RPG Maker Forums

[Solved]

So I wanted to let the screen of a custom class fade to black before going to a different scene, but it doesn't seem to work out.
I have the following update method
Code:
Lihinel.Warfare.SceneCommand.prototype.update = function() {
    if (!this.isBusy()) {
            *my code here*
       }
Scene_Base.prototype.update.call(this);
}
and
Code:
Lihinel.Warfare.SceneCommand.prototype.stop = function() {
    Scene_Base.prototype.stop.call(this);
    this.startFadeOut(this.slowFadeSpeed(), false);
};
a console.log confirms that
Code:
console.log(this._fadeSprite)
exists and is visible, according to Scene_Base it is created when fadeOutAll is called and added to children of window, so it should be above all of my sprites, but it just isn't.

Entire code:
Code:
//=============================================================================

//=============================================================================
 
 
var Lihinel = Lihinel || {};
Lihinel.Warfare = Lihinel.Warfare || {};

Lihinel.Warfare.SceneCommand = function() {
    this.initialize.apply(this, arguments);
};

Lihinel.Warfare.SceneCommand.prototype = Object.create(Scene_Base.prototype);
Lihinel.Warfare.SceneCommand.prototype.constructor = Lihinel.Warfare.SceneCommand;


  (function() {
  
Scene_Load.prototype.onLoadSuccess = function() {
    SoundManager.playLoad();
    this.fadeOutAll();
    this.reloadMapIfUpdated();
    SceneManager.goto(Lihinel.Warfare.SceneCommand);
    this._loadSuccess = true;
};
  

ImageManager.loadLogo = function(filename, hue) {
    return this.loadBitmap('img/logo/', filename, hue, true);
};
  
  var parameters = PluginManager.parameters('Lihinel_Logo');
 
Lihinel.Warfare.SceneCommand.prototype.initialize = function() {
    Scene_Base.prototype.initialize.call(this);
 
this.scenarios = [{x:200,y:200, scenario:"Test"}, {x:400,y:230, scenario:"Test1"}, {x:300,y:400, scenario:"Test2"}];
}

Lihinel.Warfare.SceneCommand.prototype.create = function() {
    Scene_Base.prototype.create.call(this);
 
 
};

Lihinel.Warfare.SceneCommand.prototype.start = function() {
    Scene_Base.prototype.start.call(this);
    //SceneManager.clearStack();
    this.startFadeIn(30,false);
    /* var bgm = {  name: "Epic",  volume: 80,  pitch: 100,  pan: 100};
    AudioManager.playBgm(bgm); */
 
    this.selected = {X:-1,y:-1};

    this.drawBG();
    this.drawTargets();
    this.drawDescription();
    this.drawSave();
 
    this.startFadeIn(this.fadeSpeed(), false);
 
 
};

Lihinel.Warfare.SceneCommand.prototype.stop = function() {
    Scene_Base.prototype.stop.call(this);
    this.startFadeOut(this.slowFadeSpeed(), false);
};

Lihinel.Warfare.SceneCommand.prototype.terminate = function() {
    Scene_Base.prototype.terminate.call(this);
    //SceneManager.snapForBackground();
};

 


Lihinel.Warfare.SceneCommand.prototype.drawBG = function() {
    var bitmap = ImageManager.loadPicture("Green0");
    var green0 = new Sprite(bitmap);
    this._green0 = green0;
    this.addChild(green0);
 
    var bitmap = ImageManager.loadPicture("Green1");
    var green1 = new Sprite(bitmap);
    this._green1 = green1;
    this._green0.addChild(green1);
 
    var bitmap = ImageManager.loadPicture("Green2");
    var green2 = new Sprite(bitmap);
    this._green2 = green2;
    this._green0.addChild(green2);
 
    var bitmap = ImageManager.loadPicture("Map0");
    var map0 = new Sprite(bitmap);
    this._map0 = map0;
    this.addChild(map0);
 
    var bitmap = ImageManager.loadPicture("Map1");
    var map1 = new Sprite(bitmap);
    this._map1 = map1;
    this.addChild(map1);
 
    this._green1.x = -816;
    this._green2.y = -624;
}




Lihinel.Warfare.SceneCommand.prototype.drawTargets = function() {
    this._targets = [];
    for(var index in this.scenarios){
        var scenario = this.scenarios[index]
        this.drawTarget(index, scenario.x, scenario.y);
    }
 
}

Lihinel.Warfare.SceneCommand.prototype.drawTarget = function(index, x, y) {

    var bitmap = ImageManager.loadPicture("Target");
    var target = new Sprite(bitmap);
    this._targets[index] = target;
    this.addChild(target);
    target.x = x;
    target.y = y;
    target.anchor.x = 0.5;
    target.anchor.y = 0.5;
}

Lihinel.Warfare.SceneCommand.prototype.drawSave = function() {

    var bitmap = ImageManager.loadPicture("Save");
    var save = new Sprite(bitmap);
    this._save = save;
    this.addChild(save);
    this._save.x = 16;
    this._save.y = 16;
}

Lihinel.Warfare.SceneCommand.prototype.drawDescription = function() {
    var bitmap = new Bitmap(716, 60);
    var discription = new Sprite(bitmap);
    this._discription = discription;
    this.addChild(discription);
    discription.bitmap.fillRect(0,0,716,60,"#000000");
    discription.x = 50;
    discription.y = 540;
    this._discription.visible = false;
}
 
Lihinel.Warfare.SceneCommand.prototype.update = function() {
    if (!this.isBusy()) {
    
    
        var x = TouchInput.x;
        var y = TouchInput.y;

        if(TouchInput.isTriggered()){
            if(x < 64 && y < 64){
                SceneManager.push(Scene_Save);
            }else{
                this.checkForSelectedTargetAndStartMission(x,y);
            }
        
        }
        if(TouchInput.isCancelled()){
            this.selected.x = -1;
            this.selected.y = -1;
            this.updateDescription(null);
        }
    
        this.updateBG();
        this.updateTargets();
    
    
 
    }
 
 
 
 
    Scene_Base.prototype.update.call(this);
};

Lihinel.Warfare.SceneCommand.prototype.checkForSelectedTargetAndStartMission = function(x,y) {
    var target = this.checkTargets(x,y);
    if(target != -1){
        var scenario = this.scenarios[target].scenario;
        if(this.selected.x == x    && this.selected.y == y){
            Lihinel.Warfare.scenario = scenario;
            Lihinel.DataManager.setupWarfareUnitDataForMap(0);
            if(Lihinel.Warfare.save_data[scenario] == null){
                $gamePlayer._transferring = true;
                $gamePlayer._newMapId = 2;
                $gamePlayer._newDirection = 0;
                $gamePlayer._newX = 0;
                $gamePlayer._newY = 0;
                //this.fadeOutAll();
                SceneManager.goto(Scene_Map);
            }else{
                //this.fadeOutAll();
                SceneManager.goto(Lihinel.Warfare.Scene);
            }
            console.log(this._fadeSprite)
        }else{
            this.selected.x = x;
            this.selected.y = y;
            this.updateDescription(scenario);
        }
    }else{
        this.updateDescription(null);
    }
}

Lihinel.Warfare.SceneCommand.prototype.checkTargets = function(x,y) {
    var max = this._targets.length;
    for(var i=0;i<max;i++){
        var target = this.checkTarget(i,x,y);
        if(target != -1){return target}
    }
    return -1;
}
Lihinel.Warfare.SceneCommand.prototype.checkTarget = function(index,x,y) {
    console.log(index)
    if(this._targets[index].x > x - 32 && this._targets[index].x < x + 32 && this._targets[index].y > y - 32 && this._targets[index].y < y + 32){
        return index;
    }
    return -1;
}
        
Lihinel.Warfare.SceneCommand.prototype.updateBG = function() {
    this._green1.x += 10;
    this._green2.y -= 10;
    if(this._green1.x >= 1800){this._green1.x = -816}
    if(this._green2.y < -624){this._green2.y = 1400}
}



Lihinel.Warfare.SceneCommand.prototype.updateTargets = function() {
    var max = this._targets.length;
    for(var i=0;i<max;i++){
        this.updateTarget(i);
    }
 
}

Lihinel.Warfare.SceneCommand.prototype.updateTarget = function(index) {
    this._targets[index].rotation += 0.025; 
}


Lihinel.Warfare.SceneCommand.prototype.updateDescription = function(scenario) {
    if(scenario != null){
        this._discription.visible = true;
        this._discription.bitmap.fillRect(0,0,716,60,"#000000");
        this._discription.bitmap.drawText(scenario,50,0,616,60,"left");
        if(Lihinel.Warfare.save_data[scenario] == null){
            var text = "Start Mission";
        }else{
            var sec = Math.floor(Lihinel.Warfare.save_data[scenario].playtime / 60);
            var min = Math.floor(sec / 60);
            var hour = Math.floor(min / 60);
            if(sec < 10){sec = "0" + sec};
            if(min < 10){min = "0" + min};
            var text = "Continue: " + hour + ":" + min + ":" + sec;
        }
        this._discription.bitmap.drawText(text,50,0,616,60,"right");
    }else{
        this._discription.visible = false;
    }
}

 
    
Lihinel.Warfare.SceneCommand.prototype.updateTitle = function(zoom) {
    if(zoom > 0){

        var width = 816 * zoom  / 624;
    
        var height = 240 * zoom / 624;
    
        this._title1.y = 312 - Math.floor(height/2);
        this._title1.x = 408 - Math.floor(width/2);
    

        this._title1.bitmap.clear();
        var src_bitmap = ImageManager.loadTitle1("IntroTitle1");
        this._title1.bitmap.bltImage(src_bitmap, 0, 0, src_bitmap.width, src_bitmap.height, 0, 0, width, height);
    
        this._title1.opacity = (zoom / 2);
    }
}
 
  })();

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