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Tutorial step 16: Create an attract mode display show¶
Now that we have a running game and some basic scoring, let’s continue to make the display more useful by creating a slide show that plays during the attract mode and cycles through a few different slides. (“GAME OVER”, “PRESS START”, … that sort of thing.)
1. Create an attract mode folder structure¶
So far it looks like your game only has one mode. (The base mode you created a few steps ago.) But MPF actually has a few built-in modes that it uses to do its thing. For example, there’s a mode called “attract” which runs the attract mode (including watching for the start button press to start a game), and there’s a mode called “game” which actually runs your games. (You may have noticed these modes in your logs. Attract runs at priority 10 and game runs at priority 20.)
Even though the attract mode is built-in, you can still create an attract mode folder and an attract mode config which enable you to extend the attract mode for your own use. So let’s do that now.
Go into your machine’s
/modes folder (which should only have your base
folder in it) and create a new folder called
attract. Now you should
see two folders in it:
Now create a
/config folder in your attract
folder, and then create a new config file called
attract.yaml. So the attract
folder is pretty much just like the base folder, with the file
used to control the settings that will be used when the attract mode is active.
Finally, create a folder called
/shows in your new attract mode folder,
and inside that folder, create a new file called
Your new machine folder structure should look like this:
2. Edit your show yaml file¶
MPF has the ability to run “shows” which are coordinated series of
lights, sounds, slides, flashers, images, videos, etc. These show
files also use the
.yaml file format, though they’re different than
the yaml config files. You can name the show whatever you want. In
this case we called it
attract_display_loop.yaml since that pretty much
describes what it does.
Note that we put this show file in a folder
called “shows” in our attract mode folder. Technically you can play
any show from any mode (and you could add a machine-wide
folder if you want), but we prefer to add the shows used by a mode inside
/shows folder since it keeps everything from one mode together.
Here’s a complete sample
file you can use as a starting point:
#show_version=5 - duration: 3s slides: awesome_slide: widgets: - type: text text: YOU ARE AWESOME font_size: 50 transition: type: push duration: 1s direction: left - duration: 3s slides: press_start: widgets: - type: Text text: PRESS START animations: pre_show_slide: - property: opacity value: 0 duration: .5s - property: opacity value: 1 duration: .5s repeat: -1 - type: Text text: FREE PLAY color: green y: 10 anchor_y: bottom transition: type: move_in duration: 1s direction: right - duration: 3 slides: mission_pinball: widgets: - type: Text text: MISSION PINBALL color: red transition: type: move_in duration: 1s direction: top
First, notice the first line is
#show_version=5. This is similar to the
config_version in config files, except since this is a show file, it’s “show_version”.
Next, notice that the show file is broken into steps, each beginning with a
dash and then a
duration: entry. The
duration: entry controls how long each step is.
The default value is seconds, though you can enter standard time strings like
duration: 3s or
duration: 300ms, etc.
By the way, when you play back a show, you can set the playback speed. So even though all the steps are 3 seconds long in our example show, when you play the show, you could (for example), set the playback speed to 2.0, and each step would be 1.5 seconds instead of 3 (since it’s playing 2x as fast).
There’s a whole section of documentation on shows, so review that at some point for all sorts of details about show files, formats, etc.
In addition to the
duration: setting in each step, also notice that each step has a
slides: setting. The format and content of the
slides: section of a show is
identical to the
slide_player: section in a config file.
So “slide_player: in config file” = “slides: in a show”. (In the future you’ll see this applies to other “players” like light_player: in a config file is the same as lights: in a show, sound_player: in a config file is the same as sounds: in a show, etc.
Then in the
slides: section of each step, we’ve added a slide name. These slides are named
mission_pinball in the example above. The slide names
don’t really matter, but since none of these slides have been defined yet, we add a
section to each one and define them here. (The slides are only created once, the first time they’re
displayed. After that they are kept in memory so they can be used over and over. They’re only
removed from memory when the attract mode stops.)
Also notice that we added
transition: settings which control how one slide transitions
to the next. Without transitions, the new slide appears instantly. But with transitions, we
can make one slide move in from the side, or cross fade, etc.
3. Configure your show to play automatically¶
Now that you’ve created your show, we need to make it so it plays. In this case we want
this show to play whenever the attract mode is running. To do this, go
back to the config file for the attract mode (
<your_machine>/modes/attract/config/attract.yaml) and add the following:
#config_version=5 show_player: mode_attract_started: attract_display_loop
Note that we don’t need a
mode: section here because those settings
are already configured in the default attract mode settings folder
contained inside of MPF. So instead all we need to do is add a
show_player: entry. Like the
slide_player: we’ve used in the past,
show_player: section contains sub-sections for MPF events, and when that event is
posted the shows underneath it are started.
In this case we’re going to start the show when the mode_attract_started event is posted.
You can also use the
show_player: section of a config to set events that stop shows,
but shows that are started from modes automatically stop when that mode stops. (The beauty
of mode-based configs!) So in this case, the
attract_display_loop will automatically
stop when the attract mode stops (which it does when a game starts).
4. Remove the attract mode stuff from your machine config¶
One last thing you should do here while you’re at it is go back into
the machine-wide config
<your_machine>/config/config.yaml and remove the
attract_started slide from the
slides: section, and the
entry from your
OLD machine-wide config (partial):
# old slides: welcome_slide: widgets: - type: text text: PINBALL! font_size: 50 color: red - type: rectangle width: 240 height: 60 attract_started: widgets: - text: ATTRACT MODE type: text slide_player: init_done: welcome_slide mode_attract_started: attract_started
NEW machine-wide config:
slides: welcome_slide: widgets: - type: text text: PINBALL! font_size: 50 color: red - type: rectangle width: 240 height: 60 slide_player: init_done: welcome_slide
The reason we remove this is because it’s not necessary now that we have our new attract mode display show running.
Plus, even if you don’t remove this entry, the original “ATTRACT MODE” text from the machine-wide config won’t show up anymore. Why? Because the attract mode runs at Priority 10, and the machine-wide config is Priority 0. So the display show from the attract mode config will show on top of the slide from the machine-wide config, so we may as well remove the machine-wide won.
Now when you run your game via
mpf both, you should see the attract mode display show.
Then when you press Start (or the
S key), everything else should proceed as it did before.
If you play through a complete game (3 balls), then when the game is over, you should see the attract mode display show start up again.
Check out the complete config.yaml file so far¶
If you want to see a complete
config.yaml file up to this point, it’s in the
folder with the name
config.yaml. You can run it be switching to that folder and running