1- //-----------------------------------------------------------------------------
2- // Scene_Base
3- //
4- // The superclass of all scenes within the game.
1+ //=============================================================================
52
3+ /**
4+ * The Superclass of all scene within the game.
5+ *
6+ * @class Scene_Base
7+ * @constructor
8+ * @extends Stage
9+ */
610function Scene_Base ( ) {
711 this . initialize . apply ( this , arguments ) ;
812}
913
1014Scene_Base . prototype = Object . create ( Stage . prototype ) ;
1115Scene_Base . prototype . constructor = Scene_Base ;
1216
17+
18+ /**
19+ * Create a instance of Scene_Base.
20+ *
21+ * @instance
22+ * @memberof Scene_Base
23+ */
1324Scene_Base . prototype . initialize = function ( ) {
1425 Stage . prototype . initialize . call ( this ) ;
1526 this . _active = false ;
@@ -19,45 +30,127 @@ Scene_Base.prototype.initialize = function() {
1930 this . _imageReservationId = Utils . generateRuntimeId ( ) ;
2031} ;
2132
33+ /**
34+ * Attach a reservation to the reserve queue.
35+ *
36+ * @method attachReservation
37+ * @instance
38+ * @memberof Scene_Base
39+ */
2240Scene_Base . prototype . attachReservation = function ( ) {
2341 ImageManager . setDefaultReservationId ( this . _imageReservationId ) ;
2442} ;
2543
44+ /**
45+ * Remove the reservation from the Reserve queue.
46+ *
47+ * @method detachReservation
48+ * @instance
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+ * @instance
60+ * @memberof Scene_Base
61+ */
3062Scene_Base . prototype . create = function ( ) {
3163} ;
3264
65+ /**
66+ * Returns whether the scene is active or not.
67+ *
68+ * @method isActive
69+ * @instance
70+ * @memberof Scene_Base
71+ * @return {Boolean } return true if the scene is active
72+ */
3373Scene_Base . prototype . isActive = function ( ) {
3474 return this . _active ;
3575} ;
3676
77+ /**
78+ * Return whether the scene is ready to start or not.
79+ *
80+ * @method isReady
81+ * @instance
82+ * @memberof Scene_Base
83+ * @return {Boolean } Return true if the scene is ready to start
84+ */
3785Scene_Base . prototype . isReady = function ( ) {
3886 return ImageManager . isReady ( ) ;
3987} ;
4088
89+ /**
90+ * Start the scene processing.
91+ *
92+ * @method start
93+ * @instance
94+ * @memberof Scene_Base
95+ */
4196Scene_Base . prototype . start = function ( ) {
4297 this . _active = true ;
4398} ;
4499
100+ /**
101+ * Update the scene processing each new frame.
102+ *
103+ * @method update
104+ * @instance
105+ * @memberof Scene_Base
106+ */
45107Scene_Base . prototype . update = function ( ) {
46108 this . updateFade ( ) ;
47109 this . updateChildren ( ) ;
48110} ;
49111
112+ /**
113+ * Stop the scene processing.
114+ *
115+ * @method stop
116+ * @instance
117+ * @memberof Scene_Base
118+ */
50119Scene_Base . prototype . stop = function ( ) {
51120 this . _active = false ;
52121} ;
53122
123+
124+ /**
125+ * Return whether the scene is busy or not.
126+ *
127+ * @method isBusy
128+ * @instance
129+ * @memberof Scene_Base
130+ * @return {Boolean } Return true if the scene is currently busy
131+ */
54132Scene_Base . prototype . isBusy = function ( ) {
55133 return this . _fadeDuration > 0 ;
56134} ;
57135
136+ /**
137+ * Terminate the scene before switching to a another scene.
138+ *
139+ * @method terminate
140+ * @instance
141+ * @memberof Scene_Base
142+ */
58143Scene_Base . prototype . terminate = function ( ) {
59144} ;
60145
146+ /**
147+ * Create the layer for the windows children
148+ * and add it to the rendering process.
149+ *
150+ * @method createWindowLayer
151+ * @instance
152+ * @memberof Scene_Base
153+ */
61154Scene_Base . prototype . createWindowLayer = function ( ) {
62155 var width = Graphics . boxWidth ;
63156 var height = Graphics . boxHeight ;
@@ -68,24 +161,59 @@ Scene_Base.prototype.createWindowLayer = function() {
68161 this . addChild ( this . _windowLayer ) ;
69162} ;
70163
164+ /**
165+ * Add the children window to the windowLayer processing.
166+ *
167+ * @method addWindow
168+ * @instance
169+ * @memberof Scene_Base
170+ */
71171Scene_Base . prototype . addWindow = function ( window ) {
72172 this . _windowLayer . addChild ( window ) ;
73173} ;
74174
175+ /**
176+ * Request a fadeIn screen process.
177+ *
178+ * @method startFadeIn
179+ * @param {Number } [duration=30] The time the process will take for fadeIn the screen
180+ * @param {Boolean } [white=false] If true the fadein will be process with a white color else it's will be black
181+ *
182+ * @instance
183+ * @memberof Scene_Base
184+ */
75185Scene_Base . prototype . startFadeIn = function ( duration , white ) {
76186 this . createFadeSprite ( white ) ;
77187 this . _fadeSign = 1 ;
78188 this . _fadeDuration = duration || 30 ;
79189 this . _fadeSprite . opacity = 255 ;
80190} ;
81191
192+ /**
193+ * Request a fadeOut screen process.
194+ *
195+ * @method startFadeOut
196+ * @param {Number } [duration=30] The time the process will take for fadeOut the screen
197+ * @param {Boolean } [white=false] If true the fadeOut will be process with a white color else it's will be black
198+ *
199+ * @instance
200+ * @memberof Scene_Base
201+ */
82202Scene_Base . prototype . startFadeOut = function ( duration , white ) {
83203 this . createFadeSprite ( white ) ;
84204 this . _fadeSign = - 1 ;
85205 this . _fadeDuration = duration || 30 ;
86206 this . _fadeSprite . opacity = 0 ;
87207} ;
88208
209+ /**
210+ * Create a Screen sprite for the fadein and fadeOut purpose and
211+ * add it to the rendering process.
212+ *
213+ * @method createFadeSprite
214+ * @instance
215+ * @memberof Scene_Base
216+ */
89217Scene_Base . prototype . createFadeSprite = function ( white ) {
90218 if ( ! this . _fadeSprite ) {
91219 this . _fadeSprite = new ScreenSprite ( ) ;
@@ -98,6 +226,13 @@ Scene_Base.prototype.createFadeSprite = function(white) {
98226 }
99227} ;
100228
229+ /**
230+ * Update the screen fade processing.
231+ *
232+ * @method updateFade
233+ * @instance
234+ * @memberof Scene_Base
235+ */
101236Scene_Base . prototype . updateFade = function ( ) {
102237 if ( this . _fadeDuration > 0 ) {
103238 var d = this . _fadeDuration ;
@@ -110,6 +245,13 @@ Scene_Base.prototype.updateFade = function() {
110245 }
111246} ;
112247
248+ /**
249+ * Update the children of the scene EACH frame.
250+ *
251+ * @method updateChildren
252+ * @instance
253+ * @memberof Scene_Base
254+ */
113255Scene_Base . prototype . updateChildren = function ( ) {
114256 this . children . forEach ( function ( child ) {
115257 if ( child . update ) {
@@ -118,16 +260,38 @@ Scene_Base.prototype.updateChildren = function() {
118260 } ) ;
119261} ;
120262
263+ /**
264+ * Pop the scene from the stack array and switch to the
265+ * previous scene.
266+ *
267+ * @method popScene
268+ * @instance
269+ * @memberof Scene_Base
270+ */
121271Scene_Base . prototype . popScene = function ( ) {
122272 SceneManager . pop ( ) ;
123273} ;
124274
275+ /**
276+ * Check whether the game should be triggering a gameover.
277+ *
278+ * @method checkGameover
279+ * @instance
280+ * @memberof Scene_Base
281+ */
125282Scene_Base . prototype . checkGameover = function ( ) {
126283 if ( $gameParty . isAllDead ( ) ) {
127284 SceneManager . goto ( Scene_Gameover ) ;
128285 }
129286} ;
130287
288+ /**
289+ * Slowly fade out all the visual and audio of the scene.
290+ *
291+ * @method fadeOutAll
292+ * @instance
293+ * @memberof Scene_Base
294+ */
131295Scene_Base . prototype . fadeOutAll = function ( ) {
132296 var time = this . slowFadeSpeed ( ) / 60 ;
133297 AudioManager . fadeOutBgm ( time ) ;
@@ -136,10 +300,26 @@ Scene_Base.prototype.fadeOutAll = function() {
136300 this . startFadeOut ( this . slowFadeSpeed ( ) ) ;
137301} ;
138302
303+ /**
304+ * Return the screen fade speed value.
305+ *
306+ * @method fadeSpeed
307+ * @instance
308+ * @memberof Scene_Base
309+ * @return {Number } Return the fade speed
310+ */
139311Scene_Base . prototype . fadeSpeed = function ( ) {
140312 return 24 ;
141313} ;
142314
315+ /**
316+ * Return a slow screen fade speed value.
317+ *
318+ * @method slowFadeSpeed
319+ * @instance
320+ * @memberof Scene_Base
321+ * @return {Number } Return the fade speed
322+ */
143323Scene_Base . prototype . slowFadeSpeed = function ( ) {
144324 return this . fadeSpeed ( ) * 2 ;
145325} ;
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