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Make your own slot machine online

make your own slot machine online

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Make Your Own Slot Machine Online Video

Create and Play free online Slots - Create your own Game!

We can finally come to the fun part: The actual slot machine! The V-Play game engine offers a special SlotMachine component, that really helps us to get the main tasks done.

We don't have to take care of positioning the symbols on multiple reels, spinning the reels or stopping them one after another.

This is what we will do:. For each of these symbols, we want to define its frequency on the reels. The queen symbol should appear five times on each reel.

The captain only exists once. That's why the player wins big when a line of captains appear on the slot machine. We want our slot machine to have five reels, and if three or more symbols form a line at the end of a spin, the player receives credits based on the amount he bet.

This table shows you the return factors for each symbol if they form a line of 3, 4 or 5 symbols. These values are just a configuration setting that you could also choose differently.

It would be wise to have a configuration file to store these settings, so it is possible to easily change the symbols and win factors at a later point.

We don't want to adapt any code just when some symbol settings change. There are several ways to achieve this. For example, we could add a global configuration property or include a JavaScript file that holds the configuration data.

We decided to implement a configuration object as a singleton to show you yet another way how you can add global settings.

In programming languages, singletons are a very common way to implement objects, that should be unique within the application. There can and will be only one instance of a singleton class.

They are used for many different tasks. In our case, we define a configuration object as a singleton. We only want one global configuration setting in the application.

Also, we do not need to add the singleton to our scene or anywhere else. We can conveniently access the configuration object, with all its properties, signals and functions, directly in other files.

We are going to use the SlotMachineModel element to initialize the SlotMachine component with symbol data.

This SlotMachineModel can also store additional custom configuration data you might need for each symbol. So how about we take advantage of that and use it to set up our configuration object?

Let's create a new folder config in your qml directory and add the file SymbolConfig. This class is just like any other QML class that you define, except for the line pragma Singleton , which marks it as a singleton object.

The base class for our object is the SlotMachineModel , which is why we can also use our configuration object to initialize the SlotMachine component.

The important property for this initialization is the symbols property. It is required that this property holds a JavaScript object that defines all our symbols as properties, which themselves contain the frequency setting for that symbol and some custom data.

The custom data for each symbol is the place where we can add our additional configuration data like the win factors for each symbol.

We decided to not only add the win factors as custom data, but also the source of the image that should be displayed for the symbol.

This way, you can easily remove or add symbols later with the desired and symbol image and win factors. In addition, we can add some functions to our class that help us to access our configuration data.

That was already the first step to create a singleton. What's left is to declare a QML type for our singleton object. This declares that the type SymbolConfig with version 1.

With this, we configured all the data we need to set up our SlotMachine. We want to create a custom slot machine based on the configuration we just added.

As mentioned before, the SlotMachine component helps us to easily set up a slot machine. The main part to get a SlotMachine to work is to specify its model and delegate properties.

As we use the SlotMachineModel to set the data for our slot machine, we can move on to defining the appearance of our symbols.

Create a new folder slotmachine in your qml directory and add the following Symbol. The symbol item is quite simple: It contains an Image and allows to set the image source using a property alias.

We fill the whole item with the Image and add a margin at the top and the bottom. We do not set a fixed width for the item at this point.

This is because we want to set the total size of the slot machine with the symbols based on the available screen size. To be able to do that, we don't specify a width and height for the items initially.

The SlotMachine component then automatically sets the item size, if we configure some properties for the default width and height of the items.

The line import ".. We then base our custom slot machine on the SlotMachine component and set it up to display three rows and five reels.

For the model, we can simply pass our singleton configuration object. The slot machine then creates the symbol items, that are defined by the delegate property, with the data of our model.

Within the delegate, you can use some special properties to access the data of the SlotMachineModel you created:. After the model and delegate definitions, we also add two images.

One that fills the slot machine with a background, another shows white lines as a border between the reels. This image is placed above the background and the created symbols by setting the z property.

After we state import "slotmachine" , we can add the component. We anchor it in the center of the scene and specify the default width and height for the items and reels.

As we didn't set a specific height for our symbols, the default values are used for all of them. When you hit play, this already look quite good.

But at a closer look, the fixed height allows blank areas above or below the slot machine. The slot machine is displayed correctly, but the fixed height might lead to blank areas.

And while we're at it, we can also bring everything to life by adding a handler to the spinEnded signal and implementing the startSlotMachine function.

We start with aligning the whole slot machine below the top bar. But the topbar image also includes a shadow at the bottom.

So we move the slot machine 10px upwards to let the topbar and the slotmachine overlap a bit. Because the top bar is placed on top of the slot machine, it casts its shadow upon it.

The same applies to the bottom bar. Only that in this case, the height of the slot machine is set accordingly to let it overlap with the bottom bar.

After setting a dynamic height for the slot machine based on the available space, we also calculate the width and height of the symbols accordingly.

And as the last step we also scale the spin velocity along with the item height. If we didn't set a dynamic movement velocity, a slot machine with smaller symbols would appear faster.

For the startSlotMachine function, we only execute a new spin if the player has enough credits and the slot machine is not currently running.

We also set bottomBar. We then reduce the player credits and start a new spin. To stop the slot machine, we pass a random interval between and ms to the spin function.

The slot machine automatically stops after that time has passed and the spinEnded signal is fired. After every spin, we deactivate the start button again and restart the slot machine if we're on autoplay.

If you run the game at this point, you can already watch the symbols line up and your credits decline for every spin. I know what you are thinking now: I got three captains in a row and didn't win anything?!

Before we go into the details of how to check if the player has won, you should know about the concept of multiple winning lines.

In modern slot machine games, there is not only one line on which the player can win. Having multiple lines, that span from the left side of the slot machine to the right side, increases the chances that some symbols form a line of three or more.

That is why, also in this game, we have a total amount of 9 lines on which the player can win. Our game uses 9 winning lines.

Each of them draws a path from the left side of the slot machine to the right. Our goal is implement a winning line on a general level and then easily add the different lines just by specifying some variables like the path of this line, that can be described as a list of positions on the slot machine.

Each specific line instance should have all the data and features to check if the player has won on that line. The implementation of the winning lines is the most complex part of this tutorial so be sure to get yourself some coffee and activate your brain cells!

Well, to be honest, it is not that hard to define the positions of the slot machine, that are part of the line, or to check if there are matching symbols on that positions.

The part that is a bit tricky, is how to show the user that he won on a line, how much he has won, and which symbols on that line are responsible for the win.

It is possible to change the symbols in the slot machine to display them as winners, but all the changes of a symbol within the slot machine may also affects the slot machine itself.

This is especially problematic if you change the width or height of an item within the slot machine, as all the animations and the positioning of the symbols are based on the assumption that all the items are the same size.

In addition, we want to draw the winning line above the whole slot machine component, but display the symbols that won as a part of the line.

Each winning line is displayed above the slot machine and contains the winning symbols and the win amount. That is why we won't make any changes to the slot machine itself.

We are going to show the line above the slot machine and dynamically draw the symbols that make up the line whenever a win occurs.

And to top all of that, the line itself and the symbols we draw, should perfectly fit above the slot machine, that has a different size on every device.

Your brain hurts already? Don't be afraid, we are going to add all of this step-by-step until everything works the way we want it to.

There are two main problems to solve:. The first question couldn't be answered easier: We already created the images for each line in a way that perfectly fits the slot machine.

This is something we took care of during the design of the game. If the image of a line has the same height as the slot machine, the line is perfectly aligned and fits the rows and columns of the slot machine.

As for the second question, we will take several steps to realize the dynamic creation of the winning symbols:.

Let us skip the validation step for now and focus on step three. The item for a winning line is configured to automatically fill the size of its parent item.

Because of this setup, we can add all the different lines to one container item, that matches the height of the slot machine. Every winning-line item then also perfectly fits above slot machine.

We then declare some properties, that allow us to configure each line or memorize data for internal usage.

The internal properties all start with two underscores to avoid misunderstandings. We then only add two elements to our line.

The line image, that we configure for each line, and a special area that we use as the container item for the line symbols we create.

The reason for this item is the requirement of a container that matches the size of the slot machine. The line item itself only matches the slot machines height, but not its width.

We want to position the text for the win amount and the line symbols correctly above the slot machine, which is why we need this container. The win amount is already part of the container from the beginning.

The symbols are then added whenever the drawLineSymbols function is called. We place the line symbols relative to the symbol area, which matches the slot machine size.

The dynamic creation of objects is possible with the Qt. We use this command to load the LineSymbol. We then create each object by passing the property configuration and the target container to the createObject method of the component we loaded.

Of course, all the properties that we set for the line-symbols are also going to be part of LineSymbol QML component. Let us create the component by adding a new file LineSymbol.

Luckily, nothing really complex happens within this component. We define a Rectangle , to set the a background, and add an Image to show the symbol image.

The image also contains a Rectangle to realize a colored border. The color property defines the color for both the background and the border rectangle.

To display the correct image, we add a type property and then use our symbol configuration to get the image source for the desired symbol type.

That's all the magic. With this, you already finished the code to display a winning line. Next up is the part we left out before: Validating a line to check if there is a group of matching symbols.

Typical slot games implement this check in the following way:. After you check the current symbols in that way, you can decide how to handle the result.

To keep it simple, we are only going to give a reward in form of credits to the player when the line contains at least three symbols.

The win factor, that determines the credit amount that is won, is already part of our symbol configuration. Besides the function itself, we also added an import to load our symbol configuration with all the win factors.

After checking the line symbols, the function returns false if it finds less than three matching symbols.

Otherwise, it calculates and sets the winAmount property, triggers the drawLineSymbols function and then returns true. These properties define the symbols and positions for the drawLineSymbols function.

The function parameter machine will hold a reference to the slot machine component. We use this reference to access the currently visible symbols of the slot machine.

Also, we pass it to the drawLineSymbols function, where it is used to correctly set the size of the container item, that holds the dynamically created symbols.

Now you can relax! In the previous step, you prepared a generic component, that can calculate and then visualize any winning line. And all the effort, that you put into creating this component, will now pay off.

What we are going to do next, is to create a new validator component, that will contain all of the winning lines we want in our game.

And after that, we can trigger the validation of all the lines with a single command. Then let us create a new file WinValidator. Then add the following code that sets up the very first winning line of our game.

If you look at these few lines, you can definitely be proud. Our validator component now contains a fully usable winning line.

We just set the source of the line image, the background color for the symbols we draw on the line, and the slot positions that make up the line.

And by a simple call to the validate function, the line can check the slot positions, calculate the win amount and draw the symbols that make up the win.

Note that we hide the lines with visible: We are going to show them after we determined that they have won. You can now add the other eight winning lines in the same manner.

These nine lines describe the images, colors and positions for the nine lines, that we decided on during the design of the game.

The color and image of the line are irrelevant for the calculations. You can easily swap the image or change the color at a later point.

Also, you could easily create a slot machine that uses other dimensions than 5 reels and 3 rows.

Just configure the positions property the right way and everything will be fine. To sum it all up, we just added a Timer and two properties that allow us to alternate the display of all the lines that won.

For this purpose, we memorize the lines that won when we validate the lines. We can use the showWinningLines function to start displaying the lines after the validation step.

And when we start a new game, the reset function allows us to hide everything again. All that is left now, is to add the validator to our scene and call these functions at the right places.

We add the code for the validator component below the slot machine component of the scene, so the lines are shown above the slot machine.

We also set the size of the validator component to fit the slot machine. The height of the validator should match the slot machine height.

All the lines of the validator use up the whole validator size, and thus also fit the slot machine. Your actual app can look differently on your Android device.

Good luck, you will succeed! Last app on this template was made 3 minutes ago in United Arab Emirates. Create your own Slot Machine Game!

Upload images in 8 different groups. You can find royalty-free square images at Iconfinder. Background x custom Attach image. First object x custom Attach image.

Second object x custom Attach image. Third object x custom Attach image. Fourth object x custom Attach image.

Fifth object x custom Attach image. Sixth object x custom Attach image. Seventh object x custom Attach image.

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