<commit_before>function Scene(){
  this.objects=[];
  this.cameraList=[];
  
	this.init = function(){
		for(var x=0;x<this.objects.length;x++){
			if(typeof(this.objects[x].init)==='function'){
				this.objects[x].init(gameEngineThis);
			}
		}
		this.updateCameraList();
	}

  this.update = function(){
    
  }
  
  this.render = function(g){
      if(this.cameraList.length<1){
        //inject all scene objects into engines object list and let the engine render with old render function
      }else{
        //pass render data to camera let camera handle it. Camera will not need g as it handles its own.
        this.camera[0].render();
      }
  }
  
  this.getObjects = function(){
    return this.objects;
  }
  
  this.updateCameraList = function(){
    this.cameraList=[];<commit_msg>Update Scene.js<commit_after>function Scene(){
  this.objects=[];
  this.cameraList=[];
  this.gameEngine;
  
	this.init = function(e){
		this.gameEngine = e;
		for(var x=0;x<this.objects.length;x++){
			if(typeof(this.objects[x].init)==='function'){
				this.objects[x].init(gameEngineThis);
			}
		}
		this.updateCameraList();
	}

  this.update = function(){

  }
  
  this.render = function(g){
      if(this.cameraList.length<1){
        //inject all scene objects into engines object list and let the engine render with old render function
      }else{
        //pass render data to camera let camera handle it. Camera will not need g as it handles its own.
        this.camera[0].render();
      }
  }
  
  this.getObjects = function(){
    return this.objects;
  }
  
  this.updateCameraList = function(){
    this.cameraList=[];
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