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{
    "uid": "2718D349K7844A4CA3S98A2E776B3771FDE3",
    "isLoaded": true,
    "lastModificationTime": 0,
    "items": {
        "name": "Component_PathAnimation",
        "type": "game_script",
        "order": 4,
        "content": "# ===================================================================\n#\n#   Script: Component_PathAnimation\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\n\n###*\n* Different types of animation looping.\n*\n* @module gs\n* @class AnimationLoopType\n* @memberof gs\n* @static\n* @final\n###\nclass AnimationLoopType\n    @initialize: ->\n        ###*\n        * No looping.\n        * @property NONE\n        * @static\n        * @final\n        ###\n        @NONE = 0\n        \n        ###*\n        * Regular looping. If the end of an animation is reached it will start\n        * from the beginning.\n        * @property NORMAL\n        * @static\n        * @final\n        ###\n        @NORMAL = 1\n        \n        ###*\n        * Reverse looping. If the end of an animation is reached it will be\n        * reversed an goes now from end to start.\n        * @property REVERSE\n        * @static\n        * @final\n        ###\n        @REVERSE = 2\n        \nAnimationLoopType.initialize()\ngs.AnimationLoopType = AnimationLoopType\n\nclass Component_PathAnimation extends gs.Component_Animation\n    ###*\n    * Executes a path-animation on a game-object. A path-animation moves the\n    * game-object along a path of quadratic bezier-curves.\n    *\n    * @module gs\n    * @class Component_PathAnimation\n    * @extends gs.Component_Animation\n    * @memberof gs\n    * @constructor\n    ###\n    constructor: (data) ->\n        super\n        \n        @path = data?.path || null\n        @easing = new gs.Easing(null, data?.easing)\n        @startPosition = data?.startPosition || null\n        @loopType = data?.loopType || 0\n        @animationType = 0\n        @effects = data?.effects || []\n        @effect = null\n    ###*\n    * Serializes the path-animation into a data-bundle.\n    *\n    * @method toDataBundle\n    ###\n    toDataBundle: ->\n        path: @path,\n        easing: @easing,\n        startPosition: @startPosition,\n        loopType: @loopType\n     \n    ###*\n    * Skips the animation. That is used to skip an animation if the user\n    * wants to skip very fast through a visual novel scene.\n    *\n    * @method skip\n    ###      \n    skip: ->\n        if @loopType == 0 and @easing.duration > 1\n            @easing.duration = 1\n            @easing.time = 0\n     \n    ###*\n    * Calculates a certain point on a specified bezier-curve.\n    *\n    * @method quadraticBezierPoint\n    * @protected\n    * @param {number} startPt - The start-point of the bezier-curve.\n    * @param {number} controlPt - The control-point of the bezier-curve.\n    * @param {number} endPt - The end-point of the bezier-curve.\n    * @param {number} percent - The percentage (0.0 - 1.0). A percentage of\n    * 0.0 returns the <b>startPt</b> and 1.0 returns the <b>endPt</b> while\n    * 0.5 return the point at the middle of the bezier-curve.\n    ###   \n    quadraticBezierPoint: (startPt, controlPt, endPt, percent) ->\n        x = Math.pow(1-percent,2) * startPt.x + 2 * (1-percent) * percent * controlPt.x + Math.pow(percent,2) * endPt.x\n        y = Math.pow(1-percent,2) * startPt.y + 2 * (1-percent) * percent * controlPt.y + Math.pow(percent,2) * endPt.y\n        \n        return x: x, y: y \n    ###*\n    * Updates the path-animation.\n    *\n    * @method update\n    ###   \n    update: ->\n        super\n        if not @easing.isRunning then return\n        \n        @easing.updateValue()\n        value = @easing.value\n        \n        point = @path.curveLength / 100 * value\n        for len, i in @path.curveLengths\n            if point <= len.len + len.offset\n                current = { percent: (point - len.offset) / len.len, path: @path.data[i] }\n                break\n                \n        curve = current.path\n        point = @quadraticBezierPoint(curve.pt1, curve.cpt, curve.pt2, current.percent)\n\n        switch @animationType\n            when 0\n                @object.dstRect.x = Math.round(point.x - @path.data[0].pt1.x + @startPosition.x)\n                @object.dstRect.y = Math.round(point.y - @path.data[0].pt1.y + @startPosition.y)\n            when 2\n                @object.visual.scroll.x = Math.round(point.x - @path.data[0].pt1.x + @startPosition.x)\n                @object.visual.scroll.y = Math.round(point.y - @path.data[0].pt1.y + @startPosition.y)\n                \n        for effect in @effects\n            if (!@effect or (@effect != effect and @effect?.time <= effect.time)) and @easing.time >= effect.time\n                @effect = effect\n                AudioManager.playSound(@effect.sound)\n        \n        if not @easing.isRunning\n            switch @loopType\n                when 0\n                    @callback?(@object, this)\n                when 1 # Normal\n                    @easing.startValue(0, 100, @easing.duration)\n                    @startPosition.x = @object.dstRect.x\n                    @startPosition.y = @object.dstRect.y\n                when 2 # Reverse\n                    @effect = null\n                    @easing.startValue(@easing.value, 100 - @easing.value*2, @easing.duration)\n    \n    ###*\n    * Starts the path-animation. Scrolls the game object along the path.\n    *\n    * @method scrollPath\n    * @param {Object} path The path to follow.\n    * @param {gs.AnimationLoopType} loopType The loop-Type.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback called if blending is finished. \n    ###                \n    scroll: (path, loopType, duration, easingType, effects, callback) ->\n        @start(path, loopType, duration, easingType, callback)\n        @animationType = 2\n        \n    ###*\n    * Starts the path-animation.\n    *\n    * @method movePath\n    * @param {Object} path The path to follow.\n    * @param {gs.AnimationLoopType} loopType The loop-Type.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback called if blending is finished. \n    ###                \n    start: (path, loopType, duration, easingType, effects, callback) ->\n        @effects = effects || []\n        @effect = null\n        @callback = callback\n        @loopType = loopType\n        @path = data: path||[], curveLength: null, curveLengths: null\n        @easing.type = easingType || gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN]\n        @easing.startValue(0, 100, duration)\n        @startPosition = x: @object.dstRect.x, y: @object.dstRect.y\n        \n        if @path.data.length == 0\n            @callback?(@object, this)\n        else if duration == 0 or @isInstantSkip()\n            point = @path.data.last().pt2\n            @object.dstRect.x = Math.round(point.x - @path.data[0].pt1.x + @startPosition.x)\n            @object.dstRect.y = Math.round(point.y - @path.data[0].pt1.y + @startPosition.y)\n            @callback?(@object, this)\n        else if not @path.curveLength?\n            length = 0\n            lengths = []\n\n            for curve in @path.data\n                x = (curve.cpt.x - curve.pt1.x) + (curve.pt2.x - curve.cpt.x)\n                y = (curve.cpt.y - curve.pt1.y) + (curve.pt2.y - curve.cpt.y)\n                l = Math.round(Math.sqrt(x*x + y*y))\n                \n                lengths.push({ len: l, offset: length })\n                length += l\n                \n            @path.curveLength = length\n            @path.curveLengths = lengths\n            \ngs.Component_PathAnimation = Component_PathAnimation",
        "parentId": "A8E9945CKEE5CA4855SAC81E480CB8098E0E",
        "folder": false,
        "compiledContent": "\n/**\n* Different types of animation looping.\n*\n* @module gs\n* @class AnimationLoopType\n* @memberof gs\n* @static\n* @final\n */\nvar AnimationLoopType, Component_PathAnimation,\n  extend = function(child, parent) { for (var key in parent) { if (hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; },\n  hasProp = {}.hasOwnProperty;\n\nAnimationLoopType = (function() {\n  function AnimationLoopType() {}\n\n  AnimationLoopType.initialize = function() {\n\n    /**\n    * No looping.\n    * @property NONE\n    * @static\n    * @final\n     */\n    this.NONE = 0;\n\n    /**\n    * Regular looping. If the end of an animation is reached it will start\n    * from the beginning.\n    * @property NORMAL\n    * @static\n    * @final\n     */\n    this.NORMAL = 1;\n\n    /**\n    * Reverse looping. If the end of an animation is reached it will be\n    * reversed an goes now from end to start.\n    * @property REVERSE\n    * @static\n    * @final\n     */\n    return this.REVERSE = 2;\n  };\n\n  return AnimationLoopType;\n\n})();\n\nAnimationLoopType.initialize();\n\ngs.AnimationLoopType = AnimationLoopType;\n\nComponent_PathAnimation = (function(superClass) {\n  extend(Component_PathAnimation, superClass);\n\n\n  /**\n  * Executes a path-animation on a game-object. A path-animation moves the\n  * game-object along a path of quadratic bezier-curves.\n  *\n  * @module gs\n  * @class Component_PathAnimation\n  * @extends gs.Component_Animation\n  * @memberof gs\n  * @constructor\n   */\n\n  function Component_PathAnimation(data) {\n    Component_PathAnimation.__super__.constructor.apply(this, arguments);\n    this.path = (data != null ? data.path : void 0) || null;\n    this.easing = new gs.Easing(null, data != null ? data.easing : void 0);\n    this.startPosition = (data != null ? data.startPosition : void 0) || null;\n    this.loopType = (data != null ? data.loopType : void 0) || 0;\n    this.animationType = 0;\n    this.effects = (data != null ? data.effects : void 0) || [];\n    this.effect = null;\n  }\n\n\n  /**\n  * Serializes the path-animation into a data-bundle.\n  *\n  * @method toDataBundle\n   */\n\n  Component_PathAnimation.prototype.toDataBundle = function() {\n    return {\n      path: this.path,\n      easing: this.easing,\n      startPosition: this.startPosition,\n      loopType: this.loopType\n    };\n  };\n\n\n  /**\n  * Skips the animation. That is used to skip an animation if the user\n  * wants to skip very fast through a visual novel scene.\n  *\n  * @method skip\n   */\n\n  Component_PathAnimation.prototype.skip = function() {\n    if (this.loopType === 0 && this.easing.duration > 1) {\n      this.easing.duration = 1;\n      return this.easing.time = 0;\n    }\n  };\n\n\n  /**\n  * Calculates a certain point on a specified bezier-curve.\n  *\n  * @method quadraticBezierPoint\n  * @protected\n  * @param {number} startPt - The start-point of the bezier-curve.\n  * @param {number} controlPt - The control-point of the bezier-curve.\n  * @param {number} endPt - The end-point of the bezier-curve.\n  * @param {number} percent - The percentage (0.0 - 1.0). A percentage of\n  * 0.0 returns the <b>startPt</b> and 1.0 returns the <b>endPt</b> while\n  * 0.5 return the point at the middle of the bezier-curve.\n   */\n\n  Component_PathAnimation.prototype.quadraticBezierPoint = function(startPt, controlPt, endPt, percent) {\n    var x, y;\n    x = Math.pow(1 - percent, 2) * startPt.x + 2 * (1 - percent) * percent * controlPt.x + Math.pow(percent, 2) * endPt.x;\n    y = Math.pow(1 - percent, 2) * startPt.y + 2 * (1 - percent) * percent * controlPt.y + Math.pow(percent, 2) * endPt.y;\n    return {\n      x: x,\n      y: y\n    };\n  };\n\n\n  /**\n  * Updates the path-animation.\n  *\n  * @method update\n   */\n\n  Component_PathAnimation.prototype.update = function() {\n    var current, curve, effect, i, j, k, len, len1, len2, point, ref, ref1, ref2, value;\n    Component_PathAnimation.__super__.update.apply(this, arguments);\n    if (!this.easing.isRunning) {\n      return;\n    }\n    this.easing.updateValue();\n    value = this.easing.value;\n    point = this.path.curveLength / 100 * value;\n    ref = this.path.curveLengths;\n    for (i = j = 0, len1 = ref.length; j < len1; i = ++j) {\n      len = ref[i];\n      if (point <= len.len + len.offset) {\n        current = {\n          percent: (point - len.offset) / len.len,\n          path: this.path.data[i]\n        };\n        break;\n      }\n    }\n    curve = current.path;\n    point = this.quadraticBezierPoint(curve.pt1, curve.cpt, curve.pt2, current.percent);\n    switch (this.animationType) {\n      case 0:\n        this.object.dstRect.x = Math.round(point.x - this.path.data[0].pt1.x + this.startPosition.x);\n        this.object.dstRect.y = Math.round(point.y - this.path.data[0].pt1.y + this.startPosition.y);\n        break;\n      case 2:\n        this.object.visual.scroll.x = Math.round(point.x - this.path.data[0].pt1.x + this.startPosition.x);\n        this.object.visual.scroll.y = Math.round(point.y - this.path.data[0].pt1.y + this.startPosition.y);\n    }\n    ref1 = this.effects;\n    for (k = 0, len2 = ref1.length; k < len2; k++) {\n      effect = ref1[k];\n      if ((!this.effect || (this.effect !== effect && ((ref2 = this.effect) != null ? ref2.time : void 0) <= effect.time)) && this.easing.time >= effect.time) {\n        this.effect = effect;\n        AudioManager.playSound(this.effect.sound);\n      }\n    }\n    if (!this.easing.isRunning) {\n      switch (this.loopType) {\n        case 0:\n          return typeof this.callback === \"function\" ? this.callback(this.object, this) : void 0;\n        case 1:\n          this.easing.startValue(0, 100, this.easing.duration);\n          this.startPosition.x = this.object.dstRect.x;\n          return this.startPosition.y = this.object.dstRect.y;\n        case 2:\n          this.effect = null;\n          return this.easing.startValue(this.easing.value, 100 - this.easing.value * 2, this.easing.duration);\n      }\n    }\n  };\n\n\n  /**\n  * Starts the path-animation. Scrolls the game object along the path.\n  *\n  * @method scrollPath\n  * @param {Object} path The path to follow.\n  * @param {gs.AnimationLoopType} loopType The loop-Type.\n  * @param {number} duration The duration in frames.\n  * @param {Object} easingType The easing-type.\n  * @param {function} [callback] An optional callback called if blending is finished.\n   */\n\n  Component_PathAnimation.prototype.scroll = function(path, loopType, duration, easingType, effects, callback) {\n    this.start(path, loopType, duration, easingType, callback);\n    return this.animationType = 2;\n  };\n\n\n  /**\n  * Starts the path-animation.\n  *\n  * @method movePath\n  * @param {Object} path The path to follow.\n  * @param {gs.AnimationLoopType} loopType The loop-Type.\n  * @param {number} duration The duration in frames.\n  * @param {Object} easingType The easing-type.\n  * @param {function} [callback] An optional callback called if blending is finished.\n   */\n\n  Component_PathAnimation.prototype.start = function(path, loopType, duration, easingType, effects, callback) {\n    var curve, j, l, len1, length, lengths, point, ref, x, y;\n    this.effects = effects || [];\n    this.effect = null;\n    this.callback = callback;\n    this.loopType = loopType;\n    this.path = {\n      data: path || [],\n      curveLength: null,\n      curveLengths: null\n    };\n    this.easing.type = easingType || gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN];\n    this.easing.startValue(0, 100, duration);\n    this.startPosition = {\n      x: this.object.dstRect.x,\n      y: this.object.dstRect.y\n    };\n    if (this.path.data.length === 0) {\n      return typeof this.callback === \"function\" ? this.callback(this.object, this) : void 0;\n    } else if (duration === 0 || this.isInstantSkip()) {\n      point = this.path.data.last().pt2;\n      this.object.dstRect.x = Math.round(point.x - this.path.data[0].pt1.x + this.startPosition.x);\n      this.object.dstRect.y = Math.round(point.y - this.path.data[0].pt1.y + this.startPosition.y);\n      return typeof this.callback === \"function\" ? this.callback(this.object, this) : void 0;\n    } else if (this.path.curveLength == null) {\n      length = 0;\n      lengths = [];\n      ref = this.path.data;\n      for (j = 0, len1 = ref.length; j < len1; j++) {\n        curve = ref[j];\n        x = (curve.cpt.x - curve.pt1.x) + (curve.pt2.x - curve.cpt.x);\n        y = (curve.cpt.y - curve.pt1.y) + (curve.pt2.y - curve.cpt.y);\n        l = Math.round(Math.sqrt(x * x + y * y));\n        lengths.push({\n          len: l,\n          offset: length\n        });\n        length += l;\n      }\n      this.path.curveLength = length;\n      return this.path.curveLengths = lengths;\n    }\n  };\n\n  return Component_PathAnimation;\n\n})(gs.Component_Animation);\n\ngs.Component_PathAnimation = Component_PathAnimation;\n\n//# 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===================================================================\n#\n#   Script: Component_PathAnimation\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\n\n###*\n* Different types of animation looping.\n*\n* @module gs\n* @class AnimationLoopType\n* @memberof gs\n* @static\n* @final\n###\nclass AnimationLoopType\n    @initialize: ->\n        ###*\n        * No looping.\n        * @property NONE\n        * @static\n        * @final\n        ###\n        @NONE = 0\n        \n        ###*\n        * Regular looping. If the end of an animation is reached it will start\n        * from the beginning.\n        * @property NORMAL\n        * @static\n        * @final\n        ###\n        @NORMAL = 1\n        \n        ###*\n        * Reverse looping. If the end of an animation is reached it will be\n        * reversed an goes now from end to start.\n        * @property REVERSE\n        * @static\n        * @final\n        ###\n        @REVERSE = 2\n        \nAnimationLoopType.initialize()\ngs.AnimationLoopType = AnimationLoopType\n\nclass Component_PathAnimation extends gs.Component_Animation\n    ###*\n    * Executes a path-animation on a game-object. A path-animation moves the\n    * game-object along a path of quadratic bezier-curves.\n    *\n    * @module gs\n    * @class Component_PathAnimation\n    * @extends gs.Component_Animation\n    * @memberof gs\n    * @constructor\n    ###\n    constructor: (data) ->\n        super\n        \n        @path = data?.path || null\n        @easing = new gs.Easing(null, data?.easing)\n        @startPosition = data?.startPosition || null\n        @loopType = data?.loopType || 0\n        @animationType = 0\n        @effects = data?.effects || []\n        @effect = null\n    ###*\n    * Serializes the path-animation into a data-bundle.\n    *\n    * @method toDataBundle\n    ###\n    toDataBundle: ->\n        path: @path,\n        easing: @easing,\n        startPosition: @startPosition,\n        loopType: @loopType\n     \n    ###*\n    * Skips the animation. That is used to skip an animation if the user\n    * wants to skip very fast through a visual novel scene.\n    *\n    * @method skip\n    ###      \n    skip: ->\n        if @loopType == 0 and @easing.duration > 1\n            @easing.duration = 1\n            @easing.time = 0\n     \n    ###*\n    * Calculates a certain point on a specified bezier-curve.\n    *\n    * @method quadraticBezierPoint\n    * @protected\n    * @param {number} startPt - The start-point of the bezier-curve.\n    * @param {number} controlPt - The control-point of the bezier-curve.\n    * @param {number} endPt - The end-point of the bezier-curve.\n    * @param {number} percent - The percentage (0.0 - 1.0). A percentage of\n    * 0.0 returns the <b>startPt</b> and 1.0 returns the <b>endPt</b> while\n    * 0.5 return the point at the middle of the bezier-curve.\n    ###   \n    quadraticBezierPoint: (startPt, controlPt, endPt, percent) ->\n        x = Math.pow(1-percent,2) * startPt.x + 2 * (1-percent) * percent * controlPt.x + Math.pow(percent,2) * endPt.x\n        y = Math.pow(1-percent,2) * startPt.y + 2 * (1-percent) * percent * controlPt.y + Math.pow(percent,2) * endPt.y\n        \n        return x: x, y: y \n    ###*\n    * Updates the path-animation.\n    *\n    * @method update\n    ###   \n    update: ->\n        super\n        if not @easing.isRunning then return\n        \n        @easing.updateValue()\n        value = @easing.value\n        \n        point = @path.curveLength / 100 * value\n        for len, i in @path.curveLengths\n            if point <= len.len + len.offset\n                current = { percent: (point - len.offset) / len.len, path: @path.data[i] }\n                break\n                \n        curve = current.path\n        point = @quadraticBezierPoint(curve.pt1, curve.cpt, curve.pt2, current.percent)\n\n        switch @animationType\n            when 0\n                @object.dstRect.x = Math.round(point.x - @path.data[0].pt1.x + @startPosition.x)\n                @object.dstRect.y = Math.round(point.y - @path.data[0].pt1.y + @startPosition.y)\n            when 2\n                @object.visual.scroll.x = Math.round(point.x - @path.data[0].pt1.x + @startPosition.x)\n                @object.visual.scroll.y = Math.round(point.y - @path.data[0].pt1.y + @startPosition.y)\n                \n        for effect in @effects\n            if (!@effect or (@effect != effect and @effect?.time <= effect.time)) and @easing.time >= effect.time\n                @effect = effect\n                AudioManager.playSound(@effect.sound)\n        \n        if not @easing.isRunning\n            switch @loopType\n                when 0\n                    @callback?(@object, this)\n                when 1 # Normal\n                    @easing.startValue(0, 100, @easing.duration)\n                    @startPosition.x = @object.dstRect.x\n                    @startPosition.y = @object.dstRect.y\n                when 2 # Reverse\n                    @effect = null\n                    @easing.startValue(@easing.value, 100 - @easing.value*2, @easing.duration)\n    \n    ###*\n    * Starts the path-animation. Scrolls the game object along the path.\n    *\n    * @method scrollPath\n    * @param {Object} path The path to follow.\n    * @param {gs.AnimationLoopType} loopType The loop-Type.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback called if blending is finished. \n    ###                \n    scroll: (path, loopType, duration, easingType, effects, callback) ->\n        @start(path, loopType, duration, easingType, callback)\n        @animationType = 2\n        \n    ###*\n    * Starts the path-animation.\n    *\n    * @method movePath\n    * @param {Object} path The path to follow.\n    * @param {gs.AnimationLoopType} loopType The loop-Type.\n    * @param {number} duration The duration in frames.\n    * @param {Object} easingType The easing-type.\n    * @param {function} [callback] An optional callback called if blending is finished. \n    ###                \n    start: (path, loopType, duration, easingType, effects, callback) ->\n        @effects = effects || []\n        @effect = null\n        @callback = callback\n        @loopType = loopType\n        @path = data: path||[], curveLength: null, curveLengths: null\n        @easing.type = easingType || gs.Easings.EASE_LINEAR[gs.EasingTypes.EASE_IN]\n        @easing.startValue(0, 100, duration)\n        @startPosition = x: @object.dstRect.x, y: @object.dstRect.y\n        \n        if @path.data.length == 0\n            @callback?(@object, this)\n        else if duration == 0 or @isInstantSkip()\n            point = @path.data.last().pt2\n            @object.dstRect.x = Math.round(point.x - @path.data[0].pt1.x + @startPosition.x)\n            @object.dstRect.y = Math.round(point.y - @path.data[0].pt1.y + @startPosition.y)\n            @callback?(@object, this)\n        else if not @path.curveLength?\n            length = 0\n            lengths = []\n\n            for curve in @path.data\n                x = (curve.cpt.x - curve.pt1.x) + (curve.pt2.x - curve.cpt.x)\n                y = (curve.cpt.y - curve.pt1.y) + (curve.pt2.y - curve.cpt.y)\n                l = Math.round(Math.sqrt(x*x + y*y))\n                \n                lengths.push({ len: l, offset: length })\n                length += l\n                \n            @path.curveLength = length\n            @path.curveLengths = lengths\n            \ngs.Component_PathAnimation = Component_PathAnimation"]}\n//# sourceURL=Component_PathAnimation_62.js"
    },
    "summary": [
        "name",
        "type",
        "order"
    ]
}

Commits for Nextrek/s2s/data/2718D349K7844A4CA3S98A2E776B3771FDE3.json

Diff revisions: vs.
Revision Author Commited Message
1086 Diff Diff ASorrentino picture ASorrentino Fri 11 May, 2018 21:50:37 +0000
1084 MOliva picture MOliva Fri 11 May, 2018 12:41:55 +0000