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spritesheet.js
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var Spritesheet = (function () {
//Here is where you should put all your rendering code, which will be private
//This canvas will be used as a buffer to store the image off-screen
var buffercanvas = document.createElement("canvas");
buffercanvas.width = 1366;
buffercanvas.height = 768;
var buffer_w = 1366, buffer_h = 768;
//The context of the screen buffer
//Everything should be written here
//The 'real' context will only be modified when copying the buffer to the screen
var context = buffercanvas.getContext('2d');
//Here the 'real' canvas and context will be stored
var canvas, realcontext;
var workingFolder = "";
var paused = false; //Whether the animation is paused
//The camera allows to move the view without moving the individual sprites
var camera = { x: 0, y: 0 };
//Here we store the list of spritesheets
var spritesheets = [];
//Here we store the list of objects
var objects = [];
//This array is used to store the rendering order specified by the zindex of each object
var objectsorder = [];
//This variable stores the frames per second
var fps;
//This is the default rendermode, it just scales the buffer and prints it on the canvas
var rendermode_default = function (contextinput, contextoutput) { contextoutput.clearRect(0, 0, contextoutput.canvas.width, contextoutput.canvas.height); contextoutput.drawImage(contextinput.canvas, 0, (contextoutput.canvas.height - contextinput.canvas.height * contextoutput.canvas.width / contextinput.canvas.width) / 2, contextoutput.canvas.width, (contextinput.canvas.height * contextoutput.canvas.width / contextinput.canvas.width)); };
//It makes sense to set rendermode_default as the default rendermode!
var rendermode = rendermode_default;
var debugMode = false;
var debugMessagesCache = [];
var debugHandler = function (x) {
debugMessagesCache.push(x);
};
//Holds the spritesheet: Player, enemy1...
function spritesheet() {
this.name = "";
this.img;
this.states = [];
this.layers = [];
this.frames = [];
}
//Holds a 'state': Idle, jumping...
function state() {
this.name = "Name";
this.layers = [];
}
//Holds a layer: Body, arms...
function layer() {
this.frames = [];
this.x;
this.y;
this.t = 0;
}
//Holds a single frame
function frame(x, y, w, h, t) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.t = t;
}
//This function is executed as many times per second as possible (using requestAnimationFrame)
//It renders all the objects on the buffer
//And then it copies it to the screen using the rendermode
function renderdraw() {
if (!objectsProcessed) {
return; //TODO: See if this really affects perf
}
if (zIndexNeedsSorting) {//If the zindex is not updated, sort it
sortZindex();
}
//First we clear the context
context.clearRect(0, 0, buffercanvas.width, buffercanvas.height);
//In case it was modified before, we reset the alpha
//For each object
for (var i = 0; i < objectsorder.length; i++) {
context.globalAlpha = 1;
//We get the object in that position acoording to the zindex
var object = objects[objectsorder[i].v];
//We get its spritesheet
var spritesheet = object.spritesheet;
var state = spritesheet.states[0];
//We get the current state
if (object.state != undefined) {
state = object.state;
}
//We loop over the layers of its current state
for (var j in state.layers) {
//We get the data corresponding to that layer
var layer_n = state.layers[j];
var layer = spritesheet.layers[layer_n];
if (object.hiddenLayers[layer.name] == true) {
continue;
}
//We calculate which frame should be drawn
//We set k to the first frame of the layer
//And we add the duration of the frames until we reach current t
var tempt = 0, k = 0;
var substractFlag = false;
while (tempt < superModulo(object.t, layer.t)) {
substractFlag = true;
var thisframe = spritesheet.frames[layer.frames[k]];
//If the duration of a frame is set to 0 it stops there
if (thisframe.t == 0) {
substractFlag = false;
break;
}
k++;
//If we have reached exactly the end of the animation we set the first frame
if (k == layer.frames.length) {
break;
}
//We add the duration of this frame to the counter
tempt += thisframe.t;
}
k = substractFlag ? k - 1 : k;
//We finally have the frame that must be drawn
var frame = spritesheet.frames[layer.frames[k]];
//If it is a full texture frame, set the appropiate x,y,w,h
if (frame.fullTexture) {
frame.x = frame.y = 0;
var img = object.img || spritesheet.img;
frame.w = img.width;
frame.h = img.height;
}
//If the object is static we dont take into account camera movements
if (object.isstatic == true) {
var xposition = (+layer.x(object.t, object.vars)) + (+object.x);
var yposition = (+layer.y(object.t, object.vars)) + (+object.y);
} else {
var xposition = (+layer.x(object.t, object.vars)) + (+object.x) - camera.x;
var yposition = (+layer.y(object.t, object.vars)) + (+object.y) - camera.y;
}
//Maybe the image must be flipped in some axis
var flipoffsetx = 0;
var flipoffsety = 0;
switch (state.flip) {
case 1:
context.save();
flipoffsetx = -2 * xposition - frame.w;
context.scale(-1, 1);
break;
case 2:
context.save();
flipoffsety = -2 * yposition - frame.h;
context.scale(1, -1);
break;
case 3:
context.save();
flipoffsetx = -2 * xposition - frame.w;
flipoffsety = -2 * yposition - frame.h;
context.scale(-1, -1);
break;
default:
break;
}
if (frame.code == undefined) {
//If it is a frame from a file we draw it on the buffer
if (debugMode) {
try {
context.drawImage(object.img || spritesheet.img, frame.x, frame.y, frame.w, frame.h, xposition + flipoffsetx, yposition + flipoffsety, frame.w, frame.h);
} catch (e) {
debugHandler("Exception drawing frame " + frame.name + " of " + spritesheet.name + " : Maybe the image path is wrong or the coordinates step outside the image.");
}
} else {
context.drawImage(object.img || spritesheet.img, frame.x, frame.y, frame.w, frame.h, xposition + flipoffsetx, yposition + flipoffsety, frame.w, frame.h);
}
//If we flipped before then we restore everything
switch (state.flip) {
case 1:
case 2:
case 3:
context.restore();
break;
default:
break;
}
} else {
//Code shouldnt flip?s
switch (state.flip) {
case 1:
case 2:
case 3:
context.restore();
break;
default:
break;
}
//If it is a 'custom' frame, we execute the code
if (debugMode) {
try {
frame.code(xposition, yposition, object.t, context, object.vars);
} catch (e) {
debugHandler("Exception executing frame " + frame.name + " of " + spritesheet.name + " : " + e.message);
}
} else {
frame.code(xposition, yposition, object.t, context, object.vars);
}
}
//If we flipped before then we restore everything
switch (state.flip) {
case 1:
case 2:
case 3:
context.restore();
break;
default:
break;
}
}
}
//Finally we draw the buffer on the screen
rendermode(context, realcontext);
objectsProcessed = false;
}
//This function is executed as many times as the fps specify
//It just increments each object timer if needed
function renderprocess() {
for (var i = 0; i < objects.length; i++) {
if (objectsorder[i] == undefined) {
break;
}
var object = objects[objectsorder[i].v];
if (!object) {
continue;
}
if (object.pause != true) {
object.t += 1000 / fps;
var spritesheet = object.spritesheet;
var state = object.state;
if (object.t > state.totalduration) {
if (object.callback) {
object.callback();
object.callback = undefined;
}
}
}
}
objectsProcessed = true;
}
//This function sorts the objects according to its z index
function sortZindex() {
var objectIndexes = [];
for (var i = 0; i < objectsInScope.length; i++) {
if (objects[objectsInScope[i]] != null) {
objectIndexes.push(objectsInScope[i]);
}
}
objectsorder = sortingCriteria(objectIndexes);
}
var sortingCriteria = function (values) {
var objectsorder = [];
for (var i = 0; i < values.length; i++) {
var ob = objects[values[i]];
objectsorder.push({ v: values[i], z: ob.zindex, x: ob.x, y: ob.y });
}
return objectsorder.sort(function (a, b) {
if (a.z != b.z) {
return a.z - b.z; //Draw from back to front
} else if (a.y != b.y) {
return a.y - b.y; //From down to up
} else {
return a.x - b.x;//From left to right
}
});
};
function updateObjectState(object) {
object.spritesheet = searchWhere(spritesheets, "name", object.spritesheetName);
object.state = searchWhere(object.spritesheet.states, "name", object.stateName) || object.spritesheet.states[0]
}
function superModulo(a, b) {
if (a >= 0) {
return a % b;
} else {
return b + a % b;
}
}
function findwhere(array, property, value) {
for (var i = 0; i < array.length; i++) {
if (array[i][property] == value) {
return i;
}
}
return -1;
}
function getlayerduration(layer, spritesheet) {
var d = 0;
for (var i = 0; i < layer.frames.length; i++) {
d += spritesheet.frames[layer.frames[i]].t;
if (spritesheet.frames[layer.frames[i]].t == 0) {
d += Infinity; //If i dont do this the modulo may reset before reaching the t=0 layer
}
}
return d;
}
function searchWhere(array, key, value) {
for (var i = 0; i < array.length; i++) {
if (array[i][key] == value) {
return array[i];
}
}
return null;
}
//Grid rendering optimization logic
//Flag no indicate if the annimation has been processed since the last draw
var objectsProcessed = true;
//This is the quad tree used to decide which objects are in the screen
var quadtree = [];
var readQuadtree = function (x, y) {
if (quadtree[x] && quadtree[x][y]) {
return quadtree[x][y];
} else {
return null;
}
}
var addQuadtree = function (x, y, element) {
if (quadtree[x]) {
if (quadtree[x][y]) {
} else {
quadtree[x][y] = [];
}
} else {
quadtree[x] = [];
quadtree[x][y] = [];
}
quadtree[x][y].push(element);
}
var removeQuadtree = function (x, y, element) {
if (quadtree[x] && quadtree[x][y]) {
var index = quadtree[x][y].indexOf(element);
if (index >= 0) {
quadtree[x][y].splice(index, 1);
}
}
}
var quadtreeWidth, quadtreeHeight;
quadtreeWidth = buffercanvas.width / 2;
quadtreeHeight = buffercanvas.height / 2;
var getQuadtreeCoordinate = function (x) {
return Math.floor(x / quadtreeWidth);
}
var moveQuadtreeObject = function (element, oldx, oldy, newx, newy) {
var bounds = objects[element].bounds;
if (bounds == null) {
moveQuadtreeObjectPosition(element, oldx, oldy, newx, newy);
} else {
var oldxc = getQuadtreeCoordinate(oldx);
var oldyc = getQuadtreeCoordinate(oldy);
var newxc = getQuadtreeCoordinate(newx);
var newyc = getQuadtreeCoordinate(newy);
moveQuadtreeObjectCoordinates(element, oldxc, oldyc, newxc, newyc);
var startx = getQuadtreeCoordinate(newx - bounds.w);
var endx = getQuadtreeCoordinate(newx + bounds.w);
var starty = getQuadtreeCoordinate(newy - bounds.h);
var endy = getQuadtreeCoordinate(newy + bounds.h);
if (oldxc != newxc || oldyc != newyc) {
for (var i = startx; i <= endx; i++) {
for (var j = starty; j <= endy; j++) {
moveQuadtreeObjectCoordinatesIfDifferent(element, oldxc, oldyc, newxc, newyc, oldxc + (i - newxc), oldyc + (j - newyc), i, j);
}
}
}
}
}
var moveQuadtreeObjectPosition = function (element, oldx, oldy, newx, newy) {
var oldxc = getQuadtreeCoordinate(oldx);
var oldyc = getQuadtreeCoordinate(oldy);
var newxc = getQuadtreeCoordinate(newx);
var newyc = getQuadtreeCoordinate(newy);
if (oldxc == newxc && oldyc == newyc) {
return;
}
removeQuadtree(oldxc, oldyc, element);
addQuadtree(newxc, newyc, element);
}
var moveQuadtreeObjectCoordinates = function (element, oldxc, oldyc, newxc, newyc) {
if (oldxc == newxc && oldyc == newyc) {
return;
}
removeQuadtree(oldxc, oldyc, element);
addQuadtree(newxc, newyc, element);
}
var moveQuadtreeObjectPositionIfDifferent = function (element, oldxc1, oldyc1, newxc1, newyc1, oldx, oldy, newx, newy) {
var oldxc = getQuadtreeCoordinate(oldx);
var oldyc = getQuadtreeCoordinate(oldy);
var newxc = getQuadtreeCoordinate(newx);
var newyc = getQuadtreeCoordinate(newy);
if (oldxc == newxc && oldyc == newyc) {
return;
}
if (oldxc != oldxc1 || oldyc != oldyc1) {
removeQuadtree(oldxc, oldyc, element);
}
if (newxc != newxc1 || newyc != newyc1) {
addQuadtree(newxc, newyc, element);
}
}
var moveQuadtreeObjectCoordinatesIfDifferent = function (element, oldxc1, oldyc1, newxc1, newyc1, oldxc, oldyc, newxc, newyc) {
if (oldxc != oldxc1 || oldyc != oldyc1) {
removeQuadtree(oldxc, oldyc, element);
}
if (newxc != newxc1 || newyc != newyc1) {
addQuadtree(newxc, newyc, element);
}
}
//Objects that might be seen by the camera
var objectsInScope = [];
//Static objects are always shown
var staticObjects = [];
function updateScope(x, y) {
// 1 | 2 | 3
// | |
//----------------------------------------
// | |
// 4 | 5 | 6
// | (camera) |
//----------------------------------------
// | |
// 7 | 8 | 8
var area1 = readQuadtree(getQuadtreeCoordinate(x) - 1, getQuadtreeCoordinate(y) - 1) || [];
var area2 = readQuadtree(getQuadtreeCoordinate(x), getQuadtreeCoordinate(y) - 1) || [];
var area3 = readQuadtree(getQuadtreeCoordinate(x) + 1, getQuadtreeCoordinate(y) - 1) || [];
var area4 = readQuadtree(getQuadtreeCoordinate(x) - 1, getQuadtreeCoordinate(y)) || [];
var area5 = readQuadtree(getQuadtreeCoordinate(x), getQuadtreeCoordinate(y)) || [];
var area6 = readQuadtree(getQuadtreeCoordinate(x) + 1, getQuadtreeCoordinate(y)) || [];
var area7 = readQuadtree(getQuadtreeCoordinate(x) - 1, getQuadtreeCoordinate(y) + 1) || [];
var area8 = readQuadtree(getQuadtreeCoordinate(x), getQuadtreeCoordinate(y) + 1) || [];
var area9 = readQuadtree(getQuadtreeCoordinate(x) + 1, getQuadtreeCoordinate(y) + 1) || [];
objectsInScope = [].concatUnique(area1).concatUnique(area2).concatUnique(area3).concatUnique(area4).concatUnique(area5).concatUnique(area6).concatUnique(area7).concatUnique(area8).concatUnique(area9).concatUnique(staticObjects);
}
Object.defineProperty(Array.prototype, 'concatUnique', {
value: function (b) {
for (i = 0; i < b.length; i++) {
if (this.indexOf(b[i]) < 0) {
this.push(b[i]);
}
}
return this;
},
configurable: true
});
var zIndexNeedsSorting = false;
function getObjectBounds(object) {
var bounds = {
w: 0, h: 0
};
var spritesheet = object.spritesheet;
for (var i in spritesheet.frames) {
var frame = spritesheet.frames[i];
//If it is a full texture frame, set the appropiate w.h
if (frame.fullTexture) {
var img = object.img || spritesheet.img;
frame.w = img.width;
frame.h = img.height;
}
//Maybe the image must be flipped in some axis, we are going to make the worst assumption
if (frame.code == undefined) {
if (bounds.w < frame.w) {
bounds.w = frame.w;
}
if (bounds.h < frame.h) {
bounds.h = frame.h;
}
}
}
return bounds;
}
//And these are the public functions that the engine will use to talk to your library
return {
setUp: function (mycanvas, nfps) {
//This function receives a reference to a canvaselement and the number of fps requested
canvas = mycanvas;
realcontext = canvas.getContext('2d');
//We loop renderprocess and renderdraw
var msPerFrame = 1000 / nfps;
var lastTime = performance.now();
requestAnimationFrame(function renderdrawrequest(timestamp) {
var timeElapsed = timestamp - lastTime;
var dirtyFrame = false;
while (timeElapsed >= msPerFrame) {
if (paused != true) {
renderprocess();
}
dirtyFrame = true;
timeElapsed -= msPerFrame;
}
renderdraw();
lastTime = timestamp - timeElapsed;
requestAnimationFrame(renderdrawrequest);
});
fps = nfps;
},
pauseAll: function () {
paused = true;
},
restart: function () {
paused = false;
},
setCamera: function (x, y, z) {
if (camera.x == x && camera.y == y) {
return;
}
camera.x = x;
camera.y = y;
updateScope(x + buffer_w / 2, y + buffer_h / 2);
},
getCamera: function () {
return { x: camera.x, y: camera.y };
},
moveCameraX: function (x) {
camera.x += x;
updateScope(camera.x + buffer_w / 2, camera.y + buffer_h / 2);
},
moveCameraY: function (y) {
camera.y += y;
updateScope(camera.x + buffer_w / 2, camera.y + buffer_h / 2);
},
moveCameraZ: function (z) {
//In this library this has no meaning so it does nothing
},
loadSpritesheetJSONObject: function (newspritesheets) {
spritesheets = spritesheets.concat(newspritesheets.map(function (s) {
var newspritesheet = new spritesheet();
newspritesheet.name = s.name;
newspritesheet.positionBasedOptimizations = s.positionBasedOptimizations == "false" ? false : true;
if (s.src != undefined) {
newspritesheet.img = new Image()
if (workingFolder) {
newspritesheet.img.src = (workingFolder + "/" + s.src);
} else {
newspritesheet.img.src = s.src;
}
}
for (var name in s.frames) {
var f = s.frames[name];
var newframe = new frame();
newframe.name = name;
if (f.code) {
newframe.t = f.t;
newframe.code = new Function("x", "y", "t", "context", "vars", f.code);
} else {
if (f.fullTexture) {
newframe.fullTexture = true;
} else {
newframe.x = f.x;
newframe.y = f.y;
newframe.w = f.w;
newframe.h = f.h;
newframe.t = f.t;
}
}
newspritesheet.frames.push(newframe);
}
for (var name in s.layers) {
var l = s.layers[name];
var newlayer = new layer();
newlayer.name = name;
newlayer.x = new Function("t", "vars", "return " + l.x);
newlayer.y = new Function("t", "vars", "return " + l.y);
newlayer.frames = l.frames.map(function (x) {
return findwhere(newspritesheet.frames, "name", x);
});
newlayer.t = getlayerduration(newlayer, newspritesheet);
newspritesheet.layers.push(newlayer);
}
for (var name in s.states) {
var st = s.states[name];
var newstate = new state();
newstate.name = name;
newstate.totalduration = 0;
newstate.layers = st.layers.map(function (x) {
var thislayer = findwhere(newspritesheet.layers, "name", x);
if (!newspritesheet.layers[thislayer]) {
debugHandler("There is no layer " + x + " defined in spritesheet " + newspritesheet.name);
} else {
newstate.totalduration = newspritesheet.layers[thislayer].t > newstate.totalduration ? newspritesheet.layers[thislayer].t : newstate.totalduration;
}
return thislayer;
});
switch (st.flip) {
case "h":
newstate.flip = 1;
break;
case "v":
newstate.flip = 2;
break;
case "hv":
newstate.flip = 3;
break;
case "vh":
newstate.flip = 3;
break;
default:
newstate.flip = 0;
break;
}
newspritesheet.states.push(newstate);
}
return newspritesheet;
}));
},
addObject: function (spritesheet, state, x, y, z, isstatic) {
var object = { vars: {}, spritesheetName: spritesheet, stateName: state, x: x, y: y, t: 0, zindex: z || 0, isstatic: isstatic || false, hiddenLayers: {} };
updateObjectState(object);
object.bounds = getObjectBounds(object);
objects.push(object);
var index = objects.length - 1;
if (object.isstatic === true || object.spritesheet.positionBasedOptimizations === false) {
staticObjects.push(index);
} else {
moveQuadtreeObject(index, NaN, NaN, x, y);
}
updateScope(camera.x + buffer_w / 2, camera.y + buffer_h / 2);
zIndexNeedsSorting = true;
return index;
},
deleteObject: function (id) {
objects[id] = null;
zIndexNeedsSorting = true;
},
clear: function () {
objects = [];
objectsInScope = [];
},
pause: function (id) {
objects[id].pause = true;
},
unpause: function (id) {
objects[id].pause = false;
},
setX: function (id, x) {
var object = objects[id];
if (!(object.isstatic === true || object.spritesheet.positionBasedOptimizations === false)) {
moveQuadtreeObject(id, object.x, object.y, x, object.y);
}
object.x = x;
},
setY: function (id, y) {
var object = objects[id];
if (!(object.isstatic === true || object.spritesheet.positionBasedOptimizations === false)) {
moveQuadtreeObject(id, object.x, object.y, object.x, y);
}
object.y = y;
},
setZ: function (id, z) {
if (objects[id].zindex != z) {
objects[id].zindex = z;
zIndexNeedsSorting = true;
}
},
setParameter: function (id, key, value) {
objects[id].vars[key] = value;
},
setState: function (id, state) {
if (objects[id].stateName != state) {
objects[id].stateName = state;
updateObjectState(objects[id]);
var temp = objects[id].t;
objects[id].t = 0;
return temp;
}
return NaN;
},
setSpritesheet: function (id, s) {
objects[id].spritesheetName = s;
updateObjectState(objects[id]);
},
sendCommand: function (command, commandArgs) {
switch (command) {
case "setImage":
objects[commandArgs.id].img = commandArgs.img;
break;
case "addObjectBatched":
var object = { vars: {}, spritesheetName: commandArgs.spritesheet, stateName: commandArgs.state, x: commandArgs.x, y: commandArgs.y, t: 0, zindex: commandArgs.z || 0, isstatic: commandArgs.isstatic || false, hiddenLayers: {} };
updateObjectState(object);
object.bounds = getObjectBounds(object);
objects.push(object);
var index = objects.length - 1;
if (object.isstatic === true || object.spritesheet.positionBasedOptimizations === false) {
staticObjects.push(index);
} else {
moveQuadtreeObject(index, NaN, NaN, x, y);
}
return index;
case "endObjectBatch":
updateScope(camera.x + buffer_w / 2, camera.y + buffer_h / 2);
zIndexNeedsSorting = true;
break;
case "showLayer":
objects[commandArgs.id].hiddenLayers[commandArgs.layer] = undefined;
break;
case "hideLayer":
objects[commandArgs.id].hiddenLayers[commandArgs.layer] = true;
break;
}
//This function sends a command to your library, you can use this an extension point to provide additional functionality
},
setObjectTimer: function (id, t) {
objects[id].t = t;
},
getObjectTimer: function (id) {
return objects[id].t;
},
setEndedCallback: function (id, callback) {
objects[id].callback = callback;
},
setRenderMode: function (mode) {
rendermode = mode;
},
setBufferSize: function (w, h) {
buffer_w = w;
buffer_h = h;
buffercanvas.width = w;
buffercanvas.height = h;
quadtreeWidth = buffercanvas.width / 2;
quadtreeHeight = buffercanvas.height / 2;
},
getContext: function () {
return context;
},
chainWith: function (renderingLibrary) {
if (debugMode) {
debugHandler("Spritesheet.js does not support chaining to another rendering library");
}
//Chains to an instance of another rendering library, used in 'proxy' libraries (for recording, networking, perspective...)
},
getSpriteBox: function (spritesheet, animationstate) {
var minX, maxX, minY, maxY;
var spritesheet = searchWhere(spritesheets, "name", spritesheet);
var state = spritesheet.states[0];
if (animationstate != undefined) {
state = searchWhere(spritesheet.states, "name", animationstate);
}
//We loop over the layers of its current state
for (var i in state.layers) {
var layer_n = state.layers[i];
var layer = spritesheet.layers[layer_n];
var t = 0;
for (var j in layer.frames) {
var frame = spritesheet.frames[layer.frames[j]];
var startX = layer.x(t, {});
var startY = layer.y(t, {});
if (startX < minX || minX == undefined) {
minX = startX;
}
if (startY < minY || minY == undefined) {
minY = startY;
}
if (frame.w > maxX || maxX == undefined) {
maxX = frame.w;
}
if (frame.h > maxY || maxY == undefined) {
maxY = frame.h;
}
t += frame.t;
}
}
return { x: minX || 0, y: minY || 0, w: maxX || 100, h: maxY || 100 };
},
debug: function (handler) {
debugMode = true;
debugHandler = handler;
debugMessagesCache.forEach(debugHandler);
},
setWorkingFolder: function (folder) {
workingFolder = folder;
},
getWorkingFolder: function () {
return workingFolder;
}
};
});