototype.stroke = function(from, to, width, color) { + this.lineCache.lineWidth = width; + this.lineCache.lineCap = 'round'; + this.lineCache.beginPath(); + // Use .5 offsets for canvas rigid pixel drawing + this.lineCache.moveTo(from[0] + 240.5, 180.5 - from[1]); + this.lineCache.lineTo(to[0] + 240.5, 180.5 - to[1]); + this.lineCache.strokeStyle = 'rgb(' + (color >> 16) + ',' + (color >> 8 & 255) + ',' + (color & 255) + ')'; + this.lineCache.stroke(); +} diff --git a/js/primitives/LooksPrims.js b/js/primitives/LooksPrims.js new file mode 100644 index 0000000..2556d65 --- /dev/null +++ b/js/primitives/LooksPrims.js @@ -0,0 +1,178 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +'use strict'; + +var LooksPrims = function() {} + +LooksPrims.prototype.addPrimsTo = function(primTable) { + primTable["show"] = this.primShow; + primTable["hide"] = this.primHide; + + primTable["nextCostume"] = this.primNextCostume; + primTable["lookLike:"] = this.primShowCostume; + primTable["costumeIndex"] = this.primCostumeNum; + + primTable["nextScene"] = this.primNextCostume; + primTable["showBackground:"] = this.primShowCostume; + primTable["backgroundIndex"] = this.primCostumeNum; + + primTable["startScene"] = this.primStartScene; + primTable["backgroundIndex"] = this.primCostumeNum; + + primTable["changeSizeBy:"] = this.primChangeSize; + primTable["setSizeTo:"] = this.primSetSize; + primTable["scale"] = this.primSize; + + primTable["comeToFront"] = this.primGoFront; + primTable["goBackByLayers:"] = this.primGoBack; + + primTable["changeGraphicEffect:by:"] = this.primChangeEffect; + primTable["setGraphicEffect:to:"] = this.primSetEffect; + primTable["filterReset"] = this.primClearEffects; + + primTable["say:"] = function(b) { showBubble(b, 'say'); }; + primTable["say:duration:elapsed:from:"] = function(b) { showBubbleAndWait(b, 'say'); }; + primTable["think:"] = function(b) { showBubble(b, 'think'); }; + primTable["think:duration:elapsed:from:"] = function(b) { showBubbleAndWait(b, 'think'); }; +} + +LooksPrims.prototype.primShow = function(b) { + interp.targetSprite().setVisible(true); + interp.redraw(); +} + +LooksPrims.prototype.primHide = function(b) { + interp.targetSprite().setVisible(false); + interp.redraw(); +} + +LooksPrims.prototype.primNextCostume = function(b) { + interp.targetSprite().showCostume(interp.targetSprite().currentCostumeIndex + 1); + interp.redraw(); +} + +LooksPrims.prototype.primShowCostume = function(b) { + var s = interp.targetSprite(); + if (s == null) return; + var arg = interp.arg(b, 0); + if (typeof(arg) == 'number') { + s.showCostume(arg - 1); + } else { + if ((arg == 'CAMERA') || (arg == "CAMERA - MIRROR")) { + s.showCostumeNamed(arg); + return; + } + var i = s.indexOfCostumeNamed(arg); + if (i >= 0) { + s.showCostume(i); + } else { + var n = Number(arg); + if (!isNaN(n)) { + s.showCostume(n - 1); + } else { + return; // arg did not match a costume name nor is a valid number + } + } + } + if (s.visible) interp.redraw(); +} + +LooksPrims.prototype.primStartScene = function(b) { + var s = runtime.stage; + var arg = interp.arg(b, 0); + if (typeof(arg) == 'number') { + s.showCostume(arg - 1); + } else { + if ((arg == 'CAMERA') || (arg == "CAMERA - MIRROR")) { + s.showCostumeNamed(arg); + return; + } + var i = s.indexOfCostumeNamed(arg); + if (i >= 0) { + s.showCostume(i); + } else { + var n = Number(arg); + if (!isNaN(n)) { + s.showCostume(n - 1); + } else { + return; // arg did not match a costume name nor is a valid number + } + } + } + if (s.visible) interp.redraw(); +} + +LooksPrims.prototype.primCostumeNum = function(b) { + var s = interp.targetSprite(); + return (s == null) ? 1 : s.currentCostumeIndex + 1; +} + +LooksPrims.prototype.primChangeSize = function(b) { + var s = interp.targetSprite(); + if (s == null) return; + s.setSize(s.getSize() + interp.arg(b, 0)); + if (s.visible) interp.redraw(); +} + +LooksPrims.prototype.primSetSize = function(b) { + var s = interp.targetSprite(); + if (s == null) return; + s.setSize(interp.arg(b, 0)); + if (s.visible) interp.redraw(); +} + +LooksPrims.prototype.primSize = function(b) { + var s = interp.targetSprite(); + if (s == null) return 100; + return s.getSize(); +} + +LooksPrims.prototype.primGoFront = function(b) { + var s = interp.targetSprite(); + runtime.reassignZ(s, null); + if(s.visible) interp.redraw(); +} + +LooksPrims.prototype.primGoBack = function(b) { + var s = interp.targetSprite(); + runtime.reassignZ(s, interp.arg(b, 0)); + if(s.visible) interp.redraw(); +} + +LooksPrims.prototype.primChangeEffect = function(b) {} + +LooksPrims.prototype.primSetEffect = function(b) {} + +LooksPrims.prototype.primClearEffects = function(b) {} + +var showBubble = function(b, type) { + var s = interp.targetSprite(); + if (s != null) s.showBubble(interp.arg(b, 0), type); +} + +var showBubbleAndWait = function(b, type) { + var s = interp.targetSprite(); + if (s == null) return; + if (interp.activeThread.firstTime) { + var text = interp.arg(b, 0); + var secs = interp.arg(b, 1); + s.showBubble(text, type); + if (s.visible) interp.redraw(); + interp.startTimer(secs); + } else { + if (interp.checkTimer()) s.hideBubble(); + } +} diff --git a/js/primitives/MotionAndPenPrims.js b/js/primitives/MotionAndPenPrims.js new file mode 100644 index 0000000..ed57095 --- /dev/null +++ b/js/primitives/MotionAndPenPrims.js @@ -0,0 +1,329 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +'use strict'; + +var MotionAndPenPrims = function() {} + +MotionAndPenPrims.prototype.addPrimsTo = function(primTable) { + primTable['forward:'] = this.primMove; + primTable['turnLeft:'] = this.primTurnLeft; + primTable['turnRight:'] = this.primTurnRight; + primTable['heading:'] = this.primSetDirection; + primTable["pointTowards:"] = this.primPointTowards; + primTable["gotoX:y:"] = this.primGoTo; + primTable["gotoSpriteOrMouse:"] = this.primGoToSpriteOrMouse; + primTable["glideSecs:toX:y:elapsed:from:"] = this.primGlide; + + primTable["changeXposBy:"] = this.primChangeX; + primTable["xpos:"] = this.primSetX; + primTable["changeYposBy:"] = this.primChangeY; + primTable["ypos:"] = this.primSetY; + + primTable["bounceOffEdge"] = this.primBounceOffEdge; + primTable["setRotationStyle"] = this.primSetRotationStyle; + + primTable["xpos"] = this.primXPosition; + primTable["ypos"] = this.primYPosition; + primTable["heading"] = this.primDirection; + + primTable["clearPenTrails"] = this.primClear; + primTable["putPenDown"] = this.primPenDown; + primTable["putPenUp"] = this.primPenUp; + primTable["penColor:"] = this.primSetPenColor; + primTable["setPenHueTo:"] = this.primSetPenHue; + primTable["changePenHueBy:"] = this.primChangePenHue; + primTable["setPenShadeTo:"] = this.primSetPenShade; + primTable["changePenShadeBy:"] = this.primChangePenShade; + primTable["penSize:"] = this.primSetPenSize; + primTable["changePenSizeBy:"] = this.primChangePenSize; + + primTable["stampCostume"] = this.primStamp; + primTable["stampTransparent"] = this.primStampTransparent; +} + +MotionAndPenPrims.prototype.primMove = function(b) { + var s = interp.targetSprite(); + var radians = ((Math.PI * (90 - s.direction)) / 180); + var d = interp.arg(b, 0); + + moveSpriteTo(s, s.scratchX + (d * Math.cos(radians)), + s.scratchY + (d * Math.sin(radians))); + if(s.visible) interp.redraw(); +} + +MotionAndPenPrims.prototype.primTurnLeft = function(b) { + var s = interp.targetSprite(); + var d = s.direction - interp.arg(b, 0); + s.setDirection(d); + if(s.visible) interp.redraw(); +} + +MotionAndPenPrims.prototype.primTurnRight = function(b) { + var s = interp.targetSprite(); + var d = s.direction + interp.arg(b, 0); + s.setDirection(d); + if(s.visible) interp.redraw(); +} + +MotionAndPenPrims.prototype.primSetDirection = function(b) { + var s = interp.targetSprite(); + s.setDirection(interp.arg(b, 0)); + if(s.visible) interp.redraw(); +} + +MotionAndPenPrims.prototype.primPointTowards = function(b) { + var s = interp.targetSprite(); + var p = mouseOrSpritePosition(interp.arg(b, 0)); + if ((s == null) || (p == null)) return; + var dx = p.x - s.scratchX; + var dy = p.y - s.scratchY; + var angle = 90 - ((Math.atan2(dy, dx) * 180) / Math.PI); + s.setDirection(angle); + if (s.visible) interp.redraw(); +} + +MotionAndPenPrims.prototype.primGoTo = function(b) { + var s = interp.targetSprite(); + if (s != null) moveSpriteTo(s, interp.arg(b, 0), interp.arg(b, 1)); +} + +MotionAndPenPrims.prototype.primGoToSpriteOrMouse = function(b) { + var s = interp.targetSprite(); + var p = mouseOrSpritePosition(interp.arg(b, 0)); + if ((s == null) || (p == null)) return; + moveSpriteTo(s, p.x, p.y); +} + +MotionAndPenPrims.prototype.primGlide = function(b) { + var s = interp.targetSprite(); + if (s == null) return; + if (interp.activeThread.firstTime) { + var secs = interp.arg(b, 0); + var destX = interp.arg(b, 1); + var destY = interp.arg(b, 2); + if (secs <= 0) { + moveSpriteTo(s, destX, destY); + return; + } + // record state: [0]start msecs, [1]duration, [2]startX, [3]startY, [4]endX, [5]endY + interp.activeThread.tmpObj = + [interp.currentMSecs, 1000 * secs, s.scratchX, s.scratchY, destX, destY]; + interp.startTimer(secs); + } else { + var state = interp.activeThread.tmpObj; + if (!interp.checkTimer()) { + // in progress: move to intermediate position along path + var frac = (interp.currentMSecs - state[0]) / state[1]; + var newX = state[2] + (frac * (state[4] - state[2])); + var newY = state[3] + (frac * (state[5] - state[3])); + moveSpriteTo(s, newX, newY); + } else { + // finished: move to final position and clear state + moveSpriteTo(s, state[4], state[5]); + interp.activeThread.tmpObj = null; + } + } +} + +MotionAndPenPrims.prototype.primChangeX = function(b) { + var s = interp.targetSprite(); + if (s != null) moveSpriteTo(s, s.scratchX + interp.arg(b, 0), s.scratchY); +} + +MotionAndPenPrims.prototype.primSetX = function(b) { + var s = interp.targetSprite(); + if (s != null) moveSpriteTo(s, interp.arg(b, 0), s.scratchY); +} + +MotionAndPenPrims.prototype.primChangeY = function(b) { + var s = interp.targetSprite(); + if (s != null) moveSpriteTo(s, s.scratchX, s.scratchY + interp.arg(b, 0)); +} + +MotionAndPenPrims.prototype.primSetY = function(b) { + var s = interp.targetSprite(); + if (s != null) moveSpriteTo(s, s.scratchX, interp.arg(b, 0)); +} + +MotionAndPenPrims.prototype.primBounceOffEdge = function(b) { + var s = interp.targetSprite(); + if (s == null) return; + if (!turnAwayFromEdge(s)) return; + ensureOnStageOnBounce(s); + if (s.visible) interp.redraw(); +} + +MotionAndPenPrims.prototype.primSetRotationStyle = function(b) { + var s = interp.targetSprite(); + if (s == null) return; + var request = interp.arg(b, 0); + var rotationStyle = 'normal'; + if (request == 'all around') rotationStyle = 'normal'; + else if (request == 'left-right') rotationStyle = 'leftRight'; + else if (request == 'none') rotationStyle = 'none'; + s.setRotationStyle(rotationStyle); +} + +MotionAndPenPrims.prototype.primXPosition = function(b) { + var s = interp.targetSprite(); + return (s != null) ? s.scratchX : 0; +} + +MotionAndPenPrims.prototype.primYPosition = function(b) { + var s = interp.targetSprite(); + return (s != null) ? s.scratchY : 0; +} + +MotionAndPenPrims.prototype.primDirection = function(b) { + var s = interp.targetSprite(); + return (s != null) ? s.direction : 0; +} + +MotionAndPenPrims.prototype.primClear = function(b) { + runtime.stage.clearPenStrokes(); + interp.redraw(); +} + +MotionAndPenPrims.prototype.primPenDown = function(b) { + var s = interp.targetSprite(); + if (s != null) s.penIsDown = true; + stroke(s, s.scratchX, s.scratchY, s.scratchX + 0.2, s.scratchY + 0.2); + interp.redraw(); +} + +MotionAndPenPrims.prototype.primPenUp = function(b) { + var s = interp.targetSprite(); + if (s != null) s.penIsDown = false; +} + +MotionAndPenPrims.prototype.primSetPenColor = function(b) { + var s = interp.targetSprite(); + if (s != null) s.setPenColor(interp.arg(b, 0)); +} + +MotionAndPenPrims.prototype.primSetPenHue = function(b) { + var s = interp.targetSprite(); + if (s != null) s.setPenHue(interp.arg(b, 0)); +} + +MotionAndPenPrims.prototype.primChangePenHue = function(b) { + var s = interp.targetSprite(); + if (s != null) s.setPenHue(s.penHue + interp.arg(b, 0)); +} + +MotionAndPenPrims.prototype.primSetPenShade = function(b) { + var s = interp.targetSprite(); + if (s != null) s.setPenShade(interp.arg(b, 0)); +} + +MotionAndPenPrims.prototype.primChangePenShade = function(b) { + var s = interp.targetSprite(); + if (s != null) s.setPenShade(s.penShade + interp.arg(b, 0)); +} + +MotionAndPenPrims.prototype.primSetPenSize = function(b) { + var s = interp.targetSprite(); + var w = Math.max(0, Math.min(interp.arg(b, 0), 100)); + if (s != null) s.penWidth = w; +} + +MotionAndPenPrims.prototype.primChangePenSize = function(b) { + var s = interp.targetSprite(); + var w = Math.max(0, Math.min(s.penWidth + interp.arg(b, 0), 100)); + if (s != null) s.penWidth = w; +} + +MotionAndPenPrims.prototype.primStamp = function(b) { + var s = interp.targetSprite(); + s.stamp(runtime.stage.lineCache, 100); +} + +MotionAndPenPrims.prototype.primStampTransparent = function(b) { + var s = interp.targetSprite(); + var transparency = Math.max(0, Math.min(interp.arg(b, 0), 100)); + var alpha = 100 - transparency; + s.stamp(runtime.stage.lineCache, alpha); +} + +// Helpers +var stroke = function(s, oldX, oldY, newX, newY) { + runtime.stage.stroke([oldX, oldY], + [newX, newY], s.penWidth, s.penColorCache); + interp.redraw(); +} + +var mouseOrSpritePosition = function(arg) { + if (arg == "_mouse_") { + var w = runtime.stage; + return new Point(runtime.mousePos[0], runtime.mousePos[1]); + } else { + var s = runtime.spriteNamed(arg); + if (s == null) return null; + return new Point(s.scratchX, s.scratchY); + } + return null; +} + +var moveSpriteTo = function(s, newX, newY) { + var oldX = s.scratchX; + var oldY = s.scratchY; + s.setXY(newX, newY); + s.keepOnStage(); + if (s.penIsDown) stroke(s, oldX, oldY, s.scratchX, s.scratchY); + if ((s.penIsDown) || (s.visible)) interp.redraw(); +} + +var turnAwayFromEdge = function(s) { + // turn away from the nearest edge if it's close enough; otherwise do nothing + // Note: comparisions are in the stage coordinates, with origin (0, 0) + // use bounding rect of the sprite to account for costume rotation and scale + var r = s.getRect(); + // measure distance to edges + var d1 = Math.max(0, r.left); + var d2 = Math.max(0, r.top); + var d3 = Math.max(0, 480 - r.right); + var d4 = Math.max(0, 360 - r.bottom); + // find the nearest edge + var e = 0, minDist = 100000; + if (d1 < minDist) { minDist = d1; e = 1 } + if (d2 < minDist) { minDist = d2; e = 2 } + if (d3 < minDist) { minDist = d3; e = 3 } + if (d4 < minDist) { minDist = d4; e = 4 } + if (minDist > 0) return false; // not touching to any edge + // point away from nearest edge + var radians = ((90 - s.direction) * Math.PI) / 180; + var dx = Math.cos(radians); + var dy = -Math.sin(radians); + if (e == 1) { dx = Math.max(0.2, Math.abs(dx)) } + if (e == 2) { dy = Math.max(0.2, Math.abs(dy)) } + if (e == 3) { dx = 0 - Math.max(0.2, Math.abs(dx)) } + if (e == 4) { dy = 0 - Math.max(0.2, Math.abs(dy)) } + var newDir = ((180 * Math.atan2(dy, dx)) / Math.PI) + 90; + s.direction = newDir; + return true; +} + +var ensureOnStageOnBounce = function(s) { + var r = s.getRect(); + if (r.left < 0) moveSpriteTo(s, s.scratchX - r.left, s.scratchY); + if (r.top < 0) moveSpriteTo(s, s.scratchX, s.scratchY + r.top); + if (r.right > 480) { + moveSpriteTo(s, s.scratchX - (r.right - 480), s.scratchY); + } + if (r.bottom > 360) { + moveSpriteTo(s, s.scratchX, s.scratchY + (r.bottom - 360)); + } +} diff --git a/js/primitives/Primitives.js b/js/primitives/Primitives.js new file mode 100644 index 0000000..e869586 --- /dev/null +++ b/js/primitives/Primitives.js @@ -0,0 +1,106 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// Scratch HTML5 Player +// Primitives.js +// Tim Mickel, July 2011 + +// Provides the basic primitives for the interpreter and loads in the more +// complicated primitives, e.g. MotionAndPenPrims. + +'use strict'; + +var Primitives = function() {} + +Primitives.prototype.addPrimsTo = function(primTable) { + // Math primitives + primTable["+"] = function(b) { return interp.arg(b, 0) + interp.arg(b, 1) }; + primTable["-"] = function(b) { return interp.arg(b, 0) - interp.arg(b, 1) }; + primTable["*"] = function(b) { return interp.arg(b, 0) * interp.arg(b, 1) }; + primTable["/"] = function(b) { return interp.arg(b, 0) / interp.arg(b, 1) }; + primTable["%"] = function(b) { return interp.arg(b, 0) % interp.arg(b, 1) }; + primTable["randomFrom:to:"] = this.primRandom; + primTable["<"] = function(b) { return (interp.arg(b, 0) < interp.arg(b, 1)) }; + primTable["="] = function(b) { return (interp.arg(b, 0) == interp.arg(b, 1)) }; + primTable[">"] = function(b) { return (interp.arg(b, 0) > interp.arg(b, 1)) }; + primTable["&"] = function(b) { return interp.arg(b, 0) && interp.arg(b, 1) }; + primTable["|"] = function(b) { return interp.arg(b, 0) || interp.arg(b, 1) }; + primTable["not"] = function(b) { return !interp.arg(b, 0) }; + primTable["abs"] = function(b) { return Math.abs(interp.arg(b, 0)) }; + primTable["sqrt"] = function(b) { return Math.sqrt(interp.arg(b, 0)) }; + + primTable["\\\\"] = this.primModulo; + primTable["rounded"] = function(b) { return Math.round(interp.arg(b, 0)) }; + primTable["computeFunction:of:"] = this.primMathFunction; + + // String primitives + primTable["concatenate:with:"] = function(b) { return "" + interp.arg(b, 0) + interp.arg(b, 1) }; + primTable["letter:of:"] = this.primLetterOf; + primTable["stringLength:"] = function(b) { return interp.arg(b, 0).length }; + + new VarListPrims().addPrimsTo(primTable); + new MotionAndPenPrims().addPrimsTo(primTable); + new LooksPrims().addPrimsTo(primTable); + new SensingPrims().addPrimsTo(primTable); + new SoundPrims().addPrimsTo(primTable); +} + +Primitives.prototype.primRandom = function(b) { + var n1 = interp.arg(b, 0); + var n2 = interp.arg(b, 1); + var low = (n1 <= n2) ? n1 : n2; + var hi = (n1 <= n2) ? n2 : n1; + if(low == hi) return low; + // if both low and hi are ints, truncate the result to an int + if ((Math.floor(low) == low) && (Math.floor(hi) == hi)) { + return low + Math.floor(Math.random() * ((hi + 1) - low)); + } + return (Math.random() * (hi - low)) + low; +} + +Primitives.prototype.primLetterOf = function(b) { + var s = interp.arg(b, 1); + var i = interp.arg(b, 0) - 1; + if ((i < 0) || (i >= s.length)) return ""; + return s.charAt(i); +} + +Primitives.prototype.primModulo = function(b) { + var modulus = interp.arg(b, 1); + var n = interp.arg(b, 0) % modulus; + if (n < 0) n += modulus; + return n; +} + +Primitives.prototype.primMathFunction = function(b) { + var op = interp.arg(b, 0); + var n = interp.arg(b, 1); + switch(op) { + case "abs": return Math.abs(n); + case "sqrt": return Math.sqrt(n); + case "sin": return Math.sin((Math.PI * n) / 180); + case "cos": return Math.cos((Math.PI * n) / 180); + case "tan": return Math.tan((Math.PI * n) / 180); + case "asin": return (Math.asin(n) * 180) / Math.PI; + case "acos": return (Math.acos(n) * 180) / Math.PI; + case "atan": return (Math.atan(n) * 180) / Math.PI; + case "ln": return Math.log(n); + case "log": return Math.log(n) / Math.LN10; + case "e ^": return Math.exp(n); + case "10 ^": return Math.exp(n * Math.LN10); + } + return 0; +} + diff --git a/js/primitives/SensingPrims.js b/js/primitives/SensingPrims.js new file mode 100644 index 0000000..0529081 --- /dev/null +++ b/js/primitives/SensingPrims.js @@ -0,0 +1,220 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +'use strict'; + +var SensingPrims = function() {} + +SensingPrims.prototype.addPrimsTo = function(primTable) { + primTable['touching:'] = this.primTouching; + primTable['touchingColor:'] = this.primTouchingColor; + primTable['color:sees:'] = this.primColorTouchingColor; + + primTable['keyPressed:'] = this.primKeyPressed; + primTable['mousePressed'] = function(b) { return runtime.mouseDown; }; + primTable['mouseX'] = function(b) { return runtime.mousePos[0]; }; + primTable['mouseY'] = function(b) { return runtime.mousePos[1]; }; + primTable['distanceTo:'] = this.primDistanceTo; + + primTable['getAttribute:of:'] = this.primGetAttribute; +} + +SensingPrims.prototype.primTouching = function(b) { + var s = interp.targetSprite(); + if (s == null || !s.visible) return false; + + var arg = interp.arg(b, 0); + if (arg == '_edge_') { + return false; // TODO + } + + if (arg == '_mouse_') { + return false; // TODO + } + + var s2 = runtime.spriteNamed(arg); + if (s2 == null || !s2.visible) return false; + + return spriteHitTest(s, s2); +} + +SensingPrims.prototype.primTouchingColor = function(b) { + var s = interp.targetSprite(); + if (s == null || !s.visible) return false; + + var color = interp.arg(b, 0); + + return stageColorHitTest(s, color); +} + +SensingPrims.prototype.primColorTouchingColor = function(b) { + var s = interp.targetSprite(); + if (s == null || !s.visible) return false; + + var myColor = interp.arg(b, 0); + var stageColor = interp.arg(b, 1); + + return stageColorByColorHitTest(s, myColor, stageColor); +} + +var spriteHitTest = function(a, b) { + var hitCanvas = document.createElement('canvas'); + hitCanvas.width = 480; + hitCanvas.height = 360; + var hitTester = hitCanvas.getContext('2d'); + hitTester.globalCompositeOperation = 'source-over'; + a.stamp(hitTester, 100); + hitTester.globalCompositeOperation = 'source-in'; + b.stamp(hitTester, 100); + + var aData = hitTester.getImageData(0, 0, 480, 360).data; + + var pxCount = aData.length; + for (var i = 0; i < pxCount; i += 4) { + if (aData[i+3] > 0) { + return true; + } + } + return false; +} + +var stageColorHitTest = function(target, color) { + var r, g, b; + r = (color >> 16); + g = (color >> 8 & 255); + b = (color & 255); + + var targetCanvas = document.createElement('canvas'); + targetCanvas.width = 480; + targetCanvas.height = 360; + var targetTester = targetCanvas.getContext('2d'); + target.stamp(targetTester, 100); + + var stageCanvas = document.createElement('canvas'); + stageCanvas.width = 480; + stageCanvas.height = 360; + var stageContext = stageCanvas.getContext('2d'); + + $.each(runtime.sprites, function(i, sprite) { + if (sprite != target) + sprite.stamp(stageContext, 100); + }); + + var hitData = stageContext.getImageData(0, 0, stageCanvas.width, stageCanvas.height).data; + var meshData = targetTester.getImageData(0, 0, targetCanvas.width, targetCanvas.height).data; + var pxCount = meshData.length; + for (var i = 0; i < pxCount; i += 4) { + if (meshData[i+3] > 0 && hitData[i] == r && hitData[i+1] == g && hitData[i+2] == b) + return true; + } + return false; +} + +var stageColorByColorHitTest = function(target, myColor, otherColor) { + var threshold_acceptable = function(a, b, c, x, y, z) { + diff_a = Math.abs(a-x); + diff_b = Math.abs(b-y); + diff_c = Math.abs(c-z); + if (diff_a + diff_b + diff_c < 100) { + return true; + } + return false; + } + var targetCanvas = document.createElement('canvas'); + targetCanvas.width = 480; + targetCanvas.height = 360; + var targetTester = targetCanvas.getContext('2d'); + target.stamp(targetTester, 100); + var targetData = targetTester.getImageData(0, 0, targetCanvas.width, targetCanvas.height).data; + + // Calculate RGB values of the colors - TODO thresholding + //myColor = Math.abs(myColor); + //otherColor = Math.abs(otherColor); + var mr, mg, mb, or, og, ob; + mr = (myColor >> 16); + mg = (myColor >> 8 & 255); + mb = (myColor & 255); + or = (otherColor >> 16); + og = (otherColor >> 8 & 255); + ob = (otherColor & 255); + + // Create the hit canvas for comparison + var hitCanvas = document.createElement('canvas'); + hitCanvas.width = 480; + hitCanvas.height = 360; + hitCtx = hitCanvas.getContext('2d'); + $.each(runtime.sprites, function(i, sprite) { + if (sprite != target) + sprite.stamp(hitCtx, 100); + }); + + var hitData = hitCtx.getImageData(0, 0, hitCanvas.width, hitCanvas.height).data; + var pxCount = targetData.length; + for (var i = 0; i < pxCount; i += 4) { + if (threshold_acceptable(targetData[i], targetData[i+1], targetData[i+2], mr, mg, mb) + && threshold_acceptable(hitData[i], hitData[i+1], hitData[i+2], or, og, ob)) { + return true; + } + } + return false; +} + +SensingPrims.prototype.primKeyPressed = function(b) { + var key = interp.arg(b, 0); + var ch = key.charCodeAt(0); + if (ch > 127) return false; + if (key == "left arrow") ch = 37; + if (key == "right arrow") ch = 39; + if (key == "up arrow") ch = 38; + if (key == "down arrow") ch = 40; + if (key == "space") ch = 32; + return (typeof(runtime.keysDown[ch]) != 'undefined'); +} + +SensingPrims.prototype.primDistanceTo = function(b) { + var s = interp.targetSprite(); + var p = mouseOrSpritePosition(interp.arg(b, 0)); + if (s == null || p == null) return 0; + var dx = p.x - s.scratchX; + var dy = p.y - s.scratchY; + return Math.sqrt((dx * dx) + (dy * dy)); +} + +SensingPrims.prototype.primGetAttribute = function(b) { + var attr = interp.arg(b, 0); + var targetSprite = runtime.spriteNamed(interp.arg(b, 1)); + if (targetSprite == null) return 0; + if (attr == 'x position') return targetSprite.scratchX; + if (attr == 'y position') return targetSprite.scratchY; + if (attr == 'direction') return targetSprite.direction; + if (attr == 'costume #') return targetSprite.currentCostumeIndex + 1; + if (attr == 'costume name') return targetSprite.costumes[targetSprite.currentCostumeIndex]['costumeName']; + if (attr == 'size') return targetSprite.getSize(); + if (attr == 'volume') return targetSprite.volume; + return 0; +} + +// Helpers +SensingPrims.prototype.mouseOrSpritePosition = function(arg) { + if (arg == "_mouse_") { + var w = runtime.stage; + return new Point(runtime.mousePos[0], runtime.mousePos[1]); + } else { + var s = runtime.spriteNamed(arg); + if (s == null) return null; + return new Point(s.scratchX, s.scratchY); + } + return null; +} diff --git a/js/primitives/SoundPrims.js b/js/primitives/SoundPrims.js new file mode 100644 index 0000000..0afb178 --- /dev/null +++ b/js/primitives/SoundPrims.js @@ -0,0 +1,213 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +'use strict'; + +var SoundPrims = function() {} + +SoundPrims.prototype.addPrimsTo = function(primTable) { + primTable['playSound:'] = this.primPlaySound; + primTable['doPlaySoundAndWait'] = this.primPlaySoundUntilDone; + primTable['stopAllSounds'] = this.primStopAllSounds; + + primTable['playDrum'] = this.primPlayDrum; + primTable['rest:elapsed:from:'] = this.primPlayRest; + primTable['noteOn:duration:elapsed:from:'] = this.primPlayNote; + primTable['instrument:'] = this.primSetInstrument; + + /*primTable['changeVolumeBy:'] = this.primChangeVolume; + primTable['setVolumeTo:'] = this.primSetVolume; + primTable['volume'] = this.primVolume;*/ + + primTable['changeTempoBy:'] = function(b) { runtime.stage.data.tempoBPM = runtime.stage.data.tempoBPM + interp.arg(b, 0); }; + primTable['setTempoTo:'] = function(b) { runtime.stage.data.tempoBPM = interp.arg(b, 0); }; + primTable['tempo'] = function(b) { return runtime.stage.data.tempoBPM; }; +} + +var playSound = function(snd) { + if (snd.source) { + // If this particular sound is already playing, stop it. + snd.source.noteOff(0); + snd.source = null; + } + + snd.source = runtime.audioContext.createBufferSource(); + snd.source.buffer = snd.buffer; + snd.source.connect(runtime.audioGain); + + // Track the sound's completion state + snd.source.done = false; + snd.source.finished = function() { + // Remove from the active audio list and disconnect the source from + // the sound dictionary. + var i = runtime.audioPlaying.indexOf(snd); + if (i > -1 && runtime.audioPlaying[i].source != null) { + runtime.audioPlaying[i].source.done = true; + runtime.audioPlaying[i].source = null; + runtime.audioPlaying.splice(i, 1); + } + } + window.setTimeout(snd.source.finished, snd.buffer.duration * 1000); + // Add the global list of playing sounds and start playing. + runtime.audioPlaying.push(snd); + snd.source.noteOn(0); + return snd.source; +} + +var playDrum = function(drum, secs, client) { + var player = SoundBank.getDrumPlayer(drum, secs); + player.client = client; + player.setDuration(secs); + var source = runtime.audioContext.createScriptProcessor(4096, 1, 1); + source.onaudioprocess = function(e) { player.writeSampleData(e); }; + source.soundPlayer = player; + source.connect(runtime.audioGain); + runtime.notesPlaying.push(source); + source.finished = function() { + var i = runtime.notesPlaying.indexOf(source); + if (i > -1 && runtime.notesPlaying[i] != null) { + runtime.notesPlaying.splice(i, 1); + } + } + window.setTimeout(source.finished, secs * 1000); + return player; +} + +var playNote = function(instrument, midiKey, secs, client) { + var player = SoundBank.getNotePlayer(instrument, midiKey); + player.client = client; + player.setNoteAndDuration(midiKey, secs); + var source = runtime.audioContext.createScriptProcessor(4096, 1, 1); + source.onaudioprocess = function(e) { player.writeSampleData(e); }; + source.connect(runtime.audioGain); + runtime.notesPlaying.push(source); + source.finished = function() { + var i = runtime.notesPlaying.indexOf(source); + if (i > -1 && runtime.notesPlaying[i] != null) { + runtime.notesPlaying.splice(i, 1); + } + } + window.setTimeout(source.finished, secs * 1000); + return player; +} + +var stopAllSounds = function() { + var oldPlaying = runtime.audioPlaying; + runtime.audioPlaying = []; + for (var s = 0; s < oldPlaying.length; s++) { + if (oldPlaying[s].source) { + oldPlaying[s].source.noteOff(0); + oldPlaying[s].source.finished(); + } + } + + var oldPlaying = runtime.notesPlaying; + runtime.notesPlaying = []; + for (var s = 0; s < oldPlaying.length; s++) { + if (oldPlaying[s]) { + oldPlaying[s].disconnect(); + oldPlaying[s].finished(); + } + } +} + +SoundPrims.prototype.primPlaySound = function(b) { + var s = interp.targetSprite(); + if (s == null) return; + var snd = s.soundNamed(interp.arg(b, 0)); + if (snd != null) playSound(snd); +} + +SoundPrims.prototype.primPlaySoundUntilDone = function(b) { + var activeThread = interp.activeThread; + if (activeThread.firstTime) { + var snd = interp.targetSprite().soundNamed(interp.arg(b, 0)); + if (snd == null) return; + activeThread.tmpObj = playSound(snd); + activeThread.firstTime = false; + } + var player = activeThread.tmpObj; + if (player == null || player.done || player.playbackState == 3) { + activeThread.tmpObj = null; + activeThread.firstTime = true; + } else { + interp.yield = true; + } +} + +var beatsToSeconds = function(beats) { + return (beats * 60) / runtime.stage.data.tempoBPM; +} + +SoundPrims.prototype.primPlayNote = function(b) { + var s = interp.targetSprite(); + if (s == null) return; + if (interp.activeThread.firstTime) { + var key = interp.arg(b, 0); + var secs = beatsToSeconds(interp.arg(b, 1)); + playNote(s.instrument, key, secs, s); + interp.startTimer(secs); + } else { + interp.checkTimer(); + } +} + +SoundPrims.prototype.primPlayDrum = function(b) { + var s = interp.targetSprite(); + if (s == null) return; + if (interp.activeThread.firstTime) { + var drum = Math.round(interp.arg(b, 0)); + var secs = beatsToSeconds(interp.arg(b, 1)); + playDrum(drum, secs, s); + interp.startTimer(secs); + } else { + interp.checkTimer(); + } +} + +SoundPrims.prototype.primPlayRest = function(b) { + var s = interp.targetSprite(); + if (s == null) return; + if (interp.activeThread.firstTime) { + var secs = beatsToSeconds(interp.arg(b, 0)); + interp.startTimer(secs); + } else { + interp.checkTimer(); + } +} + +SoundPrims.prototype.primSetInstrument = function(b) { + var s = interp.targetSprite(); + if (s != null) s.instrument = interp.arg(b, 0); +} + +SoundPrims.prototype.primStopAllSounds = function(b) { + stopAllSounds(); +} + +SoundPrims.prototype.primChangeVolume = function(b) { + var s = interp.targetSprite(); + if (s != null) s.volume += interp.arg(b, 0); +} + +SoundPrims.prototype.primSetVolume = function(b) { + var s = interp.targetSprite(); + if (s != null) s.volume = interp.arg(b, 0); +} + +SoundPrims.prototype.primVolume = function(b) { + var s = interp.targetSprite(); + return (s != null) ? s.volume : 0; +} diff --git a/js/primitives/VarListPrims.js b/js/primitives/VarListPrims.js new file mode 100644 index 0000000..3e451a1 --- /dev/null +++ b/js/primitives/VarListPrims.js @@ -0,0 +1,171 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +'use strict'; + +var VarListPrims = function() {} + +VarListPrims.prototype.addPrimsTo = function(primTable) { + // Variable primitives + primTable['readVariable'] = this.primReadVar; + primTable['setVar:to:'] = this.primSetVar; + primTable['changeVar:by:'] = this.primChangeVar; + primTable['hideVariable:'] = this.primHideVar; + primTable['showVariable:'] = this.primShowVar; + + // List primitives + primTable['append:toList:'] = this.primListAppend; + primTable['deleteLine:ofList:'] = this.primListDeleteLine; + primTable['insert:at:ofList:'] = this.primListInsertAt; + primTable['setLine:ofList:to:'] = this.primListSetLine; + primTable['lineCountOfList:'] = this.primListLength; + primTable['getLine:ofList:'] = this.primListGetLine; + primTable['list:contains:'] = this.primListContains; +} + +// Variable primitive implementations + +VarListPrims.prototype.primReadVar = function(b) { + var s = interp.targetSprite(); + if (s == null) return; + var targetVar = interp.arg(b, 0); + if (targetVar in s.variables) + return s.variables[targetVar]; + else if (targetVar in runtime.stage.variables) + return runtime.stage.variables[targetVar]; +} + +VarListPrims.prototype.primSetVar = function(b) { + var s = interp.targetSprite(); + if (s == null) return; + var targetVar = interp.arg(b, 0); + if (targetVar in s.variables) + s.variables[targetVar] = interp.arg(b, 1); + else if (targetVar in runtime.stage.variables) + runtime.stage.variables[targetVar] = interp.arg(b, 1); +} + +VarListPrims.prototype.primChangeVar = function(b) { + var s = interp.targetSprite(); + if (s == null) return; + var targetVar = interp.arg(b, 0); + if (targetVar in s.variables) { + s.variables[targetVar] = parseFloat(s.variables[targetVar]); + s.variables[targetVar] += interp.arg(b, 1); + } else if (targetVar in runtime.stage.variables) { + runtime.stage.variables[targetVar] = parseFloat(runtime.stage.variables[targetVar]); + runtime.stage.variables[targetVar] += interp.arg(b, 1); + } +} + +VarListPrims.prototype.primHideVar = function(b) { + var targetVar = interp.arg(b, 0); + for (var r = 0; r < runtime.reporters.length; r++) { + if (runtime.reporters[r].cmd == 'getVar:' && runtime.reporters[r].param == targetVar) { + runtime.reporters[r].visible = false; + return; + } + } +} + +VarListPrims.prototype.primShowVar = function(b) { + var targetVar = interp.arg(b, 0); + for (var r = 0; r < runtime.reporters.length; r++) { + if (runtime.reporters[r].cmd == 'getVar:' && runtime.reporters[r].param == targetVar) { + runtime.reporters[r].visible = true; + return; + } + } +} + +// List primitive implementations + +// Take a list name and target sprite and return the JS list itself +var findList = function(targetSprite, listName) { + if (targetSprite == null) targetSprite = runtime.stage; + if (listName in targetSprite.lists) { + return targetSprite.lists[listName].contents; + } else if (listName in runtime.stage.lists) { + return runtime.stage.lists[listName].contents; + } + return null; +} + +VarListPrims.prototype.primListAppend = function(b) { + var list = findList(interp.targetSprite(), interp.arg(b, 1)); + if (list) list.push(interp.arg(b, 0)); +} + +VarListPrims.prototype.primListDeleteLine = function(b) { + var list = findList(interp.targetSprite(), interp.arg(b, 1)); + if (!list) return; + var line = interp.arg(b, 0); + if (line == 'all' || list.length == 0) list.length = 0; + else if (line == 'last') list.splice(list.length - 1, 1); + else if (parseInt(line) - 1 in list) list.splice(parseInt(line) - 1, 1); +} + +VarListPrims.prototype.primListInsertAt = function(b) { + var list = findList(interp.targetSprite(), interp.arg(b, 2)); + if (!list) return; + var newItem = interp.arg(b, 0); + + var position = interp.arg(b, 1); + if (position == 'last') position = list.length; + else if (position == 'random') position = Math.round(Math.random() * list.length); + else position = parseInt(position) - 1; + if (position > list.length) return; + + list.splice(position, 0, newItem); +} + +VarListPrims.prototype.primListSetLine = function(b) { + var list = findList(interp.targetSprite(), interp.arg(b, 1)); + if (!list) return; + var newItem = interp.arg(b, 2); + var position = interp.arg(b, 0); + + if (position == 'last') position = list.length - 1; + else if (position == 'random') position = Math.floor(Math.random() * list.length); + else position = parseInt(position) - 1; + if (position > list.length - 1) return; + + list[position] = newItem; +} + +VarListPrims.prototype.primListLength = function(b) { + var list = findList(interp.targetSprite(), interp.arg(b, 0)); + if (!list) return 0; + return list.length; +} + +VarListPrims.prototype.primListGetLine = function(b) { + var list = findList(interp.targetSprite(), interp.arg(b, 1)); + if (!list) return 0; + var line = interp.arg(b, 0); + if (list.length == 0) return 0; + if (line == 'random') line = Math.round(Math.random() * list.length); + else if (line == 'last') line = list.length; + else if (list.length < line) return 0; + return list[line - 1]; +} + +VarListPrims.prototype.primListContains = function(b) { + var list = findList(interp.targetSprite(), interp.arg(b, 0)); + if (!list) return 0; + var searchItem = interp.arg(b, 1); + if (parseFloat(searchItem) == searchItem) searchItem = parseFloat(searchItem); + return $.inArray(searchItem, list) > -1; +} diff --git a/js/sound/NotePlayer.js b/js/sound/NotePlayer.js new file mode 100644 index 0000000..2c0009e --- /dev/null +++ b/js/sound/NotePlayer.js @@ -0,0 +1,128 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// NotePlayer.js +// Tim Mickel, 2013 +// Based entirely on the AS version by John Maloney +// +// Subclass of SoundDecoder to play notes on a sampled instrument or drum. +// +// A sampled instrument outputs interpolated sound samples from an array of signed, +// 16-bit integers with an original sampling rate of 22050 samples/sec. The pitch is +// shifted by change the step size while iterating through this array. An instrument +// may also be looped so that it can be sustained and it may have a volume envelope +// to control the attack and decay of the note. + +var NotePlayer = function(wavFileData, originalPitch, loopStart, loopEnd, env) { + this.originalPitch = originalPitch || null; + this.index = 0; + this.samplesRemaining = 0; // determines note duration + + // Looping + this.isLooped = false; + this.loopPoint = 0; // final sample in loop + this.loopLength = 0; + + // Volume Envelope + this.envelopeValue = 1; + this.samplesSinceStart = 0; + this.attackEnd = 0; + this.attackRate = 0; + this.holdEnd = 0; + this.decayRate = 1; + + if (wavFileData == null) wavFileData = new ArrayBuffer(); + + var stepSize = 0.5; // default - no pitch shift + var startOffset = 0; + this.endOffset = wavFileData.byteLength / 2; // end of sample data + var getSample = function() { return 0; } // called once at startup time + this.soundData = new Uint8Array(wavFileData); + + if ((loopStart >= 0) && (loopStart < this.endOffset)) { + this.isLooped = true; + this.loopPoint = loopStart; + if ((loopEnd > 0) && (loopEnd <= this.endOffset)) this.endOffset = loopEnd; + this.loopLength = this.endOffset - this.loopPoint; + + // Compute the original pitch more exactly from the loop length: + var oneCycle = 22050 / this.originalPitch; + var cycles = Math.round(this.loopLength / oneCycle); + this.originalPitch = 22050 / (this.loopLength / cycles); + } + if (env) { + this.attackEnd = env[0] * 44.100; + if (this.attackEnd > 0) this.attackRate = Math.pow(33000, 1 / this.attackEnd); + this.holdEnd = this.attackEnd + (env[1] * 44.100); + var decayCount = env[2] * 44100; + this.decayRate = (decayCount == 0) ? 1 : Math.pow(33000, -1 / decayCount); + } +} + +NotePlayer.prototype = Object.create(SoundDecoder.prototype); +NotePlayer.prototype.constructor = NotePlayer; + +NotePlayer.prototype.setNoteAndDuration = function(midiKey, secs) { + midiKey = Math.max(0, Math.min(midiKey, 127)); + var pitch = 440 * Math.pow(2, (midiKey - 69) / 12); // midi key 69 is A (440 Hz) + this.stepSize = pitch / (2 * this.originalPitch); // adjust for original sampling rate of 22050 + this.setDuration(secs); +} + +NotePlayer.prototype.setDuration = function(secs) { + this.samplesSinceStart = 0; + this.samplesRemaining = 44100 * secs; + if (!this.isLooped) this.samplesRemaining = Math.min(this.samplesRemaining, this.endOffset / this.stepSize); + this.envelopeValue = (this.attackEnd > 0) ? 1 / 33000 : 1; +} + +NotePlayer.prototype.interpolatedSample = function() { + if (this.samplesRemaining-- <= 0) { this.noteFinished(); return 0; } + this.index += this.stepSize; + while (this.index >= this.endOffset) { + if (!this.isLooped) return 0; + this.index -= this.loopLength; + } + var i = Math.floor(this.index); + var frac = this.index - i; + var curr = this.rawSample(i); + var next = this.rawSample(i + 1); + var sample = (curr + (frac * (next - curr))) / 100000; // xxx 32000; attenuate... + if (this.samplesRemaining < 1000) sample *= (this.samplesRemaining / 1000.0); // relaase phease + this.updateEnvelope(); + return this.envelopeValue * sample; +} + +NotePlayer.prototype.rawSample = function(sampleIndex) { + if (sampleIndex >= this.endOffset) { + if (this.isLooped) sampleIndex = this.loopPoint; + else return 0; + } + var byteIndex = 2 * sampleIndex; + var result = (this.soundData[byteIndex + 1] << 8) + this.soundData[byteIndex]; + return (result <= 32767) ? result : result - 65536; +} + +NotePlayer.prototype.updateEnvelope = function() { + // Compute envelopeValue for the current sample. + this.samplesSinceStart++; + if (this.samplesSinceStart < this.attackEnd) { + this.envelopeValue *= this.attackRate; + } else if (this.samplesSinceStart == this.attackEnd) { + this.envelopeValue = 1; + } else if (this.samplesSinceStart > this.holdEnd) { + if (this.decayRate < 1) this.envelopeValue *= this.decayRate; + } +} diff --git a/js/sound/SoundBank.js b/js/sound/SoundBank.js new file mode 100644 index 0000000..680b03a --- /dev/null +++ b/js/sound/SoundBank.js @@ -0,0 +1,215 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// SoundBank.js +// Tim Mickel, 2013 +// Based on the original AS by John Maloney - Scratch 1.4 compatibility removed +// +// A collection of instrument and drum resources to support the note and drum commands. + +var SoundBank = function() {}; + +// ----------------------------- +// Scratch 2.0 Instrument Definitions +//------------------------------ + +// Each instrument is an array of one or more key-span entries of the following form: +// +// top key of key span, sampleName, midiKey, loopStart, loopEnd, [attack, hold, decay] +// +// The loop points are -1 if the sound is unlooped (e.g. Marimba). +// The three-element envelop array may be omitted if the instrument has no envelope. +SoundBank.instruments = [ + [[38, 'AcousticPiano_As3', 58, 10266, 17053, [0, 100, 22]], + [44, 'AcousticPiano_C4', 60, 13968, 18975, [0, 100, 20]], + [51, 'AcousticPiano_G4', 67, 12200, 12370, [0, 80, 18]], + [62, 'AcousticPiano_C6', 84, 13042, 13276, [0, 80, 16]], + [70, 'AcousticPiano_F5', 77, 12425, 12965, [0, 40, 14]], + [77, 'AcousticPiano_Ds6', 87, 12368, 12869, [0, 20, 10]], + [85, 'AcousticPiano_Ds6', 87, 12368, 12869, [0, 0, 8]], + [90, 'AcousticPiano_Ds6', 87, 12368, 12869, [0, 0, 6]], + [96, 'AcousticPiano_D7', 98, 7454, 7606, [0, 0, 3]], + [128, 'AcousticPiano_D7', 98, 7454, 7606, [0, 0, 2]]], + + [[48, 'ElectricPiano_C2', 36, 15338, 17360, [0, 80, 10]], + [74, 'ElectricPiano_C4', 60, 11426, 12016, [0, 40, 8]], + [128, 'ElectricPiano_C4', 60, 11426, 12016, [0, 0, 6]]], + + [[128, 'Organ_G2', 43, 1306, 3330]], + + [[40, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 15]], + [56, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 13.5]], + [60, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 12]], + [67, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 8.5]], + [72, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 7]], + [83, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 5.5]], + [128, 'AcousticGuitar_F3', 53, 36665, 36791, [0, 0, 4.5]]], + + [[40, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 15]], + [56, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 13.5]], + [60, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 12]], + [67, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 8.5]], + [72, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 7]], + [83, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 5.5]], + [128, 'ElectricGuitar_F3', 53, 34692, 34945, [0, 0, 4.5]]], + + [[34, 'ElectricBass_G1', 31, 41912, 42363, [0, 0, 17]], + [48, 'ElectricBass_G1', 31, 41912, 42363, [0, 0, 14]], + [64, 'ElectricBass_G1', 31, 41912, 42363, [0, 0, 12]], + [128, 'ElectricBass_G1', 31, 41912, 42363, [0, 0, 10]]], + + [[38, 'Pizz_G2', 43, 8554, 8782, [0, 0, 5]], + [45, 'Pizz_G2', 43, 8554, 8782, [0, 12, 4]], + [56, 'Pizz_A3', 57, 11460, 11659, [0, 0, 4]], + [64, 'Pizz_A3', 57, 11460, 11659, [0, 0, 3.2]], + [72, 'Pizz_E4', 64, 17525, 17592, [0, 0, 2.8]], + [80, 'Pizz_E4', 64, 17525, 17592, [0, 0, 2.2]], + [128, 'Pizz_E4', 64, 17525, 17592, [0, 0, 1.5]]], + + [[41, 'Cello_C2', 36, 8548, 8885], + [52, 'Cello_As2', 46, 7465, 7845], + [62, 'Violin_D4', 62, 10608, 11360], + [75, 'Violin_A4', 69, 3111, 3314, [70, 0, 0]], + [128, 'Violin_E5', 76, 2383, 2484]], + + [[30, 'BassTrombone_A2_3', 45, 1357, 2360], + [40, 'BassTrombone_A2_2', 45, 1893, 2896], + [55, 'Trombone_B3', 59, 2646, 3897], + [88, 'Trombone_B3', 59, 2646, 3897, [50, 0, 0]], + [128, 'Trumpet_E5', 76, 2884, 3152]], + + [[128, 'Clarinet_C4', 60, 14540, 15468]], + + [[40, 'TenorSax_C3', 48, 8939, 10794], + [50, 'TenorSax_C3', 48, 8939, 10794, [20, 0, 0]], + [59, 'TenorSax_C3', 48, 8939, 10794, [40, 0, 0]], + [67, 'AltoSax_A3', 57, 8546, 9049], + [75, 'AltoSax_A3', 57, 8546, 9049, [20, 0, 0]], + [80, 'AltoSax_A3', 57, 8546, 9049, [20, 0, 0]], + [128, 'AltoSax_C6', 84, 1258, 1848]], + + [[61, 'Flute_B5_2', 83, 1859, 2259], + [128, 'Flute_B5_1', 83, 2418, 2818]], + + [[128, 'WoodenFlute_C5', 72, 11426, 15724]], + + [[57, 'Bassoon_C3', 48, 2428, 4284], + [67, 'Bassoon_C3', 48, 2428, 4284, [40, 0, 0]], + [76, 'Bassoon_C3', 48, 2428, 4284, [80, 0, 0]], + [84, 'EnglishHorn_F3', 53, 7538, 8930, [40, 0, 0]], + [128, 'EnglishHorn_D4', 62, 4857, 5231]], + + [[39, 'Choir_F3', 53, 14007, 41281], + [50, 'Choir_F3', 53, 14007, 41281, [40, 0, 0]], + [61, 'Choir_F3', 53, 14007, 41281, [60, 0, 0]], + [72, 'Choir_F4', 65, 16351, 46436], + [128, 'Choir_F5', 77, 18440, 45391]], + + [[38, 'Vibraphone_C3', 48, 6202, 6370, [0, 100, 8]], + [48, 'Vibraphone_C3', 48, 6202, 6370, [0, 100, 7.5]], + [59, 'Vibraphone_C3', 48, 6202, 6370, [0, 60, 7]], + [70, 'Vibraphone_C3', 48, 6202, 6370, [0, 40, 6]], + [78, 'Vibraphone_C3', 48, 6202, 6370, [0, 20, 5]], + [86, 'Vibraphone_C3', 48, 6202, 6370, [0, 0, 4]], + [128, 'Vibraphone_C3', 48, 6202, 6370, [0, 0, 3]]], + + [[128, 'MusicBox_C4', 60, 14278, 14700, [0, 0, 2]]], + + [[128, 'SteelDrum_D5', 74.4, -1, -1, [0, 0, 2]]], + + [[128, 'Marimba_C4', 60, -1, -1]], + + [[80, 'SynthLead_C4', 60, 135, 1400], + [128, 'SynthLead_C6', 84, 124, 356]], + + [[38, 'SynthPad_A3', 57, 4212, 88017, [50, 0, 0]], + [50, 'SynthPad_A3', 57, 4212, 88017, [80, 0, 0]], + [62, 'SynthPad_A3', 57, 4212, 88017, [110, 0, 0]], + [74, 'SynthPad_A3', 57, 4212, 88017, [150, 0, 0]], + [86, 'SynthPad_A3', 57, 4212, 88017, [200, 0, 0]], + [128, 'SynthPad_C6', 84, 2575, 9202]], +]; + +// ----------------------------- +// Scratch 2.0 Drum Definitions +//------------------------------ + +// Each drum entry is an array of of the form: +// +// sampleName, pitchAdjust, [loopStart, loopEnd, decay] +// +// pitchAdjust (pitch shift in semitones) adjusts the original pitch. +// The loop points and decay parameter may be omitted if the drum is unlooped. +// (A few drums are looped to create several different pitched drums from one sample.) +SoundBank.drums = [ + ['SnareDrum', 0], + ['Tom', 0], + ['SideStick', 0], + ['Crash', -7], + ['HiHatOpen', -8], + ['HiHatClosed', 0], + ['Tambourine', 0], + ['Clap', 0], + ['Claves', 0], + ['WoodBlock', -4], + ['Cowbell', 0], + ['Triangle', -6, 16843, 17255, 2], + ['Bongo', 2], + ['Conga', -7, 4247, 4499, 2], // jhm decay + ['Cabasa', 0], + ['GuiroLong', 0], + ['Vibraslap', -6], + ['Cuica', -5], +]; + +SoundBank.getNotePlayer = function(instNum, midiKey) { + // Return a NotePlayer for the given Scratch 2.0 instrument number (1..21) + // and MIDI key (0..127). If the instrument is out of range, use 1. + var r = SoundBank.getNoteRecord(instNum - 1, midiKey); + var env = (r.length > 5) ? r[5] : null; + return new NotePlayer(Instr.samples[r[1]], SoundBank.pitchForKey(r[2]), r[3], r[4], env); +} + +SoundBank.getNoteRecord = function(instNum, midiKey) { + // Get a note record for the given instrument number. + if ((instNum < 0) || (instNum >= SoundBank.instruments.length)) instNum = 0; + var keyRanges = SoundBank.instruments[instNum]; + for (var r = 0; r < keyRanges.length; r++) { + var topOfKeyRange = keyRanges[r][0]; + if (midiKey <= topOfKeyRange) return keyRanges[r]; + } + return keyRanges[keyRanges.length - 1]; // return the note record for the top key range. +} + +SoundBank.pitchForKey = function(midiKey) { + return 440 * Math.pow(2, (midiKey - 69) / 12); // midi key 69 is A=440 Hz +} + +SoundBank.getDrumPlayer = function(drumNum, secs) { + // Return a NotePlayer for the given drum number. + var entry = SoundBank.drums[drumNum - 1]; + if (entry == null) entry = SoundBank.drums[2]; + var loopStart = -1, loopEnd = -1, env = null; + if (entry.length >= 4) { + loopStart = entry[2]; + loopEnd = entry[3]; + } + if (entry.length >= 5) env = [0, 0, entry[4]]; + var player = new NotePlayer(Instr.samples[entry[0]], SoundBank.pitchForKey(60), loopStart, loopEnd, env); + player.setNoteAndDuration(60 + entry[1], 0); + return player; +} + + diff --git a/js/sound/SoundDecoder.js b/js/sound/SoundDecoder.js new file mode 100644 index 0000000..781820c --- /dev/null +++ b/js/sound/SoundDecoder.js @@ -0,0 +1,193 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// SoundDecoder.js +// Decode WAV Files (8-bit, 16-bit, and ADPCM) for playing by Sprites. +// For best performance, this should be run only once per WAV and +// the decoded buffer should be cached. + +// Based almost entirely on John Maloney's AS implementation. + +var SoundDecoder = function(wavFileData) { + this.scratchSound = null; + + this.soundData = null; + this.startOffset = 0; + this.endOffset = 0; + this.stepSize = 0; + this.adpcmBlockSize = 0; + this.bytePosition = 0; + this.soundChannel = null; + this.lastBufferTime = 0; + + this.getSample = null; + this.fraction = 0.0; + this.thisSample = 0; + + // decoder state + this.sample = 0; + this.index = 0; + this.lastByte = -1; // -1 indicates that there is no saved lastByte + + this.nextSample = 0; + + this.info = null; + + getSample = this.getSample16Uncompressed; + if (wavFileData != null) { + var info = WAVFile.decode(wavFileData); + this.info = info; + this.startOffset = info.sampleDataStart; + this.endOffset = this.startOffset + info.sampleDataSize; + this.soundData = new Uint8Array(wavFileData.slice(this.startOffset, this.endOffset)); + this.stepSize = info.samplesPerSecond / 44100.0; + if (info.encoding == 17) { + this.adpcmBlockSize = info.adpcmBlockSize; + this.getSample = this.getSampleADPCM; + } else { + if (info.bitsPerSample == 8) this.getSample = this.getSample8Uncompressed; + if (info.bitsPerSample == 16) this.getSample = this.getSample16Uncompressed; + } + } +} + +SoundDecoder.prototype.noteFinished = function() { + // Called by subclasses to force ending condition to be true in writeSampleData() + this.bytePosition = this.endOffset; +} + +// Used for Notes and Drums - Web Audio API ScriptProcessorNodes use this +// as a callback function to fill the buffers with sample data. +SoundDecoder.prototype.writeSampleData = function(evt) { + var i = 0; + var output = evt.outputBuffer.getChannelData(0); + //this.updateVolume(); + for (i = 0; i < output.length; i++) { + var n = this.interpolatedSample(); + output[i] = n; + } +} + +// For pre-caching the samples of WAV sounds +// Return a full list of samples generated by the decoder. +SoundDecoder.prototype.getAllSamples = function() { + var samples = [], smp = 0; + smp = this.interpolatedSample(); + while (smp != null) { + samples.push(smp); + smp = this.interpolatedSample(); + } + return samples; +} + +// Provide the next sample for the buffer +SoundDecoder.prototype.interpolatedSample = function() { + this.fraction += this.stepSize; + while (this.fraction >= 1.0) { + this.thisSample = this.nextSample; + this.nextSample = this.getSample(); + this.fraction -= 1.0; + } + if (this.nextSample == null) { return null; } + var out = (this.fraction == 0) ? + this.thisSample : + this.thisSample + (this.fraction * (this.nextSample - this.thisSample)); + return (out) / 32768.0; +} + +// 16-bit samples, big-endian +SoundDecoder.prototype.getSample16Uncompressed = function() { + var result = 0; + if (this.bytePosition <= (this.info.sampleDataSize - 2)) { + result = (this.soundData[this.bytePosition + 1] << 8) + this.soundData[this.bytePosition]; + if (result > 32767) result -= 65536; + this.bytePosition += 2; + } else { + this.bytePosition = this.endOffset; + result = null; + } + return result; +} + +// 8-bit samples, uncompressed +SoundDecoder.prototype.getSample8Uncompressed = function() { + if (this.bytePosition >= this.info.sampleDataSize) return null; + return (this.soundData[this.bytePosition++] - 128) << 8; +} + +/*SoundDecoder.prototype.updateVolume = function() { + if (this.client == null) { + this.volume = 1.0; + return; + } + if (this.client.volume == this.lastClientVolume) return; // optimization + this.volume = Math.max(0.0, Math.min(this.client.volume / 100.0, 1.0)); + this.lastClientVolume = this.client.volume; +}*/ + +// Decoder for IMA ADPCM compressed sounds +SoundDecoder.indexTable = [-1, -1, -1, -1, 2, 4, 6, 8, -1, -1, -1, -1, 2, 4, 6, 8]; + +SoundDecoder.stepTable = [ + 7, 8, 9, 10, 11, 12, 13, 14, 16, 17, 19, 21, 23, 25, 28, 31, 34, 37, 41, 45, + 50, 55, 60, 66, 73, 80, 88, 97, 107, 118, 130, 143, 157, 173, 190, 209, 230, + 253, 279, 307, 337, 371, 408, 449, 494, 544, 598, 658, 724, 796, 876, 963, + 1060, 1166, 1282, 1411, 1552, 1707, 1878, 2066, 2272, 2499, 2749, 3024, 3327, + 3660, 4026, 4428, 4871, 5358, 5894, 6484, 7132, 7845, 8630, 9493, 10442, 11487, + 12635, 13899, 15289, 16818, 18500, 20350, 22385, 24623, 27086, 29794, 32767 +]; + +SoundDecoder.prototype.getSampleADPCM = function() { + // Decompress sample data using the IMA ADPCM algorithm. + // Note: Handles only one channel, 4-bits/sample. + var step = 0, code = 0, delta = 0; + + if (((this.bytePosition % this.adpcmBlockSize) == 0) && (this.lastByte < 0)) { // read block header + if (this.bytePosition > (this.info.sampleDataSize - 4)) return null; + this.sample = (this.soundData[this.bytePosition + 1] << 8) + this.soundData[this.bytePosition]; + if (this.sample > 32767) this.sample -= 65536; + this.index = this.soundData[this.bytePosition + 2]; + this.bytePosition += 4; + if (this.index > 88) this.index = 88; + this.lastByte = -1; + return this.sample; + } else { + // read 4-bit code and compute delta + if (this.lastByte < 0) { + if (this.bytePosition >= this.info.sampleDataSize) return null; + this.lastByte = this.soundData[this.bytePosition++]; + code = this.lastByte & 0xF; + } else { + code = (this.lastByte >> 4) & 0xF; + this.lastByte = -1; + } + step = SoundDecoder.stepTable[this.index]; + delta = 0; + if (code & 4) delta += step; + if (code & 2) delta += step >> 1; + if (code & 1) delta += step >> 2; + delta += step >> 3; + // compute next index + this.index += SoundDecoder.indexTable[code]; + if (this.index > 88) this.index = 88; + if (this.index < 0) this.index = 0; + // compute and output sample + this.sample += ((code & 8) ? -delta : delta); + if (this.sample > 32767) this.sample = 32767; + if (this.sample < -32768) this.sample = -32768; + return this.sample; + } +} + diff --git a/js/sound/WAVFile.js b/js/sound/WAVFile.js new file mode 100644 index 0000000..a75a11a --- /dev/null +++ b/js/sound/WAVFile.js @@ -0,0 +1,113 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// WAVFile.js +// Utility class for reading and decoding WAV file metadata +// Based directly on John Maloney's AS version for the Scratch Flash Player + +var WAVFile = function() {}; + + +WAVFile.decode = function(waveData) { + // Decode the given WAV file data and return an Object with the format and sample data. + var result = {}; + + var data = new OffsetBuffer(waveData); + + // read WAVE File Header + if (data.readString(4) != 'RIFF') { console.log("WAVFile: bad file header"); return; } + var totalSize = data.readInt(); + if (data.getLength() != (totalSize + 8)) console.log("WAVFile: bad RIFF size; ignoring"); + if (data.readString(4) != 'WAVE') { console.log("WAVFile: not a WAVE file"); return; } + + // read format chunk + var formatChunk = WAVFile.extractChunk('fmt ', data); + if (formatChunk.getLength() < 16) { console.log("WAVFile: format chunk is too small"); return; } + + var encoding = formatChunk.readShort(); + result.encoding = encoding; + result.channels = formatChunk.readShort(); + result.samplesPerSecond = formatChunk.readInt(); + result.bytesPerSecond = formatChunk.readInt(); + result.blockAlignment = formatChunk.readShort(); + result.bitsPerSample = formatChunk.readShort(); + + // get size of data chunk + var sampleDataStartAndSize = WAVFile.dataChunkStartAndSize(data); + result.sampleDataStart = sampleDataStartAndSize[0]; + result.sampleDataSize = sampleDataStartAndSize[1]; + + // handle various encodings + if (encoding == 1) { + if (!((result.bitsPerSample == 8) || (result.bitsPerSample == 16))) { + console.log("WAVFile: can only handle 8-bit or 16-bit uncompressed PCM data"); + return; + } + result.sampleCount = result.sampleDataSize / 2; + } else if (encoding == 17) { + if (formatChunk.length < 20) { console.log("WAVFile: adpcm format chunk is too small"); return; } + if (result.channels != 1) { console.log("WAVFile: adpcm supports only one channel (monophonic)"); return; } + formatChunk.offset += 2; // skip extra header byte count + var samplesPerBlock = formatChunk.readShort(); + result.adpcmBlockSize = ((samplesPerBlock - 1) / 2) + 4; // block size in bytes + var factChunk = WAVFile.extractChunk('fact', data); + if ((factChunk != null) && (factChunk.getLength() == 4)) { + result.sampleCount = factChunk.readInt(); + } else { + // this should never happen, since there should always be a 'fact' chunk + // slight over-estimate (doesn't take ADPCM headers into account) + result.sampleCount = 2 * result.sampleDataSize; + } + } else { + console.log("WAVFile: unknown encoding " + encoding); + return; + } + return result; +} + + +WAVFile.extractChunk = function(desiredType, data) { + // Return the contents of the first chunk of the given type or an empty OffsetBuffer if it is not found. + data.offset = 12; + while (data.bytesAvailable() > 8) { + var chunkType = data.readString(4); + var chunkSize = data.readUint(); + if (chunkType == desiredType) { + if (chunkSize > data.bytesAvailable()) return null; + var result = new OffsetBuffer(data.readBytes(chunkSize)); + return result; + } else { + data.offset += chunkSize; + } + } + return new OffsetBuffer(new ArrayBuffer()); +} + + +WAVFile.dataChunkStartAndSize = function(data) { + // Return an array with the starting offset and size of the first chunk of the given type. + data.offset = 12; + while (data.bytesAvailable() >= 8) { + var chunkType = data.readString(4); + var chunkSize = data.readUint(); + if (chunkType == 'data') { + if (chunkSize > data.bytesAvailable()) return [0, 0]; // bad wave file + return [data.offset, chunkSize]; + } else { + data.offset += chunkSize; + } + } + return [0, 0]; // chunk not found; bad wave file +} diff --git a/js/util/Color.js b/js/util/Color.js new file mode 100644 index 0000000..eb07d66 --- /dev/null +++ b/js/util/Color.js @@ -0,0 +1,89 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// Scratch HTML5 Player +// Color.js +// Based on the original by John Maloney + +Color = function() {}; + +Color.fromHSV = function(h, s, v) { + var r, g, b; + h = h % 360; + if (h < 0) h += 360; + s = Math.max(0, Math.min(s, 1)); + v = Math.max(0, Math.min(v, 1)); + + var i = Math.floor(h / 60); + var f = (h / 60) - i; + var p = v * (1 - s); + var q = v * (1 - (s * f)); + var t = v * (1 - (s * (1 - f))); + if (i == 0) { r = v; g = t; b = p; } + else if (i == 1) { r = q; g = v; b = p; } + else if (i == 2) { r = p; g = v; b = t; } + else if (i == 3) { r = p; g = q; b = v; } + else if (i == 4) { r = t; g = p; b = v; } + else if (i == 5) { r = v; g = p; b = q; } + r = Math.floor(r * 255); + g = Math.floor(g * 255); + b = Math.floor(b * 255); + return (r << 16) | (g << 8) | b; +} + +Color.rgb2hsv = function(rgb) { + var h, s, v, x, f, i; + var r = ((rgb >> 16) & 255) / 255; + var g = ((rgb >> 8) & 255) / 255; + var b = (rgb & 255) / 255; + x = Math.min(Math.min(r, g), b); + v = Math.max(Math.max(r, g), b); + if (x == v) return [0, 0, v]; // gray; hue arbitrarily reported as zero + f = (r == x) ? g - b : ((g == x) ? b - r : r - g); + i = (r == x) ? 3 : ((g == x) ? 5 : 1); + h = ((i - (f / (v - x))) * 60) % 360; + s = (v - x) / v; + return [h, s, v]; +} + +Color.scaleBrightness = function(rgb, scale) { + var hsv = Color.rgb2hsv(rgb); + scale = Math.max(0, Math.min(scale, 1)); + return Color.fromHSV(hsv[0], hsv[1], scale * hsv[2]); +} + +Color.mixRGB = function(rgb1, rgb2, fraction) { + // Mix rgb1 with rgb2. 0 gives all rgb1, 1 gives rbg2, .5 mixes them 50/50. + if (fraction <= 0) return rgb1; + if (fraction >= 1) return rgb2; + var r1 = (rgb1 >> 16) & 255; + var g1 = (rgb1 >> 8) & 255; + var b1 = rgb1 & 255 + var r2 = (rgb2 >> 16) & 255; + var g2 = (rgb2 >> 8) & 255; + var b2 = rgb2 & 255 + var r = ((fraction * r2) + ((1.0 - fraction) * r1)) & 255; + var g = ((fraction * g2) + ((1.0 - fraction) * g1)) & 255; + var b = ((fraction * b2) + ((1.0 - fraction) * b1)) & 255; + return (r << 16) | (g << 8) | b; +} + +Color.random = function() { + // return a random color + var h = 360 * Math.random(); + var s = 0.7 + (0.3 * Math.random()); + var v = 0.6 + (0.4 * Math.random()); + return Color.fromHSV(h, s, v); +} diff --git a/js/util/OffsetBuffer.js b/js/util/OffsetBuffer.js new file mode 100644 index 0000000..cd69c09 --- /dev/null +++ b/js/util/OffsetBuffer.js @@ -0,0 +1,81 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// Provides the equivalent functionality of an AS ByteArray +// using JavaScript ArrayBuffers and viewers + +var OffsetBuffer = function(data) { + this.offset = 0; + this.ab = data; +} + +// Read various datatypes from the ArrayBuffer, seeking the offset. +OffsetBuffer.prototype.readString = function(length) { + var str = this.ab2str(this.ab.slice(this.offset, this.offset + length)); + this.offset += length; + return str; +} + +OffsetBuffer.prototype.readInt = function() { + var num = this.ab2int(this.ab.slice(this.offset, this.offset + 4)); + this.offset += 4; + return num; +} + +OffsetBuffer.prototype.readUint = function() { + var num = this.ab2uint(this.ab.slice(this.offset, this.offset + 4)); + this.offset += 4; + return num; +} + +OffsetBuffer.prototype.readShort = function() { + var num = this.ab2short(this.ab.slice(this.offset, this.offset + 2)); + this.offset += 2; + return num; +} + +OffsetBuffer.prototype.readBytes = function(length) { + var bytes = this.ab.slice(this.offset, this.offset + length); + this.offset += length; + return bytes; +} + +// Length of the internal buffer +OffsetBuffer.prototype.getLength = function() { + return this.ab.byteLength; +} + +// Number of bytes remaining from the current offset +OffsetBuffer.prototype.bytesAvailable = function() { + return (this.getLength() - this.offset); +} + +// ArrayBuffer -> JS type conversion methods +OffsetBuffer.prototype.ab2str = function(buf) { + return String.fromCharCode.apply(null, new Uint8Array(buf)); +} + +// These create Javascript Numbers +OffsetBuffer.prototype.ab2int = function(buf) { + return new Int32Array(buf)[0]; +} + +OffsetBuffer.prototype.ab2uint = function(buf) { + return new Uint32Array(buf)[0]; +} + +OffsetBuffer.prototype.ab2short = function(buf) { + return new Int16Array(buf)[0]; +} diff --git a/js/util/Rectangle.js b/js/util/Rectangle.js new file mode 100644 index 0000000..8a556c1 --- /dev/null +++ b/js/util/Rectangle.js @@ -0,0 +1,36 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +var Point = function(x, y) { + this.x = x; + this.y = y; +} + +var Rectangle = function(x, y, width, height) { + this.x = x; + this.y = y; + this.width = width; + this.height = height; + this.left = x; + this.right = x + width; + this.top = y; + this.bottom = y + height; +} +Rectangle.prototype.intersects = function(other) { + return !(this.left > other.right || + this.right < other.left || + this.top > other.bottom || + this.bottom < other.top); +} \ No newline at end of file diff --git a/js/util/Timer.js b/js/util/Timer.js new file mode 100644 index 0000000..5fa4804 --- /dev/null +++ b/js/util/Timer.js @@ -0,0 +1,60 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +/* +* Timer for the interpeter and performance testing +* Tim Mickel, July 2011 +*/ +var Timer = function() { + var trials = []; + var last_trial = 0; + var start_time = 0; +} + +Timer.prototype.time = function() { + return (new Date()).getTime(); +} + +Timer.prototype.start = function() { + start_time = this.time(); +} + +Timer.prototype.stop = function() { + end = this.time(); + last_trial = end - start_time; + trials.push(last_trial); +} + +Timer.prototype.count = function() { + return trials.length; +} + +Timer.prototype.average = function() { + sum = 0; + for(i = 0; i < this.count(); i++) { + sum += trials[i]; + } + return sum / this.count(); +} + +Timer.prototype.print = function(element) { + text = "Trial: " + last_trial + "ms" + + "
\nTrials: " + this.count() + ", Avg: " + this.average() + "ms"; + if(element) { + $(element).html(text); + } else { + console.log(text); + } +} diff --git a/player.css b/player.css new file mode 100644 index 0000000..b2f9174 --- /dev/null +++ b/player.css @@ -0,0 +1,139 @@ +#container { + border: none; + cursor: default; + width: 480px; + height: 360px; + overflow: hidden; + position: relative; + float: left; + /* Before, we accomplished this with e.preventDefault + * on the context div. But, we'd like to use those click events + * for some things like reporter sliders. + */ + -webkit-touch-callout: none; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; +} + +#greenSlide { + position: absolute; + float: left; + z-index: 500; + margin-left: 30px; +} + +#greenSlideFg { + background-color: #000; + opacity: 0.4; + width: 278px; + height: 218px; + padding-top: 142px; + padding-left: 202px;; +} + +/* iPad arrow key frame */ +#up { width: 540px; height: 30px; clear: both; background-color: #333; } +#left { float: left; width: 30px; height: 360px; background-color: #333; } +#right { float: left; width: 30px; height: 360px; background-color: #333; } +#down { width: 540px; height: 30px; clear: both; background-color: #333; } + +/* Reporter styles */ +.reporter-normal { + display: inline-block; + padding: 2px 5px 2px 5px; + + background-color: rgb(193, 196, 199); + border: 1px solid rgb(130, 126, 126); + border-radius: 4px; + + font-family: sans-serif; + font-size: 11px; + font-weight: bold; + color: #000; + + position: absolute; +} + +.reporter-inset { + display: inline-block; + min-width: 40px; + margin-left: 5px; + padding: 1px; + + border: 1px solid #fff; + border-radius: 4px; + + box-shadow: inset 0 0 3px #fff; + + text-align: center; + color: #fff; +} + +.reporter-large { + display: inline-block; + min-width: 40px; + padding: 2px 5px 1px 5px; + + border-radius: 4px; + + box-shadow: 0 -3px 3px -3px #fff inset, -3px 0 3px -3px #fff inset, + 0 3px 3px -3px #000 inset, 3px 0 3px -3px #000 inset; + + font-family: sans-serif; + font-size: 15px; + font-weight: bold; + text-align: center; + color: #fff; + + position: absolute; +} + +/* Say/think bubble styles */ +.bubble-container { + position: absolute; +} + +.bubble { + position: relative; + display: inline-block; + + max-width: 120px; + min-width: 40px; + padding: 6px 11px 6px 11px; + + border: 3px solid rgb(160, 160, 160); + border-radius: 10px; + + background: #fff; + + font-family: sans-serif; + font-weight: bold; + font-size: 14px; + color: #000; + text-align: center; +} + +.bubble-say { + position: absolute; + + margin-top: -3px; + margin-left: 8px; + width: 44px; + height: 18px; + + background: url(img/say-bottom.png) transparent no-repeat; +} + +.bubble-think { + position: absolute; + + margin-top: 0px; + margin-left: 8px; + width: 44px; + height: 19px; + + background: url(img/think-bottom.png) transparent no-repeat; +} diff --git a/proxy.php b/proxy.php new file mode 100644 index 0000000..7c541c4 --- /dev/null +++ b/proxy.php @@ -0,0 +1,46 @@ +', + '', + $contents + ); + break; + case 'swf': + // For testing + header('Content-type: application/x-shockwave-flash'); + header("Cache-Control: no-cache, must-revalidate"); + header("Expires: Sat, 26 Jul 1997 05:00:00 GMT"); + break; + default: header('Content-type: text/plain'); break; +} + +die($contents); +?> diff --git a/soundbank/Instr.js b/soundbank/Instr.js new file mode 100644 index 0000000..0fb53d2 --- /dev/null +++ b/soundbank/Instr.js @@ -0,0 +1,108 @@ +// Copyright (C) 2013 Massachusetts Institute of Technology +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License version 2, +// as published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +// Instr.js +// Tim Mickel, 2013 +// Based entirely on the AS by John Maloney, April 2012 +// +// This class interacts with IO to load Scratch instruments and drums. +// The variable 'samples' is a dictionary of named sound buffers. +// Call initSamples() to initialize 'samples' before using (during load). +// +// All instrument and drum samples were created for Scratch by: +// +// Paul Madden, paulmatthewmadden@yahoo.com +// +// Paul is an excellent sound designer and we appreciate all the effort +// he put into this project. + +var Instr = function() {} + +Instr.samples = {}; +Instr.wavsLoaded = 0; + +Instr.wavs = { + 'AcousticGuitar_F3': 'instruments/AcousticGuitar_F3_22k.wav', + 'AcousticPiano_As3': 'instruments/AcousticPiano(5)_A#3_22k.wav', + 'AcousticPiano_C4': 'instruments/AcousticPiano(5)_C4_22k.wav', + 'AcousticPiano_G4': 'instruments/AcousticPiano(5)_G4_22k.wav', + 'AcousticPiano_F5': 'instruments/AcousticPiano(5)_F5_22k.wav', + 'AcousticPiano_C6': 'instruments/AcousticPiano(5)_C6_22k.wav', + 'AcousticPiano_Ds6': 'instruments/AcousticPiano(5)_D#6_22k.wav', + 'AcousticPiano_D7': 'instruments/AcousticPiano(5)_D7_22k.wav', + 'AltoSax_A3': 'instruments/AltoSax_A3_22K.wav', + 'AltoSax_C6': 'instruments/AltoSax(3)_C6_22k.wav', + 'Bassoon_C3': 'instruments/Bassoon_C3_22k.wav', + 'BassTrombone_A2_2': 'instruments/BassTrombone_A2(2)_22k.wav', + 'BassTrombone_A2_3': 'instruments/BassTrombone_A2(3)_22k.wav', + 'Cello_C2': 'instruments/Cello(3b)_C2_22k.wav', + 'Cello_As2': 'instruments/Cello(3)_A#2_22k.wav', + 'Choir_F3': 'instruments/Choir(4)_F3_22k.wav', + 'Choir_F4': 'instruments/Choir(4)_F4_22k.wav', + 'Choir_F5': 'instruments/Choir(4)_F5_22k.wav', + 'Clarinet_C4': 'instruments/Clarinet_C4_22k.wav', + 'ElectricBass_G1': 'instruments/ElectricBass(2)_G1_22k.wav', + 'ElectricGuitar_F3': 'instruments/ElectricGuitar(2)_F3(1)_22k.wav', + 'ElectricPiano_C2': 'instruments/ElectricPiano_C2_22k.wav', + 'ElectricPiano_C4': 'instruments/ElectricPiano_C4_22k.wav', + 'EnglishHorn_D4': 'instruments/EnglishHorn(1)_D4_22k.wav', + 'EnglishHorn_F3': 'instruments/EnglishHorn(1)_F3_22k.wav', + 'Flute_B5_1': 'instruments/Flute(3)_B5(1)_22k.wav', + 'Flute_B5_2': 'instruments/Flute(3)_B5(2)_22k.wav', + 'Marimba_C4': 'instruments/Marimba_C4_22k.wav', + 'MusicBox_C4': 'instruments/MusicBox_C4_22k.wav', + 'Organ_G2': 'instruments/Organ(2)_G2_22k.wav', + 'Pizz_A3': 'instruments/Pizz(2)_A3_22k.wav', + 'Pizz_E4': 'instruments/Pizz(2)_E4_22k.wav', + 'Pizz_G2': 'instruments/Pizz(2)_G2_22k.wav', + 'SteelDrum_D5': 'instruments/SteelDrum_D5_22k.wav', + 'SynthLead_C4': 'instruments/SynthLead(6)_C4_22k.wav', + 'SynthLead_C6': 'instruments/SynthLead(6)_C6_22k.wav', + 'SynthPad_A3': 'instruments/SynthPad(2)_A3_22k.wav', + 'SynthPad_C6': 'instruments/SynthPad(2)_C6_22k.wav', + 'TenorSax_C3': 'instruments/TenorSax(1)_C3_22k.wav', + 'Trombone_B3': 'instruments/Trombone_B3_22k.wav', + 'Trumpet_E5': 'instruments/Trumpet_E5_22k.wav', + 'Vibraphone_C3': 'instruments/Vibraphone_C3_22k.wav', + 'Violin_D4': 'instruments/Violin(2)_D4_22K.wav', + 'Violin_A4': 'instruments/Violin(3)_A4_22k.wav', + 'Violin_E5': 'instruments/Violin(3b)_E5_22k.wav', + 'WoodenFlute_C5': 'instruments/WoodenFlute_C5_22k.wav', + // Drums + 'BassDrum': 'drums/BassDrum(1b)_22k.wav', + 'Bongo': 'drums/Bongo_22k.wav', + 'Cabasa': 'drums/Cabasa(1)_22k.wav', + 'Clap': 'drums/Clap(1)_22k.wav', + 'Claves': 'drums/Claves(1)_22k.wav', + 'Conga': 'drums/Conga(1)_22k.wav', + 'Cowbell': 'drums/Cowbell(3)_22k.wav', + 'Crash': 'drums/Crash(2)_22k.wav', + 'Cuica': 'drums/Cuica(2)_22k.wav', + 'GuiroLong': 'drums/GuiroLong(1)_22k.wav', + 'GuiroShort': 'drums/GuiroShort(1)_22k.wav', + 'HiHatClosed': 'drums/HiHatClosed(1)_22k.wav', + 'HiHatOpen': 'drums/HiHatOpen(2)_22k.wav', + 'HiHatPedal': 'drums/HiHatPedal(1)_22k.wav', + 'Maracas': 'drums/Maracas(1)_22k.wav', + 'SideStick': 'drums/SideStick(1)_22k.wav', + 'SnareDrum': 'drums/SnareDrum(1)_22k.wav', + 'Tambourine': 'drums/Tambourine(3)_22k.wav', + 'Tom': 'drums/Tom(1)_22k.wav', + 'Triangle': 'drums/Triangle(1)_22k.wav', + 'Vibraslap': 'drums/Vibraslap(1)_22k.wav', + 'WoodBlock': 'drums/WoodBlock(1)_22k.wav' +}; + +Instr.wavCount = Object.keys(Instr.wavs).length; diff --git a/soundbank/drums/BassDrum(1b)_22k.wav b/soundbank/drums/BassDrum(1b)_22k.wav new file mode 100755 index 0000000..e63dbaf Binary files /dev/null and b/soundbank/drums/BassDrum(1b)_22k.wav differ diff --git a/soundbank/drums/Bongo_22k.wav b/soundbank/drums/Bongo_22k.wav new file mode 100755 index 0000000..da620cf Binary files /dev/null and b/soundbank/drums/Bongo_22k.wav differ diff --git a/soundbank/drums/Cabasa(1)_22k.wav b/soundbank/drums/Cabasa(1)_22k.wav new 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working for notes and drums, + but the way I'm preloading the sample data for playSound means changing the volume + mid-play is a little more tricky. Perhaps use a GainNode per sprite?) + Also need volume/tempo watchers. + + -Cloning + This is potentially easy; duplicate the object using deep copy on clone. + Then remove the object from runtime.sprites on self-destruct - be careful of mem. leak + + -Procedures + + -Trigger hats (e.g. When Scene Starts?) + + -Ask block + + -SVGs/Clicks/Correct collisions and bounce + (see Chromium bug https://code.google.com/p/chromium/issues/detail?id=249037). + + -Cloud variables/Scratch 2.0 API calls + + -List watchers + + -Implement sliders via drawing instead of + + -Graphic effects + Some are simple to implement in canvas (ghost, brightness, etc.) + Potentially use CSS filters (CSS3 hue-rotate looks promising) + + -Sound input, camera input + + +Performance considerations: + -Touching, touching color, color touching color can definitely be improved + +Known bugs: + -Touching color, color touching color is currently finicky + -"Keep on stage" / "Bounce on edge" do not match flash player; need to consider transparency + -Experimental touch support for iPad was put in - this needs to be played with especially for non-iOS.