| | const Cast = require('../util/cast'); |
| | const MathUtil = require('../util/math-util'); |
| | const Timer = require('../util/timer'); |
| |
|
| | const STAGE_ALIGNMENT = { |
| | TOP_LEFT: 'top-left', |
| | TOP_RIGHT: 'top-right', |
| | BOTTOM_LEFT: 'bottom-left', |
| | BOTTOM_RIGHT: 'bottom-right', |
| | TOP: 'top', |
| | LEFT: 'left', |
| | RIGHT: 'right', |
| | MIDDLE: 'middle', |
| | BOTTOM: 'bottom' |
| | }; |
| |
|
| | class Scratch3MotionBlocks { |
| | constructor (runtime) { |
| | |
| | |
| | |
| | |
| | this.runtime = runtime; |
| | } |
| |
|
| | |
| | |
| | |
| | |
| | getPrimitives () { |
| | return { |
| | motion_movesteps: this.moveSteps, |
| | motion_movebacksteps: this.moveStepsBack, |
| | motion_moveupdownsteps: this.moveStepsUpDown, |
| | motion_gotoxy: this.goToXY, |
| | motion_goto: this.goTo, |
| | motion_turnright: this.turnRight, |
| | motion_turnleft: this.turnLeft, |
| | motion_turnrightaroundxy: this.turnRightAround, |
| | motion_turnleftaroundxy: this.turnLeftAround, |
| | motion_turnaround: this.turnAround, |
| | motion_pointinrandomdirection: this.pointInDirectionRandom, |
| | motion_pointtowardsxy: this.pointTowardsXY, |
| | motion_pointindirection: this.pointInDirection, |
| | motion_pointtowards: this.pointTowards, |
| | motion_glidesecstoxy: this.glide, |
| | motion_glideto: this.glideTo, |
| | motion_ifonedgebounce: this.ifOnEdgeBounce, |
| | motion_ifonxybounce: this.ifOnXYBounce, |
| | motion_ifonspritebounce: this.ifOnSpriteBounce, |
| | motion_setrotationstyle: this.setRotationStyle, |
| | motion_changexby: this.changeX, |
| | motion_setx: this.setX, |
| | motion_changeyby: this.changeY, |
| | motion_sety: this.setY, |
| | motion_changebyxy: this.changeXY, |
| | motion_xposition: this.getX, |
| | motion_yposition: this.getY, |
| | motion_direction: this.getDirection, |
| | motion_move_sprite_to_scene_side: this.moveToStageSide, |
| | |
| | motion_scroll_right: () => {}, |
| | motion_scroll_up: () => {}, |
| | motion_align_scene: () => {}, |
| | motion_xscroll: () => {}, |
| | motion_yscroll: () => {} |
| | }; |
| | } |
| |
|
| | moveToStageSide(args, util) { |
| | if (!this.runtime.renderer) return; |
| | const side = Cast.toString(args.ALIGNMENT); |
| | const stageWidth = this.runtime.stageWidth / 2; |
| | const stageHeight = this.runtime.stageHeight / 2; |
| | const snap = []; |
| | switch (side) { |
| | case STAGE_ALIGNMENT.TOP: |
| | util.target.setXY(0, stageHeight); |
| | snap.push('top'); |
| | break; |
| | case STAGE_ALIGNMENT.LEFT: |
| | util.target.setXY(0 - stageWidth, 0); |
| | snap.push('left'); |
| | break; |
| | case STAGE_ALIGNMENT.MIDDLE: |
| | util.target.setXY(0, 0); |
| | break; |
| | case STAGE_ALIGNMENT.RIGHT: |
| | util.target.setXY(stageWidth, 0); |
| | snap.push('right'); |
| | break; |
| | case STAGE_ALIGNMENT.BOTTOM: |
| | util.target.setXY(0, 0 - stageHeight); |
| | snap.push('bottom'); |
| | break; |
| | case STAGE_ALIGNMENT.TOP_LEFT: |
| | util.target.setXY(0 - stageWidth, stageHeight); |
| | snap.push('top'); |
| | snap.push('left'); |
| | break; |
| | case STAGE_ALIGNMENT.TOP_RIGHT: |
| | util.target.setXY(stageWidth, stageHeight); |
| | snap.push('top'); |
| | snap.push('right'); |
| | break; |
| | case STAGE_ALIGNMENT.BOTTOM_LEFT: |
| | util.target.setXY(0 - stageWidth, 0 - stageHeight); |
| | snap.push('bottom'); |
| | snap.push('left'); |
| | break; |
| | case STAGE_ALIGNMENT.BOTTOM_RIGHT: |
| | util.target.setXY(stageWidth, 0 - stageHeight); |
| | snap.push('bottom'); |
| | snap.push('right'); |
| | break; |
| | } |
| | const drawableID = util.target.drawableID; |
| | const drawable = this.runtime.renderer._allDrawables[drawableID]; |
| | const boundingBox = drawable._skin.getFenceBounds(drawable); |
| | snap.forEach(side => { |
| | switch (side) { |
| | case 'top': |
| | util.target.setXY(util.target.x, boundingBox.bottom); |
| | break; |
| | case 'bottom': |
| | util.target.setXY(util.target.x, boundingBox.top); |
| | break; |
| | case 'left': |
| | util.target.setXY(boundingBox.right, util.target.y); |
| | break; |
| | case 'right': |
| | util.target.setXY(boundingBox.left, util.target.y); |
| | break; |
| | } |
| | }); |
| | } |
| |
|
| | getMonitored () { |
| | return { |
| | motion_xposition: { |
| | isSpriteSpecific: true, |
| | getId: targetId => `${targetId}_xposition` |
| | }, |
| | motion_yposition: { |
| | isSpriteSpecific: true, |
| | getId: targetId => `${targetId}_yposition` |
| | }, |
| | motion_direction: { |
| | isSpriteSpecific: true, |
| | getId: targetId => `${targetId}_direction` |
| | } |
| | }; |
| | } |
| |
|
| | moveSteps (args, util) { |
| | const steps = Cast.toNumber(args.STEPS); |
| | this._moveSteps(steps, util.target); |
| | } |
| | moveStepsBack (args, util) { |
| | const steps = Cast.toNumber(args.STEPS); |
| | this._moveSteps(0 - steps, util.target); |
| | } |
| | moveStepsUpDown (args, util) { |
| | const direction = Cast.toString(args.DIRECTION); |
| | const steps = Cast.toNumber(args.STEPS); |
| | this.turnLeft({ DEGREES: 90 }, util); |
| | if (direction === 'up') { |
| | this._moveSteps(steps, util.target); |
| | } else if (direction === 'down') { |
| | this._moveSteps(0 - steps, util.target); |
| | } |
| | this.turnRight({ DEGREES: 90 }, util); |
| | } |
| | _moveSteps (steps, target) { |
| | const radians = MathUtil.degToRad(90 - target.direction); |
| | const dx = steps * Math.cos(radians); |
| | const dy = steps * Math.sin(radians); |
| | target.setXY(target.x + dx, target.y + dy); |
| | } |
| |
|
| | goToXY (args, util) { |
| | const x = Cast.toNumber(args.X); |
| | const y = Cast.toNumber(args.Y); |
| | util.target.setXY(x, y); |
| | } |
| |
|
| | getTargetXY (targetName, util) { |
| | let targetX = 0; |
| | let targetY = 0; |
| | if (targetName === '_mouse_') { |
| | targetX = util.ioQuery('mouse', 'getScratchX'); |
| | targetY = util.ioQuery('mouse', 'getScratchY'); |
| | } else if (targetName === '_random_') { |
| | const stageWidth = this.runtime.stageWidth; |
| | const stageHeight = this.runtime.stageHeight; |
| | targetX = Math.round(stageWidth * (Math.random() - 0.5)); |
| | targetY = Math.round(stageHeight * (Math.random() - 0.5)); |
| | } else { |
| | targetName = Cast.toString(targetName); |
| | const goToTarget = this.runtime.getSpriteTargetByName(targetName); |
| | if (!goToTarget) return; |
| | targetX = goToTarget.x; |
| | targetY = goToTarget.y; |
| | } |
| | return [targetX, targetY]; |
| | } |
| |
|
| | goTo (args, util) { |
| | const targetXY = this.getTargetXY(args.TO, util); |
| | if (targetXY) { |
| | util.target.setXY(targetXY[0], targetXY[1]); |
| | } |
| | } |
| |
|
| | turnRight (args, util) { |
| | const degrees = Cast.toNumber(args.DEGREES); |
| | util.target.setDirection(util.target.direction + degrees); |
| | } |
| |
|
| | turnLeft (args, util) { |
| | const degrees = Cast.toNumber(args.DEGREES); |
| | util.target.setDirection(util.target.direction - degrees); |
| | } |
| |
|
| | turnRightAround (args, util) { |
| | this.turnLeftAround({ |
| | DEGREES: -Cast.toNumber(args.DEGREES), |
| | X: Cast.toNumber(args.X), |
| | Y: Cast.toNumber(args.Y) |
| | }, util); |
| | } |
| |
|
| | turnLeftAround (args, util) { |
| | const degrees = Cast.toNumber(args.DEGREES); |
| |
|
| | const center = { |
| | x: Cast.toNumber(args.X), |
| | y: Cast.toNumber(args.Y) |
| | }; |
| | const radians = (Math.PI * degrees) / 180; |
| | const cos = Math.cos(radians); |
| | const sin = Math.sin(radians); |
| | const dx = util.target.x - center.x; |
| | const dy = util.target.y - center.y; |
| | const newPosition = { |
| | x: (cos * dx) - (sin * dy) + center.x, |
| | y: (cos * dy) + (sin * dx) + center.y |
| | }; |
| | util.target.setXY(newPosition.x, newPosition.y); |
| | } |
| |
|
| | pointInDirection (args, util) { |
| | const direction = Cast.toNumber(args.DIRECTION); |
| | util.target.setDirection(direction); |
| | } |
| |
|
| | turnAround (_, util) { |
| | this.turnRight({ DEGREES: 180 }, util); |
| | } |
| |
|
| | pointInDirectionRandom (_, util) { |
| | this.pointTowards({ TOWARDS: '_random_' }, util); |
| | } |
| |
|
| | pointTowardsXY (args, util) { |
| | const targetX = Cast.toNumber(args.X); |
| | const targetY = Cast.toNumber(args.Y); |
| |
|
| | const dx = targetX - util.target.x; |
| | const dy = targetY - util.target.y; |
| | const direction = 90 - MathUtil.radToDeg(Math.atan2(dy, dx)); |
| | util.target.setDirection(direction); |
| | } |
| |
|
| | pointTowards (args, util) { |
| | let targetX = 0; |
| | let targetY = 0; |
| | if (args.TOWARDS === '_mouse_') { |
| | targetX = util.ioQuery('mouse', 'getScratchX'); |
| | targetY = util.ioQuery('mouse', 'getScratchY'); |
| | } else if (args.TOWARDS === '_random_') { |
| | util.target.setDirection(Math.round(Math.random() * 360) - 180); |
| | return; |
| | } else { |
| | args.TOWARDS = Cast.toString(args.TOWARDS); |
| | const pointTarget = this.runtime.getSpriteTargetByName(args.TOWARDS); |
| | if (!pointTarget) return; |
| | targetX = pointTarget.x; |
| | targetY = pointTarget.y; |
| | } |
| |
|
| | const dx = targetX - util.target.x; |
| | const dy = targetY - util.target.y; |
| | const direction = 90 - MathUtil.radToDeg(Math.atan2(dy, dx)); |
| | util.target.setDirection(direction); |
| | } |
| |
|
| | glide (args, util) { |
| | if (util.stackFrame.timer) { |
| | const timeElapsed = util.stackFrame.timer.timeElapsed(); |
| | if (timeElapsed < util.stackFrame.duration * 1000) { |
| | |
| | const frac = timeElapsed / (util.stackFrame.duration * 1000); |
| | const dx = frac * (util.stackFrame.endX - util.stackFrame.startX); |
| | const dy = frac * (util.stackFrame.endY - util.stackFrame.startY); |
| | util.target.setXY( |
| | util.stackFrame.startX + dx, |
| | util.stackFrame.startY + dy |
| | ); |
| | util.yield(); |
| | } else { |
| | |
| | util.target.setXY(util.stackFrame.endX, util.stackFrame.endY); |
| | } |
| | } else { |
| | |
| | util.stackFrame.timer = new Timer(); |
| | util.stackFrame.timer.start(); |
| | util.stackFrame.duration = Cast.toNumber(args.SECS); |
| | util.stackFrame.startX = util.target.x; |
| | util.stackFrame.startY = util.target.y; |
| | util.stackFrame.endX = Cast.toNumber(args.X); |
| | util.stackFrame.endY = Cast.toNumber(args.Y); |
| | if (util.stackFrame.duration <= 0) { |
| | |
| | util.target.setXY(util.stackFrame.endX, util.stackFrame.endY); |
| | return; |
| | } |
| | util.yield(); |
| | } |
| | } |
| |
|
| | glideTo (args, util) { |
| | const targetXY = this.getTargetXY(args.TO, util); |
| | if (targetXY) { |
| | this.glide({SECS: args.SECS, X: targetXY[0], Y: targetXY[1]}, util); |
| | } |
| | } |
| |
|
| | ifOnEdgeBounce (args, util) { |
| | this._ifOnEdgeBounce(util.target); |
| | } |
| | _ifOnEdgeBounce (target) { |
| | const bounds = target.getBounds(); |
| | if (!bounds) { |
| | return; |
| | } |
| | |
| | |
| | |
| | const stageWidth = this.runtime.stageWidth; |
| | const stageHeight = this.runtime.stageHeight; |
| | const distLeft = Math.max(0, (stageWidth / 2) + bounds.left); |
| | const distTop = Math.max(0, (stageHeight / 2) - bounds.top); |
| | const distRight = Math.max(0, (stageWidth / 2) - bounds.right); |
| | const distBottom = Math.max(0, (stageHeight / 2) + bounds.bottom); |
| | |
| | let nearestEdge = ''; |
| | let minDist = Infinity; |
| | if (distLeft < minDist) { |
| | minDist = distLeft; |
| | nearestEdge = 'left'; |
| | } |
| | if (distTop < minDist) { |
| | minDist = distTop; |
| | nearestEdge = 'top'; |
| | } |
| | if (distRight < minDist) { |
| | minDist = distRight; |
| | nearestEdge = 'right'; |
| | } |
| | if (distBottom < minDist) { |
| | minDist = distBottom; |
| | nearestEdge = 'bottom'; |
| | } |
| | if (minDist > 0) { |
| | return; |
| | } |
| | |
| | const radians = MathUtil.degToRad(90 - target.direction); |
| | let dx = Math.cos(radians); |
| | let dy = -Math.sin(radians); |
| | if (nearestEdge === 'left') { |
| | dx = Math.max(0.2, Math.abs(dx)); |
| | } else if (nearestEdge === 'top') { |
| | dy = Math.max(0.2, Math.abs(dy)); |
| | } else if (nearestEdge === 'right') { |
| | dx = 0 - Math.max(0.2, Math.abs(dx)); |
| | } else if (nearestEdge === 'bottom') { |
| | dy = 0 - Math.max(0.2, Math.abs(dy)); |
| | } |
| | const newDirection = MathUtil.radToDeg(Math.atan2(dy, dx)) + 90; |
| | target.setDirection(newDirection); |
| | |
| | const fencedPosition = target.keepInFence(target.x, target.y); |
| | target.setXY(fencedPosition[0], fencedPosition[1]); |
| | } |
| | ifOnXYBounce(args, util, _, __, ___, touchingCondition) { |
| | const x = Cast.toNumber(args.X); |
| | const y = Cast.toNumber(args.Y); |
| | const target = util.target; |
| | const bounds = target.getBounds(); |
| | if (!bounds) { |
| | return; |
| | } |
| | |
| | const xInBounds = (x >= bounds.left) && (x <= bounds.right); |
| | const yInBounds = (y >= bounds.bottom) && (y <= bounds.top); |
| | if (touchingCondition !== true) { |
| | if (!(xInBounds && yInBounds)) { |
| | return; |
| | } |
| | } |
| | |
| | |
| | let nearestEdge = ''; |
| | let minDist = Infinity; |
| | for (let i = 0; i < 4; i++) { |
| | const sides = ['left', 'top', 'right', 'bottom']; |
| | let distx; |
| | let disty; |
| | switch (sides[i]) { |
| | case 'left': |
| | case 'right': |
| | distx = x - bounds[sides[i]]; |
| | disty = y - target.y; |
| | break; |
| | case 'top': |
| | case 'bottom': |
| | distx = x - target.x; |
| | disty = y - bounds[sides[i]]; |
| | break; |
| | } |
| | const distance = Math.sqrt((distx * distx) + (disty * disty)); |
| | if (distance < minDist) { |
| | minDist = distance; |
| | nearestEdge = sides[i]; |
| | } |
| | } |
| | |
| | const radians = MathUtil.degToRad(90 - target.direction); |
| | let dx = Math.cos(radians); |
| | let dy = -Math.sin(radians); |
| | if (nearestEdge === 'left') { |
| | dx = Math.max(0.2, Math.abs(dx)); |
| | } else if (nearestEdge === 'top') { |
| | dy = Math.max(0.2, Math.abs(dy)); |
| | } else if (nearestEdge === 'right') { |
| | dx = 0 - Math.max(0.2, Math.abs(dx)); |
| | } else if (nearestEdge === 'bottom') { |
| | dy = 0 - Math.max(0.2, Math.abs(dy)); |
| | } |
| | const newDirection = MathUtil.radToDeg(Math.atan2(dy, dx)) + 90; |
| | target.setDirection(newDirection); |
| | |
| | const fencedPosition = target.keepInFence(target.x, target.y); |
| | target.setXY(fencedPosition[0], fencedPosition[1]); |
| | } |
| | ifOnSpriteBounce (args, util) { |
| | if (args.SPRITE === '_mouse_') { |
| | const x = util.ioQuery('mouse', 'getScratchX'); |
| | const y = util.ioQuery('mouse', 'getScratchY'); |
| | return this.ifOnXYBounce({ X: x, Y: y }, util); |
| | } else if (args.SPRITE === '_random_') { |
| | const stageWidth = this.runtime.stageWidth; |
| | const stageHeight = this.runtime.stageHeight; |
| | const x = Math.round(stageWidth * (Math.random() - 0.5)); |
| | const y = Math.round(stageHeight * (Math.random() - 0.5)); |
| | return this.ifOnXYBounce({ X: x, Y: y }, util); |
| | } |
| | const spriteName = Cast.toString(args.SPRITE); |
| | const bounceTarget = this.runtime.getSpriteTargetByName(spriteName); |
| | if (!bounceTarget) return; |
| | const point = util.target.spriteTouchingPoint(spriteName); |
| | if (!point) return; |
| | return this.ifOnXYBounce({ X: point[0], Y: point[1] }, util); |
| | |
| | } |
| |
|
| | setRotationStyle (args, util) { |
| | util.target.setRotationStyle(args.STYLE); |
| | } |
| |
|
| | changeX (args, util) { |
| | const dx = Cast.toNumber(args.DX); |
| | util.target.setXY(util.target.x + dx, util.target.y); |
| | } |
| |
|
| | setX (args, util) { |
| | const x = Cast.toNumber(args.X); |
| | util.target.setXY(x, util.target.y); |
| | } |
| |
|
| | changeY (args, util) { |
| | const dy = Cast.toNumber(args.DY); |
| | util.target.setXY(util.target.x, util.target.y + dy); |
| | } |
| |
|
| | setY (args, util) { |
| | const y = Cast.toNumber(args.Y); |
| | util.target.setXY(util.target.x, y); |
| | } |
| |
|
| | changeXY (args, util) { |
| | const dx = Cast.toNumber(args.DX); |
| | const dy = Cast.toNumber(args.DY); |
| | util.target.setXY(util.target.x + dx, util.target.y + dy); |
| | } |
| |
|
| | getX (args, util) { |
| | return this.limitPrecision(util.target.x); |
| | } |
| |
|
| | getY (args, util) { |
| | return this.limitPrecision(util.target.y); |
| | } |
| |
|
| | getDirection (args, util) { |
| | return util.target.direction; |
| | } |
| |
|
| | |
| | limitPrecision (coordinate) { |
| | const rounded = Math.round(coordinate); |
| | const delta = coordinate - rounded; |
| | const limitedCoord = (Math.abs(delta) < 1e-9) ? rounded : coordinate; |
| |
|
| | return limitedCoord; |
| | } |
| | } |
| |
|
| | module.exports = Scratch3MotionBlocks; |
| |
|