fix the bug #131 Rotation center is incorrect while sprite is scaled by "changeSize" block or "setSize" block
the "rotationAdjusted" should be scaled while the drawable target is scaled.
scratch-vm will not throw a EventEmitter memory leak warning.
Reason:
the max number of clones is 300, plus 1 for itself.
Then the shared skin will exceed it's limit.
Changing the number from 300 to 301 fixes this issue.
Changes:
- Removed the `createSkinFromURL` method.
- Removed `skin` property handling from `updateDrawableProperties`.
- Removed the URL-to-skin mapping cache.
- Removed `RenderConstants` items related to choosing a default skin.
- Removed `xhr` package dependency.
- `Drawable` now starts with a `null` skin instead of a default skin.
- `DrawThese` now skips any item with a `null` skin.
The playground now must be loaded with a URL that ends in "/playground/"
or "/playground/index.html"; loading at "/" will no longer work.
The /playground folder is now purely an output of the build process,
rather than being a mix of build output and static content. The static
content that was previously there (namely, index.html) has been moved
into /src/playground. The `contentBase` has been set to `false` to avoid
confusion between current, in-memory build output and stale, on-disk
build output.
Fix any broken JSDoc syntax. Unfortunately there is no way to document tuples like `{[int, int]}` for a `[width, height]` array. We could possibly fix this and make the code more readable with `{width: number, height: number}` instead of tuples.
Remove single `@fileoverview` from Rectangle.js, since it was the only file with one and was weird to have that one module show up on the docs home page.
Add a `docs` script to `package.json`, run it from `npm test`, so invalid docs will cause tests to fail (eventually we may want to start using eslint-plugin-jsdoc to catch these errors with the linter alone).
In Scratch 2.0, an SVG costume's origin is stored relative to that SVG's
viewbox. In order to use the origin values correctly, then, we need to
compensate for the viewbox offset.
I wasn't so clever with this - I'm sorry. Now that I have managed to
link up my local render & vm projects I am able to fix the issue
properly. Many appologies!