code: function Scene () {
      Scene.superclass.constructor.call(this)
  
      var s = Director.sharedDirector.winSize
  
      this.isRelativeAnchorPoint = false
      this.anchorPoint = new geo.Point(0.5, 0.5)
      this.contentSize = s
  }
docs: @class
  A Scene defines the entire view. e.g. A welcome screen, settings menu and
  game world will each be a differen Scene.
  
  Your Scene will contain one or more Layers which build up the user interface.
  
  Only one Scene can be visible at a time but you can swap between them when
  you need to show different components of the application. Think of them like
  full screen windows. Only the active Scene will receive calls to draw itself.
  
  @example
  var scene = new Scene()
  , layer = new Layer()
  scene.addChild(layer)
  Director.sharedDirector.runWithScene(scene)
  
  @memberOf cocos.nodes
  @extends cocos.nodes.Node