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rendered-target.js
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rendered-target.js
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const MathUtil = require('../util/math-util');
const StringUtil = require('../util/string-util');
const Cast = require('../util/cast');
const Clone = require('../util/clone');
const Target = require('../engine/target');
const StageLayering = require('../engine/stage-layering');
/**
* Rendered target: instance of a sprite (clone), or the stage.
*/
class RenderedTarget extends Target {
/**
* @param {!Sprite} sprite Reference to the parent sprite.
* @param {Runtime} runtime Reference to the runtime.
* @constructor
*/
constructor (sprite, runtime) {
super(runtime, sprite.blocks);
/**
* Reference to the sprite that this is a render of.
* @type {!Sprite}
*/
this.sprite = sprite;
/**
* Reference to the global renderer for this VM, if one exists.
* @type {?RenderWebGL}
*/
this.renderer = null;
if (this.runtime) {
this.renderer = this.runtime.renderer;
}
/**
* ID of the drawable for this rendered target,
* returned by the renderer, if rendered.
* @type {?Number}
*/
this.drawableID = null;
/**
* Drag state of this rendered target. If true, x/y position can't be
* changed by blocks.
* @type {boolean}
*/
this.dragging = false;
/**
* Map of current graphic effect values.
* @type {!Object.<string, number>}
*/
this.effects = {
color: 0,
fisheye: 0,
whirl: 0,
pixelate: 0,
mosaic: 0,
brightness: 0,
ghost: 0
};
/**
* Whether this represents an "original" non-clone rendered-target for a sprite,
* i.e., created by the editor and not clone blocks.
* @type {boolean}
*/
this.isOriginal = true;
/**
* Whether this rendered target represents the Scratch stage.
* @type {boolean}
*/
this.isStage = false;
/**
* Scratch X coordinate. Currently should range from -240 to 240.
* @type {Number}
*/
this.x = 0;
/**
* Scratch Y coordinate. Currently should range from -180 to 180.
* @type {number}
*/
this.y = 0;
/**
* Scratch direction. Currently should range from -179 to 180.
* @type {number}
*/
this.direction = 90;
/**
* Whether the rendered target is draggable on the stage
* @type {boolean}
*/
this.draggable = false;
/**
* Whether the rendered target is currently visible.
* @type {boolean}
*/
this.visible = true;
/**
* Size of rendered target as a percent of costume size.
* @type {number}
*/
this.size = 100;
/**
* Currently selected costume index.
* @type {number}
*/
this.currentCostume = 0;
/**
* Current rotation style.
* @type {!string}
*/
this.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
/**
* Loudness for sound playback for this target, as a percentage.
* @type {number}
*/
this.volume = 100;
/**
* Current tempo (used by the music extension).
* This property is global to the project and stored in the stage.
* @type {number}
*/
this.tempo = 60;
/**
* The transparency of the video (used by extensions with camera input).
* This property is global to the project and stored in the stage.
* @type {number}
*/
this.videoTransparency = 50;
/**
* The state of the video input (used by extensions with camera input).
* This property is global to the project and stored in the stage.
*
* Defaults to ON. This setting does not turn the video by itself. A
* video extension once loaded will set the video device to this
* setting. Set to ON when a video extension is added in the editor the
* video will start ON. If the extension is loaded as part of loading a
* saved project the extension will see the value set when the stage
* was loaded from the saved values including the video state.
*
* @type {string}
*/
this.videoState = RenderedTarget.VIDEO_STATE.ON;
/**
* The language to use for speech synthesis, in the text2speech extension.
* It is initialized to null so that on extension load, we can check for
* this and try setting it using the editor locale.
* @type {string}
*/
this.textToSpeechLanguage = null;
}
/**
* Create a drawable with the this.renderer.
* @param {boolean} layerGroup The layer group this drawable should be added to
*/
initDrawable (layerGroup) {
if (this.renderer) {
this.drawableID = this.renderer.createDrawable(layerGroup);
}
// If we're a clone, start the hats.
if (!this.isOriginal) {
this.runtime.startHats(
'control_start_as_clone', null, this
);
}
}
get audioPlayer () {
/* eslint-disable no-console */
console.warn('get audioPlayer deprecated, please update to use .sprite.soundBank methods');
console.warn(new Error('stack for debug').stack);
/* eslint-enable no-console */
const bank = this.sprite.soundBank;
const audioPlayerProxy = {
playSound: soundId => bank.play(this, soundId)
};
Object.defineProperty(this, 'audioPlayer', {
configurable: false,
enumerable: true,
writable: false,
value: audioPlayerProxy
});
return audioPlayerProxy;
}
/**
* Initialize the audio player for this sprite or clone.
*/
initAudio () {
}
/**
* Event which fires when a target moves.
* @type {string}
*/
static get EVENT_TARGET_MOVED () {
return 'TARGET_MOVED';
}
/**
* Event which fires when a target changes visually, for updating say bubbles.
* @type {string}
*/
static get EVENT_TARGET_VISUAL_CHANGE () {
return 'EVENT_TARGET_VISUAL_CHANGE';
}
/**
* Rotation style for "all around"/spinning.
* @type {string}
*/
static get ROTATION_STYLE_ALL_AROUND () {
return 'all around';
}
/**
* Rotation style for "left-right"/flipping.
* @type {string}
*/
static get ROTATION_STYLE_LEFT_RIGHT () {
return 'left-right';
}
/**
* Rotation style for "no rotation."
* @type {string}
*/
static get ROTATION_STYLE_NONE () {
return "don't rotate";
}
/**
* Available states for video input.
* @enum {string}
*/
static get VIDEO_STATE () {
return {
OFF: 'off',
ON: 'on',
ON_FLIPPED: 'on-flipped'
};
}
/**
* Set the X and Y coordinates.
* @param {!number} x New X coordinate, in Scratch coordinates.
* @param {!number} y New Y coordinate, in Scratch coordinates.
* @param {?boolean} force Force setting X/Y, in case of dragging
*/
setXY (x, y, force) {
if (this.isStage) return;
if (this.dragging && !force) return;
const oldX = this.x;
const oldY = this.y;
if (this.renderer) {
const position = this.renderer.getFencedPositionOfDrawable(this.drawableID, [x, y]);
this.x = position[0];
this.y = position[1];
this.renderer.updateDrawablePosition(this.drawableID, position);
if (this.visible) {
this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
this.runtime.requestRedraw();
}
} else {
this.x = x;
this.y = y;
}
this.emit(RenderedTarget.EVENT_TARGET_MOVED, this, oldX, oldY, force);
this.runtime.requestTargetsUpdate(this);
}
/**
* Get the rendered direction and scale, after applying rotation style.
* @return {object<string, number>} Direction and scale to render.
*/
_getRenderedDirectionAndScale () {
// Default: no changes to `this.direction` or `this.scale`.
let finalDirection = this.direction;
let finalScale = [this.size, this.size];
if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
// Force rendered direction to be 90.
finalDirection = 90;
} else if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
// Force rendered direction to be 90, and flip drawable if needed.
finalDirection = 90;
const scaleFlip = (this.direction < 0) ? -1 : 1;
finalScale = [scaleFlip * this.size, this.size];
}
return {direction: finalDirection, scale: finalScale};
}
/**
* Set the direction.
* @param {!number} direction New direction.
*/
setDirection (direction) {
if (this.isStage) {
return;
}
if (!isFinite(direction)) {
return;
}
// Keep direction between -179 and +180.
this.direction = MathUtil.wrapClamp(direction, -179, 180);
if (this.renderer) {
const {direction: renderedDirection, scale} = this._getRenderedDirectionAndScale();
this.renderer.updateDrawableDirectionScale(this.drawableID, renderedDirection, scale);
if (this.visible) {
this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
this.runtime.requestRedraw();
}
}
this.runtime.requestTargetsUpdate(this);
}
/**
* Set draggability; i.e., whether it's able to be dragged in the player
* @param {!boolean} draggable True if should be draggable.
*/
setDraggable (draggable) {
if (this.isStage) return;
this.draggable = !!draggable;
this.runtime.requestTargetsUpdate(this);
}
/**
* Set visibility; i.e., whether it's shown or hidden.
* @param {!boolean} visible True if should be shown.
*/
setVisible (visible) {
if (this.isStage) {
return;
}
this.visible = !!visible;
if (this.renderer) {
this.renderer.updateDrawableVisible(this.drawableID, this.visible);
if (this.visible) {
this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
this.runtime.requestRedraw();
}
}
this.runtime.requestTargetsUpdate(this);
}
/**
* Set size, as a percentage of the costume size.
* @param {!number} size Size of rendered target, as % of costume size.
*/
setSize (size) {
if (this.isStage) {
return;
}
if (this.renderer) {
// Clamp to scales relative to costume and stage size.
// See original ScratchSprite.as:setSize.
const costumeSize = this.renderer.getCurrentSkinSize(this.drawableID);
const origW = costumeSize[0];
const origH = costumeSize[1];
const minScale = Math.min(1, Math.max(5 / origW, 5 / origH));
const maxScale = Math.min(
(1.5 * this.runtime.constructor.STAGE_WIDTH) / origW,
(1.5 * this.runtime.constructor.STAGE_HEIGHT) / origH
);
this.size = MathUtil.clamp(size / 100, minScale, maxScale) * 100;
const {direction, scale} = this._getRenderedDirectionAndScale();
this.renderer.updateDrawableDirectionScale(this.drawableID, direction, scale);
if (this.visible) {
this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
this.runtime.requestRedraw();
}
}
this.runtime.requestTargetsUpdate(this);
}
/**
* Set a particular graphic effect value.
* @param {!string} effectName Name of effect (see `RenderedTarget.prototype.effects`).
* @param {!number} value Numerical magnitude of effect.
*/
setEffect (effectName, value) {
if (!Object.prototype.hasOwnProperty.call(this.effects, effectName)) return;
this.effects[effectName] = value;
if (this.renderer) {
this.renderer.updateDrawableEffect(this.drawableID, effectName, value);
if (this.visible) {
this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
this.runtime.requestRedraw();
}
}
}
/**
* Clear all graphic effects on this rendered target.
*/
clearEffects () {
for (const effectName in this.effects) {
if (!Object.prototype.hasOwnProperty.call(this.effects, effectName)) continue;
this.effects[effectName] = 0;
}
if (this.renderer) {
for (const effectName in this.effects) {
if (!Object.prototype.hasOwnProperty.call(this.effects, effectName)) continue;
this.renderer.updateDrawableEffect(this.drawableID, effectName, 0);
}
if (this.visible) {
this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
this.runtime.requestRedraw();
}
}
}
/**
* Set the current costume.
* @param {number} index New index of costume.
*/
setCostume (index) {
// Keep the costume index within possible values.
index = Math.round(index);
if ([Infinity, -Infinity, NaN].includes(index)) index = 0;
this.currentCostume = MathUtil.wrapClamp(
index, 0, this.sprite.costumes.length - 1
);
if (this.renderer) {
const costume = this.getCostumes()[this.currentCostume];
this.renderer.updateDrawableSkinId(this.drawableID, costume.skinId);
if (this.visible) {
this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
this.runtime.requestRedraw();
}
}
this.runtime.requestTargetsUpdate(this);
}
/**
* Add a costume, taking care to avoid duplicate names.
* @param {!object} costumeObject Object representing the costume.
* @param {?int} index Index at which to add costume
*/
addCostume (costumeObject, index) {
if (typeof index === 'number' && !isNaN(index)) {
this.sprite.addCostumeAt(costumeObject, index);
} else {
this.sprite.addCostumeAt(costumeObject, this.sprite.costumes.length);
}
}
/**
* Rename a costume, taking care to avoid duplicate names.
* @param {int} costumeIndex - the index of the costume to be renamed.
* @param {string} newName - the desired new name of the costume (will be modified if already in use).
*/
renameCostume (costumeIndex, newName) {
const usedNames = this.sprite.costumes
.filter((costume, index) => costumeIndex !== index)
.map(costume => costume.name);
const oldName = this.getCostumes()[costumeIndex].name;
const newUnusedName = StringUtil.unusedName(newName, usedNames);
this.getCostumes()[costumeIndex].name = newUnusedName;
if (this.isStage) {
// Since this is a backdrop, go through all targets and
// update any blocks referencing the old backdrop name
const targets = this.runtime.targets;
for (let i = 0; i < targets.length; i++) {
const currTarget = targets[i];
currTarget.blocks.updateAssetName(oldName, newUnusedName, 'backdrop');
}
} else {
this.blocks.updateAssetName(oldName, newUnusedName, 'costume');
}
}
/**
* Delete a costume by index.
* @param {number} index Costume index to be deleted
* @return {?object} The costume that was deleted or null
* if the index was out of bounds of the costumes list or
* this target only has one costume.
*/
deleteCostume (index) {
const originalCostumeCount = this.sprite.costumes.length;
if (originalCostumeCount === 1) return null;
if (index < 0 || index >= originalCostumeCount) {
return null;
}
const deletedCostume = this.sprite.deleteCostumeAt(index);
if (index === this.currentCostume && index === originalCostumeCount - 1) {
this.setCostume(index - 1);
} else if (index < this.currentCostume) {
this.setCostume(this.currentCostume - 1);
} else {
this.setCostume(this.currentCostume);
}
this.runtime.requestTargetsUpdate(this);
return deletedCostume;
}
/**
* Add a sound, taking care to avoid duplicate names.
* @param {!object} soundObject Object representing the sound.
* @param {?int} index Index at which to add costume
*/
addSound (soundObject, index) {
const usedNames = this.sprite.sounds.map(sound => sound.name);
soundObject.name = StringUtil.unusedName(soundObject.name, usedNames);
if (typeof index === 'number' && !isNaN(index)) {
this.sprite.sounds.splice(index, 0, soundObject);
} else {
this.sprite.sounds.push(soundObject);
}
}
/**
* Rename a sound, taking care to avoid duplicate names.
* @param {int} soundIndex - the index of the sound to be renamed.
* @param {string} newName - the desired new name of the sound (will be modified if already in use).
*/
renameSound (soundIndex, newName) {
const usedNames = this.sprite.sounds
.filter((sound, index) => soundIndex !== index)
.map(sound => sound.name);
const oldName = this.sprite.sounds[soundIndex].name;
const newUnusedName = StringUtil.unusedName(newName, usedNames);
this.sprite.sounds[soundIndex].name = newUnusedName;
this.blocks.updateAssetName(oldName, newUnusedName, 'sound');
}
/**
* Delete a sound by index.
* @param {number} index Sound index to be deleted
* @return {object} The deleted sound object, or null if no sound was deleted.
*/
deleteSound (index) {
// Make sure the sound index is not out of bounds
if (index < 0 || index >= this.sprite.sounds.length) {
return null;
}
// Delete the sound at the given index
const deletedSound = this.sprite.sounds.splice(index, 1)[0];
this.runtime.requestTargetsUpdate(this);
return deletedSound;
}
/**
* Update the rotation style.
* @param {!string} rotationStyle New rotation style.
*/
setRotationStyle (rotationStyle) {
if (rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) {
this.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE;
} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_ALL_AROUND) {
this.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) {
this.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT;
}
if (this.renderer) {
const {direction, scale} = this._getRenderedDirectionAndScale();
this.renderer.updateDrawableDirectionScale(this.drawableID, direction, scale);
if (this.visible) {
this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
this.runtime.requestRedraw();
}
}
this.runtime.requestTargetsUpdate(this);
}
/**
* Get a costume index of this rendered target, by name of the costume.
* @param {?string} costumeName Name of a costume.
* @return {number} Index of the named costume, or -1 if not present.
*/
getCostumeIndexByName (costumeName) {
for (let i = 0; i < this.sprite.costumes.length; i++) {
if (this.getCostumes()[i].name === costumeName) {
return i;
}
}
return -1;
}
/**
* Get a costume of this rendered target by id.
* @return {object} current costume
*/
getCurrentCostume () {
return this.getCostumes()[this.currentCostume];
}
/**
* Get full costume list
* @return {object[]} list of costumes
*/
getCostumes () {
return this.sprite.costumes;
}
/**
* Reorder costume list by moving costume at costumeIndex to newIndex.
* @param {!number} costumeIndex Index of the costume to move.
* @param {!number} newIndex New index for that costume.
* @returns {boolean} If a change occurred (i.e. if the indices do not match)
*/
reorderCostume (costumeIndex, newIndex) {
newIndex = MathUtil.clamp(newIndex, 0, this.sprite.costumes.length - 1);
costumeIndex = MathUtil.clamp(costumeIndex, 0, this.sprite.costumes.length - 1);
if (newIndex === costumeIndex) return false;
const currentCostume = this.getCurrentCostume();
const costume = this.sprite.costumes[costumeIndex];
// Use the sprite method for deleting costumes because setCostume is handled manually
this.sprite.deleteCostumeAt(costumeIndex);
this.addCostume(costume, newIndex);
this.currentCostume = this.getCostumeIndexByName(currentCostume.name);
return true;
}
/**
* Reorder sound list by moving sound at soundIndex to newIndex.
* @param {!number} soundIndex Index of the sound to move.
* @param {!number} newIndex New index for that sound.
* @returns {boolean} If a change occurred (i.e. if the indices do not match)
*/
reorderSound (soundIndex, newIndex) {
newIndex = MathUtil.clamp(newIndex, 0, this.sprite.sounds.length - 1);
soundIndex = MathUtil.clamp(soundIndex, 0, this.sprite.sounds.length - 1);
if (newIndex === soundIndex) return false;
const sound = this.sprite.sounds[soundIndex];
this.deleteSound(soundIndex);
this.addSound(sound, newIndex);
return true;
}
/**
* Get full sound list
* @return {object[]} list of sounds
*/
getSounds () {
return this.sprite.sounds;
}
/**
* Update all drawable properties for this rendered target.
* Use when a batch has changed, e.g., when the drawable is first created.
*/
updateAllDrawableProperties () {
if (this.renderer) {
const {direction, scale} = this._getRenderedDirectionAndScale();
this.renderer.updateDrawablePosition(this.drawableID, [this.x, this.y]);
this.renderer.updateDrawableDirectionScale(this.drawableID, direction, scale);
this.renderer.updateDrawableVisible(this.drawableID, this.visible);
const costume = this.getCostumes()[this.currentCostume];
this.renderer.updateDrawableSkinId(this.drawableID, costume.skinId);
for (const effectName in this.effects) {
if (!Object.prototype.hasOwnProperty.call(this.effects, effectName)) continue;
this.renderer.updateDrawableEffect(this.drawableID, effectName, this.effects[effectName]);
}
if (this.visible) {
this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
this.runtime.requestRedraw();
}
}
this.runtime.requestTargetsUpdate(this);
}
/**
* Return the human-readable name for this rendered target, e.g., the sprite's name.
* @override
* @returns {string} Human-readable name.
*/
getName () {
return this.sprite.name;
}
/**
* Return whether this rendered target is a sprite (not a clone, not the stage).
* @return {boolean} True if not a clone and not the stage.
*/
isSprite () {
return !this.isStage && this.isOriginal;
}
/**
* Return the rendered target's tight bounding box.
* Includes top, left, bottom, right attributes in Scratch coordinates.
* @return {?object} Tight bounding box, or null.
*/
getBounds () {
if (this.renderer) {
return this.runtime.renderer.getBounds(this.drawableID);
}
return null;
}
/**
* Return the bounding box around a slice of the top 8px of the rendered target.
* Includes top, left, bottom, right attributes in Scratch coordinates.
* @return {?object} Tight bounding box, or null.
*/
getBoundsForBubble () {
if (this.renderer) {
return this.runtime.renderer.getBoundsForBubble(this.drawableID);
}
return null;
}
/**
* Return whether this target is touching the mouse, an edge, or a sprite.
* @param {string} requestedObject an id for mouse or edge, or a sprite name.
* @return {boolean} True if the sprite is touching the object.
*/
isTouchingObject (requestedObject) {
if (requestedObject === '_mouse_') {
if (!this.runtime.ioDevices.mouse) return false;
const mouseX = this.runtime.ioDevices.mouse.getClientX();
const mouseY = this.runtime.ioDevices.mouse.getClientY();
return this.isTouchingPoint(mouseX, mouseY);
} else if (requestedObject === '_edge_') {
return this.isTouchingEdge();
}
return this.isTouchingSprite(requestedObject);
}
/**
* Return whether touching a point.
* @param {number} x X coordinate of test point.
* @param {number} y Y coordinate of test point.
* @return {boolean} True iff the rendered target is touching the point.
*/
isTouchingPoint (x, y) {
if (this.renderer) {
return this.renderer.drawableTouching(this.drawableID, x, y);
}
return false;
}
/**
* Return whether touching a stage edge.
* @return {boolean} True iff the rendered target is touching the stage edge.
*/
isTouchingEdge () {
if (this.renderer) {
const stageWidth = this.runtime.constructor.STAGE_WIDTH;
const stageHeight = this.runtime.constructor.STAGE_HEIGHT;
const bounds = this.getBounds();
if (bounds.left < -stageWidth / 2 ||
bounds.right > stageWidth / 2 ||
bounds.top > stageHeight / 2 ||
bounds.bottom < -stageHeight / 2) {
return true;
}
}
return false;
}
/**
* Return whether touching any of a named sprite's clones.
* @param {string} spriteName Name of the sprite.
* @return {boolean} True iff touching a clone of the sprite.
*/
isTouchingSprite (spriteName) {
spriteName = Cast.toString(spriteName);
const firstClone = this.runtime.getSpriteTargetByName(spriteName);
if (!firstClone || !this.renderer) {
return false;
}
// Filter out dragging targets. This means a sprite that is being dragged
// can detect other sprites using touching <sprite>, but cannot be detected
// by other sprites while it is being dragged. This matches Scratch 2.0 behavior.
const drawableCandidates = firstClone.sprite.clones.filter(clone => !clone.dragging)
.map(clone => clone.drawableID);
return this.renderer.isTouchingDrawables(
this.drawableID, drawableCandidates);
}
/**
* Return whether touching a color.
* @param {Array.<number>} rgb [r,g,b], values between 0-255.
* @return {Promise.<boolean>} True iff the rendered target is touching the color.
*/
isTouchingColor (rgb) {
if (this.renderer) {
return this.renderer.isTouchingColor(this.drawableID, rgb);
}
return false;
}
/**
* Return whether rendered target's color is touching a color.
* @param {object} targetRgb {Array.<number>} [r,g,b], values between 0-255.
* @param {object} maskRgb {Array.<number>} [r,g,b], values between 0-255.
* @return {Promise.<boolean>} True iff the color is touching the color.
*/
colorIsTouchingColor (targetRgb, maskRgb) {
if (this.renderer) {
return this.renderer.isTouchingColor(
this.drawableID,
targetRgb,
maskRgb
);
}
return false;
}
getLayerOrder () {
if (this.renderer) {
return this.renderer.getDrawableOrder(this.drawableID);
}
return null;
}
/**
* Move to the front layer.
*/
goToFront () { // This should only ever be used for sprites
if (this.renderer) {
// Let the renderer re-order the sprite based on its knowledge
// of what layers are present
this.renderer.setDrawableOrder(this.drawableID, Infinity, StageLayering.SPRITE_LAYER);
}
this.runtime.setExecutablePosition(this, Infinity);
}
/**
* Move to the back layer.
*/
goToBack () { // This should only ever be used for sprites
if (this.renderer) {
// Let the renderer re-order the sprite based on its knowledge
// of what layers are present
this.renderer.setDrawableOrder(this.drawableID, -Infinity, StageLayering.SPRITE_LAYER, false);
}
this.runtime.setExecutablePosition(this, -Infinity);
}
/**
* Move forward a number of layers.
* @param {number} nLayers How many layers to go forward.
*/
goForwardLayers (nLayers) {
if (this.renderer) {
this.renderer.setDrawableOrder(this.drawableID, nLayers, StageLayering.SPRITE_LAYER, true);
}
this.runtime.moveExecutable(this, nLayers);
}
/**
* Move backward a number of layers.
* @param {number} nLayers How many layers to go backward.
*/
goBackwardLayers (nLayers) {
if (this.renderer) {
this.renderer.setDrawableOrder(this.drawableID, -nLayers, StageLayering.SPRITE_LAYER, true);
}
this.runtime.moveExecutable(this, -nLayers);
}
/**
* Move behind some other rendered target.
* @param {!RenderedTarget} other Other rendered target to move behind.
*/
goBehindOther (other) {
if (this.renderer) {
const otherLayer = this.renderer.setDrawableOrder(
other.drawableID, 0, StageLayering.SPRITE_LAYER, true);
this.renderer.setDrawableOrder(this.drawableID, otherLayer, StageLayering.SPRITE_LAYER);
}
const executionPosition = this.runtime.executableTargets.indexOf(other);
this.runtime.setExecutablePosition(this, executionPosition);
}
/**
* Keep a desired position within a fence.
* @param {number} newX New desired X position.
* @param {number} newY New desired Y position.
* @param {object=} optFence Optional fence with left, right, top bottom.
* @return {Array.<number>} Fenced X and Y coordinates.
*/
keepInFence (newX, newY, optFence) {
let fence = optFence;
if (!fence) {
fence = {
left: -this.runtime.constructor.STAGE_WIDTH / 2,
right: this.runtime.constructor.STAGE_WIDTH / 2,
top: this.runtime.constructor.STAGE_HEIGHT / 2,
bottom: -this.runtime.constructor.STAGE_HEIGHT / 2
};
}
const bounds = this.getBounds();
if (!bounds) return;
// Adjust the known bounds to the target position.
bounds.left += (newX - this.x);
bounds.right += (newX - this.x);
bounds.top += (newY - this.y);
bounds.bottom += (newY - this.y);
// Find how far we need to move the target position.
let dx = 0;
let dy = 0;
if (bounds.left < fence.left) {
dx += fence.left - bounds.left;
}
if (bounds.right > fence.right) {
dx += fence.right - bounds.right;
}
if (bounds.top > fence.top) {
dy += fence.top - bounds.top;
}
if (bounds.bottom < fence.bottom) {
dy += fence.bottom - bounds.bottom;
}
return [newX + dx, newY + dy];
}
/**
* Make a clone, copying any run-time properties.
* If we've hit the global clone limit, returns null.
* @return {RenderedTarget} New clone.
*/
makeClone () {
if (!this.runtime.clonesAvailable() || this.isStage) {
return null; // Hit max clone limit, or this is the stage.
}
this.runtime.changeCloneCounter(1);
const newClone = this.sprite.createClone();
// Copy all properties.
newClone.x = this.x;
newClone.y = this.y;
newClone.direction = this.direction;
newClone.draggable = this.draggable;
newClone.visible = this.visible;
newClone.size = this.size;
newClone.currentCostume = this.currentCostume;
newClone.rotationStyle = this.rotationStyle;
newClone.effects = Clone.simple(this.effects);
newClone.variables = this.duplicateVariables();
newClone._edgeActivatedHatValues = Clone.simple(this._edgeActivatedHatValues);
newClone.initDrawable(StageLayering.SPRITE_LAYER);
newClone.updateAllDrawableProperties();
return newClone;
}
/**
* Make a duplicate using a duplicate sprite.
* @return {RenderedTarget} New clone.
*/
duplicate () {
return this.sprite.duplicate().then(newSprite => {
const newTarget = newSprite.createClone();
// Copy all properties.
// @todo refactor with clone methods
newTarget.x = (Math.random() - 0.5) * 400 / 2;
newTarget.y = (Math.random() - 0.5) * 300 / 2;
newTarget.direction = this.direction;
newTarget.draggable = this.draggable;
newTarget.visible = this.visible;
newTarget.size = this.size;
newTarget.currentCostume = this.currentCostume;
newTarget.rotationStyle = this.rotationStyle;
newTarget.effects = JSON.parse(JSON.stringify(this.effects));
newTarget.variables = this.duplicateVariables(newTarget.blocks);
newTarget.updateAllDrawableProperties();
return newTarget;
});
}