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Diff Revisions 1084 vs 1086 for /s2s/data/8DBB050CK548EA49A5S800AE8C9C8A84C8B9.json

Diff revisions: vs.
  @@ -6,10 +6,10 @@
6 6 "name": "ObjectManager",
7 7 "type": "game_script",
8 8 "order": 0,
9 - "content": "# ===================================================================\n#\n# Script: ObjectManager\n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass ObjectManager\n ###*\n * Stores the current default ObjectManager.\n * @property current\n * @type gs.ObjectManager\n * @static\n ### \n @current: null\n \n ###*\n * Manages game objects by updating if necessary and offering\n * methods to add or remove game objects. All game objects are sorted by\n * the order-property to give control over the update-order.\n *\n * A game object can registered under a unique ID and then easily accessed using\n * that ID. If an object gets registered, a global variable $<ID> is created\n * as well. However, that global variable is only for the use in property-bindings\n * used for In-Game UI. See ui.Component_BindingHandler.\n *\n * In addition, a game object can be assigned to a group like for example\n * a set of UI toggle-buttons can be assigned to the same group and then\n * easily accessed later using gs.ObjectManager.objectsByGroup method.\n *\n * @module gs\n * @class ObjectManager\n * @memberof gs\n * @constructor\n * @see ui.Component_BindingHandler\n ###\n constructor: ->\n ###*\n * All game objects to manage.\n * @property objects\n * @type gs.Object_Base[]\n ### \n @objects = []\n \n ###*\n * All game objects by ID.\n * @property objectsById\n * @type Object\n ### \n @objectsById = {}\n \n ###*\n * All game objects by group.\n * @property objectsByGroup_\n * @type Object\n ### \n @objectsByGroup_ = {}\n \n ###*\n * Indicates if the ObjectManager is active. If <b>false</b> the game objects are not updated.\n * @property active\n * @type boolean\n ### \n @active = yes\n \n ###*\n * Indicates if the ObjectManager needs to sort the game objects.\n * @property active\n * @type boolean\n ### \n @needsSort = yes\n \n ###*\n * Disposes the manager and all assigned game objects.\n *\n * @method dispose\n ###\n dispose: ->\n for object in @objects\n if not object.disposed\n object.dispose()\n \n ###*\n * Disposes all assigned game objects.\n *\n * @method disposeObjects\n ### \n disposeObjects: ->\n keys = Object.keys(@objectsById)\n for k in keys\n object = @objectsById[k]\n if object and not object.disposed\n object.dispose()\n \n ###*\n * Registers an object.\n *\n * @method registerObject\n ###\n registerObject: (object) ->\n if object.id?\n if !@objectsById[object.id]\n @objectsById[object.id] = []\n @objectsById[object.id].push(object)\n # FIXME: Should be handled by UiManager since it is UI specific.\n window[\"$\"+object.id] = object\n \n ###*\n * Unregisters an object.\n *\n * @method unregisterObject\n ### \n unregisterObject: (object) ->\n if object?.id?\n objects = @objectsById[object.id]\n if objects\n objects.remove(object)\n if objects.length > 0\n window[\"$\"+object.id] = objects.last()\n else\n delete window[\"$\"+object.id]\n return null\n \n ###*\n * Adds a game object to the manager. The game object is then automatically updated by the manager.\n *\n * @method addObject\n * @param {gs.Object_Base} object - The game object to add.\n ### \n addObject: (object) -> @add(object)\n \n ###*\n * Removes a game object to the manager. The game object is then no longer automatically updated or disposed by the manager.\n *\n * @method removeObject\n * @param {gs.Object_Base} object - The game object to remove.\n ### \n removeObject: (object) -> @remove(object)\n \n ###*\n * Adds a game object to the manager. The game object is then automatically updated by the manager.\n *\n * @method add\n * @param {gs.Object_Base} object - The game object to add.\n ### \n add: (object) -> \n #@objects.splice(0, 0, object)\n @objects.push(object)\n @needsSort = yes\n @registerObject(object)\n @addToGroup(object, object.group)\n \n ###*\n * Removes a game object to the manager. The game object is then no longer automatically updated or disposed by the manager.\n *\n * @method remove\n * @param {gs.Object_Base} object - The game object to remove.\n ### \n remove: (object) -> \n if object\n @objects.remove(object)\n @unregisterObject(object)\n if object.group?\n @objectsByGroup[object.group]?.remove(object)\n \n ###*\n * Gets an object by ID.\n *\n * @method objectById\n * @param {String} id - The ID of the game object to get. \n * @return {gs.Object_Base} The game object or <b>null</b> if no game object is registered for the specified ID.\n ### \n objectById: (id) -> @objectsById[id]?.last()\n \n ###*\n * Gets an object by ID.\n *\n * @method byId\n * @param {String} id - The ID of the game object to get. \n * @return {gs.Object_Base} The game object or <b>null</b> if no game object is registered for the specified ID.\n ### \n byId: (id) -> @objectsById[id]?.last()\n \n ###*\n * Sets the object for an ID.\n *\n * @method setObjectById\n * @param {gs.Object_Base} object - The game object to set.\n * @param {String} id - The ID for the game object. \n ### \n setObjectById: (object, id) -> \n object.id = id\n if !@objectsById[id]\n @objectsById[id] = [object]\n else\n @objectsById[id].push(object)\n \n window[\"$\"+id] = object\n \n ###*\n * Adds an object to a specified object-group.\n *\n * @method addToGroup\n * @param {gs.Object_Base} object - The game object to add.\n * @param {String} group - The group to assign game object to. \n ### \n addToGroup: (object, group) ->\n if group?\n @objectsByGroup_[object.group]?.remove(object)\n if !@objectsByGroup_[group]\n @objectsByGroup_[group] = []\n @objectsByGroup_[group].push(object)\n \n ###*\n * Gets all object of a specified object-group.\n *\n * @method objectsByGroup\n * @param {String} group - The object-group.\n * @return {gs.Object_Base[]} The game objects belonging to the specified group.\n ### \n objectsByGroup: (group) -> @objectsByGroup_[group] || []\n \n \n ###*\n * Updates the manager and all assigned game objects in the right order.\n *\n * @method update\n ### \n update: -> \n i = 0\n \n if @needsSort\n @objects.sort (a, b) ->\n if a.order < b.order\n return 1\n else if a.order > b.order\n return -1\n else\n return 0\n @needsSort = no\n \n while i < @objects.length\n object = @objects[i]\n if object.disposed\n @removeObject(object)\n else \n object.update() if object.active\n i++\n \n return null\n \ngs.ObjectManager = ObjectManager #new ObjectManager()",
9 + "content": "# ===================================================================\n#\n# Script: ObjectManager\n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass ObjectManager\n ###*\n * Stores the current default ObjectManager.\n * @property current\n * @type gs.ObjectManager\n * @static\n ### \n @current: null\n \n ###*\n * Manages game objects by updating if necessary and offering\n * methods to add or remove game objects. All game objects are sorted by\n * the order-property to give control over the update-order.\n *\n * A game object can registered under a unique ID and then easily accessed using\n * that ID. If an object gets registered, a global variable $<ID> is created\n * as well. However, that global variable is only for the use in property-bindings\n * used for In-Game UI. See ui.Component_BindingHandler.\n *\n * In addition, a game object can be assigned to a group like for example\n * a set of UI toggle-buttons can be assigned to the same group and then\n * easily accessed later using gs.ObjectManager.objectsByGroup method.\n *\n * @module gs\n * @class ObjectManager\n * @memberof gs\n * @constructor\n * @see ui.Component_BindingHandler\n ###\n constructor: ->\n ###*\n * All game objects to manage.\n * @property objects\n * @type gs.Object_Base[]\n ### \n @objects = []\n \n ###*\n * All game objects by ID.\n * @property objectsById\n * @type Object\n ### \n @objectsById = {}\n \n ###*\n * All game objects by group.\n * @property objectsByGroup_\n * @type Object\n ### \n @objectsByGroup_ = {}\n \n ###*\n * Indicates if the ObjectManager is active. If <b>false</b> the game objects are not updated.\n * @property active\n * @type boolean\n ### \n @active = yes\n \n ###*\n * Indicates if the ObjectManager needs to sort the game objects.\n * @property active\n * @type boolean\n ### \n @needsSort = yes\n \n ###*\n * Disposes the manager and all assigned game objects.\n *\n * @method dispose\n ###\n dispose: ->\n for object in @objects\n if not object.disposed\n object.dispose()\n \n ###*\n * Disposes all assigned game objects.\n *\n * @method disposeObjects\n ### \n disposeObjects: ->\n keys = Object.keys(@objectsById)\n for k in keys\n object = @objectsById[k]\n if object and not object.disposed\n object.dispose()\n \n ###*\n * Registers an object.\n *\n * @method registerObject\n ###\n registerObject: (object) ->\n if object.id?\n if !@objectsById[object.id]\n @objectsById[object.id] = []\n @objectsById[object.id].push(object)\n # FIXME: Should be handled by UiManager since it is UI specific.\n window[\"$\"+object.id] = object\n \n ###*\n * Unregisters an object.\n *\n * @method unregisterObject\n ### \n unregisterObject: (object) ->\n if object?.id?\n objects = @objectsById[object.id]\n if objects\n objects.remove(object)\n if objects.length > 0\n window[\"$\"+object.id] = objects.last()\n else\n delete window[\"$\"+object.id]\n return null\n \n ###*\n * Adds a game object to the manager. The game object is then automatically updated by the manager.\n *\n * @method addObject\n * @param {gs.Object_Base} object - The game object to add.\n ### \n addObject: (object) -> @add(object)\n \n ###*\n * Removes a game object to the manager. The game object is then no longer automatically updated or disposed by the manager.\n *\n * @method removeObject\n * @param {gs.Object_Base} object - The game object to remove.\n ### \n removeObject: (object) -> @remove(object)\n \n ###*\n * Adds a game object to the manager. The game object is then automatically updated by the manager.\n *\n * @method add\n * @param {gs.Object_Base} object - The game object to add.\n ### \n add: (object) -> \n #@objects.splice(0, 0, object)\n @objects.push(object)\n @needsSort = yes\n @registerObject(object)\n @addToGroup(object, object.group)\n \n ###*\n * Removes a game object to the manager. The game object is then no longer automatically updated or disposed by the manager.\n *\n * @method remove\n * @param {gs.Object_Base} object - The game object to remove.\n ### \n remove: (object) -> \n if object\n @objects.remove(object)\n @unregisterObject(object)\n if object.group?\n @objectsByGroup[object.group]?.remove(object)\n \n ###*\n * Gets an object by ID.\n *\n * @method objectById\n * @param {String} id - The ID of the game object to get. \n * @return {gs.Object_Base} The game object or <b>null</b> if no game object is registered for the specified ID.\n ### \n objectById: (id) -> @objectsById[id]?.last()\n \n ###*\n * Gets an object by ID.\n *\n * @method byId\n * @param {String} id - The ID of the game object to get. \n * @return {gs.Object_Base} The game object or <b>null</b> if no game object is registered for the specified ID.\n ### \n byId: (id) -> @objectsById[id]?.last()\n \n ###*\n * Sets the object for an ID.\n *\n * @method setObjectById\n * @param {gs.Object_Base} object - The game object to set.\n * @param {String} id - The ID for the game object. \n ### \n setObjectById: (object, id) -> \n if !id then return\n \n object.id = id\n if !@objectsById[id]\n @objectsById[id] = [object]\n else\n @objectsById[id].push(object)\n \n window[\"$\"+id] = object\n \n ###*\n * Adds an object to a specified object-group.\n *\n * @method addToGroup\n * @param {gs.Object_Base} object - The game object to add.\n * @param {String} group - The group to assign game object to. \n ### \n addToGroup: (object, group) ->\n if group?\n @objectsByGroup_[object.group]?.remove(object)\n if !@objectsByGroup_[group]\n @objectsByGroup_[group] = []\n @objectsByGroup_[group].push(object)\n \n ###*\n * Gets all object of a specified object-group.\n *\n * @method objectsByGroup\n * @param {String} group - The object-group.\n * @return {gs.Object_Base[]} The game objects belonging to the specified group.\n ### \n objectsByGroup: (group) -> @objectsByGroup_[group] || []\n \n \n ###*\n * Updates the manager and all assigned game objects in the right order.\n *\n * @method update\n ### \n update: -> \n i = 0\n \n if @needsSort\n @objects.sort (a, b) ->\n if a.order < b.order\n return 1\n else if a.order > b.order\n return -1\n else\n return 0\n @needsSort = no\n \n while i < @objects.length\n object = @objects[i]\n if object.disposed\n @removeObject(object)\n else \n object.update() if object.active\n i++\n \n return null\n \ngs.ObjectManager = ObjectManager #new ObjectManager()",
10 10 "parentId": "C0268943K60B3A42B7SA6F1EDDCF2F642FD7",
11 11 "folder": false,
12 - "compiledContent": "var ObjectManager;\n\nObjectManager = (function() {\n\n /**\n * Stores the current default ObjectManager.\n * @property current\n * @type gs.ObjectManager\n * @static\n */\n ObjectManager.current = null;\n\n\n /**\n * Manages game objects by updating if necessary and offering\n * methods to add or remove game objects. All game objects are sorted by\n * the order-property to give control over the update-order.\n *\n * A game object can registered under a unique ID and then easily accessed using\n * that ID. If an object gets registered, a global variable $<ID> is created\n * as well. However, that global variable is only for the use in property-bindings\n * used for In-Game UI. See ui.Component_BindingHandler.\n *\n * In addition, a game object can be assigned to a group like for example\n * a set of UI toggle-buttons can be assigned to the same group and then\n * easily accessed later using gs.ObjectManager.objectsByGroup method.\n *\n * @module gs\n * @class ObjectManager\n * @memberof gs\n * @constructor\n * @see ui.Component_BindingHandler\n */\n\n function ObjectManager() {\n\n /**\n * All game objects to manage.\n * @property objects\n * @type gs.Object_Base[]\n */\n this.objects = [];\n\n /**\n * All game objects by ID.\n * @property objectsById\n * @type Object\n */\n this.objectsById = {};\n\n /**\n * All game objects by group.\n * @property objectsByGroup_\n * @type Object\n */\n this.objectsByGroup_ = {};\n\n /**\n * Indicates if the ObjectManager is active. If <b>false</b> the game objects are not updated.\n * @property active\n * @type boolean\n */\n this.active = true;\n\n /**\n * Indicates if the ObjectManager needs to sort the game objects.\n * @property active\n * @type boolean\n */\n this.needsSort = true;\n }\n\n\n /**\n * Disposes the manager and all assigned game objects.\n *\n * @method dispose\n */\n\n ObjectManager.prototype.dispose = function() {\n var j, len, object, ref, results;\n ref = this.objects;\n results = [];\n for (j = 0, len = ref.length; j < len; j++) {\n object = ref[j];\n if (!object.disposed) {\n results.push(object.dispose());\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Disposes all assigned game objects.\n *\n * @method disposeObjects\n */\n\n ObjectManager.prototype.disposeObjects = function() {\n var j, k, keys, len, object, results;\n keys = Object.keys(this.objectsById);\n results = [];\n for (j = 0, len = keys.length; j < len; j++) {\n k = keys[j];\n object = this.objectsById[k];\n if (object && !object.disposed) {\n results.push(object.dispose());\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Registers an object.\n *\n * @method registerObject\n */\n\n ObjectManager.prototype.registerObject = function(object) {\n if (object.id != null) {\n if (!this.objectsById[object.id]) {\n this.objectsById[object.id] = [];\n }\n this.objectsById[object.id].push(object);\n return window[\"$\" + object.id] = object;\n }\n };\n\n\n /**\n * Unregisters an object.\n *\n * @method unregisterObject\n */\n\n ObjectManager.prototype.unregisterObject = function(object) {\n var objects;\n if ((object != null ? object.id : void 0) != null) {\n objects = this.objectsById[object.id];\n if (objects) {\n objects.remove(object);\n if (objects.length > 0) {\n window[\"$\" + object.id] = objects.last();\n } else {\n delete window[\"$\" + object.id];\n }\n }\n }\n return null;\n };\n\n\n /**\n * Adds a game object to the manager. The game object is then automatically updated by the manager.\n *\n * @method addObject\n * @param {gs.Object_Base} object - The game object to add.\n */\n\n ObjectManager.prototype.addObject = function(object) {\n return this.add(object);\n };\n\n\n /**\n * Removes a game object to the manager. The game object is then no longer automatically updated or disposed by the manager.\n *\n * @method removeObject\n * @param {gs.Object_Base} object - The game object to remove.\n */\n\n ObjectManager.prototype.removeObject = function(object) {\n return this.remove(object);\n };\n\n\n /**\n * Adds a game object to the manager. The game object is then automatically updated by the manager.\n *\n * @method add\n * @param {gs.Object_Base} object - The game object to add.\n */\n\n ObjectManager.prototype.add = function(object) {\n this.objects.push(object);\n this.needsSort = true;\n this.registerObject(object);\n return this.addToGroup(object, object.group);\n };\n\n\n /**\n * Removes a game object to the manager. The game object is then no longer automatically updated or disposed by the manager.\n *\n * @method remove\n * @param {gs.Object_Base} object - The game object to remove.\n */\n\n ObjectManager.prototype.remove = function(object) {\n var ref;\n if (object) {\n this.objects.remove(object);\n this.unregisterObject(object);\n if (object.group != null) {\n return (ref = this.objectsByGroup[object.group]) != null ? ref.remove(object) : void 0;\n }\n }\n };\n\n\n /**\n * Gets an object by ID.\n *\n * @method objectById\n * @param {String} id - The ID of the game object to get. \n * @return {gs.Object_Base} The game object or <b>null</b> if no game object is registered for the specified ID.\n */\n\n ObjectManager.prototype.objectById = function(id) {\n var ref;\n return (ref = this.objectsById[id]) != null ? ref.last() : void 0;\n };\n\n\n /**\n * Gets an object by ID.\n *\n * @method byId\n * @param {String} id - The ID of the game object to get. \n * @return {gs.Object_Base} The game object or <b>null</b> if no game object is registered for the specified ID.\n */\n\n ObjectManager.prototype.byId = function(id) {\n var ref;\n return (ref = this.objectsById[id]) != null ? ref.last() : void 0;\n };\n\n\n /**\n * Sets the object for an ID.\n *\n * @method setObjectById\n * @param {gs.Object_Base} object - The game object to set.\n * @param {String} id - The ID for the game object.\n */\n\n ObjectManager.prototype.setObjectById = function(object, id) {\n object.id = id;\n if (!this.objectsById[id]) {\n this.objectsById[id] = [object];\n } else {\n this.objectsById[id].push(object);\n }\n return window[\"$\" + id] = object;\n };\n\n\n /**\n * Adds an object to a specified object-group.\n *\n * @method addToGroup\n * @param {gs.Object_Base} object - The game object to add.\n * @param {String} group - The group to assign game object to.\n */\n\n ObjectManager.prototype.addToGroup = function(object, group) {\n var ref;\n if (group != null) {\n if ((ref = this.objectsByGroup_[object.group]) != null) {\n ref.remove(object);\n }\n if (!this.objectsByGroup_[group]) {\n this.objectsByGroup_[group] = [];\n }\n return this.objectsByGroup_[group].push(object);\n }\n };\n\n\n /**\n * Gets all object of a specified object-group.\n *\n * @method objectsByGroup\n * @param {String} group - The object-group.\n * @return {gs.Object_Base[]} The game objects belonging to the specified group.\n */\n\n ObjectManager.prototype.objectsByGroup = function(group) {\n return this.objectsByGroup_[group] || [];\n };\n\n\n /**\n * Updates the manager and all assigned game objects in the right order.\n *\n * @method update\n */\n\n ObjectManager.prototype.update = function() {\n var i, object;\n i = 0;\n if (this.needsSort) {\n this.objects.sort(function(a, b) {\n if (a.order < b.order) {\n return 1;\n } else if (a.order > b.order) {\n return -1;\n } else {\n return 0;\n }\n });\n this.needsSort = false;\n }\n while (i < this.objects.length) {\n object = this.objects[i];\n if (object.disposed) {\n this.removeObject(object);\n } else {\n if (object.active) {\n object.update();\n }\n i++;\n }\n }\n return null;\n };\n\n return ObjectManager;\n\n})();\n\ngs.ObjectManager = ObjectManager;\n\n//# 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===================================================================\n#\n#   Script: ObjectManager\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass ObjectManager\n    ###*\n    * Stores the current default ObjectManager.\n    * @property current\n    * @type gs.ObjectManager\n    * @static\n    ### \n    @current: null\n    \n    ###*\n    * Manages game objects by updating if necessary and offering\n    * methods to add or remove game objects. All game objects are sorted by\n    * the order-property to give control over the update-order.\n    *\n    * A game object can registered under a unique ID and then easily accessed using\n    * that ID. If an object gets registered, a global variable $<ID> is created\n    * as well. However, that global variable is only for the use in property-bindings\n    * used for In-Game UI. See ui.Component_BindingHandler.\n    *\n    * In addition, a game object can be assigned to a group like for example\n    * a set of UI toggle-buttons can be assigned to the same group and then\n    * easily accessed later using gs.ObjectManager.objectsByGroup method.\n    *\n    * @module gs\n    * @class ObjectManager\n    * @memberof gs\n    * @constructor\n    * @see ui.Component_BindingHandler\n    ###\n    constructor: ->\n        ###*\n        * All game objects to manage.\n        * @property objects\n        * @type gs.Object_Base[]\n        ### \n        @objects = []\n        \n        ###*\n        * All game objects by ID.\n        * @property objectsById\n        * @type Object\n        ### \n        @objectsById = {}\n        \n        ###*\n        * All game objects by group.\n        * @property objectsByGroup_\n        * @type Object\n        ### \n        @objectsByGroup_ = {}\n        \n        ###*\n        * Indicates if the ObjectManager is active. If <b>false</b> the game objects are not updated.\n        * @property active\n        * @type boolean\n        ### \n        @active = yes\n        \n        ###*\n        * Indicates if the ObjectManager needs to sort the game objects.\n        * @property active\n        * @type boolean\n        ### \n        @needsSort = yes\n        \n    ###*\n    * Disposes the manager and all assigned game objects.\n    *\n    * @method dispose\n    ###\n    dispose: ->\n        for object in @objects\n            if not object.disposed\n                object.dispose()\n     \n    ###*\n    * Disposes all assigned game objects.\n    *\n    * @method disposeObjects\n    ###           \n    disposeObjects: ->\n        keys = Object.keys(@objectsById)\n        for k in keys\n            object = @objectsById[k]\n            if object and not object.disposed\n                object.dispose()\n    \n    ###*\n    * Registers an object.\n    *\n    * @method registerObject\n    ###\n    registerObject: (object) ->\n        if object.id?\n            if !@objectsById[object.id]\n                @objectsById[object.id] = []\n            @objectsById[object.id].push(object)\n            # FIXME: Should be handled by UiManager since it is UI specific.\n            window[\"$\"+object.id] = object\n    \n    ###*\n    * Unregisters an object.\n    *\n    * @method unregisterObject\n    ###        \n    unregisterObject: (object) ->\n        if object?.id?\n            objects = @objectsById[object.id]\n            if objects\n                objects.remove(object)\n                if objects.length > 0\n                    window[\"$\"+object.id] = objects.last()\n                else\n                    delete window[\"$\"+object.id]\n        return null\n    \n    ###*\n    * Adds a game object to the manager. The game object is then automatically updated by the manager.\n    *\n    * @method addObject\n    * @param {gs.Object_Base} object - The game object to add.\n    ###        \n    addObject: (object) -> @add(object)\n    \n    ###*\n    * Removes a game object to the manager. The game object is then no longer automatically updated or disposed by the manager.\n    *\n    * @method removeObject\n    * @param {gs.Object_Base} object - The game object to remove.\n    ###        \n    removeObject: (object) -> @remove(object)\n    \n    ###*\n    * Adds a game object to the manager. The game object is then automatically updated by the manager.\n    *\n    * @method add\n    * @param {gs.Object_Base} object - The game object to add.\n    ### \n    add: (object) -> \n        #@objects.splice(0, 0, object)\n        @objects.push(object)\n        @needsSort = yes\n        @registerObject(object)\n        @addToGroup(object, object.group)\n        \n    ###*\n    * Removes a game object to the manager. The game object is then no longer automatically updated or disposed by the manager.\n    *\n    * @method remove\n    * @param {gs.Object_Base} object - The game object to remove.\n    ### \n    remove: (object) -> \n        if object\n            @objects.remove(object)\n            @unregisterObject(object)\n            if object.group?\n                @objectsByGroup[object.group]?.remove(object)\n    \n    ###*\n    * Gets an object by ID.\n    *\n    * @method objectById\n    * @param {String} id - The ID of the game object to get. \n    * @return {gs.Object_Base} The game object or <b>null</b> if no game object is registered for the specified ID.\n    ###         \n    objectById: (id) -> @objectsById[id]?.last()\n    \n    ###*\n    * Gets an object by ID.\n    *\n    * @method byId\n    * @param {String} id - The ID of the game object to get. \n    * @return {gs.Object_Base} The game object or <b>null</b> if no game object is registered for the specified ID.\n    ### \n    byId: (id) -> @objectsById[id]?.last()\n    \n    ###*\n    * Sets the object for an ID.\n    *\n    * @method setObjectById\n    * @param {gs.Object_Base} object - The game object to set.\n    * @param {String} id - The ID for the game object. \n    ### \n    setObjectById: (object, id) -> \n        object.id = id\n        if !@objectsById[id]\n            @objectsById[id] = [object]\n        else\n            @objectsById[id].push(object)\n            \n        window[\"$\"+id] = object\n    \n    ###*\n    * Adds an object to a specified object-group.\n    *\n    * @method addToGroup\n    * @param {gs.Object_Base} object - The game object to add.\n    * @param {String} group - The group to assign game object to. \n    ### \n    addToGroup: (object, group) ->\n        if group?\n            @objectsByGroup_[object.group]?.remove(object)\n            if !@objectsByGroup_[group]\n                @objectsByGroup_[group] = []\n            @objectsByGroup_[group].push(object)\n    \n    ###*\n    * Gets all object of a specified object-group.\n    *\n    * @method objectsByGroup\n    * @param {String} group - The object-group.\n    * @return {gs.Object_Base[]} The game objects belonging to the specified group.\n    ###         \n    objectsByGroup: (group) -> @objectsByGroup_[group] || []\n    \n    \n    ###*\n    * Updates the manager and all assigned game objects in the right order.\n    *\n    * @method update\n    ###  \n    update: -> \n        i = 0\n        \n        if @needsSort\n            @objects.sort (a, b) ->\n                if a.order < b.order\n                    return 1\n                else if a.order > b.order\n                    return -1\n                else\n                    return 0\n            @needsSort = no\n                \n        while i < @objects.length\n            object = @objects[i]\n            if object.disposed\n                @removeObject(object)\n            else \n                object.update() if object.active\n                i++\n            \n        return null\n        \ngs.ObjectManager = ObjectManager #new ObjectManager()"]}\n//# sourceURL=ObjectManager_6.js"
12 + "compiledContent": "var ObjectManager;\n\nObjectManager = (function() {\n\n /**\n * Stores the current default ObjectManager.\n * @property current\n * @type gs.ObjectManager\n * @static\n */\n ObjectManager.current = null;\n\n\n /**\n * Manages game objects by updating if necessary and offering\n * methods to add or remove game objects. All game objects are sorted by\n * the order-property to give control over the update-order.\n *\n * A game object can registered under a unique ID and then easily accessed using\n * that ID. If an object gets registered, a global variable $<ID> is created\n * as well. However, that global variable is only for the use in property-bindings\n * used for In-Game UI. See ui.Component_BindingHandler.\n *\n * In addition, a game object can be assigned to a group like for example\n * a set of UI toggle-buttons can be assigned to the same group and then\n * easily accessed later using gs.ObjectManager.objectsByGroup method.\n *\n * @module gs\n * @class ObjectManager\n * @memberof gs\n * @constructor\n * @see ui.Component_BindingHandler\n */\n\n function ObjectManager() {\n\n /**\n * All game objects to manage.\n * @property objects\n * @type gs.Object_Base[]\n */\n this.objects = [];\n\n /**\n * All game objects by ID.\n * @property objectsById\n * @type Object\n */\n this.objectsById = {};\n\n /**\n * All game objects by group.\n * @property objectsByGroup_\n * @type Object\n */\n this.objectsByGroup_ = {};\n\n /**\n * Indicates if the ObjectManager is active. If <b>false</b> the game objects are not updated.\n * @property active\n * @type boolean\n */\n this.active = true;\n\n /**\n * Indicates if the ObjectManager needs to sort the game objects.\n * @property active\n * @type boolean\n */\n this.needsSort = true;\n }\n\n\n /**\n * Disposes the manager and all assigned game objects.\n *\n * @method dispose\n */\n\n ObjectManager.prototype.dispose = function() {\n var j, len, object, ref, results;\n ref = this.objects;\n results = [];\n for (j = 0, len = ref.length; j < len; j++) {\n object = ref[j];\n if (!object.disposed) {\n results.push(object.dispose());\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Disposes all assigned game objects.\n *\n * @method disposeObjects\n */\n\n ObjectManager.prototype.disposeObjects = function() {\n var j, k, keys, len, object, results;\n keys = Object.keys(this.objectsById);\n results = [];\n for (j = 0, len = keys.length; j < len; j++) {\n k = keys[j];\n object = this.objectsById[k];\n if (object && !object.disposed) {\n results.push(object.dispose());\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Registers an object.\n *\n * @method registerObject\n */\n\n ObjectManager.prototype.registerObject = function(object) {\n if (object.id != null) {\n if (!this.objectsById[object.id]) {\n this.objectsById[object.id] = [];\n }\n this.objectsById[object.id].push(object);\n return window[\"$\" + object.id] = object;\n }\n };\n\n\n /**\n * Unregisters an object.\n *\n * @method unregisterObject\n */\n\n ObjectManager.prototype.unregisterObject = function(object) {\n var objects;\n if ((object != null ? object.id : void 0) != null) {\n objects = this.objectsById[object.id];\n if (objects) {\n objects.remove(object);\n if (objects.length > 0) {\n window[\"$\" + object.id] = objects.last();\n } else {\n delete window[\"$\" + object.id];\n }\n }\n }\n return null;\n };\n\n\n /**\n * Adds a game object to the manager. The game object is then automatically updated by the manager.\n *\n * @method addObject\n * @param {gs.Object_Base} object - The game object to add.\n */\n\n ObjectManager.prototype.addObject = function(object) {\n return this.add(object);\n };\n\n\n /**\n * Removes a game object to the manager. The game object is then no longer automatically updated or disposed by the manager.\n *\n * @method removeObject\n * @param {gs.Object_Base} object - The game object to remove.\n */\n\n ObjectManager.prototype.removeObject = function(object) {\n return this.remove(object);\n };\n\n\n /**\n * Adds a game object to the manager. The game object is then automatically updated by the manager.\n *\n * @method add\n * @param {gs.Object_Base} object - The game object to add.\n */\n\n ObjectManager.prototype.add = function(object) {\n this.objects.push(object);\n this.needsSort = true;\n this.registerObject(object);\n return this.addToGroup(object, object.group);\n };\n\n\n /**\n * Removes a game object to the manager. The game object is then no longer automatically updated or disposed by the manager.\n *\n * @method remove\n * @param {gs.Object_Base} object - The game object to remove.\n */\n\n ObjectManager.prototype.remove = function(object) {\n var ref;\n if (object) {\n this.objects.remove(object);\n this.unregisterObject(object);\n if (object.group != null) {\n return (ref = this.objectsByGroup[object.group]) != null ? ref.remove(object) : void 0;\n }\n }\n };\n\n\n /**\n * Gets an object by ID.\n *\n * @method objectById\n * @param {String} id - The ID of the game object to get. \n * @return {gs.Object_Base} The game object or <b>null</b> if no game object is registered for the specified ID.\n */\n\n ObjectManager.prototype.objectById = function(id) {\n var ref;\n return (ref = this.objectsById[id]) != null ? ref.last() : void 0;\n };\n\n\n /**\n * Gets an object by ID.\n *\n * @method byId\n * @param {String} id - The ID of the game object to get. \n * @return {gs.Object_Base} The game object or <b>null</b> if no game object is registered for the specified ID.\n */\n\n ObjectManager.prototype.byId = function(id) {\n var ref;\n return (ref = this.objectsById[id]) != null ? ref.last() : void 0;\n };\n\n\n /**\n * Sets the object for an ID.\n *\n * @method setObjectById\n * @param {gs.Object_Base} object - The game object to set.\n * @param {String} id - The ID for the game object.\n */\n\n ObjectManager.prototype.setObjectById = function(object, id) {\n if (!id) {\n return;\n }\n object.id = id;\n if (!this.objectsById[id]) {\n this.objectsById[id] = [object];\n } else {\n this.objectsById[id].push(object);\n }\n return window[\"$\" + id] = object;\n };\n\n\n /**\n * Adds an object to a specified object-group.\n *\n * @method addToGroup\n * @param {gs.Object_Base} object - The game object to add.\n * @param {String} group - The group to assign game object to.\n */\n\n ObjectManager.prototype.addToGroup = function(object, group) {\n var ref;\n if (group != null) {\n if ((ref = this.objectsByGroup_[object.group]) != null) {\n ref.remove(object);\n }\n if (!this.objectsByGroup_[group]) {\n this.objectsByGroup_[group] = [];\n }\n return this.objectsByGroup_[group].push(object);\n }\n };\n\n\n /**\n * Gets all object of a specified object-group.\n *\n * @method objectsByGroup\n * @param {String} group - 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All game objects are sorted by\n    * the order-property to give control over the update-order.\n    *\n    * A game object can registered under a unique ID and then easily accessed using\n    * that ID. If an object gets registered, a global variable $<ID> is created\n    * as well. However, that global variable is only for the use in property-bindings\n    * used for In-Game UI. See ui.Component_BindingHandler.\n    *\n    * In addition, a game object can be assigned to a group like for example\n    * a set of UI toggle-buttons can be assigned to the same group and then\n    * easily accessed later using gs.ObjectManager.objectsByGroup method.\n    *\n    * @module gs\n    * @class ObjectManager\n    * @memberof gs\n    * @constructor\n    * @see ui.Component_BindingHandler\n    ###\n    constructor: ->\n        ###*\n        * All game objects to manage.\n        * @property objects\n        * @type gs.Object_Base[]\n        ### \n        @objects = []\n        \n        ###*\n        * All game objects by ID.\n        * @property objectsById\n        * @type Object\n        ### \n        @objectsById = {}\n        \n        ###*\n        * All game objects by group.\n        * @property objectsByGroup_\n        * @type Object\n        ### \n        @objectsByGroup_ = {}\n        \n        ###*\n        * Indicates if the ObjectManager is active. If <b>false</b> the game objects are not updated.\n        * @property active\n        * @type boolean\n        ### \n        @active = yes\n        \n        ###*\n        * Indicates if the ObjectManager needs to sort the game objects.\n        * @property active\n        * @type boolean\n        ### \n        @needsSort = yes\n        \n    ###*\n    * Disposes the manager and all assigned game objects.\n    *\n    * @method dispose\n    ###\n    dispose: ->\n        for object in @objects\n            if not object.disposed\n                object.dispose()\n     \n    ###*\n    * Disposes all assigned game objects.\n    *\n    * @method disposeObjects\n    ###           \n    disposeObjects: ->\n        keys = Object.keys(@objectsById)\n        for k in keys\n            object = @objectsById[k]\n            if object and not object.disposed\n                object.dispose()\n    \n    ###*\n    * Registers an object.\n    *\n    * @method registerObject\n    ###\n    registerObject: (object) ->\n        if object.id?\n            if !@objectsById[object.id]\n                @objectsById[object.id] = []\n            @objectsById[object.id].push(object)\n            # FIXME: Should be handled by UiManager since it is UI specific.\n            window[\"$\"+object.id] = object\n    \n    ###*\n    * Unregisters an object.\n    *\n    * @method unregisterObject\n    ###        \n    unregisterObject: (object) ->\n        if object?.id?\n            objects = @objectsById[object.id]\n            if objects\n                objects.remove(object)\n                if objects.length > 0\n                    window[\"$\"+object.id] = objects.last()\n                else\n                    delete window[\"$\"+object.id]\n        return null\n    \n    ###*\n    * Adds a game object to the manager. The game object is then automatically updated by the manager.\n    *\n    * @method addObject\n    * @param {gs.Object_Base} object - The game object to add.\n    ###        \n    addObject: (object) -> @add(object)\n    \n    ###*\n    * Removes a game object to the manager. The game object is then no longer automatically updated or disposed by the manager.\n    *\n    * @method removeObject\n    * @param {gs.Object_Base} object - The game object to remove.\n    ###        \n    removeObject: (object) -> @remove(object)\n    \n    ###*\n    * Adds a game object to the manager. The game object is then automatically updated by the manager.\n    *\n    * @method add\n    * @param {gs.Object_Base} object - The game object to add.\n    ### \n    add: (object) -> \n        #@objects.splice(0, 0, object)\n        @objects.push(object)\n        @needsSort = yes\n        @registerObject(object)\n        @addToGroup(object, object.group)\n        \n    ###*\n    * Removes a game object to the manager. The game object is then no longer automatically updated or disposed by the manager.\n    *\n    * @method remove\n    * @param {gs.Object_Base} object - The game object to remove.\n    ### \n    remove: (object) -> \n        if object\n            @objects.remove(object)\n            @unregisterObject(object)\n            if object.group?\n                @objectsByGroup[object.group]?.remove(object)\n    \n    ###*\n    * Gets an object by ID.\n    *\n    * @method objectById\n    * @param {String} id - The ID of the game object to get. \n    * @return {gs.Object_Base} The game object or <b>null</b> if no game object is registered for the specified ID.\n    ###         \n    objectById: (id) -> @objectsById[id]?.last()\n    \n    ###*\n    * Gets an object by ID.\n    *\n    * @method byId\n    * @param {String} id - The ID of the game object to get. \n    * @return {gs.Object_Base} The game object or <b>null</b> if no game object is registered for the specified ID.\n    ### \n    byId: (id) -> @objectsById[id]?.last()\n    \n    ###*\n    * Sets the object for an ID.\n    *\n    * @method setObjectById\n    * @param {gs.Object_Base} object - The game object to set.\n    * @param {String} id - The ID for the game object. \n    ### \n    setObjectById: (object, id) -> \n        if !id then return\n        \n        object.id = id\n        if !@objectsById[id]\n            @objectsById[id] = [object]\n        else\n            @objectsById[id].push(object)\n            \n        window[\"$\"+id] = object\n    \n    ###*\n    * Adds an object to a specified object-group.\n    *\n    * @method addToGroup\n    * @param {gs.Object_Base} object - The game object to add.\n    * @param {String} group - The group to assign game object to. \n    ### \n    addToGroup: (object, group) ->\n        if group?\n            @objectsByGroup_[object.group]?.remove(object)\n            if !@objectsByGroup_[group]\n                @objectsByGroup_[group] = []\n            @objectsByGroup_[group].push(object)\n    \n    ###*\n    * Gets all object of a specified object-group.\n    *\n    * @method objectsByGroup\n    * @param {String} group - The object-group.\n    * @return {gs.Object_Base[]} The game objects belonging to the specified group.\n    ###         \n    objectsByGroup: (group) -> @objectsByGroup_[group] || []\n    \n    \n    ###*\n    * Updates the manager and all assigned game objects in the right order.\n    *\n    * @method update\n    ###  \n    update: -> \n        i = 0\n        \n        if @needsSort\n            @objects.sort (a, b) ->\n                if a.order < b.order\n                    return 1\n                else if a.order > b.order\n                    return -1\n                else\n                    return 0\n            @needsSort = no\n                \n        while i < @objects.length\n            object = @objects[i]\n            if object.disposed\n                @removeObject(object)\n            else \n                object.update() if object.active\n                i++\n            \n        return null\n        \ngs.ObjectManager = ObjectManager #new ObjectManager()"]}\n//# sourceURL=ObjectManager_2.js"
13 13 },
14 14 "summary": [
15 15 "name",