Pokémon SDK Wiki

Scenes (GamePlay)

PSDK was written from RPG Maker XP base. This mean the most basic scene protocol is working : making a class whose objects respond to main. With the evolution of PSDK we created a class called GamePlay::Base and started to specialize all the scenes from that. The goal of GamePlay::Base is to manage most aspect of the scenes :

Today we use GamePlay::BaseCleanUpdate which derives from GamePlay::Base and we would only have to define the following things :

The rest is managed or optional. To explain some methods, we'll explain the cycle of life of a GamePlay::BaseCleanUpdate child object.

Cycle of life

Here's a simplified diagram of the cycle of life :

Cycle of life diagram

The blue rectangles are methods you should never define yourself. The dispose method will dispose all the viewports that are stored in an instance variable containing the word viewport in their name. You can overwrite it to dispose bitmaps if you didn't used the cache, don't forget to call the super when you do that.


The first thing to do is defining initialize. This method can accept any parameter as long as they help to make the scene works properly. The initialize method has to call the super() (it creates the message window and try to prevent softlock from messages that wasn't terminated before calling the scene).

In the initialize method, the state of the scene should be the only thing that are created, graphics, viewport etc... should never be created inside initialize.


The second thing to do is defining create_graphics, it's better when the scene looks like something. This method is automatically called by GamePlay::Base so you don't need to call it explicitely.

When you define create_graphics don't forget to call super or create_viewport. The create_graphics from GamePlay just calls create_viewport


Usually, you'll never call create_viewport unless you need more than one viewport. The default create_viewport create the main viewport inside the @viewport variable. If you need more viewport, use instance_variables that contains the word viewport in it.

All the variables that contains viewport in their name will receive the dispose message from the dispose method.


In GamePlay::BaseCleanUpdate childs, update_inputs should be a public method. It's called automatically by update if no message are shown. You'll manage all the input there and return a boolean to tell if the mouse interactions should be updated or not.


In GamePlay::BaseCleanUpdate childs, update_mouse should be a public method taking the moved boolean argument. It's called automatically by update if no message are shown and update_inputs didn't returned false. You'll manage all the mouse interactions here and return a boolean that will conditionate the return of update.


In GamePlay::BaseCleanUpdate childs, update_graphics should be a public method. It's called each frame regardless of the state of the scenes. You should update stuff like animations here. This method should return a boolean that will conditionate the return of update.

Example of a scene that does nothing

To demonstrate the simpliness of defining a scene, here's a script that only show a random number and quit if you press the back button:

class MyScene < GamePlay::BaseCleanUpdate
  def initialize
    @random_number = rand(0xFFFFFFFF)

  def update_inputs
    return @running = false if Input.trigger?(:B)
    return true


  def create_graphics
    super # Create the @viewport variable

  def create_text
    @text = Text.new(0, @viewport, 0, 0 - Text::Util::FOY, 320, 16, @random_number.to_s, 1)

How to call another scene

To call another scene, you'll need to call call_scene(Scene, *args).

The call_scene method accepts a block with the parameter scene (that is the instance of the scene that was called). This block is called once the scene was disposed and is usefull to retreive the result of calling the scene (eg. choosen Pokemon).

Example :

call_scene(GamePlay::Save) do |scene|
  @running = false if scene.saved

It'll call the GamePlay::Save scene without arguments and will stop the current scene if the player saved (according to GamePlay::Save documentation).

How to return to Scene_Map

Some Menu Scene would like to return to Scene_Map (for some reason), if all the previous scenes used call_scene the best way to return to Scene_Map is to call return_to_scene(Scene_Map).

When call_scene is used by the previous scene, if return_to_scene is used by the current scene, the transition to the previous scene will not be performed unless it's Scene_Map. (This allow to skip various transitions).

When @running is set to false by the call_scene block parameter, the transition to the current scene is also not performed.