MPF includes a built-in mode called game which is responsible for actually running a game in MPF. It starts when a game is started from the attract mode, and it stays running all the way through the entire game, finally stopping again when the game ends and the attract mode starts again.
The code and configuration
for the built-in game mode lives in the
mpf/modes/game folder. It’s
automatically added to the list of modes in the
modes: section of
your machine-wide config based on settings in the
baseline configuration file. The game mode runs at priority 20. It
starts when the game_start event is posted, and it stops when the
game_ended event is posted.
The game mode is responsible for many things, including:
- Tracking the number of balls in play. (Remember the number of balls in play is not necessarily the same as the number of live balls on the playfield that the ball controller tracks.)
- Watching for start button pushes to add additional players to the game.
- Restarting the game on a “long press” of the start button.
- Posting the game_started, ball_starting, ball_ending, ball_ended, game_ending, and game_ended events.
- Posting the events relating to multiplayer games.
- Handling ball drains and ending the current player’s turn
- Rotating the players and starting the next player’s turn
- Processing extra balls and handling shoot again
It’s almost never necessary to override or change the behavior of the game mode. Typically anything you want to do to affect the game is done in additional modes you create. (And all the configuration for scoring, game modes, shots, etc. is done in a “base” game mode that runs per player as their turn starts.) See the tutorial for details.
We documented the general approach to design a game in the Game Design section.