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Nio Kasgami
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Updated Jsdoc errors
Updated the jsdoc for the initialize for remove the constructor tags since it's provoking a bug to the jsdoc generations or intelisenses. The Also added "@instance" to method for tell the system it's not a static class.
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js/rpg_scenes/Scene_Base.js

Lines changed: 25 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -20,7 +20,7 @@ Scene_Base.prototype.constructor = Scene_Base;
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/**
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* Create a instance of Scene_Base.
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*
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* @constructor
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.initialize = function() {
@@ -36,6 +36,7 @@ Scene_Base.prototype.initialize = function() {
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* Attach a reservation to the reserve queue.
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*
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* @method attachReservation
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.attachReservation = function() {
@@ -46,6 +47,7 @@ Scene_Base.prototype.attachReservation = function() {
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* Remove the reservation from the Reserve queue.
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*
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* @method detachReservation
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.detachReservation = function() {
@@ -56,6 +58,7 @@ Scene_Base.prototype.detachReservation = function() {
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* Create the components and add them to the rendering process.
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*
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* @method create
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.create = function() {
@@ -65,6 +68,7 @@ Scene_Base.prototype.create = function() {
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* Returns wether the scene is active or not.
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*
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* @method isActive
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* @instance
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* @memberof Scene_Base
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* @return {Boolean} return true if the scene is active
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*/
@@ -76,6 +80,7 @@ Scene_Base.prototype.isActive = function() {
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* Return wether the scene is ready to start or not.
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*
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* @method isReady
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* @instance
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* @memberof Scene_Base
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* @return {Boolean} Return true if the scene is ready to start
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*/
@@ -87,6 +92,7 @@ Scene_Base.prototype.isReady = function() {
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* Start the scene processing.
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*
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* @method start
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.start = function() {
@@ -97,6 +103,7 @@ Scene_Base.prototype.start = function() {
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* Update the scene processing each new frame.
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*
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* @method update
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.update = function() {
@@ -109,6 +116,7 @@ Scene_Base.prototype.update = function() {
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* Stop the scene processing.
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*
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* @method stop
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.stop = function() {
@@ -119,6 +127,7 @@ Scene_Base.prototype.stop = function() {
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* Return wether the scene is busy or not.
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*
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* @method isBusy
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* @instance
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* @return {boolean} true if the scene is currently busy doing a fade
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*/
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Scene_Base.prototype.isBusy = function() {
@@ -129,6 +138,7 @@ Scene_Base.prototype.isBusy = function() {
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* Terminate the scene before switching to a another scene.
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*
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* @method terminate
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.terminate = function() {
@@ -139,6 +149,7 @@ Scene_Base.prototype.terminate = function() {
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* and add it to the rendering process.
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*
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* @method createWindowLayer
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.createWindowLayer = function() {
@@ -155,6 +166,7 @@ Scene_Base.prototype.createWindowLayer = function() {
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* Add the children window to the windowLayer processing.
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*
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* @method addWindow
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.addWindow = function(window) {
@@ -168,6 +180,7 @@ Scene_Base.prototype.addWindow = function(window) {
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* @param {Number} [duration=30] The time the process will take for fadeIn the screen
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* @param {Boolean} [white=false] If true the fadein will be process with a white color else it's will be black
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*
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.startFadeIn = function(duration, white) {
@@ -182,8 +195,9 @@ Scene_Base.prototype.startFadeIn = function(duration, white) {
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*
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* @method startFadeOut
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* @param {Number} [duration=30] The time the process will take for fadeOut the screen
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* @param {boolean} [white=false] If true the fadeOut will be process with a white color else it's will be black
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* @param {Boolean} [white=false] If true the fadeOut will be process with a white color else it's will be black
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*
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.startFadeOut = function(duration, white) {
@@ -198,6 +212,7 @@ Scene_Base.prototype.startFadeOut = function(duration, white) {
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* add it to the rendering process.
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*
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* @method createFadeSprite
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.createFadeSprite = function(white) {
@@ -216,6 +231,7 @@ Scene_Base.prototype.createFadeSprite = function(white) {
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* Update the screen fade processing.
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*
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* @method updateFade
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.updateFade = function() {
@@ -234,6 +250,7 @@ Scene_Base.prototype.updateFade = function() {
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* Update the children of the scene EACH frame.
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*
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* @method updateChildren
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.updateChildren = function() {
@@ -249,6 +266,7 @@ Scene_Base.prototype.updateChildren = function() {
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* previous scene.
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*
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* @method popScene
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.popScene = function() {
@@ -259,6 +277,7 @@ Scene_Base.prototype.popScene = function() {
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* Check wether the game should be triggering a gameover.
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*
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* @method checkGameover
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.checkGameover = function() {
@@ -271,6 +290,7 @@ Scene_Base.prototype.checkGameover = function() {
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* Slowly fade out all the visual and audio of the scene.
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*
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* @method fadeOutAll
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* @instance
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* @memberof Scene_Base
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*/
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Scene_Base.prototype.fadeOutAll = function() {
@@ -285,6 +305,7 @@ Scene_Base.prototype.fadeOutAll = function() {
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* Return the screen fade speed value.
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*
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* @method fadeSpeed
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* @instance
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* @memberof Scene_Base
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* @return {Number} Return the fade speed
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*/
@@ -296,9 +317,11 @@ Scene_Base.prototype.fadeSpeed = function() {
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* Return a slow screen fade speed value.
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*
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* @method slowFadeSpeed
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* @instance
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* @memberof Scene_Base
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* @return {Number} Return the fade speed.
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*/
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Scene_Base.prototype.slowFadeSpeed = function() {
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return this.fadeSpeed() * 2;
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};
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