Game loop

On this page we will explain the different states the python controller goes through before, during, and after a game. We will also explain the default actions taken in the different states. After reading this document, you should have a basic understanding of the game loop. You should also know which actions you must implement yourself, and the default behavior of the state handlers.’s game loop consists of following steps:

Game loop steps

All states except on_init and on_exit are the result of a corresponding message from the game engine (GE). In other words, the GE is ultimately responsible for the transitions between the states. The exceptions to this are on_init and on_exit, which are called only once at the beginning and end of the controller program, respectively. The conditions for the state changes are explained below.

Each state has an internal handler, which is called first, and an optional handler which can be implemented by the game creator, if necessary. None of the states are strictly necessary to implement by the creator: the game loop will run without any of the handlers implemented. However, you should at least register your inputs at on_init in order to control your game. You can find examples of how to implement all of the state handlers, in game_templates and games directories.

Next we will give a more detailed explanation of the different states.

Game states


This method is run once when the program is started. You should initialize your inputs here. (I.e. the input objects, like a joystick or a switch). You can also do other initializations here, keeping in mind that this is only run at the start of the program, and not between games.


Can be safely ignored.

Called always as the first method of the game loop. Used to pass config information from the admin panel to the controller, and to check that all the controllers are working. May be called multiple times within one game loop, for example if configuration keeps changing.

The config is a python dict containing information about the robots configured in the admin panel: the seat number, id, streamer, enabled/disabled. It also contains the robot sets configured in the admin panel.

The game loop continues once all robots have answered to _on_config_handler.


All variables should be initialized/reset here, as this gets called once for every game loop. Use this method to prepare any physical devices you may have in the game.

The game engine is looking for players during this state.

Once this state has completed (or admin presses start from the dashboard page) and enough players have been found from game queue, the game loop moves to on_pre_game. If you don’t want that the game can start without admin action, this handler should return False, to prevent sending transition message to the game engine.


Can be safely ignored.

The duration of this state is configured in the admin panel. The state will end early if is called by every seat in the game.

Players are available to the controller in this state. Inputs are still disabled by default, but they can be enabled to allow players to control the game before it officially begins.

Intro video can be configured to play during this state from the admin panel. Note that the intro video can be cut short if preGame min length has not been set to match the intro video length.

The return value of this method will be set as the self._current_seat value (which is an integer).


Can be safely ignored.

If you wish to do something during the countdown, you may do it here. The countdown is configured in the admin panel.


Inputs are now enabled by default. Scores, laps and progress are counted.

This state is where the actual gameplay takes place. It will last until the maximum game time is reached (set in admin panel), or is called with final_score=True or with seat_final_score=True for all seats, or is called.

Game state updates (i.e. scores, laps) can be sent to the GE through methods.


Can be safely ignored.

Called at the beginning of a 15 second grace period, which begins when the game ends. Players are still connected, and inputs and score counting are still enabled by default.

Inputs will be disabled and reset, and config and player variables will be reset in the internal _on_end_handler method after the grace period ends and a ‘gameEnded’ message is sent by the GE.


Can be safely ignored.

Called once before the program exits. You may do cleanup here if needed.