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Plugin for connecting a Godot project to MPF using a BCP server.

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Godot BCP Server

Godot BCP Logo

The Godot BCP Server is a plugin for connecting Godot to the Mission Pinball Framework (MPF) using the Backbox Control Protocol (BCP).

With this plugin, pinball creators using MPF can choose Godot as their display engine and drive all screen slides, videos, animations, and sounds via a Godot project.

Features

  • Direct socket connection between MPF and Godot for high-speed synchronization
  • Fully extensible base classes allow customization and overrides
  • Direct access to player variables, machine variables, and settings
  • Built-in signals for core events, extensible to add any signals you need
  • Easily subscribe to MPF events and send events to MPF
  • Support for keyboard input bindings to aid in development

Installation

Create a new Godot project and find Godot BCP Server in the Asset Library. Add this plugin to your project and save.

Note: Godot BCP Server uses custom class names for extending support to your project. It is recommended to exit and restart Godot after adding the plugin, to ensure that the class names are recognized and available.

Usage

Godot BCP Server provides base classes for two Autoload instances: BCPServer for the socket connection to MPF, and MPFGame for game, player, machine, and setting values.

BCPServer Class

This class manages the connection to MPF and all data coming in and out. For optimal performance, it runs in a separate thread from the main Godot instance.

Create a new autoload script (e.g. /autoloads/server.gd) and add extends BCPServer to the top of the file. You can then set class variables and override class methods. In your Project Settings > AutoLoad, add your script as an autoload with the name "Server".

Note: The Game autoload script (see MPFGame below) must be listed before the Server autoload script, because the Server is dependent on the Game.

Method _init() -> void

The init method allows you to configure the base setup of the server. There are two properties you can set here.

self.auto_signals

The auto_signals property is a list of MPF events that have Godot signals of the same name. This is a very fast and easy way to setup signals if you want to re-broadcast an MPF event to listeners in Godot.

extends BCPServer


signal bonus(payload)
signal hurryup_started(payload)
signal options(payload)

func _init() -> void:
  self.auto_signals = ['options', 'bonus', 'hurryup_started']

self.registered_events

The registered_events property is a list of MPF events that Godot should subscribe to. By default only the basic player, mode, and game events are sent via BCP. With registered events you can specify any events you want to receive.

func _init() -> void:
  self.registered_events = [
      "jackpot_lit",
      "jackpot_collected",
      "mystery_lit",
      "skillshot_hit",
      "timer_boss_mode_tick",
  ]

Method listen() -> void:

At some point in your game's startup sequence you need to call Server.listen() on your server to open a port and begin listening for an MPF connection. The name of the server instance will be based on your autoload's name.

listen() should be called from your active scene when the Godot MC is ready to connect to MPF, or in your main scene's _ready() method if you want to connect immediately.

Method on_message(message):

The on_method event allows you to define custom callback methods for events received by MPF. This list is evaluated before the default event handlers, and if this method returns a falsey value the default behavior will be skipped. Return the original message to proceed to the default handlers.

Note: The BCP Server runs on a separate thread, so all callbacks should be wrapped in call_deferred(method_name, *args) to ensure that the callback is thread-safe (i.e. handled on the main thread).

func on_message(message):
  match message.cmd:
    "high_score_enter_initials":
      call_deferred("deferred_scene", "res://modes/HighScore.tscn")
    "quest_shot_jackpot":
      call_deferred("emit_signal", "popup", message)
    _:
      return message

Method on_mode_start(mode_name: String) -> void:

The on_mode_start method is called whenever a mode starts in MPF. This is the place where you can load scenes, play music, or do any other mode-specific behavior.

func on_mode_start(mode_name: String) -> void:
  if mode_name.substr(0,6) == "quest_":
    self._deferred_scene_top(self._next_quest)
    return

  if mode_name.substr(0,7) == "threat_":
    call_deferred("start_threat", mode_name)
    return

  match mode_name:
    "attract":
      self.deferred_scene("res://modes/AttractMode.tscn")
    "bonus":
      self.deferred_scene("res://modes/BonusMode.tscn")
    "game":
      MusicPlayer.play_sfx("game_started.wav")

Other Overridable Methods

There are other methods that can be defined in server for custom behavior.


func on_ball_start() -> void:
  # Called when a player's ball starts
  pass

func on_ball_end() -> void:
  # Called when a player's ball ends
  pass

func on_connect() -> void:
  # Called when a BCP connection is established with MPF
  pass

func on_disconnect() -> void:
  # Called when the BCP connection to MPF is ended
  pass

func on_input(event_payload: PoolStringArray) -> void:
  # Called when an input event key is pressed
  pass

Built-In Methods

There are some built-in methods that are convenient.

self.send_event(event_name: String) -> void:

You can call self.send_event to send an event to MPF!

self.deferred_game(method: String, result=null) -> void:

You can call self.deferred_game to schedule a method to be called in the Game autoload singleton. This is a thread-safe way to trigger game callbacks from events.

self.deferred_game_player(result) -> void:

You can call self.deferred_game_player to schedule an update to a player variable using the properties result.name and result.value.

self.deferred_scene(scene_res: String) -> void:

You can call self.deferred_scene to change the main scene tree to the resource path specified (i.e. call get_tree().change_scene(scene_res) on the main thread).

self.deferred_scene_to(scene_pck: Resource) -> void:

You can call self.deferred_scene_to to change the main scene tree to the resource pack specified (i.e. call get_tree().change_scene_to(scene_pck) on the main thread).

MPFGame Class

The Game class provides access to player variables, machine variables, settings, and active modes.

Create a new autoload script (e.g. /autoloads/game.gd) and add tool and extends MPFGame to the top of the file. You can customize the class variables and override class methods as described below. In your Project Settings > AutoLoad add your script with the name "Game".

Note: The Game autoload script must be listed before the Server autoload script (see BCPServer above), because the Server is dependent on the Game.

Method _init() -> void:

You can initialize anything you need here.

self.player

The MPFGame class will automatically create player objects to mirror MPF, but one helpful approach is to mock out a player object so that you can run scenes in Godot without starting an MPF game. This can save time when you need to quickly debug things.

self.auto_signal_vars

You can specify certain player variables to have corresponding signal events so that whenever the player variable changes, a signal with the same name is broadcast in Godot.

tool
extends MPFGame


signal atomic_blaster(payload)
signal extra_balls

func _init()
  self.auto_signal_vars = ['atomic_blaster', 'extra_balls']

Property Game.player and Game.players

The Game autoload has a self.player property that is a dictionary with all the values of the current player. The self.players property is an array with all the players of the current game.

Because the Game is an autoload, you can access the player variables anywhere in your codebase, e.g. Game.player.score.

Property Game.machine_vars and Game.settings

The Game autoload has self.machine_vars and self.settings properties which are dictionaries with all the values of the MPF machine and settings values.

Property Game.active_modes

The Game autoload has self.active_modes which is a list of the names of all of the currently active modes that MPF is running.

Signal player_update(variable_name: String, value)

The Game has a signal player_update that will emit whenever a player variable changes value. You can subscribe to player changes anywhere in your Godot project using this signal.

# Any scene in your game, e.g. ShipBattle
Game.connect("player_update", self, "_on_player_update")

func _on_player_update(variable_name: String, value):
  if variable_name == "ships_destroyed":
    self.destroy_ship(value)

Signal player_added

The Game has a signal player_added that will emit whenever a new player is added to the game.

Signal credits

The Game has a signal credits that will emit whenever the machine's credits change.

Method comma_sep(value: int) -> String

The Game class has a static method to format integers as strings with comma-separation at every thousand. Just pass in a number and get a string back!

Game.comma_sep(5432198)
# returns "5,432,198"

Method pluralize(template: String, value: int) -> String

The Game class has a static method to return a string with an optional "s" character added based on whether a value is not equal to the integer 1.

Game.pluralize("New Reward%s Available", 2)
# returns "New Rewards Available"
Game.pluralize("New Mission%s Unlocked", 1)
# returns "New Mission Unlocked"

Note that you can include both the value and the pluralization in one call, but you must escape the pluralization template string by using %%s.

Game.pluralize("%s Hit%%s Remaining", 5)
# returns "5 Hits Remaining"
Game.pluralize("Hit %s Target%%s to Complete", 1)
# returns "Hit 1 Target to Complete"

Log Autoload

The Log autoload scripts provides a convenient, MPF-style logging interface with matching levels and output formatting.

Option 1: No Logging

You can choose not to incorporate the included log script in your project. The BCP Server module requires logging, so it will instantiate its own logger instance.

Option 2: Autoload Logging

In your Godot project settings, you can include addons/godot_bcp_server/log.gd to gain access to a global Log instance with methods for logging to the console and files.

The default levels are VERBOSE (0), DEBUG (10), INFO (20), and WARN (30). Messages at the error and fail level will always be logged. You can specify the level at any time by calling the setLevel method. By default, the log logs at level INFO.

Log.setLevel(10)

Like MPF, the logger uses levels to determine the output. It includes methods verbose, debug, info, warn, error, and fail, each accepting parameters for the message and values. It is recommended to pass the message string and values separately rather than combining the string when you call it—this way, calls below the output level won't waste time on the string formatting.

Log.info("Player var %s updated, new value %s", [var_name, value])

Option 3: Extend a Custom Log

If you prefer to customize your logger, you can implement your own script with extends Logger. Any of the above methods can be overridden, and you can also change the output of the log messages by overriding the log output method.

func log(level_name: String, message: String, args=null) -> void:
  print(...)  # Output whatever string you like

To enable global access to your custom logger, save your script and add it to your project as an autoload. If your autoload has the global variable name Log, the BCP Server will detect and use your logger instead of the built-in one.

If you do not wish to name your autoload Log, you can still instruct the BCP Server to use it by assigning your logger as self.logger in your custom Server class _init() method.

Contributing

User contributions are welcome!

https://github.com/missionpinball/godot-bcp-server

For questions and support, please open an issue in the above GitHub repository or visit the MPF forums at https://groups.google.com/g/mpf-users

License

MIT

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Plugin for connecting a Godot project to MPF using a BCP server.

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