Class: Scene_MenuBase

(abstract) Scene_MenuBase()

(abstract) new Scene_MenuBase()

Properties:
Name Type Description
_actor Game_Actor The current actor selected in the base menu scene.
_backgroundSprite Sprite The background sprite used to display the scene background.
_helpWindow Window_Help The help window attached to the base menu scene.

Extends

Methods

actor() → {Game_Actor}

Returns the current game actor.
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:

create()

Overrides:

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.

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.

onActorChange()

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.

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

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()

Stop the scene processing.
Inherited From:

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.

updateChildren()

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

updateFade()

Update the screen fade processing.
Inherited From: