Tutorial 9. Add the start button
This is part of our Getting Started guide.
The guide starts here.
It's been awhile since this tutorial has been updated. If you find anything that is no longer relevant, please let us know, or better yet, edit or update it yourself!
Obviously in order to play an actual game, you have to be able to start a game, and that requires a start button. Let's add that now.
1. Add a switch for your Start button
First, add the switch for your start button to the switches:
section
of your config file. Again this should be easy by now. In this tutorial
we'll just call this button s_start
and add it like this:
switches:
s_start:
number: 11
2. Add a "start" tag to your Start button
Just like the special-purpose tags we used when configuring the ball
devices, MPF uses some
special purpose tags for switches, too. One of them is start
, as MPF watches for switches
tagged with "start" to start games and add players to running games.
Sometimes people ask "Why do you use a tag for this? Why not just look
for a switch named "start?" Again, we want MPF to be as flexible as
possible, and we feel that game builders should be able to name their
switches whatever they want. (Some want to preface with s_
, others
might not, etc.) So we use a "start" tag behind the scenes to make
whatever switch you want act as the start button. So now your start
switch in your switches:
section should look like this:
switches:
s_start:
number: 11
tags: start
3. Add keyboard entries for your start switch
If you're keeping your keyboard shortcuts up to date, you can create a
keyboard entry for your start switch. This is especially helpful if
you're building a custom machine from scratch and you don't have a
physical start button wired up yet. In that case just enter some dummy
value for the number:
of your start switch. Then when you run a
physical machine (without the -x command line option), you can start the
game with your computer keyboard but actually play it on physical
hardware. For your start button keyboard key, how about using the S
key? To do so, add an entry like this to the keyboard:
section of your
config file:
keyboard:
s:
switch: s_start
4. Add at least one playfield switch
Another thing you need to do is to configure at least one playfield
switch. Why? Because when a ball is launched from your plunger onto the
playfield, MPF "confirms" that the ball actually made it onto the
playfield when a playfield switch is activated. How do you configure a
switch as a playfield switch? You use tags, by adding a
playfield_active
tag to a switch.
At this point you might be wondering, "Wait, I thought the
eject_timeouts for the plunger was used to let MPF know when a ball
really made it out of the plunger?" That's true, and technically at
this point you don't need a playfield switch. However, this will speed
up your ejects in a real machine and you'll eventually tag all your
playfield switches with playfield_active
, so we're just getting
starting on this now. To do this, create a new entry in your switches:
section for one of your playfield switches, for example:
switches:
s_right_inlane:
number: 12
tags: playfield_active
Note: The tags playfield_active and above the start tag are special purpose tags for switches.
While you're at it, create a keyboard key mapping for this switch in
the keyboard:
section of your config, like this:
keyboard:
q:
switch: s_right_inlane
If you want you can go ahead and add entries for all your playfield switches, though that will take awhile. For now just make sure you have at least one, and make sure the ball hits that switch after it launches from the plunger before it drains. (There are lots of options for what you can do if a ball drains before it hits a switch, but we're not going to go into those now.)
If you do decide to add all your playfield switches now, you'll want to
add the playfield_active tag to all the switches that might be hit by
a ball being loose on the playfield. (So lane switches, ramp switches,
rollovers, standups etc.) You do not want to tag ball device switches
with playfield_active
since if a ball is in a ball device, then it's
not loose on the playfield. Neither you do not want to tag autofire devices
like slingshots or pop bumpers, they are handled automatically by mpf.
At this point we're really, really close! There are a few more quick things we want to do, then run some checks. But then we're ready to play a real game!
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 mpf-examples/tutorial/step_9
folder.
You can run this file directly by switching to that folder and then running the following command:
C:\mpf-examples\tutorial>mpf both
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