1+ / = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
2+ // ■ Scene_Base V.1.4.0 (community-1.1b)
13//-----------------------------------------------------------------------------
2- // Scene_Base
3- //
4- // The superclass of all scenes within the game.
54
5+ /**
6+ * The Superclass of all scene within the game.
7+ *
8+ * @class Scene_Base
9+ * @constructor
10+ * @extends Stage
11+ */
612function Scene_Base ( ) {
713 this . initialize . apply ( this , arguments ) ;
814}
915
1016Scene_Base . prototype = Object . create ( Stage . prototype ) ;
1117Scene_Base . prototype . constructor = Scene_Base ;
1218
19+
20+ /**
21+ * Create a instance of Scene_Base.
22+ *
23+ * @constructor
24+ * @memberof Scene_Base
25+ */
1326Scene_Base . prototype . initialize = function ( ) {
1427 Stage . prototype . initialize . call ( this ) ;
1528 this . _active = false ;
@@ -19,45 +32,115 @@ Scene_Base.prototype.initialize = function() {
1932 this . _imageReservationId = Utils . generateRuntimeId ( ) ;
2033} ;
2134
35+ /**
36+ * Attach a reservation to the reserve queue.
37+ *
38+ * @method attachReservation
39+ * @memberof Scene_Base
40+ */
2241Scene_Base . prototype . attachReservation = function ( ) {
2342 ImageManager . setDefaultReservationId ( this . _imageReservationId ) ;
2443} ;
2544
45+ /**
46+ * Remove the reservation from the Reserve queue.
47+ *
48+ * @method detachReservation
49+ * @memberof Scene_Base
50+ */
2651Scene_Base . prototype . detachReservation = function ( ) {
2752 ImageManager . releaseReservation ( this . _imageReservationId ) ;
2853} ;
2954
55+ /**
56+ * Create the components and add them to the rendering process.
57+ *
58+ * @method create
59+ * @memberof Scene_Base
60+ */
3061Scene_Base . prototype . create = function ( ) {
3162} ;
3263
64+ /**
65+ * Returns wether the scene is active or not.
66+ *
67+ * @method isActive
68+ * @memberof Scene_Base
69+ * @return {Boolean } return true if the scene is active
70+ */
3371Scene_Base . prototype . isActive = function ( ) {
3472 return this . _active ;
3573} ;
3674
75+ /**
76+ * Return wether the scene is ready to start or not.
77+ *
78+ * @method isReady
79+ * @memberof Scene_Base
80+ * @return {Boolean } Return true if the scene is ready to start
81+ */
3782Scene_Base . prototype . isReady = function ( ) {
3883 return ImageManager . isReady ( ) ;
3984} ;
4085
86+ /**
87+ * Start the scene processing.
88+ *
89+ * @method start
90+ * @memberof Scene_Base
91+ */
4192Scene_Base . prototype . start = function ( ) {
4293 this . _active = true ;
4394} ;
4495
96+ /**
97+ * Update the scene processing each new frame.
98+ *
99+ * @method update
100+ * @memberof Scene_Base
101+ */
45102Scene_Base . prototype . update = function ( ) {
46103 this . updateFade ( ) ;
47104 this . updateChildren ( ) ;
105+ AudioManager . checkErrors ( ) ;
48106} ;
49107
108+ /**
109+ * Stop the scene processing.
110+ *
111+ * @method stop
112+ * @memberof Scene_Base
113+ */
50114Scene_Base . prototype . stop = function ( ) {
51115 this . _active = false ;
52116} ;
53117
118+ /**
119+ * Return wether the scene is busy or not.
120+ *
121+ * @method isBusy
122+ * @return {boolean } true if the scene is currently busy doing a fade
123+ */
54124Scene_Base . prototype . isBusy = function ( ) {
55125 return this . _fadeDuration > 0 ;
56126} ;
57127
128+ /**
129+ * Terminate the scene before switching to a another scene.
130+ *
131+ * @method terminate
132+ * @memberof Scene_Base
133+ */
58134Scene_Base . prototype . terminate = function ( ) {
59135} ;
60136
137+ /**
138+ * Create the layer for the windows children
139+ * and add it to the rendering process.
140+ *
141+ * @method createWindowLayer
142+ * @memberof Scene_Base
143+ */
61144Scene_Base . prototype . createWindowLayer = function ( ) {
62145 var width = Graphics . boxWidth ;
63146 var height = Graphics . boxHeight ;
@@ -68,24 +151,55 @@ Scene_Base.prototype.createWindowLayer = function() {
68151 this . addChild ( this . _windowLayer ) ;
69152} ;
70153
154+ /**
155+ * Add the children window to the windowLayer processing.
156+ *
157+ * @method addWindow
158+ * @memberof Scene_Base
159+ */
71160Scene_Base . prototype . addWindow = function ( window ) {
72161 this . _windowLayer . addChild ( window ) ;
73162} ;
74163
164+ /**
165+ * Request a fadeIn screen process.
166+ *
167+ * @method startFadeIn
168+ * @param {Number } [duration=30] The time the process will take for fadeIn the screen
169+ * @param {Boolean } [white=false] If true the fadein will be process with a white color else it's will be black
170+ *
171+ * @memberof Scene_Base
172+ */
75173Scene_Base . prototype . startFadeIn = function ( duration , white ) {
76174 this . createFadeSprite ( white ) ;
77175 this . _fadeSign = 1 ;
78176 this . _fadeDuration = duration || 30 ;
79177 this . _fadeSprite . opacity = 255 ;
80178} ;
81179
180+ /**
181+ * Request a fadeOut screen process.
182+ *
183+ * @method startFadeOut
184+ * @param {Number } [duration=30] The time the process will take for fadeOut the screen
185+ * @param {boolean } [white=false] If true the fadeOut will be process with a white color else it's will be black
186+ *
187+ * @memberof Scene_Base
188+ */
82189Scene_Base . prototype . startFadeOut = function ( duration , white ) {
83190 this . createFadeSprite ( white ) ;
84191 this . _fadeSign = - 1 ;
85192 this . _fadeDuration = duration || 30 ;
86193 this . _fadeSprite . opacity = 0 ;
87194} ;
88195
196+ /**
197+ * Create a Screen sprite for the fadein and fadeOut purpose and
198+ * add it to the rendering process.
199+ *
200+ * @method createFadeSprite
201+ * @memberof Scene_Base
202+ */
89203Scene_Base . prototype . createFadeSprite = function ( white ) {
90204 if ( ! this . _fadeSprite ) {
91205 this . _fadeSprite = new ScreenSprite ( ) ;
@@ -98,6 +212,12 @@ Scene_Base.prototype.createFadeSprite = function(white) {
98212 }
99213} ;
100214
215+ /**
216+ * Update the screen fade processing.
217+ *
218+ * @method updateFade
219+ * @memberof Scene_Base
220+ */
101221Scene_Base . prototype . updateFade = function ( ) {
102222 if ( this . _fadeDuration > 0 ) {
103223 var d = this . _fadeDuration ;
@@ -110,6 +230,12 @@ Scene_Base.prototype.updateFade = function() {
110230 }
111231} ;
112232
233+ /**
234+ * Update the children of the scene EACH frame.
235+ *
236+ * @method updateChildren
237+ * @memberof Scene_Base
238+ */
113239Scene_Base . prototype . updateChildren = function ( ) {
114240 this . children . forEach ( function ( child ) {
115241 if ( child . update ) {
@@ -118,16 +244,35 @@ Scene_Base.prototype.updateChildren = function() {
118244 } ) ;
119245} ;
120246
247+ /**
248+ * Pop the scene from the stack array and switch to the
249+ * previous scene.
250+ *
251+ * @method popScene
252+ * @memberof Scene_Base
253+ */
121254Scene_Base . prototype . popScene = function ( ) {
122255 SceneManager . pop ( ) ;
123256} ;
124257
258+ /**
259+ * Check wether the game should be triggering a gameover.
260+ *
261+ * @method checkGameover
262+ * @memberof Scene_Base
263+ */
125264Scene_Base . prototype . checkGameover = function ( ) {
126265 if ( $gameParty . isAllDead ( ) ) {
127266 SceneManager . goto ( Scene_Gameover ) ;
128267 }
129268} ;
130269
270+ /**
271+ * Slowly fade out all the visual and audio of the scene.
272+ *
273+ * @method fadeOutAll
274+ * @memberof Scene_Base
275+ */
131276Scene_Base . prototype . fadeOutAll = function ( ) {
132277 var time = this . slowFadeSpeed ( ) / 60 ;
133278 AudioManager . fadeOutBgm ( time ) ;
@@ -136,10 +281,24 @@ Scene_Base.prototype.fadeOutAll = function() {
136281 this . startFadeOut ( this . slowFadeSpeed ( ) ) ;
137282} ;
138283
284+ /**
285+ * Return the screen fade speed value.
286+ *
287+ * @method fadeSpeed
288+ * @memberof Scene_Base
289+ * @return {Number } Return the fade speed
290+ */
139291Scene_Base . prototype . fadeSpeed = function ( ) {
140292 return 24 ;
141293} ;
142294
295+ /**
296+ * Return a slow screen fade speed value.
297+ *
298+ * @method slowFadeSpeed
299+ * @memberof Scene_Base
300+ * @return {Number } Return the fade speed.
301+ */
143302Scene_Base . prototype . slowFadeSpeed = function ( ) {
144303 return this . fadeSpeed ( ) * 2 ;
145304} ;
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