def costumes(self, scratch): projectName = scratch.name costumes = dict() costumes['Stage'] = set() index = 0 for background in scratch.stage.backgrounds: costumes['Stage'].add(KelpPlugin.save_png(projectName, background, index, 'Stage')) index += 1 for sprite in scratch.sprites: index = 0 costumes[sprite.name] = set() for costume in sprite.costumes: costumes[sprite.name].add(KelpPlugin.save_png(projectName, costume, index, sprite.name)) index += 1 self.costumes = costumes
def analyze(self, scratch): if not getattr(scratch, 'kelp_prepared', False): KelpPlugin.tag_reachable_scripts(scratch) seq = dict() # store the screen seq['screen'] = KelpPlugin.save_png(scratch.name, scratch.thumbnail, 'screen') #store the values for the variables level and points, if they exist level = False points = False for name, var in scratch.variables.items(): if name == 'level' or name == 'Level': level = True seq[name] = var.value elif name == 'points' or name == 'Points': points = True seq[name] = var.value # If they don't exist, store them with the value of -1 if level == False: seq['level'] = '-1' if points == False: seq['points'] = '-1' # show the display self.SequenceDisplay(seq)
def analyze(self, scratch): if not getattr(scratch, 'kelp_prepared', False): KelpPlugin.tag_reachable_scripts(scratch) seq = dict() # store the screen seq['screen'] = KelpPlugin.save_png(scratch.name, scratch.thumbnail, 'screen'); #store the values for the variables level and points, if they exist level = False points = False for name, var in scratch.variables.items(): if name == 'level' or name == 'Level': level = True seq[name] = var.value elif name == 'points' or name == 'Points': points = True seq[name] = var.value # If they don't exist, store them with the value of -1 if level == False: seq['level'] = '-1' if points == False: seq['points'] = '-1' # show the display self.SequenceDisplay(seq)