net.loadAnimations(x, init) net.loadAssemblage(x, assName, init)
exquis.init is called with all the loaded animations as argument exquis.init creates an exquis object and calls makeEditor(exquis)
loads animationCode from uri with requirejs sets canvasAnim.animationName TODO compute the animation name from the url instead of taking an argument
converts codeString to data uri TODO converting the codeString to data uri is now the job of canvasAnim.setCodeString delete this method
creates an evaluateCode method to be called at the next iteration
you have typed something TODO the editor should know CanvasAnim, but should not access exquis. canvasAnim is given to the editor by editorController.loadCodeString(canvasAnim)
returns the code as a string in whatever original language it was written in reads it from its own cache if present (use a data uri) or else loads it from the store with originalUrl and calls setCodeString
- loads the code as text (codeString) from the url TODO put this in canvasAnim.getSourceCodeString
- puts the codeString in the editor
you click the button to load a new animation DONE pickanimation is no longer on the editor, we’re moving that button
Blockly code is something else than javascript, xml I think. We want a blockly animation editor that generates javascript and gives it to the canvas anim The xml of the currently edited animation should be stored somewhere when we edit another animation When we want to save the xml it should be persisted by the store. When exquis loads an xml animation, it asks a blockly object to translate it. The type of code could be specified in a comment at the beginning of the file, or in any other way <!–blockly–> ;clojure