Class: Scene_GameEnd

Scene_GameEnd()

new Scene_GameEnd()

The scene class of the game end screen.
Properties:
Name Type Description
_commandWindow Window_GameEnd

Extends

Methods

actor() → {Game_Actor}

Returns the current game actor.
Inherited From:
Returns:
Type
Game_Actor

addChild(child) → {Object}

[super] Adds a child to the container.
Parameters:
Name Type Description
child Object The child to add
Inherited From:
Returns:
The child that was added
Type
Object

addChildAt(child, index) → {Object}

[super] Adds a child to the container at a specified index.
Parameters:
Name Type Description
child Object The child to add
index Number The index to place the child in
Inherited From:
Returns:
The child that was added
Type
Object

addWindow()

Add the children window to the windowLayer processing.
Inherited From:

attachReservation()

Attach a reservation to the reserve queue.
Inherited From:

checkGameover()

Check whether the game should be triggering a gameover.
Inherited From:

commandToTitle()

Handler for when to title is clicked within the game end screen.

create()

Overrides:

createBackground()

Creates the background for the game end scene.

createCommandWindow()

Creates the command window for the game end screen.

createFadeSprite()

Create a Screen sprite for the fadein and fadeOut purpose and add it to the rendering process.
Inherited From:

createHelpWindow()

Creates the help window.
Inherited From:

createWindowLayer()

Create the layer for the windows children and add it to the rendering process.
Inherited From:

detachReservation()

Remove the reservation from the Reserve queue.
Inherited From:

fadeOutAll()

Slowly fade out all the visual and audio of the scene.
Inherited From:

fadeSpeed() → {Number}

Return the screen fade speed value.
Inherited From:
Returns:
Return the fade speed
Type
Number

initialize()

Overrides:

isActive() → {Boolean}

Returns whether the scene is active or not.
Inherited From:
Returns:
return true if the scene is active
Type
Boolean

isBusy() → {Boolean}

Return whether the scene is busy or not.
Inherited From:
Returns:
Return true if the scene is currently busy
Type
Boolean

isReady() → {Boolean}

Return whether the scene is ready to start or not.
Inherited From:
Returns:
Return true if the scene is ready to start
Type
Boolean

nextActor()

Moves to the next actor in the party.
Inherited From:

onActorChange()

Inherited From:

popScene()

Pop the scene from the stack array and switch to the previous scene.
Inherited From:

previousActor()

Moves to the previous actor in the party.
Inherited From:

removeChild(child) → {Object}

[super] Removes a child to the container.
Parameters:
Name Type Description
child Object The child to remove
Inherited From:
Returns:
The child that was removed
Type
Object

removeChildAt(index) → {Object}

[super] Removes a child from the specified index position.
Parameters:
Name Type Description
index Number The index to get the child from
Inherited From:
Returns:
The child that was removed
Type
Object

setBackgroundOpacity(opacity)

Parameters:
Name Type Description
opacity Number
Inherited From:

slowFadeSpeed() → {Number}

Return a slow screen fade speed value.
Inherited From:
Returns:
Return the fade speed
Type
Number

start()

Start the scene processing.
Inherited From:

startFadeIn(durationopt, whiteopt)

Request a fadeIn screen process.
Parameters:
Name Type Attributes Default Description
duration Number <optional>
30 The time the process will take for fadeIn the screen
white Boolean <optional>
false If true the fadein will be process with a white color else it's will be black
Inherited From:

startFadeOut(durationopt, whiteopt)

Request a fadeOut screen process.
Parameters:
Name Type Attributes Default Description
duration Number <optional>
30 The time the process will take for fadeOut the screen
white Boolean <optional>
false If true the fadeOut will be process with a white color else it's will be black
Inherited From:

stop()

Overrides:

terminate()

Terminate the scene before switching to a another scene.
Inherited From:

update()

Update the scene processing each new frame.
Inherited From:

updateActor()

Updates the current actor.
Inherited From:

updateChildren()

Update the children of the scene EACH frame.
Inherited From:

updateFade()

Update the screen fade processing.
Inherited From: