<snapdata remixID="10223739"><project name="Scrolling Engine" app="Snap! 6, https://snap.berkeley.edu" version="1"><notes>Unrelated to CPE Blocks&#xD;&#xD;Free to use 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s="receiveGo"></block><custom-block s="set scroll to x: %n y: %n"><l>0</l><l>0</l></custom-block></script></scripts></sprite></sprites></stage><hidden></hidden><headers></headers><code></code><blocks><block-definition s="setting %&apos;which&apos;" type="reporter" category="sensing"><comment x="0" y="0" w="254.66666666666666" collapsed="false">Allows reading global settings programmatically.&#xD;&#xD;Eisenberg&apos;s Law:  Anything you can do from the user interface you should be able to do in your program, and vice versa.  This library is just a beginning; there are many UI controls outside of the Settings menu.</comment><header></header><code></code><translations>pt:o valor da configuração _&#xD;</translations><inputs><input type="%s" readonly="true"><options>Project notes&#xD;Project name&#xD;User&#xD;Presentation mode&#xD;Language&#xD;Zoom blocks&#xD;Stage size&#xD;Stage scale&#xD;Retina display support&#xD;Long form input dialog&#xD;Plain prototype labels&#xD;Input sliders&#xD;Execute on slider change&#xD;Clicking sound&#xD;Turbo mode&#xD;Flat design&#xD;Keyboard editing&#xD;Visible stepping&#xD;Thread safe scripts&#xD;Prefer smooth animations&#xD;Flat line ends&#xD;Codification support&#xD;Inheritance support&#xD;Hyper blocks support&#xD;Visible palette</options></input></inputs><script><block s="doReport"><block s="evaluate"><block s="reportJSFunction"><list><l>which</l></list><l>var stage = this.parentThatIsA(StageMorph),&#xD;    ide = stage.parentThatIsA(IDE_Morph),&#xD;    world = stage.parentThatIsA(WorldMorph);&#xD;&#xD;switch (which) {&#xD;    case &apos;Project notes&apos;:&#xD;        return ide.projectNotes;&#xD;    case &apos;Project name&apos;:&#xD;        return ide.projectName;&#xD;    case &apos;User&apos;:&#xD;        return ide.cloud.username;&#xD;    case &apos;Presentation mode&apos;:&#xD;        return ide.isAppMode;&#xD;    case &apos;Language&apos;:&#xD;        return SnapTranslator.language;&#xD;    case &apos;Zoom blocks&apos;:&#xD;        return SyntaxElementMorph.prototype.scale;&#xD;    case &apos;Stage size&apos;:&#xD;        return new List([StageMorph.prototype.dimensions.x,&#xD;                                   StageMorph.prototype.dimensions.y]);&#xD;    case &apos;Stage scale&apos;:&#xD;       return stage.scale;&#xD;    case &apos;Retina display support&apos;:&#xD;        return isRetinaEnabled();&#xD;    case &apos;Long form input dialog&apos;:&#xD;        return InputSlotDialogMorph.prototype.isLaunchingExpanded;&#xD;    case &apos;Plain prototype labels&apos;:&#xD;        return BlockLabelPlaceHolderMorph.prototype.plainLabel;&#xD;    case &apos;Input sliders&apos;:&#xD;        return MorphicPreferences.useSliderForInput;&#xD;    case &apos;Execute on slider change&apos;:&#xD;        return ArgMorph.prototype.executeOnSliderEdit;&#xD;    case &apos;Clicking sound&apos;:&#xD;        return !!BlockMorph.prototype.snapSound;&#xD;    case &apos;Turbo mode&apos;:&#xD;        return stage.isFastTracked;&#xD;    case &apos;Flat design&apos;:&#xD;        return MorphicPreferences.isFlat;&#xD;    case &apos;Keyboard editing&apos;:&#xD;        return !!this.scripts.focus;&#xD;    case &apos;Visible stepping&apos;:&#xD;        return Process.prototype.enableSingleStepping;&#xD;    case &apos;Thread safe scripts&apos;:&#xD;        return stage.isThreadSafe;&#xD;    case &apos;Prefer smooth animations&apos;:&#xD;        return StageMorph.prototype.frameRate &gt; 0;&#xD;    case &apos;Flat line ends&apos;:&#xD;        return SpriteMorph.prototype.useFlatLineEnds;&#xD;    case &apos;Codification support&apos;:&#xD;        return StageMorph.prototype.enableCodeMapping;&#xD;    case &apos;Inheritance support&apos;:&#xD;        return StageMorph.prototype.enableInheritance;&#xD;    case &apos;Hyper blocks support&apos;:&#xD;        return Process.prototype.enableHyperOps;&#xD;    default: return which;&#xD;    case &apos;Visible palette&apos;:&#xD;        return ide.currentCategory;&#xD;}</l></block><list><block var="which"/></list></block></block></script></block-definition><block-definition s="set flag %&apos;which&apos; to %&apos;tf&apos;" type="command" category="sensing"><comment x="0" y="0" w="254.66666666666666" collapsed="false">Allows changing global settings programmatically.&#xD;This block is for Boolean (checkbox) settings; use&#xD;SET VALUE for numeric or text values.&#xD;&#xD;Eisenberg&apos;s Law:  Anything you can do from the user interface you should be able to do in your program, and vice versa.  This library is just a beginning; there are many UI controls outside of the Settings menu.</comment><header></header><code></code><translations>pt:altera o valor da configuração _ para _&#xD;</translations><inputs><input type="%s" readonly="true"><options>Presentation mode&#xD;Retina display support&#xD;Long form input dialog&#xD;Plain prototype labels&#xD;Input sliders&#xD;Execute on slider change&#xD;Clicking sound&#xD;Turbo mode&#xD;Flat design&#xD;Keyboard editing&#xD;Visible stepping&#xD;Thread safe scripts&#xD;Prefer smooth animations&#xD;Flat line ends&#xD;Codification support&#xD;Inheritance support&#xD;Hyper blocks support</options></input><input type="%b"></input></inputs><script><block s="doRun"><block s="reportJSFunction"><list><l>which</l><l>tf</l></list><l>var   stage = this.parentThatIsA(StageMorph),&#xD;        ide = stage.parentThatIsA(IDE_Morph),&#xD;        world = stage.parentThatIsA(WorldMorph),&#xD;        thisObj = this;&#xD;&#xD;if (tf != !!tf) return;&#xD;&#xD;try{&#xD;ide.savingPreferences = false;&#xD;&#xD;switch (which) {&#xD;    case &apos;Presentation mode&apos;:&#xD;        if (tf != ide.isAppMode) ide.toggleAppMode();&#xD;        break;&#xD;    case &apos;Retina display support&apos;:&#xD;        if (tf != isRetinaEnabled()) ide.toggleRetina();&#xD;        break;&#xD;    case &apos;Long form input dialog&apos;:&#xD;        if (tf != InputSlotDialogMorph.prototype.isLaunchingExpanded)&#xD;            ide.toggleLongFormInputDialog();&#xD;        break;&#xD;    case &apos;Plain prototype labels&apos;:&#xD;        if (tf != BlockLabelPlaceHolderMorph.prototype.plainLabel)&#xD;            ide.togglePlainPrototypeLabels();&#xD;        break;&#xD;    case &apos;Input sliders&apos;:&#xD;        MorphicPreferences.useSliderForInput = tf;&#xD;        break;&#xD;    case &apos;Execute on slider change&apos;:&#xD;        ArgMorph.prototype.executeOnSliderEdit = tf;&#xD;        break;&#xD;    case &apos;Clicking sound&apos;:&#xD;        if (tf != !!BlockMorph.prototype.snapSound)&#xD;            BlockMorph.prototype.toggleSnapSound();&#xD;        break;&#xD;    case &apos;Turbo mode&apos;:&#xD;        if (tf != stage.isFastTracked)&#xD;            ide.toggleFastTracking();&#xD;        break;&#xD;    case &apos;Flat design&apos;:&#xD;        if (tf == MorphicPreferences.isFlat) break;&#xD;        if (tf)&#xD;            ide.flatDesign();&#xD;        else&#xD;            ide.defaultDesign();&#xD;        break;&#xD;    case &apos;Keyboard editing&apos;:&#xD;        if (thisObj.scripts.focus &amp;&amp; !tf) {&#xD;            thisObj.scripts.focus.stopEditing();&#xD;        } else if (tf &amp;&amp; !thisObj.scripts.focus) {&#xD;            thisObj.scripts.toggleKeyboardEntry();&#xD;        };&#xD;        break;&#xD;    case &apos;Visible stepping&apos;:&#xD;        if (tf != Process.prototype.enableSingleStepping)&#xD;            ide.toggleSingleStepping();&#xD;        break;&#xD;    case &apos;Thread safe scripts&apos;:&#xD;        stage.isThreadSafe = tf;&#xD;        break;&#xD;    case &apos;Prefer smooth animations&apos;:&#xD;        if (tf != (StageMorph.prototype.frameRate &gt; 0))&#xD;            ide.toggleVariableFrameRate();&#xD;        break;&#xD;    case &apos;Flat line ends&apos;:&#xD;        SpriteMorph.prototype.useFlatLineEnds = tf;&#xD;        break;&#xD;    case &apos;Codification support&apos;:&#xD;        if (tf != StageMorph.prototype.enableCodeMapping) {&#xD;            StageMorph.prototype.enableCodeMapping = tf;&#xD;            ide.currentSprite.blocksCache.variables = null;&#xD;            ide.currentSprite.paletteCache.variables = null;&#xD;            ide.refreshPalette();&#xD;        }&#xD;        break;&#xD;    case &apos;Inheritance support&apos;:&#xD;        if (tf != StageMorph.prototype.enableInheritance) {&#xD;            StageMorph.prototype.enableInheritance = tf;&#xD;            ide.currentSprite.blocksCache.variables = null;&#xD;            ide.currentSprite.paletteCache.variables = null;&#xD;            ide.refreshPalette();&#xD;        }&#xD;        break;&#xD;    case &apos;Hyper blocks support&apos;:&#xD;        Process.prototype.enableHyperOps = tf;&#xD;        break;&#xD;};&#xD;}&#xD;finally {&#xD;ide.savingPreferences = false;&#xD;};&#xD;</l></block><list><block var="which"/><block var="tf"/></list></block></script></block-definition><block-definition s="set value %&apos;which&apos; to %&apos;value&apos;" type="command" category="sensing"><comment x="0" y="0" w="254.66666666666666" collapsed="false">Allows changing global settings programmatically.&#xD;This block is for numeric or text settings; use&#xD;SET FLAG for Boolean (checkbox) values.&#xD;&#xD;Eisenberg&apos;s Law:  Anything you can do from the user interface you should be able to do in your program, and vice versa.  This library is just a beginning; there are many UI controls outside of the Settings menu.</comment><header></header><code></code><translations>pt:altera o valor da configuração _ para _&#xD;</translations><inputs><input type="%s" readonly="true"><options>Project notes&#xD;Project name&#xD;Language&#xD;Zoom blocks&#xD;Stage size&#xD;Stage scale&#xD;Visible palette</options></input><input type="%s"></input></inputs><script><block s="doRun"><block s="reportJSFunction"><list><l>which</l><l>value</l></list><l>var   stage = this.parentThatIsA(StageMorph),&#xD;        ide = stage.parentThatIsA(IDE_Morph),&#xD;        world = stage.parentThatIsA(WorldMorph);&#xD;&#xD;try {&#xD;ide.savingPreferences = false;&#xD;&#xD;switch (which) {&#xD;    case &apos;Project notes&apos;:&#xD;        ide.projectNotes = value;&#xD;        break;&#xD;    case &apos;Project name&apos;:&#xD;        ide.setProjectName(value);&#xD;        break;&#xD;    case &apos;Language&apos;:&#xD;        ide.setLanguage(value);&#xD;        break;&#xD;    case &apos;Zoom blocks&apos;:&#xD;        if (!isNaN(value)) ide.setBlocksScale(Math.min(value, 12));&#xD;        break;&#xD;    case &apos;Stage size&apos;:&#xD;        if ((value instanceof List) &amp;&amp; value.length()==2&#xD;                       &amp;&amp; !isNaN(value.at(1)) &amp;&amp; !isNaN(value.at(2)))&#xD;            ide.setStageExtent(new Point(value.at(1), value.at(2)));&#xD;        break;&#xD;    case &apos;Stage scale&apos;:&#xD;        ide.toggleStageSize(value != 1, Math.max(0.1, value));&#xD;        break;&#xD;    case &apos;Visible palette&apos;:&#xD;        ide.currentCategory = value.toLowerCase();&#xD;        ide.categories.children.forEach(function (each) {&#xD;                each.refresh();&#xD;        });&#xD;        ide.refreshPalette(true);&#xD;        break;&#xD;};&#xD;}&#xD;finally {ide.savingPreferences = true;&#xD;};</l></block><list><block var="which"/><block var="value"/></list></block></script></block-definition><block-definition s="on stage?" type="predicate" category="motion"><header></header><code></code><translations></translations><inputs></inputs><script><block s="doReport"><block s="reportAnd"><block s="reportAnd"><block s="reportGreaterThan"><block s="xPosition"></block><block s="reportQuotient"><block s="reportListItem"><l>1</l><custom-block s="setting %s"><l>Stage size</l></custom-block></block><l>-2</l></block></block><block s="reportGreaterThan"><block s="yPosition"></block><block s="reportQuotient"><block s="reportListItem"><l>2</l><custom-block s="setting %s"><l>Stage size</l></custom-block></block><l>-2</l></block></block></block><block s="reportAnd"><block s="reportLessThan"><block s="xPosition"></block><block s="reportQuotient"><block s="reportListItem"><l>1</l><custom-block s="setting %s"><l>Stage size</l></custom-block></block><l>2</l></block></block><block s="reportLessThan"><block s="yPosition"></block><block s="reportQuotient"><block s="reportListItem"><l>2</l><custom-block s="setting %s"><l>Stage size</l></custom-block></block><l>2</l></block></block></block></block></block></script></block-definition><block-definition s="set scroll to x: %&apos;x&apos; y: %&apos;y&apos;" type="command" category="motion"><header></header><code></code><translations></translations><inputs><input type="%n">0</input><input type="%n">0</input></inputs><script><block s="doRun"><block s="reportJSFunction"><list><l>x</l><l>y</l></list><l>window.scrollx = x;&#xD;window.scrolly = y;</l></block><list><block var="x"/><block var="y"/></list></block><custom-block s="update positon"></custom-block></script></block-definition><block-definition s="set position to x: %&apos;x&apos; y: %&apos;y&apos;" type="command" category="motion"><header></header><code></code><translations></translations><inputs><input type="%n">0</input><input type="%n">0</input></inputs><script><custom-block s="create %s var %mult%txt"><l>sprite</l><list><l>--scroll--poesx</l><l>--scroll--poesy</l></list></custom-block><block s="doSetVar"><l>--scroll--poesx</l><block var="x"/></block><block s="doSetVar"><l>--scroll--poesy</l><block var="y"/></block><custom-block s="update positon"></custom-block></script></block-definition><block-definition s="scroll x" type="reporter" category="motion"><header></header><code></code><translations></translations><inputs></inputs><script><block s="doReport"><block s="evaluate"><block s="reportJSFunction"><list></list><l>return window.scrollx</l></block><list></list></block></block></script></block-definition><block-definition s="scroll y" type="reporter" category="motion"><header></header><code></code><translations></translations><inputs></inputs><script><block s="doReport"><block s="evaluate"><block s="reportJSFunction"><list></list><l>return window.scrolly</l></block><list></list></block></block></script></block-definition><block-definition s="poes x" type="reporter" category="motion"><header></header><code></code><translations></translations><inputs></inputs><script><block s="doReport"><block var="--scroll--poesx"/></block></script></block-definition><block-definition s="poes y" type="reporter" category="motion"><header></header><code></code><translations></translations><inputs></inputs><script><block s="doReport"><block var="--scroll--poesy"/></block></script></block-definition><block-definition s="update positon" type="command" category="motion"><header></header><code></code><translations></translations><inputs></inputs><script><block s="gotoXY"><block s="reportSum"><custom-block s="poes x"></custom-block><custom-block s="scroll x"></custom-block></block><block s="reportSum"><custom-block s="poes y"></custom-block><custom-block s="scroll y"></custom-block></block></block></script></block-definition><block-definition s="randomize positon width: %&apos;width&apos; height: %&apos;height&apos;" type="command" category="motion"><header></header><code></code><translations></translations><inputs><input type="%n">480</input><input type="%n">360</input></inputs><script><custom-block s="set position to x: %n y: %n"><block s="reportRandom"><block s="reportQuotient"><block var="width"/><l>-2</l></block><block s="reportQuotient"><block var="width"/><l>2</l></block></block><block s="reportRandom"><block s="reportQuotient"><block var="height"/><l>-2</l></block><block s="reportQuotient"><block var="height"/><l>2</l></block></block></custom-block></script></block-definition><block-definition s="change scroll by x: %&apos;x&apos; y: %&apos;y&apos;" type="command" category="motion"><header></header><code></code><translations></translations><inputs><input type="%n">0</input><input type="%n">0</input></inputs><script><custom-block s="set scroll to x: %n y: %n"><block s="reportSum"><custom-block s="scroll x"></custom-block><block var="x"/></block><block s="reportSum"><custom-block s="scroll y"></custom-block><block var="y"/></block></custom-block></script></block-definition><block-definition s="create %&apos;scope&apos; var %&apos;names&apos;" type="command" category="variables"><comment x="0" y="0" w="146" collapsed="false">This block creates  new variables on the selected scope: global (for all sprites), sprite (for this sprite only) or script (only for that blocks stack) with the names given (in &apos;names&apos; list).&#xD;&#xD;If there is already a variable with that name in that scope, it does nothing: no errors and no overwrites.</comment><header></header><code></code><translations>pt:cria as variáveis _ _&#xD;ca:crea les _ variables _&#xD;es:crear las _ variables _&#xD;de:erstellen _ var _&#xD;</translations><inputs><input type="%s" readonly="true">global<options>global&#xD;sprite&#xD;script</options></input><input type="%mult%txt"></input></inputs><script><block s="doIfElse"><block s="reportEquals"><block var="scope"/><l>script</l></block><script><block s="doForEach"><l>each item</l><block var="names"/><script><block s="doRun"><block s="reportJSFunction"><list><l>varName</l><l>proc</l></list><l>if ((typeof varName) != "string" || varName === "") {&#xD;    throw new Error("name isn&apos;t a string: " + varName);&#xD;}&#xD;if (!proc.homeContext.variables.vars[varName]) proc.homeContext.variables.addVar(varName);</l></block><list><block var="each item"/></list></block></script></block></script><script><block s="doDeclareVariables"><list><l>global</l></list></block><block s="doIfElse"><block s="reportEquals"><block var="scope"/><l>sprite</l></block><script><block s="doSetVar"><l>global</l><block s="reportBoolean"><l><bool>false</bool></l></block></block></script><script><block s="doSetVar"><l>global</l><block s="reportBoolean"><l><bool>true</bool></l></block></block></script></block><block s="doForEach"><l>each item</l><block var="names"/><script><block s="doRun"><block s="reportJSFunction"><list><l>varName</l><l>global</l><l>proc</l></list><l>if ((typeof varName) != "string" || varName === "") {&#xD;    throw new Error("name isn&apos;t a string: " + varName);&#xD;}&#xD;if (global &amp;&amp; !proc.homeContext.variables.parentFrame.parentFrame.vars[varName]) this.addVariable(varName, true);&#xD;if (!global &amp;&amp; !proc.homeContext.variables.parentFrame.vars[varName]) this.addVariable(varName, false);</l></block><list><block var="each item"/><block var="global"/></list></block></script></block><block s="doRun"><block s="reportJSFunction"><list></list><l>var ide = this.parentThatIsA(IDE_Morph);&#xD;ide.flushBlocksCache(&apos;variables&apos;); // b/c of inheritance&#xD;ide.refreshPalette();</l></block><list></list></block></script></block></script></block-definition><block-definition s="delete var %&apos;names&apos;" type="command" category="variables"><comment x="0" y="0" w="217" collapsed="false">This block deletes all the variables with the names given (inside input list).&#xD;&#xD;Each name will make only one variable deletion, and this will be the variable found following the scope order: &apos;script&apos; -&gt; &apos;sprite&apos; -&gt; &apos;global&apos;.&#xD;&#xD;If we have a &quot;testing&quot; sprite variable and also a &quot;testing&quot; global one, deleting &quot;testing&quot; will delete only the sprite one (Yes! we can also do &quot;delete var (testing, testing)&quot; to delete both.&#xD;&#xD;If one variable does not exists (in any scope) an error happens, stopping block action in that point. You can check it before with the &quot;does var (name) exists?&quot;block. </comment><header></header><code></code><translations>pt:remove as variáveis _&#xD;ca:esborra les variables _&#xD;es:borrar variables _&#xD;de:löschen var _&#xD;</translations><inputs><input type="%mult%txt"></input></inputs><script><block s="doForEach"><l>each item</l><block var="names"/><script><block s="doRun"><block s="reportJSFunction"><list><l>varName</l><l>proc</l></list><l>if ((typeof varName) != "string" || varName === "") {&#xD;    throw new Error("name isn&apos;t a string: " + varName);&#xD;}&#xD;if (typeof proc.homeContext.variables.vars[varName] !== &apos;undefined&apos;) {&#xD;    delete proc.homeContext.variables.vars[varName];&#xD;} else if (this.deletableVariableNames().indexOf(varName) != -1) {&#xD;    this.deleteVariable(varName);&#xD;} else {&#xD;    throw new Error("variable doesn&apos;t exist: " + varName);&#xD;}</l></block><list><block var="each item"/></list></block></script></block><block s="doRun"><block s="reportJSFunction"><list></list><l>var ide = this.parentThatIsA(IDE_Morph);&#xD;ide.flushBlocksCache(&apos;variables&apos;); // b/c of inheritance&#xD;ide.refreshPalette();</l></block><list></list></block></script></block-definition><block-definition s="set var %&apos;name&apos; to %&apos;value&apos;" type="command" category="variables"><comment x="0" y="0" w="240.4931640625" collapsed="false">This block sets the given value (last input) to the variable named with the name givent (var input).&#xD;&#xD;It looks for that variable following the scope order &apos;script&apos; -&gt; &apos;sprite&apos; -&gt; &apos;global&apos; (the first match it finds).&#xD;&#xD;If that variable does not exist (in any scope) an error happens, stopping their script. You can check it before using the &quot;does var (name) exists?&quot; block. </comment><header></header><code></code><translations>ca:assigna a _ el valor _&#xD;es:asignar a _ el valor _&#xD;pt:altera _ para _&#xD;de:setze var _ auf _&#xD;</translations><inputs><input type="%s"><options>§_getVarNamesDict</options></input><input type="%s"></input></inputs><script><block s="doRun"><block s="reportJSFunction"><list><l>varName</l><l>value</l><l>proc</l></list><l>if ((typeof varName) != "string") {&#xD;    throw new Error("name isn&apos;t a string: " + varName);&#xD;}&#xD;proc.homeContext.variables.setVar(varName, value);</l></block><list><block var="name"/><block var="value"/></list></block></script></block-definition><block-definition s="var %&apos;name&apos;" type="reporter" category="variables"><comment x="0" y="0" w="178.00000000000003" collapsed="false">This block reports the value of the variable with the name given.&#xD;&#xD;It looks for that variable following the scope order &apos;script&apos; -&gt; &apos;sprite&apos; -&gt; &apos;global&apos; (the first match it finds).&#xD;&#xD;If that variable does not exist (in any scope) an error happens, stopping their script. You can check it before using the &quot;does var (name) exists?&quot; block. </comment><header></header><code></code><translations>pt:o valor de _&#xD;</translations><inputs><input type="%s"><options>§_getVarNamesDict</options></input></inputs><script><block s="doReport"><block s="evaluate"><block s="reportJSFunction"><list><l>varName</l><l>proc</l></list><l>if ((typeof varName) != "string") {&#xD;    throw new Error("name isn&apos;t a string: " + varName);&#xD;}&#xD;return proc.homeContext.variables.getVar(varName);</l></block><list><block var="name"/></list></block></block></script></block-definition><block-definition s="does var %&apos;name&apos; exist?" type="predicate" category="variables"><comment x="0" y="0" w="146" collapsed="false">This block reports &quot;true&quot; if there is a variable with this given name (input slot) in that context.&#xD;&#xD;It can be a global, sprite or script variable.&#xD;&#xD;Otherwise it reports &quot;false&quot;.</comment><header></header><code></code><translations>pt:a variável _ existe&#xD;ca:existeix la variable _ ?&#xD;es:existe la variable _ ?&#xD;de:existiert var _ ?&#xD;</translations><inputs><input type="%s"></input></inputs><script><block s="doReport"><block s="evaluate"><block s="reportJSFunction"><list><l>varName</l><l>proc</l></list><l>if ((typeof varName) != "string" || varName === "") {&#xD;    throw new Error("name isn&apos;t a string: " + varName);&#xD;}&#xD;return proc.homeContext.variables.silentFind(varName)? true:false;</l></block><list><block var="name"/></list></block></block></script></block-definition><block-definition s="show var %&apos;name&apos;" type="command" category="variables"><comment x="0" y="0" w="181" collapsed="false">This block turns on (show) the watcher view on stage (if it was not already activated) of the variable with the given name (slot input).&#xD;&#xD;It can only access to the closest variable scope (if there different variables with the same name in different scopes) following the order &apos;script&apos; -&gt; &apos;sprite&apos; -&gt; &apos;global&apos;.&#xD;&#xD;No errors if that variable does not exist.</comment><header></header><code></code><translations>ca:mostra la variable _&#xD;es:mostrar variable _&#xD;pt:mostra a variável _&#xD;de:zeige var _&#xD;</translations><inputs><input type="%s"><options>§_getVarNamesDict</options></input></inputs><script><block s="doIf"><custom-block s="does var %s exist?"><block var="name"/></custom-block><script><block s="doRun"><block s="reportJSFunction"><list><l>varName</l><l>proc</l></list><l>    var varFrame = proc.homeContext.variables,&#xD;        stage,&#xD;        watcher,&#xD;        target,&#xD;        label,&#xD;        others,&#xD;        isGlobal,&#xD;        name = varName;&#xD;&#xD;    if (name instanceof Context) {&#xD;        if (name.expression.selector === &apos;reportGetVar&apos;) {&#xD;            name = name.expression.blockSpec;&#xD;        } else {&#xD;            proc.doChangePrimitiveVisibility(name.expression, false);&#xD;            return;&#xD;        }&#xD;    }&#xD;    if (proc.homeContext.receiver) {&#xD;        stage = proc.homeContext.receiver.parentThatIsA(StageMorph);&#xD;        if (stage) {&#xD;            target = varFrame.silentFind(name);&#xD;            if (!target) {return; }&#xD;            // first try to find an existing (hidden) watcher&#xD;            watcher = detect(&#xD;                stage.children,&#xD;                morph =&gt; morph instanceof WatcherMorph &amp;&amp;&#xD;                    morph.target === target &amp;&amp;&#xD;                        morph.getter === name&#xD;            );&#xD;            if (watcher !== null) {&#xD;                watcher.show();&#xD;                watcher.fixLayout(); // re-hide hidden parts&#xD;                return;&#xD;            }&#xD;            // if no watcher exists, create a new one&#xD;            isGlobal = contains(&#xD;                proc.homeContext.receiver.globalVariables().names(),&#xD;                varName&#xD;            );&#xD;            if (isGlobal || target.owner) {&#xD;                label = name;&#xD;            } else {&#xD;                label = name + &apos; &apos; + localize(&apos;(temporary)&apos;);&#xD;            }&#xD;            watcher = new WatcherMorph(&#xD;                label,&#xD;                SpriteMorph.prototype.blockColor.variables,&#xD;                target,&#xD;                name&#xD;            );&#xD;            watcher.setPosition(stage.position().add(10));&#xD;            others = stage.watchers(watcher.left());&#xD;            if (others.length &gt; 0) {&#xD;                watcher.setTop(others[others.length - 1].bottom());&#xD;            }&#xD;            stage.add(watcher);&#xD;            watcher.fixLayout();&#xD;        }&#xD;    }</l></block><list><block var="name"/></list></block></script></block></script></block-definition><block-definition s="hide var %&apos;name&apos;" type="command" category="variables"><comment x="0" y="0" w="181" collapsed="false">This block turns off (hide) the watcher view on stage (if it was not already activated) of the variable with the given name (slot input).&#xD;&#xD;It can only access to the closest variable scope (if there different variables with the same name in different scopes) following the order &apos;script&apos; -&gt; &apos;sprite&apos; -&gt; &apos;global&apos;.&#xD;&#xD;No errors if that variable does not exist.</comment><header></header><code></code><translations>ca:amaga la variable _&#xD;es:esconder variable _&#xD;pt:esconde a variável _&#xD;de:verstecke var _&#xD;</translations><inputs><input type="%s"><options>§_getVarNamesDict</options></input></inputs><script><block s="doIf"><custom-block s="does var %s exist?"><block var="name"/></custom-block><script><block s="doRun"><block s="reportJSFunction"><list><l>varName</l><l>proc</l></list><l>    // to delete all temporary watchers, use the primitive "hide" with no inputs&#xD;    var varFrame = proc.homeContext.variables,&#xD;        stage,&#xD;        watcher,&#xD;        target,&#xD;        name = varName;&#xD;&#xD;    if (name instanceof Context) {&#xD;        if (name.expression.selector === &apos;reportGetVar&apos;) {&#xD;            name = name.expression.blockSpec;&#xD;        } else {&#xD;            proc.doChangePrimitiveVisibility(name.expression, true);&#xD;            return;&#xD;        }&#xD;    }&#xD;    if (!name) {&#xD;        proc.doRemoveTemporaries();&#xD;        return;&#xD;    }&#xD;    if (proc.homeContext.receiver) {&#xD;        stage = proc.homeContext.receiver.parentThatIsA(StageMorph);&#xD;        if (stage) {&#xD;            target = varFrame.find(name);&#xD;            watcher = detect(&#xD;                stage.children,&#xD;                morph =&gt; morph instanceof WatcherMorph &amp;&amp;&#xD;                    morph.target === target &amp;&amp;&#xD;                        morph.getter === name&#xD;            );&#xD;            if (watcher !== null) {&#xD;                if (watcher.isTemporary()) {&#xD;                    watcher.destroy();&#xD;                } else {&#xD;                    watcher.hide();&#xD;                }&#xD;            }&#xD;        }&#xD;    }&#xD;</l></block><list><block var="name"/></list></block></script></block></script></block-definition></blocks><variables></variables></project><media name="Scrolling Engine" app="Snap! 6, https://snap.berkeley.edu" version="1"></media></snapdata>