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Diff Revisions 1084 vs 1086 for /s2s/data/B8F994B1K394BA42FFSBF77ED65646835E1A.json

Diff revisions: vs.
  @@ -6,10 +6,10 @@
6 6 "name": "Component_SceneBehavior",
7 7 "type": "game_script",
8 8 "order": 0,
9 - "content": "# ===================================================================\n#\n# Script: Component_SceneBehavior\n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_SceneBehavior extends gs.Component_Container\n ###*\n * The base class of all scene-behavior components. A scene-behavior component\n * define the logic of a single game scene. \n *\n * @module gs\n * @class Component_SceneBehavior\n * @extends gs.Component_Container\n * @memberof gs\n ###\n constructor: ->\n super()\n \n @loadingScreenVisible = no\n\n ###*\n * Initializes the scene. \n *\n * @method initialize\n * @abstract\n ###\n initialize: ->\n \n ###*\n * Disposes the scene.\n *\n * @method dispose\n ### \n dispose: ->\n if not GameManager.inLivePreview\n ResourceManager.dispose()\n @object.events?.emit(\"dispose\", @object)\n \n \n ###*\n * Called if the preparation and transition\n * is done and the is ready to start.\n *\n * @method start\n ### \n start: ->\n \n ###*\n * Prepares all visual game object for the scene.\n *\n * @method prepareVisual\n * @abstract\n ### \n prepareVisual: ->\n \n ###*\n * Prepares all data for the scene and loads the necessary graphic and audio resources.\n *\n * @method prepareData\n * @abstract\n ### \n prepareData: ->\n \n ###*\n * Prepares for a screen-transition.\n *\n * @method prepareTransition\n * @param {Object} transitionData - Object containing additional data for the transition \n * like graphic, duration and vague.\n ### \n prepareTransition: (transitionData) ->\n if transitionData?.graphic?.name.length > 0\n ResourceManager.getBitmap(\"Graphics/Masks/#{transitionData.graphic.name}\")\n \n ###*\n * Executes a screen-transition.\n *\n * @method transition\n * @param {Object} transitionData - Object containing additional data for the transition \n * like graphic, duration and vague.\n ### \n transition: (transitionData) ->\n if $PARAMS.preview\n Graphics.transition(0)\n else\n transitionData = transitionData || SceneManager.transitionData\n if transitionData?.graphic?.name.length > 0\n Graphics.transition(transitionData.duration, ResourceManager.getBitmap(\"Graphics/Masks/#{transitionData.graphic.name}\"), transitionData.vague || 30)\n else\n Graphics.transition(transitionData.duration)\n \n ###*\n * Update the scene's content.\n *\n * @method updateContent\n * @abstract\n ### \n updateContent: ->\n \n ###*\n * Called once per frame while a scene is loading. Can be used to display\n * loading-message/animation.\n *\n * @method loading\n ### \n loading: ->\n if not @loadingBackgroundSprite?\n @loadingBackgroundSprite = {}\n if Graphics.frozen then @transition({ duration: 0 })\n\n ###*\n * Update the scene.\n *\n * @method update\n ### \n update: ->\n super()\n \n if DataManager.documentsLoaded\n if @object.loadingData and not @object.initialized then @prepareData()\n @object.loadingData = !DataManager.documentsLoaded\n \n if not @object.loadingData and ResourceManager.resourcesLoaded\n if @object.loadingResources and not @object.initialized\n if not @loadingScreenVisible\n @prepareVisual() \n @object.initialized = yes\n @object.loadingResources = false\n \n if ResourceManager.resourcesLoaded and DataManager.documentsLoaded\n @object.loading = false\n \n if Graphics.frozen and @object.preparing\n Graphics.update()\n else\n if @loadingScreenVisible\n if @object.loaded\n @loadingScreenVisible = no\n @object.loaded = yes\n @updateContent()\n else\n if not Graphics.frozen then Graphics.freeze()\n @object.loaded = yes\n @object.setup()\n @prepareVisual() \n @loadingScreenVisible = no\n Graphics.update()\n Input.update()\n else\n if @object.preparing\n @object.preparing = no\n @start()\n Graphics.update()\n @updateContent()\n Input.update()\n \n\n else\n @loadingScreenVisible = yes\n Graphics.update()\n Input.update()\n @loading()\n \n \n \n \ngs.Component_SceneBehavior = Component_SceneBehavior",
9 + "content": "# ===================================================================\n#\n# Script: Component_SceneBehavior\n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_SceneBehavior extends gs.Component_Container\n ###*\n * The base class of all scene-behavior components. A scene-behavior component\n * define the logic of a single game scene. \n *\n * @module gs\n * @class Component_SceneBehavior\n * @extends gs.Component_Container\n * @memberof gs\n ###\n constructor: ->\n super()\n \n @loadingScreenVisible = no\n\n ###*\n * Initializes the scene. \n *\n * @method initialize\n * @abstract\n ###\n initialize: ->\n \n ###*\n * Disposes the scene.\n *\n * @method dispose\n ### \n dispose: ->\n if not GameManager.inLivePreview\n ResourceManager.dispose()\n @object.events?.emit(\"dispose\", @object)\n \n \n ###*\n * Called if the preparation and transition\n * is done and the is ready to start.\n *\n * @method start\n ### \n start: ->\n \n ###*\n * Prepares all visual game object for the scene.\n *\n * @method prepareVisual\n * @abstract\n ### \n prepareVisual: ->\n \n ###*\n * Prepares all data for the scene and loads the necessary graphic and audio resources.\n *\n * @method prepareData\n * @abstract\n ### \n prepareData: ->\n \n ###*\n * Prepares for a screen-transition.\n *\n * @method prepareTransition\n * @param {Object} transitionData - Object containing additional data for the transition \n * like graphic, duration and vague.\n ### \n prepareTransition: (transitionData) ->\n if transitionData?.graphic?.name.length > 0\n ResourceManager.getBitmap(\"Graphics/Masks/#{transitionData.graphic.name}\")\n \n ###*\n * Executes a screen-transition.\n *\n * @method transition\n * @param {Object} transitionData - Object containing additional data for the transition \n * like graphic, duration and vague.\n ### \n transition: (transitionData) ->\n if $PARAMS.preview\n Graphics.transition(0)\n else\n transitionData = transitionData || SceneManager.transitionData\n if transitionData?.graphic?.name.length > 0\n Graphics.transition(transitionData.duration, ResourceManager.getBitmap(\"Graphics/Masks/#{transitionData.graphic.name}\"), transitionData.vague || 30)\n else\n Graphics.transition(transitionData.duration)\n \n ###*\n * Update the scene's content.\n *\n * @method updateContent\n * @abstract\n ### \n updateContent: ->\n \n ###*\n * Sets up the loading screen.\n *\n * @method prepareLoadingScreen\n ### \n prepareLoadingScreen: ->\n @loadingBackgroundSprite = new gs.Sprite()\n \n if gs.Platform.isWeb and !GameManager.inLivePreview\n bitmap = new gs.Bitmap(300, 100)\n bitmap.font.name = \"Times New Roman\"\n bitmap.drawText(0, 0, 300, 100, \"NOW LOADING\", 1, 1)\n @loadingBackgroundSprite.x = (Graphics.width - bitmap.width) / 2\n @loadingBackgroundSprite.y = (Graphics.height - bitmap.height) / 2\n @loadingBackgroundSprite.bitmap = bitmap\n @loadingBackgroundSprite.srcRect = new gs.Rect(0, 0, bitmap.width, bitmap.height)\n \n ###*\n * Disposes the loading screen.\n *\n * @method clearLoadingScreen\n ### \n clearLoadingScreen: ->\n if @loadingBackgroundSprite\n if gs.Platform.isWeb and !GameManager.inLivePreview\n @loadingBackgroundSprite.bitmap.dispose()\n @loadingBackgroundSprite.dispose()\n @loadingBackgroundSprite = null\n \n ###*\n * Called once per frame while a scene is loading. Can be used to display\n * loading-message/animation.\n *\n * @method loading\n ### \n loading: ->\n if not @loadingBackgroundSprite2?\n @loadingBackgroundSprite2 = {}\n ###\n bitmap = new gs.Bitmap(300, 100)\n bitmap.drawText(0, 0, 300, 100, \"NOW LOADING\", 1, 1)\n @loadingBackgroundSprite = new gs.Sprite()\n @loadingBackgroundSprite.x = (Graphics.width - bitmap.width) / 2\n @loadingBackgroundSprite.y = (Graphics.height - bitmap.height) / 2\n @loadingBackgroundSprite.bitmap = bitmap\n @loadingBackgroundSprite.srcRect = new gs.Rect(0, 0, bitmap.width, bitmap.height)\n ###\n \n if Graphics.frozen then @transition({ duration: 0 })\n\n ###*\n * Update the scene.\n *\n * @method update\n ### \n update: ->\n super()\n \n if DataManager.documentsLoaded\n if @object.loadingData and not @object.initialized then @prepareData()\n @object.loadingData = !DataManager.documentsLoaded\n \n if not @object.loadingData and ResourceManager.resourcesLoaded\n if @object.loadingResources and not @object.initialized\n if not @loadingScreenVisible\n @prepareVisual() \n @object.initialized = yes\n @object.loadingResources = false\n \n if ResourceManager.resourcesLoaded and DataManager.documentsLoaded\n @object.loading = false\n \n if Graphics.frozen and @object.preparing\n Graphics.update()\n else\n if @loadingScreenVisible\n if @object.loaded\n @loadingScreenVisible = no\n @object.loaded = yes\n @updateContent()\n else\n if not Graphics.frozen then Graphics.freeze()\n @clearLoadingScreen()\n @object.loaded = yes\n @object.setup()\n @prepareVisual() \n @loadingScreenVisible = no\n Graphics.update()\n Input.update()\n else\n @clearLoadingScreen()\n if @object.preparing\n @object.preparing = no\n @start()\n Graphics.update()\n @updateContent() if !Graphics.frozen\n Input.update()\n \n\n else\n @loadingScreenVisible = yes\n Graphics.update()\n Input.update()\n @loading()\n \n \n \n \ngs.Component_SceneBehavior = Component_SceneBehavior",
10 10 "parentId": "0C1D8BE8KDB63A469AS9782EB90E63254DB3",
11 11 "folder": false,
12 - "compiledContent": "var Component_SceneBehavior,\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\nComponent_SceneBehavior = (function(superClass) {\n extend(Component_SceneBehavior, superClass);\n\n\n /**\n * The base class of all scene-behavior components. A scene-behavior component\n * define the logic of a single game scene. \n *\n * @module gs\n * @class Component_SceneBehavior\n * @extends gs.Component_Container\n * @memberof gs\n */\n\n function Component_SceneBehavior() {\n Component_SceneBehavior.__super__.constructor.call(this);\n this.loadingScreenVisible = false;\n }\n\n\n /**\n * Initializes the scene. \n *\n * @method initialize\n * @abstract\n */\n\n Component_SceneBehavior.prototype.initialize = function() {};\n\n\n /**\n * Disposes the scene.\n *\n * @method dispose\n */\n\n Component_SceneBehavior.prototype.dispose = function() {\n var ref;\n if (!GameManager.inLivePreview) {\n ResourceManager.dispose();\n }\n return (ref = this.object.events) != null ? ref.emit(\"dispose\", this.object) : void 0;\n };\n\n\n /**\n * Called if the preparation and transition\n * is done and the is ready to start.\n *\n * @method start\n */\n\n Component_SceneBehavior.prototype.start = function() {};\n\n\n /**\n * Prepares all visual game object for the scene.\n *\n * @method prepareVisual\n * @abstract\n */\n\n Component_SceneBehavior.prototype.prepareVisual = function() {};\n\n\n /**\n * Prepares all data for the scene and loads the necessary graphic and audio resources.\n *\n * @method prepareData\n * @abstract\n */\n\n Component_SceneBehavior.prototype.prepareData = function() {};\n\n\n /**\n * Prepares for a screen-transition.\n *\n * @method prepareTransition\n * @param {Object} transitionData - Object containing additional data for the transition \n * like graphic, duration and vague.\n */\n\n Component_SceneBehavior.prototype.prepareTransition = function(transitionData) {\n var ref;\n if ((transitionData != null ? (ref = transitionData.graphic) != null ? ref.name.length : void 0 : void 0) > 0) {\n return ResourceManager.getBitmap(\"Graphics/Masks/\" + transitionData.graphic.name);\n }\n };\n\n\n /**\n * Executes a screen-transition.\n *\n * @method transition\n * @param {Object} transitionData - Object containing additional data for the transition \n * like graphic, duration and vague.\n */\n\n Component_SceneBehavior.prototype.transition = function(transitionData) {\n var ref;\n if ($PARAMS.preview) {\n return Graphics.transition(0);\n } else {\n transitionData = transitionData || SceneManager.transitionData;\n if ((transitionData != null ? (ref = transitionData.graphic) != null ? ref.name.length : void 0 : void 0) > 0) {\n return Graphics.transition(transitionData.duration, ResourceManager.getBitmap(\"Graphics/Masks/\" + transitionData.graphic.name), transitionData.vague || 30);\n } else {\n return Graphics.transition(transitionData.duration);\n }\n }\n };\n\n\n /**\n * Update the scene's content.\n *\n * @method updateContent\n * @abstract\n */\n\n Component_SceneBehavior.prototype.updateContent = function() {};\n\n\n /**\n * Called once per frame while a scene is loading. Can be used to display\n * loading-message/animation.\n *\n * @method loading\n */\n\n Component_SceneBehavior.prototype.loading = function() {\n if (this.loadingBackgroundSprite == null) {\n this.loadingBackgroundSprite = {};\n if (Graphics.frozen) {\n return this.transition({\n duration: 0\n });\n }\n }\n };\n\n\n /**\n * Update the scene.\n *\n * @method update\n */\n\n Component_SceneBehavior.prototype.update = function() {\n Component_SceneBehavior.__super__.update.call(this);\n if (DataManager.documentsLoaded) {\n if (this.object.loadingData && !this.object.initialized) {\n this.prepareData();\n }\n this.object.loadingData = !DataManager.documentsLoaded;\n }\n if (!this.object.loadingData && ResourceManager.resourcesLoaded) {\n if (this.object.loadingResources && !this.object.initialized) {\n if (!this.loadingScreenVisible) {\n this.prepareVisual();\n }\n this.object.initialized = true;\n }\n this.object.loadingResources = false;\n }\n if (ResourceManager.resourcesLoaded && DataManager.documentsLoaded) {\n this.object.loading = false;\n if (Graphics.frozen && this.object.preparing) {\n return Graphics.update();\n } else {\n if (this.loadingScreenVisible) {\n if (this.object.loaded) {\n this.loadingScreenVisible = false;\n this.object.loaded = true;\n return this.updateContent();\n } else {\n if (!Graphics.frozen) {\n Graphics.freeze();\n }\n this.object.loaded = true;\n this.object.setup();\n this.prepareVisual();\n this.loadingScreenVisible = false;\n Graphics.update();\n return Input.update();\n }\n } else {\n if (this.object.preparing) {\n this.object.preparing = false;\n this.start();\n }\n Graphics.update();\n this.updateContent();\n return Input.update();\n }\n }\n } else {\n this.loadingScreenVisible = true;\n Graphics.update();\n Input.update();\n return this.loading();\n }\n };\n\n return Component_SceneBehavior;\n\n})(gs.Component_Container);\n\ngs.Component_SceneBehavior = Component_SceneBehavior;\n\n//# 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===================================================================\n#\n#   Script: Component_SceneBehavior\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_SceneBehavior extends gs.Component_Container\n    ###*\n    * The base class of all scene-behavior components. A scene-behavior component\n    * define the logic of a single game scene. \n    *\n    * @module gs\n    * @class Component_SceneBehavior\n    * @extends gs.Component_Container\n    * @memberof gs\n    ###\n    constructor: ->\n        super()\n        \n        @loadingScreenVisible = no\n\n    ###*\n    * Initializes the scene. \n    *\n    * @method initialize\n    * @abstract\n    ###\n    initialize: ->\n      \n    ###*\n    * Disposes the scene.\n    *\n    * @method dispose\n    ###  \n    dispose: ->\n        if not GameManager.inLivePreview\n            ResourceManager.dispose()\n        @object.events?.emit(\"dispose\", @object)\n        \n    \n    ###*\n    * Called if the preparation and transition\n    * is done and the is ready to start.\n    *\n    * @method start\n    ###  \n    start: ->\n        \n    ###*\n    * Prepares all visual game object for the scene.\n    *\n    * @method prepareVisual\n    * @abstract\n    ###  \n    prepareVisual: ->\n        \n    ###*\n    * Prepares all data for the scene and loads the necessary graphic and audio resources.\n    *\n    * @method prepareData\n    * @abstract\n    ### \n    prepareData: ->\n     \n    ###*\n    * Prepares for a screen-transition.\n    *\n    * @method prepareTransition\n    * @param {Object} transitionData - Object containing additional data for the transition \n    * like graphic, duration and vague.\n    ###    \n    prepareTransition: (transitionData) ->\n        if transitionData?.graphic?.name.length > 0\n            ResourceManager.getBitmap(\"Graphics/Masks/#{transitionData.graphic.name}\")\n    \n    ###*\n    * Executes a screen-transition.\n    *\n    * @method transition\n    * @param {Object} transitionData - Object containing additional data for the transition \n    * like graphic, duration and vague.\n    ###         \n    transition: (transitionData) ->\n        if $PARAMS.preview\n            Graphics.transition(0)\n        else\n            transitionData = transitionData || SceneManager.transitionData\n            if transitionData?.graphic?.name.length > 0\n                Graphics.transition(transitionData.duration, ResourceManager.getBitmap(\"Graphics/Masks/#{transitionData.graphic.name}\"), transitionData.vague || 30)\n            else\n                Graphics.transition(transitionData.duration)\n    \n    ###*\n    * Update the scene's content.\n    *\n    * @method updateContent\n    * @abstract\n    ###         \n    updateContent: ->\n    \n    ###*\n    * Called once per frame while a scene is loading. Can be used to display\n    * loading-message/animation.\n    *\n    * @method loading\n    ### \n    loading: ->\n        if not @loadingBackgroundSprite?\n            @loadingBackgroundSprite = {}\n            if Graphics.frozen then @transition({ duration: 0 })\n\n    ###*\n    * Update the scene.\n    *\n    * @method update\n    ### \n    update: ->\n        super()\n        \n        if DataManager.documentsLoaded\n            if @object.loadingData and not @object.initialized then @prepareData()\n            @object.loadingData = !DataManager.documentsLoaded\n        \n        if not @object.loadingData and ResourceManager.resourcesLoaded\n            if @object.loadingResources and not @object.initialized\n                if not @loadingScreenVisible\n                    @prepareVisual() \n                @object.initialized = yes\n            @object.loadingResources = false\n    \n        if ResourceManager.resourcesLoaded and DataManager.documentsLoaded\n            @object.loading = false\n        \n            if Graphics.frozen and @object.preparing\n                Graphics.update()\n            else\n                if @loadingScreenVisible\n                    if @object.loaded\n                        @loadingScreenVisible = no\n                        @object.loaded = yes\n                        @updateContent()\n                    else\n                        if not Graphics.frozen then Graphics.freeze()\n                        @object.loaded = yes\n                        @object.setup()\n                        @prepareVisual() \n                        @loadingScreenVisible = no\n                        Graphics.update()\n                        Input.update()\n                else\n                    if @object.preparing\n                        @object.preparing = no\n                        @start()\n                    Graphics.update()\n                    @updateContent()\n                    Input.update()\n                    \n\n        else\n            @loadingScreenVisible = yes\n            Graphics.update()\n            Input.update()\n            @loading()\n            \n        \n                \n        \ngs.Component_SceneBehavior = Component_SceneBehavior"]}\n//# sourceURL=Component_SceneBehavior_14.js"
12 + "compiledContent": "var Component_SceneBehavior,\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\nComponent_SceneBehavior = (function(superClass) {\n extend(Component_SceneBehavior, superClass);\n\n\n /**\n * The base class of all scene-behavior components. A scene-behavior component\n * define the logic of a single game scene. \n *\n * @module gs\n * @class Component_SceneBehavior\n * @extends gs.Component_Container\n * @memberof gs\n */\n\n function Component_SceneBehavior() {\n Component_SceneBehavior.__super__.constructor.call(this);\n this.loadingScreenVisible = false;\n }\n\n\n /**\n * Initializes the scene. \n *\n * @method initialize\n * @abstract\n */\n\n Component_SceneBehavior.prototype.initialize = function() {};\n\n\n /**\n * Disposes the scene.\n *\n * @method dispose\n */\n\n Component_SceneBehavior.prototype.dispose = function() {\n var ref;\n if (!GameManager.inLivePreview) {\n ResourceManager.dispose();\n }\n return (ref = this.object.events) != null ? ref.emit(\"dispose\", this.object) : void 0;\n };\n\n\n /**\n * Called if the preparation and transition\n * is done and the is ready to start.\n *\n * @method start\n */\n\n Component_SceneBehavior.prototype.start = function() {};\n\n\n /**\n * Prepares all visual game object for the scene.\n *\n * @method prepareVisual\n * @abstract\n */\n\n Component_SceneBehavior.prototype.prepareVisual = function() {};\n\n\n /**\n * Prepares all data for the scene and loads the necessary graphic and audio resources.\n *\n * @method prepareData\n * @abstract\n */\n\n Component_SceneBehavior.prototype.prepareData = function() {};\n\n\n /**\n * Prepares for a screen-transition.\n *\n * @method prepareTransition\n * @param {Object} transitionData - Object containing additional data for the transition \n * like graphic, duration and vague.\n */\n\n Component_SceneBehavior.prototype.prepareTransition = function(transitionData) {\n var ref;\n if ((transitionData != null ? (ref = transitionData.graphic) != null ? ref.name.length : void 0 : void 0) > 0) {\n return ResourceManager.getBitmap(\"Graphics/Masks/\" + transitionData.graphic.name);\n }\n };\n\n\n /**\n * Executes a screen-transition.\n *\n * @method transition\n * @param {Object} transitionData - Object containing additional data for the transition \n * like graphic, duration and vague.\n */\n\n Component_SceneBehavior.prototype.transition = function(transitionData) {\n var ref;\n if ($PARAMS.preview) {\n return Graphics.transition(0);\n } else {\n transitionData = transitionData || SceneManager.transitionData;\n if ((transitionData != null ? (ref = transitionData.graphic) != null ? ref.name.length : void 0 : void 0) > 0) {\n return Graphics.transition(transitionData.duration, ResourceManager.getBitmap(\"Graphics/Masks/\" + transitionData.graphic.name), transitionData.vague || 30);\n } else {\n return Graphics.transition(transitionData.duration);\n }\n }\n };\n\n\n /**\n * Update the scene's content.\n *\n * @method updateContent\n * @abstract\n */\n\n Component_SceneBehavior.prototype.updateContent = function() {};\n\n\n /**\n * Sets up the loading screen.\n *\n * @method prepareLoadingScreen\n */\n\n Component_SceneBehavior.prototype.prepareLoadingScreen = function() {\n var bitmap;\n this.loadingBackgroundSprite = new gs.Sprite();\n if (gs.Platform.isWeb && !GameManager.inLivePreview) {\n bitmap = new gs.Bitmap(300, 100);\n bitmap.font.name = \"Times New Roman\";\n bitmap.drawText(0, 0, 300, 100, \"NOW LOADING\", 1, 1);\n this.loadingBackgroundSprite.x = (Graphics.width - bitmap.width) / 2;\n this.loadingBackgroundSprite.y = (Graphics.height - bitmap.height) / 2;\n this.loadingBackgroundSprite.bitmap = bitmap;\n return this.loadingBackgroundSprite.srcRect = new gs.Rect(0, 0, bitmap.width, bitmap.height);\n }\n };\n\n\n /**\n * Disposes the loading screen.\n *\n * @method clearLoadingScreen\n */\n\n Component_SceneBehavior.prototype.clearLoadingScreen = function() {\n if (this.loadingBackgroundSprite) {\n if (gs.Platform.isWeb && !GameManager.inLivePreview) {\n this.loadingBackgroundSprite.bitmap.dispose();\n }\n this.loadingBackgroundSprite.dispose();\n return this.loadingBackgroundSprite = null;\n }\n };\n\n\n /**\n * Called once per frame while a scene is loading. Can be used to display\n * loading-message/animation.\n *\n * @method loading\n */\n\n Component_SceneBehavior.prototype.loading = function() {\n if (this.loadingBackgroundSprite2 == null) {\n this.loadingBackgroundSprite2 = {};\n\n /*\n bitmap = new gs.Bitmap(300, 100)\n bitmap.drawText(0, 0, 300, 100, \"NOW LOADING\", 1, 1)\n @loadingBackgroundSprite = new gs.Sprite()\n @loadingBackgroundSprite.x = (Graphics.width - bitmap.width) / 2\n @loadingBackgroundSprite.y = (Graphics.height - bitmap.height) / 2\n @loadingBackgroundSprite.bitmap = bitmap\n @loadingBackgroundSprite.srcRect = new gs.Rect(0, 0, bitmap.width, bitmap.height)\n */\n if (Graphics.frozen) {\n return this.transition({\n duration: 0\n });\n }\n }\n };\n\n\n /**\n * Update the scene.\n *\n * @method update\n */\n\n Component_SceneBehavior.prototype.update = function() {\n Component_SceneBehavior.__super__.update.call(this);\n if (DataManager.documentsLoaded) {\n if (this.object.loadingData && !this.object.initialized) {\n this.prepareData();\n }\n this.object.loadingData = !DataManager.documentsLoaded;\n }\n if (!this.object.loadingData && ResourceManager.resourcesLoaded) {\n if (this.object.loadingResources && !this.object.initialized) {\n if (!this.loadingScreenVisible) {\n this.prepareVisual();\n }\n this.object.initialized = true;\n }\n this.object.loadingResources = false;\n }\n if (ResourceManager.resourcesLoaded && DataManager.documentsLoaded) {\n this.object.loading = false;\n if (Graphics.frozen && this.object.preparing) {\n return Graphics.update();\n } else {\n if (this.loadingScreenVisible) {\n if (this.object.loaded) {\n this.loadingScreenVisible = false;\n this.object.loaded = true;\n return this.updateContent();\n } else {\n if (!Graphics.frozen) {\n Graphics.freeze();\n }\n this.clearLoadingScreen();\n this.object.loaded = true;\n this.object.setup();\n this.prepareVisual();\n this.loadingScreenVisible = false;\n Graphics.update();\n return Input.update();\n }\n } else {\n this.clearLoadingScreen();\n if (this.object.preparing) {\n this.object.preparing = false;\n this.start();\n }\n Graphics.update();\n if (!Graphics.frozen) {\n this.updateContent();\n }\n return Input.update();\n }\n }\n } else {\n this.loadingScreenVisible = true;\n Graphics.update();\n Input.update();\n return this.loading();\n }\n };\n\n return Component_SceneBehavior;\n\n})(gs.Component_Container);\n\ngs.Component_SceneBehavior = Component_SceneBehavior;\n\n//# 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===================================================================\n#\n#   Script: Component_SceneBehavior\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_SceneBehavior extends gs.Component_Container\n    ###*\n    * The base class of all scene-behavior components. A scene-behavior component\n    * define the logic of a single game scene. \n    *\n    * @module gs\n    * @class Component_SceneBehavior\n    * @extends gs.Component_Container\n    * @memberof gs\n    ###\n    constructor: ->\n        super()\n        \n        @loadingScreenVisible = no\n\n    ###*\n    * Initializes the scene. \n    *\n    * @method initialize\n    * @abstract\n    ###\n    initialize: ->\n      \n    ###*\n    * Disposes the scene.\n    *\n    * @method dispose\n    ###  \n    dispose: ->\n        if not GameManager.inLivePreview\n            ResourceManager.dispose()\n        @object.events?.emit(\"dispose\", @object)\n        \n    \n    ###*\n    * Called if the preparation and transition\n    * is done and the is ready to start.\n    *\n    * @method start\n    ###  \n    start: ->\n        \n    ###*\n    * Prepares all visual game object for the scene.\n    *\n    * @method prepareVisual\n    * @abstract\n    ###  \n    prepareVisual: ->\n        \n    ###*\n    * Prepares all data for the scene and loads the necessary graphic and audio resources.\n    *\n    * @method prepareData\n    * @abstract\n    ### \n    prepareData: ->\n     \n    ###*\n    * Prepares for a screen-transition.\n    *\n    * @method prepareTransition\n    * @param {Object} transitionData - Object containing additional data for the transition \n    * like graphic, duration and vague.\n    ###    \n    prepareTransition: (transitionData) ->\n        if transitionData?.graphic?.name.length > 0\n            ResourceManager.getBitmap(\"Graphics/Masks/#{transitionData.graphic.name}\")\n    \n    ###*\n    * Executes a screen-transition.\n    *\n    * @method transition\n    * @param {Object} transitionData - Object containing additional data for the transition \n    * like graphic, duration and vague.\n    ###         \n    transition: (transitionData) ->\n        if $PARAMS.preview\n            Graphics.transition(0)\n        else\n            transitionData = transitionData || SceneManager.transitionData\n            if transitionData?.graphic?.name.length > 0\n                Graphics.transition(transitionData.duration, ResourceManager.getBitmap(\"Graphics/Masks/#{transitionData.graphic.name}\"), transitionData.vague || 30)\n            else\n                Graphics.transition(transitionData.duration)\n    \n    ###*\n    * Update the scene's content.\n    *\n    * @method updateContent\n    * @abstract\n    ###         \n    updateContent: ->\n    \n    ###*\n    * Sets up the loading screen.\n    *\n    * @method prepareLoadingScreen\n    ###     \n    prepareLoadingScreen: ->\n        @loadingBackgroundSprite = new gs.Sprite()\n        \n        if gs.Platform.isWeb and !GameManager.inLivePreview\n            bitmap = new gs.Bitmap(300, 100)\n            bitmap.font.name = \"Times New Roman\"\n            bitmap.drawText(0, 0, 300, 100, \"NOW LOADING\", 1, 1)\n            @loadingBackgroundSprite.x = (Graphics.width - bitmap.width) / 2\n            @loadingBackgroundSprite.y = (Graphics.height - bitmap.height) / 2\n            @loadingBackgroundSprite.bitmap = bitmap\n            @loadingBackgroundSprite.srcRect = new gs.Rect(0, 0, bitmap.width, bitmap.height)\n     \n    ###*\n    * Disposes the loading screen.\n    *\n    * @method clearLoadingScreen\n    ###    \n    clearLoadingScreen: ->\n        if @loadingBackgroundSprite\n            if gs.Platform.isWeb and !GameManager.inLivePreview\n                @loadingBackgroundSprite.bitmap.dispose()\n            @loadingBackgroundSprite.dispose()\n            @loadingBackgroundSprite = null\n            \n    ###*\n    * Called once per frame while a scene is loading. Can be used to display\n    * loading-message/animation.\n    *\n    * @method loading\n    ### \n    loading: ->\n        if not @loadingBackgroundSprite2?\n            @loadingBackgroundSprite2 = {}\n            ###\n            bitmap = new gs.Bitmap(300, 100)\n            bitmap.drawText(0, 0, 300, 100, \"NOW LOADING\", 1, 1)\n            @loadingBackgroundSprite = new gs.Sprite()\n            @loadingBackgroundSprite.x = (Graphics.width - bitmap.width) / 2\n            @loadingBackgroundSprite.y = (Graphics.height - bitmap.height) / 2\n            @loadingBackgroundSprite.bitmap = bitmap\n            @loadingBackgroundSprite.srcRect = new gs.Rect(0, 0, bitmap.width, bitmap.height)\n            ###\n            \n            if Graphics.frozen then @transition({ duration: 0 })\n\n    ###*\n    * Update the scene.\n    *\n    * @method update\n    ### \n    update: ->\n        super()\n        \n        if DataManager.documentsLoaded\n            if @object.loadingData and not @object.initialized then @prepareData()\n            @object.loadingData = !DataManager.documentsLoaded\n        \n        if not @object.loadingData and ResourceManager.resourcesLoaded\n            if @object.loadingResources and not @object.initialized\n                if not @loadingScreenVisible\n                    @prepareVisual() \n                @object.initialized = yes\n            @object.loadingResources = false\n    \n        if ResourceManager.resourcesLoaded and DataManager.documentsLoaded\n            @object.loading = false\n        \n            if Graphics.frozen and @object.preparing\n                Graphics.update()\n            else\n                if @loadingScreenVisible\n                    if @object.loaded\n                        @loadingScreenVisible = no\n                        @object.loaded = yes\n                        @updateContent()\n                    else\n                        if not Graphics.frozen then Graphics.freeze()\n                        @clearLoadingScreen()\n                        @object.loaded = yes\n                        @object.setup()\n                        @prepareVisual() \n                        @loadingScreenVisible = no\n                        Graphics.update()\n                        Input.update()\n                else\n                    @clearLoadingScreen()\n                    if @object.preparing\n                        @object.preparing = no\n                        @start()\n                    Graphics.update()\n                    @updateContent() if !Graphics.frozen\n                    Input.update()\n                    \n\n        else\n            @loadingScreenVisible = yes\n            Graphics.update()\n            Input.update()\n            @loading()\n            \n        \n                \n        \ngs.Component_SceneBehavior = Component_SceneBehavior"]}\n//# sourceURL=Component_SceneBehavior_14.js"
13 13 },
14 14 "summary": [
15 15 "name",