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Nextrek

Diff Revisions 1085 vs 1086 for /s2s/data/4E6166C5K0D27A44E3SB533EBD2F28EAC813.json

Diff revisions: vs.
  @@ -6,8 +6,8 @@
6 6 "name": "SceneManager",
7 7 "type": "game_script",
8 8 "order": 2,
9 - "content": "# ===================================================================\n#\n# Script: SceneManager\n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass SceneManager extends gs.ObjectManager\n ###*\n * Manages the scenes of the game.\n *\n * @module gs\n * @class SceneManager\n * @memberof gs\n * @constructor\n ###\n constructor: ->\n super\n \n ###*\n * The current scene.\n * @property scene\n * @type gs.Object_Base\n ### \n @scene = null\n \n ###*\n * An array of previous scenes. Used to jump back to last scene from a menu for example.\n * @property previousScenes\n * @type gs.Object_Base\n ### \n @previousScenes = []\n \n ###*\n * The next scene. If set, this scene will become the current scene after next update.\n * @property nextScene\n * @type gs.Object_Base\n ### \n @nextScene = null\n \n ###*\n * The transition-data like the graphic, vague, etc. used for a transition from one scene to another.\n * @property transitionData\n * @type Object\n ### \n @transitionData = { graphic: null, duration: 20, vague: 30 }\n \n @input = yes\n ###*\n * Called if a scene-change has been done.\n * @property callback\n * @type Function\n ### \n @callback = null\n \n @paused = no\n \n \n initialize: ->\n \n ###*\n * Switches from the current scene to the specified one.\n *\n * @method switchTo\n * @param {gs.Object_Base} scene - The new scene.\n * @param {boolean} savePrevious - Indicates if the current scene should be pushed to previous-scene stack instead\n * of getting disposed. It is possible to switch back to that scene then using gs.SceneManager.returnToPrevious method.\n * @param {Function} callback - Called after the scene has been changed.\n ###\n switchTo: (scene, savePrevious, callback) ->\n @callback = callback\n if savePrevious\n @previousScenes.push(@scene)\n\n if @scene?\n @removeObject(@scene)\n \n @nextScene = scene\n \n Graphics.freeze()\n \n ###*\n * Clears the stack of previous-scenes and disposes all previous-scenes. After that it is not\n * possible to go back to a previous scene using gs.SceneManager.returnToPrevious().\n *\n * @method clear\n ### \n clear: ->\n for scene in @previousScenes\n scene.dispose()\n @previousScenes = []\n \n ###*\n * Returns to the previous scene if that scene was saved before.\n *\n * @method returnToPrevious\n * @param {Function} callback - Called after the scene has been changed.\n ### \n returnToPrevious: (callback) ->\n @callback = callback\n if @previousScenes.length > 0\n scene = @previousScenes.pop()\n \n if @scene?\n @removeObject(@scene)\n \n if scene?\n @nextScene = scene\n \n Graphics.freeze()\n \n ###*\n * Updates the current scene and the scene-handling. Needs to be called once\n * per frame.\n *\n * @method update\n ### \n update: ->\n if @nextScene != @scene\n Input.clear()\n \n if @scene?\n if @previousScenes.indexOf(@scene) == -1\n @scene.dispose()\n else\n @scene.behavior.show(no)\n #@scene.update()\n \n @scene = @nextScene\n @callback?()\n \n if @scene\n @addObject(@scene)\n @scene.loading = true\n @scene.loadingData = true\n @scene.loadingResources = true\n \n if @scene? and not @scene.initialized\n @scene.behavior.initialize()\n @isFadeOut = yes\n else if @scene?.initialized\n @scene.behavior.show(yes)\n @scene.update()\n Graphics.update()\n @scene.behavior.transition()\n else\n Graphics.freeze()\n Graphics.update()\n Graphics.transition(30)\n \n @isFadeOut = yes\n \n if @isFadeOut and Graphics.frozen\n Graphics.update()\n Input.update()\n else\n if @isFadeOut\n AudioManager.stopAllSounds()\n @isFadeOut = no\n if @scene\n Graphics.freeze()\n else\n gs.Application.exit()\n \n DataManager.update()\n ResourceManager.update()\n \n if RecordManager.initialized\n AudioManager.update()\n \n if Graphics.frozen\n Input.update()\n \n super()\n \n \n\nwindow.SceneManager = new SceneManager()\ngs.SceneManager = window.SceneManager",
10 - "compiledContent": "var SceneManager,\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\nSceneManager = (function(superClass) {\n extend(SceneManager, superClass);\n\n\n /**\n * Manages the scenes of the game.\n *\n * @module gs\n * @class SceneManager\n * @memberof gs\n * @constructor\n */\n\n function SceneManager() {\n SceneManager.__super__.constructor.apply(this, arguments);\n\n /**\n * The current scene.\n * @property scene\n * @type gs.Object_Base\n */\n this.scene = null;\n\n /**\n * An array of previous scenes. Used to jump back to last scene from a menu for example.\n * @property previousScenes\n * @type gs.Object_Base\n */\n this.previousScenes = [];\n\n /**\n * The next scene. If set, this scene will become the current scene after next update.\n * @property nextScene\n * @type gs.Object_Base\n */\n this.nextScene = null;\n\n /**\n * The transition-data like the graphic, vague, etc. used for a transition from one scene to another.\n * @property transitionData\n * @type Object\n */\n this.transitionData = {\n graphic: null,\n duration: 20,\n vague: 30\n };\n this.input = true;\n\n /**\n * Called if a scene-change has been done.\n * @property callback\n * @type Function\n */\n this.callback = null;\n this.paused = false;\n }\n\n SceneManager.prototype.initialize = function() {};\n\n\n /**\n * Switches from the current scene to the specified one.\n *\n * @method switchTo\n * @param {gs.Object_Base} scene - The new scene.\n * @param {boolean} savePrevious - Indicates if the current scene should be pushed to previous-scene stack instead\n * of getting disposed. It is possible to switch back to that scene then using gs.SceneManager.returnToPrevious method.\n * @param {Function} callback - Called after the scene has been changed.\n */\n\n SceneManager.prototype.switchTo = function(scene, savePrevious, callback) {\n this.callback = callback;\n if (savePrevious) {\n this.previousScenes.push(this.scene);\n }\n if (this.scene != null) {\n this.removeObject(this.scene);\n }\n this.nextScene = scene;\n return Graphics.freeze();\n };\n\n\n /**\n * Clears the stack of previous-scenes and disposes all previous-scenes. After that it is not\n * possible to go back to a previous scene using gs.SceneManager.returnToPrevious().\n *\n * @method clear\n */\n\n SceneManager.prototype.clear = function() {\n var i, len, ref, scene;\n ref = this.previousScenes;\n for (i = 0, len = ref.length; i < len; i++) {\n scene = ref[i];\n scene.dispose();\n }\n return this.previousScenes = [];\n };\n\n\n /**\n * Returns to the previous scene if that scene was saved before.\n *\n * @method returnToPrevious\n * @param {Function} callback - Called after the scene has been changed.\n */\n\n SceneManager.prototype.returnToPrevious = function(callback) {\n var scene;\n this.callback = callback;\n if (this.previousScenes.length > 0) {\n scene = this.previousScenes.pop();\n if (this.scene != null) {\n this.removeObject(this.scene);\n }\n if (scene != null) {\n this.nextScene = scene;\n return Graphics.freeze();\n }\n }\n };\n\n\n /**\n * Updates the current scene and the scene-handling. Needs to be called once\n * per frame.\n *\n * @method update\n */\n\n SceneManager.prototype.update = function() {\n var ref;\n if (this.nextScene !== this.scene) {\n Input.clear();\n if (this.scene != null) {\n if (this.previousScenes.indexOf(this.scene) === -1) {\n this.scene.dispose();\n } else {\n this.scene.behavior.show(false);\n }\n }\n this.scene = this.nextScene;\n if (typeof this.callback === \"function\") {\n this.callback();\n }\n if (this.scene) {\n this.addObject(this.scene);\n this.scene.loading = true;\n this.scene.loadingData = true;\n this.scene.loadingResources = true;\n if ((this.scene != null) && !this.scene.initialized) {\n this.scene.behavior.initialize();\n this.isFadeOut = true;\n } else if ((ref = this.scene) != null ? ref.initialized : void 0) {\n this.scene.behavior.show(true);\n this.scene.update();\n }\n Graphics.update();\n this.scene.behavior.transition();\n } else {\n Graphics.freeze();\n Graphics.update();\n Graphics.transition(30);\n this.isFadeOut = true;\n }\n }\n if (this.isFadeOut && Graphics.frozen) {\n Graphics.update();\n return Input.update();\n } else {\n if (this.isFadeOut) {\n AudioManager.stopAllSounds();\n this.isFadeOut = false;\n if (this.scene) {\n Graphics.freeze();\n } else {\n gs.Application.exit();\n }\n }\n DataManager.update();\n ResourceManager.update();\n if (RecordManager.initialized) {\n AudioManager.update();\n }\n if (Graphics.frozen) {\n Input.update();\n }\n return SceneManager.__super__.update.call(this);\n }\n };\n\n return SceneManager;\n\n})(gs.ObjectManager);\n\nwindow.SceneManager = new SceneManager();\n\ngs.SceneManager = window.SceneManager;\n\n//# 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===================================================================\n#\n#   Script: SceneManager\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass SceneManager extends gs.ObjectManager\n    ###*\n    * Manages the scenes of the game.\n    *\n    * @module gs\n    * @class SceneManager\n    * @memberof gs\n    * @constructor\n    ###\n    constructor: ->\n        super\n        \n        ###*\n        * The current scene.\n        * @property scene\n        * @type gs.Object_Base\n        ### \n        @scene = null\n        \n        ###*\n        * An array of previous scenes. Used to jump back to last scene from a menu for example.\n        * @property previousScenes\n        * @type gs.Object_Base\n        ### \n        @previousScenes = []\n        \n        ###*\n        * The next scene. If set, this scene will become the current scene after next update.\n        * @property nextScene\n        * @type gs.Object_Base\n        ### \n        @nextScene = null\n        \n        ###*\n        * The transition-data like the graphic, vague, etc. used for a transition from one scene to another.\n        * @property transitionData\n        * @type Object\n        ### \n        @transitionData = { graphic: null, duration: 20, vague: 30 }\n        \n        @input = yes\n        ###*\n        * Called if a scene-change has been done.\n        * @property callback\n        * @type Function\n        ### \n        @callback = null\n        \n        @paused = no\n        \n    \n    initialize: ->\n            \n    ###*\n    * Switches from the current scene to the specified one.\n    *\n    * @method switchTo\n    * @param {gs.Object_Base} scene - The new scene.\n    * @param {boolean} savePrevious - Indicates if the current scene should be pushed to previous-scene stack instead\n    * of getting disposed. It is possible to switch back to that scene then using gs.SceneManager.returnToPrevious method.\n    * @param {Function} callback - Called after the scene has been changed.\n    ###\n    switchTo: (scene, savePrevious, callback) ->\n        @callback = callback\n        if savePrevious\n            @previousScenes.push(@scene)\n\n        if @scene?\n            @removeObject(@scene)\n            \n        @nextScene = scene\n        \n        Graphics.freeze()\n    \n    ###*\n    * Clears the stack of previous-scenes and disposes all previous-scenes. After that it is not\n    * possible to go back to a previous scene using gs.SceneManager.returnToPrevious().\n    *\n    * @method clear\n    ###    \n    clear: ->\n        for scene in @previousScenes\n          scene.dispose()\n        @previousScenes = []\n     \n    ###*\n    * Returns to the previous scene if that scene was saved before.\n    *\n    * @method returnToPrevious\n    * @param {Function} callback - Called after the scene has been changed.\n    ###    \n    returnToPrevious: (callback) ->\n        @callback = callback\n        if @previousScenes.length > 0\n            scene = @previousScenes.pop()\n            \n            if @scene?\n                @removeObject(@scene)\n                \n            if scene?\n                @nextScene = scene\n                \n                Graphics.freeze()\n     \n    ###*\n    * Updates the current scene and the scene-handling. Needs to be called once\n    * per frame.\n    *\n    * @method update\n    ###   \n    update: ->\n        if @nextScene != @scene\n            Input.clear()\n            \n            if @scene?\n                if @previousScenes.indexOf(@scene) == -1\n                    @scene.dispose()\n                else\n                    @scene.behavior.show(no)\n                    #@scene.update()\n            \n            @scene = @nextScene\n            @callback?()\n   \n            if @scene\n                @addObject(@scene)\n                @scene.loading = true\n                @scene.loadingData = true\n                @scene.loadingResources = true\n        \n                if @scene? and not @scene.initialized\n                    @scene.behavior.initialize()\n                    @isFadeOut = yes\n                else if @scene?.initialized\n                    @scene.behavior.show(yes)\n                    @scene.update()\n                Graphics.update()\n                @scene.behavior.transition()\n            else\n                Graphics.freeze()\n                Graphics.update()\n                Graphics.transition(30)\n            \n                @isFadeOut = yes\n            \n        if @isFadeOut and Graphics.frozen\n            Graphics.update()\n            Input.update()\n        else\n            if @isFadeOut\n                AudioManager.stopAllSounds()\n                @isFadeOut = no\n                if @scene\n                    Graphics.freeze()\n                else\n                    gs.Application.exit()\n                    \n            DataManager.update()\n            ResourceManager.update()\n            \n            if RecordManager.initialized\n                AudioManager.update()\n                \n            if Graphics.frozen\n                Input.update()\n                \n            super()\n         \n            \n\nwindow.SceneManager = new SceneManager()\ngs.SceneManager = window.SceneManager"]}\n//# sourceURL=SceneManager_31.js",
9 + "content": "# ===================================================================\n#\n# Script: SceneManager\n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass SceneManager extends gs.ObjectManager\n ###*\n * Manages the scenes of the game.\n *\n * @module gs\n * @class SceneManager\n * @memberof gs\n * @constructor\n ###\n constructor: ->\n super\n \n ###*\n * The current scene.\n * @property scene\n * @type gs.Object_Base\n ### \n @scene = null\n \n ###*\n * An array of previous scenes. Used to jump back to last scene from a menu for example.\n * @property previousScenes\n * @type gs.Object_Base\n ### \n @previousScenes = []\n \n ###*\n * The next scene. If set, this scene will become the current scene after next update.\n * @property nextScene\n * @type gs.Object_Base\n ### \n @nextScene = null\n \n ###*\n * The transition-data like the graphic, vague, etc. used for a transition from one scene to another.\n * @property transitionData\n * @type Object\n ### \n @transitionData = { graphic: null, duration: 20, vague: 30 }\n \n @input = yes\n ###*\n * Called if a scene-change has been done.\n * @property callback\n * @type Function\n ### \n @callback = null\n \n @paused = no\n \n \n initialize: ->\n \n ###*\n * Switches from the current scene to the specified one.\n *\n * @method switchTo\n * @param {gs.Object_Base} scene - The new scene.\n * @param {boolean} savePrevious - Indicates if the current scene should be pushed to previous-scene stack instead\n * of getting disposed. It is possible to switch back to that scene then using gs.SceneManager.returnToPrevious method.\n * @param {Function} callback - Called after the scene has been changed.\n ###\n switchTo: (scene, savePrevious, callback) ->\n @callback = callback\n if savePrevious\n @previousScenes.push(@scene)\n else if @previousScenes.length == 0\n gs.Audio.reset()\n \n if @scene?\n @removeObject(@scene)\n \n @nextScene = scene\n \n Graphics.freeze()\n \n ###*\n * Clears the stack of previous-scenes and disposes all previous-scenes. After that it is not\n * possible to go back to a previous scene using gs.SceneManager.returnToPrevious().\n *\n * @method clear\n ### \n clear: ->\n for scene in @previousScenes\n scene.dispose()\n @previousScenes = []\n \n ###*\n * Returns to the previous scene if that scene was saved before.\n *\n * @method returnToPrevious\n * @param {Function} callback - Called after the scene has been changed.\n ### \n returnToPrevious: (callback) ->\n @callback = callback\n if @previousScenes.length > 0\n scene = @previousScenes.pop()\n \n if @scene?\n @removeObject(@scene)\n \n if scene?\n @nextScene = scene\n \n Graphics.freeze()\n \n ###*\n * Updates the current scene and the scene-handling. Needs to be called once\n * per frame.\n *\n * @method update\n ### \n update: ->\n if @nextScene != @scene\n Input.clear()\n \n if @scene?\n if @previousScenes.indexOf(@scene) == -1\n @scene.dispose()\n else\n @scene.behavior.show(no)\n #@scene.update()\n \n @scene = @nextScene\n @callback?()\n \n if @scene\n @addObject(@scene)\n @scene.loading = true\n @scene.loadingData = true\n @scene.loadingResources = true\n \n if @scene? and not @scene.initialized\n @scene.behavior.initialize()\n @scene.behavior.prepareLoadingScreen()\n @isFadeOut = yes\n else if @scene?.initialized\n @scene.behavior.show(yes)\n @scene.update()\n Graphics.update()\n @scene.behavior.transition()\n else\n Graphics.freeze()\n Graphics.update()\n Graphics.transition(30)\n \n @isFadeOut = yes\n \n if @isFadeOut and Graphics.frozen\n Graphics.update()\n Input.update()\n else\n if @isFadeOut\n AudioManager.stopAllSounds()\n @isFadeOut = no\n if @scene\n Graphics.freeze()\n else\n gs.Application.exit()\n \n DataManager.update()\n ResourceManager.update()\n \n if RecordManager.initialized\n AudioManager.update()\n \n if Graphics.frozen\n Input.update()\n \n super()\n \n \n\nwindow.SceneManager = new SceneManager()\ngs.SceneManager = window.SceneManager",
10 + "compiledContent": "var SceneManager,\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\nSceneManager = (function(superClass) {\n extend(SceneManager, superClass);\n\n\n /**\n * Manages the scenes of the game.\n *\n * @module gs\n * @class SceneManager\n * @memberof gs\n * @constructor\n */\n\n function SceneManager() {\n SceneManager.__super__.constructor.apply(this, arguments);\n\n /**\n * The current scene.\n * @property scene\n * @type gs.Object_Base\n */\n this.scene = null;\n\n /**\n * An array of previous scenes. Used to jump back to last scene from a menu for example.\n * @property previousScenes\n * @type gs.Object_Base\n */\n this.previousScenes = [];\n\n /**\n * The next scene. If set, this scene will become the current scene after next update.\n * @property nextScene\n * @type gs.Object_Base\n */\n this.nextScene = null;\n\n /**\n * The transition-data like the graphic, vague, etc. used for a transition from one scene to another.\n * @property transitionData\n * @type Object\n */\n this.transitionData = {\n graphic: null,\n duration: 20,\n vague: 30\n };\n this.input = true;\n\n /**\n * Called if a scene-change has been done.\n * @property callback\n * @type Function\n */\n this.callback = null;\n this.paused = false;\n }\n\n SceneManager.prototype.initialize = function() {};\n\n\n /**\n * Switches from the current scene to the specified one.\n *\n * @method switchTo\n * @param {gs.Object_Base} scene - The new scene.\n * @param {boolean} savePrevious - Indicates if the current scene should be pushed to previous-scene stack instead\n * of getting disposed. It is possible to switch back to that scene then using gs.SceneManager.returnToPrevious method.\n * @param {Function} callback - Called after the scene has been changed.\n */\n\n SceneManager.prototype.switchTo = function(scene, savePrevious, callback) {\n this.callback = callback;\n if (savePrevious) {\n this.previousScenes.push(this.scene);\n } else if (this.previousScenes.length === 0) {\n gs.Audio.reset();\n }\n if (this.scene != null) {\n this.removeObject(this.scene);\n }\n this.nextScene = scene;\n return Graphics.freeze();\n };\n\n\n /**\n * Clears the stack of previous-scenes and disposes all previous-scenes. After that it is not\n * possible to go back to a previous scene using gs.SceneManager.returnToPrevious().\n *\n * @method clear\n */\n\n SceneManager.prototype.clear = function() {\n var i, len, ref, scene;\n ref = this.previousScenes;\n for (i = 0, len = ref.length; i < len; i++) {\n scene = ref[i];\n scene.dispose();\n }\n return this.previousScenes = [];\n };\n\n\n /**\n * Returns to the previous scene if that scene was saved before.\n *\n * @method returnToPrevious\n * @param {Function} callback - Called after the scene has been changed.\n */\n\n SceneManager.prototype.returnToPrevious = function(callback) {\n var scene;\n this.callback = callback;\n if (this.previousScenes.length > 0) {\n scene = this.previousScenes.pop();\n if (this.scene != null) {\n this.removeObject(this.scene);\n }\n if (scene != null) {\n this.nextScene = scene;\n return Graphics.freeze();\n }\n }\n };\n\n\n /**\n * Updates the current scene and the scene-handling. Needs to be called once\n * per frame.\n *\n * @method update\n */\n\n SceneManager.prototype.update = function() {\n var ref;\n if (this.nextScene !== this.scene) {\n Input.clear();\n if (this.scene != null) {\n if (this.previousScenes.indexOf(this.scene) === -1) {\n this.scene.dispose();\n } else {\n this.scene.behavior.show(false);\n }\n }\n this.scene = this.nextScene;\n if (typeof this.callback === \"function\") {\n this.callback();\n }\n if (this.scene) {\n this.addObject(this.scene);\n this.scene.loading = true;\n this.scene.loadingData = true;\n this.scene.loadingResources = true;\n if ((this.scene != null) && !this.scene.initialized) {\n this.scene.behavior.initialize();\n this.scene.behavior.prepareLoadingScreen();\n this.isFadeOut = true;\n } else if ((ref = this.scene) != null ? ref.initialized : void 0) {\n this.scene.behavior.show(true);\n this.scene.update();\n }\n Graphics.update();\n this.scene.behavior.transition();\n } else {\n Graphics.freeze();\n Graphics.update();\n Graphics.transition(30);\n this.isFadeOut = true;\n }\n }\n if (this.isFadeOut && Graphics.frozen) {\n Graphics.update();\n return Input.update();\n } else {\n if (this.isFadeOut) {\n AudioManager.stopAllSounds();\n this.isFadeOut = false;\n if (this.scene) {\n Graphics.freeze();\n } else {\n gs.Application.exit();\n }\n }\n DataManager.update();\n ResourceManager.update();\n if (RecordManager.initialized) {\n AudioManager.update();\n }\n if (Graphics.frozen) {\n Input.update();\n }\n return SceneManager.__super__.update.call(this);\n }\n };\n\n return SceneManager;\n\n})(gs.ObjectManager);\n\nwindow.SceneManager = new SceneManager();\n\ngs.SceneManager = window.SceneManager;\n\n//# 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===================================================================\n#\n#   Script: SceneManager\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass SceneManager extends gs.ObjectManager\n    ###*\n    * Manages the scenes of the game.\n    *\n    * @module gs\n    * @class SceneManager\n    * @memberof gs\n    * @constructor\n    ###\n    constructor: ->\n        super\n        \n        ###*\n        * The current scene.\n        * @property scene\n        * @type gs.Object_Base\n        ### \n        @scene = null\n        \n        ###*\n        * An array of previous scenes. Used to jump back to last scene from a menu for example.\n        * @property previousScenes\n        * @type gs.Object_Base\n        ### \n        @previousScenes = []\n        \n        ###*\n        * The next scene. If set, this scene will become the current scene after next update.\n        * @property nextScene\n        * @type gs.Object_Base\n        ### \n        @nextScene = null\n        \n        ###*\n        * The transition-data like the graphic, vague, etc. used for a transition from one scene to another.\n        * @property transitionData\n        * @type Object\n        ### \n        @transitionData = { graphic: null, duration: 20, vague: 30 }\n        \n        @input = yes\n        ###*\n        * Called if a scene-change has been done.\n        * @property callback\n        * @type Function\n        ### \n        @callback = null\n        \n        @paused = no\n        \n    \n    initialize: ->\n            \n    ###*\n    * Switches from the current scene to the specified one.\n    *\n    * @method switchTo\n    * @param {gs.Object_Base} scene - The new scene.\n    * @param {boolean} savePrevious - Indicates if the current scene should be pushed to previous-scene stack instead\n    * of getting disposed. It is possible to switch back to that scene then using gs.SceneManager.returnToPrevious method.\n    * @param {Function} callback - Called after the scene has been changed.\n    ###\n    switchTo: (scene, savePrevious, callback) ->\n        @callback = callback\n        if savePrevious\n            @previousScenes.push(@scene)\n        else if @previousScenes.length == 0\n            gs.Audio.reset()\n    \n        if @scene?\n            @removeObject(@scene)\n            \n        @nextScene = scene\n        \n        Graphics.freeze()\n    \n    ###*\n    * Clears the stack of previous-scenes and disposes all previous-scenes. After that it is not\n    * possible to go back to a previous scene using gs.SceneManager.returnToPrevious().\n    *\n    * @method clear\n    ###    \n    clear: ->\n        for scene in @previousScenes\n          scene.dispose()\n        @previousScenes = []\n     \n    ###*\n    * Returns to the previous scene if that scene was saved before.\n    *\n    * @method returnToPrevious\n    * @param {Function} callback - Called after the scene has been changed.\n    ###    \n    returnToPrevious: (callback) ->\n        @callback = callback\n        if @previousScenes.length > 0\n            scene = @previousScenes.pop()\n            \n            if @scene?\n                @removeObject(@scene)\n                \n            if scene?\n                @nextScene = scene\n                \n                Graphics.freeze()\n     \n    ###*\n    * Updates the current scene and the scene-handling. Needs to be called once\n    * per frame.\n    *\n    * @method update\n    ###   \n    update: ->\n        if @nextScene != @scene\n            Input.clear()\n            \n            if @scene?\n                if @previousScenes.indexOf(@scene) == -1\n                    @scene.dispose()\n                else\n                    @scene.behavior.show(no)\n                    #@scene.update()\n            \n            @scene = @nextScene\n            @callback?()\n   \n            if @scene\n                @addObject(@scene)\n                @scene.loading = true\n                @scene.loadingData = true\n                @scene.loadingResources = true\n        \n                if @scene? and not @scene.initialized\n                    @scene.behavior.initialize()\n                    @scene.behavior.prepareLoadingScreen()\n                    @isFadeOut = yes\n                else if @scene?.initialized\n                    @scene.behavior.show(yes)\n                    @scene.update()\n                Graphics.update()\n                @scene.behavior.transition()\n            else\n                Graphics.freeze()\n                Graphics.update()\n                Graphics.transition(30)\n            \n                @isFadeOut = yes\n            \n        if @isFadeOut and Graphics.frozen\n            Graphics.update()\n            Input.update()\n        else\n            if @isFadeOut\n                AudioManager.stopAllSounds()\n                @isFadeOut = no\n                if @scene\n                    Graphics.freeze()\n                else\n                    gs.Application.exit()\n                    \n            DataManager.update()\n            ResourceManager.update()\n            \n            if RecordManager.initialized\n                AudioManager.update()\n                \n            if Graphics.frozen\n                Input.update()\n                \n            super()\n         \n            \n\nwindow.SceneManager = new SceneManager()\ngs.SceneManager = window.SceneManager"]}\n//# sourceURL=SceneManager_31.js",
11 11 "parentId": "C0268943K60B3A42B7SA6F1EDDCF2F642FD7"
12 12 },
13 13 "summary": [