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const Cast = require('../util/cast');
const SandboxRunner = require('../util/sandboxed-javascript-runner.js');
class Scratch3EventBlocks {
constructor (runtime) {
/**
* The runtime instantiating this block package.
* @type {Runtime}
*/
this.runtime = runtime;
this.runtime.on('KEY_PRESSED', key => {
this.runtime.startHats('event_whenkeypressed', {
KEY_OPTION: key
});
this.runtime.startHats('event_whenkeypressed', {
KEY_OPTION: 'any'
});
});
this.runtime.on('KEY_HIT', key => {
this.runtime.startHats('event_whenkeyhit', {
KEY_OPTION: key
});
this.runtime.startHats('event_whenkeyhit', {
KEY_OPTION: 'any'
});
});
this.isStarting = false;
this.runtime.on('PROJECT_START_BEFORE_RESET', () => {
// we need to remember that the project is starting
// otherwise the stop block will run when flag is clicked
this.isStarting = true;
});
this.runtime.on('PROJECT_STOP_ALL', () => {
// if green flag is clicked, dont bother starting the hat
if (this.isStarting) {
this.isStarting = false;
return;
}
// we need to wait for runtime to step once
// otherwise the hat will be stopped as soon as it starts
this.runtime.once('RUNTIME_STEP_START', () => {
this.runtime.startHats('event_whenstopclicked');
})
this.isStarting = false;
});
this.runtime.on('RUNTIME_STEP_START', () => {
this.runtime.startHats('event_always');
});
this.runtime.on("AFTER_EXECUTE", () => {
// Use a timeout as regular Block Threads and Events Blocks dont run at the Same Speed
setTimeout(() => {
const stage = this.runtime.getTargetForStage();
if (!stage) return; // happens when project is loading
const stageVars = stage.variables;
for (const key in stageVars) {
if (stageVars[key].isSent !== undefined) stageVars[key].isSent = false;
}
}, 10);
});
}
/**
* Retrieve the block primitives implemented by this package.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
getPrimitives () {
return {
event_whenanything: this.whenanything,
event_whenjavascript: this.whenjavascript,
event_whentouchingobject: this.touchingObject,
event_broadcast: this.broadcast,
event_broadcastandwait: this.broadcastAndWait,
event_whengreaterthan: this.hatGreaterThanPredicate
};
}
whenanything (args) {
return Cast.toBoolean(args.ANYTHING);
}
whenjavascript (args) {
return new Promise((resolve) => {
const js = Cast.toString(args.JS);
SandboxRunner.execute(js).then(result => {
resolve(result.value === true);
})
})
}
getHats () {
return {
event_whenflagclicked: {
restartExistingThreads: true
},
event_whenstopclicked: {
restartExistingThreads: true
},
event_always: {
restartExistingThreads: false
},
event_whenkeypressed: {
restartExistingThreads: false
},
event_whenkeyhit: {
restartExistingThreads: false
},
event_whenmousescrolled: {
restartExistingThreads: false
},
event_whenanything: {
restartExistingThreads: false,
edgeActivated: true
},
event_whenjavascript: {
restartExistingThreads: false,
edgeActivated: true
},
event_whenthisspriteclicked: {
restartExistingThreads: true
},
event_whentouchingobject: {
restartExistingThreads: false,
edgeActivated: true
},
event_whenstageclicked: {
restartExistingThreads: true
},
event_whenbackdropswitchesto: {
restartExistingThreads: true
},
event_whengreaterthan: {
restartExistingThreads: false,
edgeActivated: true
},
event_whenbroadcastreceived: {
restartExistingThreads: true
}
};
}
touchingObject (args, util) {
return util.target.isTouchingObject(args.TOUCHINGOBJECTMENU);
}
hatGreaterThanPredicate (args, util) {
const option = Cast.toString(args.WHENGREATERTHANMENU).toLowerCase();
const value = Cast.toNumber(args.VALUE);
switch (option) {
case 'timer':
return util.ioQuery('clock', 'projectTimer') > value;
case 'loudness':
return this.runtime.audioEngine && this.runtime.audioEngine.getLoudness() > value;
}
return false;
}
broadcast (args, util) {
const broadcastVar = util.runtime.getTargetForStage().lookupBroadcastMsg(
args.BROADCAST_OPTION.id, args.BROADCAST_OPTION.name);
if (broadcastVar) {
const broadcastOption = broadcastVar.name;
broadcastVar.isSent = true;
util.startHats('event_whenbroadcastreceived', {
BROADCAST_OPTION: broadcastOption
});
}
}
broadcastAndWait (args, util) {
if (!util.stackFrame.broadcastVar) {
util.stackFrame.broadcastVar = util.runtime.getTargetForStage().lookupBroadcastMsg(
args.BROADCAST_OPTION.id, args.BROADCAST_OPTION.name);
}
if (util.stackFrame.broadcastVar) {
const broadcastOption = util.stackFrame.broadcastVar.name;
// Have we run before, starting threads?
if (!util.stackFrame.startedThreads) {
broadcastVar.isSent = true;
// No - start hats for this broadcast.
util.stackFrame.startedThreads = util.startHats(
'event_whenbroadcastreceived', {
BROADCAST_OPTION: broadcastOption
}
);
if (util.stackFrame.startedThreads.length === 0) {
// Nothing was started.
return;
}
}
// We've run before; check if the wait is still going on.
const instance = this;
// Scratch 2 considers threads to be waiting if they are still in
// runtime.threads. Threads that have run all their blocks, or are
// marked done but still in runtime.threads are still considered to
// be waiting.
const waiting = util.stackFrame.startedThreads
.some(thread => instance.runtime.threads.indexOf(thread) !== -1);
if (waiting) {
// If all threads are waiting for the next tick or later yield
// for a tick as well. Otherwise yield until the next loop of
// the threads.
if (
util.stackFrame.startedThreads
.every(thread => instance.runtime.isWaitingThread(thread))
) {
util.yieldTick();
} else {
util.yield();
}
}
}
}
}
module.exports = Scratch3EventBlocks;
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