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In-memory custom storage for sprites #9
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DavidLeoni
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Aug 8, 2020
- added storeSprite(id) in index.js - added evoscratch-storage-helper.js - automatically adding first sprite to storage (for now) - introduced global variable EVOSCRATCH (ugly but handy :-)
DavidLeoni
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DavidLeoni
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Aug 14, 2020
- moved DEFAULT_LIBRARY_SPRITES to separate file default-library-sprites.js - moved loadLibrarySprites to index.js - fixed md5 for costumes
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raffaelepojer
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Aug 21, 2020
- now if a sprite is set as food or posion it has a cusomState Scratch.botch --> type: "food or poison" - save the parent md5 of each sprite, refers to #9
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DavidLeoni
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- when MAX_STORAGE is reached storeSprite silently discards new Sprite and generates random md5 for max performance. Pretty hacky !
DavidLeoni
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Sep 18, 2020
DavidLeoni
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Sep 18, 2020
- delayed sprite storage with promise queue WARNING: storage time is set artificially high to 1000ms WARNING: using artificially low MAX_STORAGE=3 number - removed md5 from promise fieds, instead, final computation returns a dictionary with field 'md5' - somewhat fixed BOTCH.testStoreSprite() - commented mutant beetles from default-botch-sprites.js
DavidLeoni
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Sep 18, 2020
- WARNING: changed API of storeSprite to (id, options={newId:'', group:'default'})
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Apparently available storages only save images and sounds. Seems like implementing a custom storage could make sense: in the immediate we will use as in-memory it to populate the lifetree library component, and one day we could save stuff somewhere, see Project Autosave issue.
Note: sprite json for library visualization seems different from asset or target jsons.
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