self.machine.achievement_groups.*¶
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class
mpf.devices.achievement_group.AchievementGroup(self_inner, *args, **kwargs)¶ Bases:
mpf.core.mode_device.ModeDeviceAn achievement group in a pinball machine.
It is tracked per player and can automatically restore state on the next ball.
Accessing achievement_groups in code
The device collection which contains the achievement_groups in your machine is available via
self.machine.achievement_groups. For example, to access one called "foo", you would useself.machine.achievement_groups.foo. You can also access achievement_groups in dictionary form, e.g.self.machine.achievement_groups['foo'].You can also get devices by tag or hardware number. See the DeviceCollection documentation for details.
Methods & Attributes
Achievement_groups have the following methods & attributes available. Note that methods & attributes inherited from base classes are not included here.
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disable(**kwargs)¶ Disable achievement group.
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enable(**kwargs)¶ Enable achievement group.
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enabled¶ Return enabled state.
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member_state_changed()¶ Notify the group that one of its members has changed state.
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rotate_left(**kwargs)¶ Rotate to the left.
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rotate_right(reverse=False, **kwargs)¶ Rotate to the right.
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select_random_achievement(**kwargs)¶ Select a random achievement.
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start_selected(**kwargs)¶ Start the currently selected achievement.
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