light_player: Config Reference
This is a config file reference. Click for instructions.
This page is reference material which explains every setting and option for this section of an MPF yaml config file. See the instructions for config files for formatting and other details. See our guide to config file examples for more examples of real configs in action.
Valid in | |
---|---|
machine config files | YES |
mode config files | YES |
Note
This section can also be used in a show file in the lights:
section of
a step.
The light_player:
section of your config is where you can control
lights in config or shows. Example in config:
light_player:
some_event:
led1:
color: red
fade: 200ms
led2:
color: ff0000
fade: 2000ms
shows:
rainbow:
- duration: 1s
lights:
(leds): red
- duration: 1s
lights:
(leds): orange
- duration: 1s
lights:
(leds): yellow
- duration: 1s
lights:
(leds): green
- duration: 1s
lights:
(leds): blue
- duration: 1s
lights:
(leds): purple
Optional settings
The following sections are optional in the light_player:
section of
your config. (If you don't include them, the default will be used).
color:
Single value, type: string
. Default: white
Set a color to this light. Color values may be a hex string (e.g.
22FFCC
), a hex string including a brightness value (e.g. 22FFCC%60
), a color name
(e.g. turquoise
), or a brightness value (i.e. AA
or 120
). Note that
a list of RGB values (e.g. [50, 128, 206]
) cannot be used, these RGB values
are only valid in the named_colors: section of your config file. MPF
knows 140+ standard web color names, and you can define your own custom
colors in the named_colors:
section of your config. The colors MPF knows can be easily checked by reading:
https://github.com/missionpinball/mpf/blob/dev/mpf/core/rgb_color.py
If you use brightness on an RGB light MPF will
use the brightness for every channel. For instance brigness AA
will
result in color AAAAAA
.
Special color directives: on
, off
, and stop
MPF supports a few special terms that may be used instead of a color value.
on
If your light has a default_on_color set, then instead of having
to name that color in particular, you can just use on
. If you do not have one set, the light will
instead turn white (or its native color if single-channel.)
off
When you turn a light on to a certain color in a show, it will remain on throughout the show unless
directed otherwise. If you want your light to turn on for only a specific time, you will need to
explicitly set it to off
. Another use case for off
is when a lower-priority show has a light turned on,
but another show at a higher prority wants to override this -- you can set a light to off
in a show without
having turned it on in that show first, just to ensure it is truly off.
stop
The off
directive tells the light controller to specifically hold a light to no power, but does not
release the light from control. If you instead have a show that no longer needs control over a light
that it has already set at least once, you can use stop
to remove the show's priority level hold on
the light's color. Imagine having something like a lightning strike show, where lights from all over
your machine flash yellow, but then immediately return to their previous color setting -- you would use
stop
the step after each light flash to allow the previously-set color to show through again.
fade:
Single value, type: ms_or_token
. Defaults to empty.
Time to fade this light in ms. Use this to achieve smooth transitions between colors.
priority:
Single value, type: int_or_token
. Default: 0
Relative priority of this entry in the light stack.
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