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Slot Machine Game Design Die Auswahl ist gigantisch

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Slot Machine Game Design

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If you have a unique project, we will be happy to assist you with its implementation in the most uncompromising form.

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The department of top-class managers who are the most important link in the chain of communication and decision-making between the customer and the executive team.

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Do you have a product, you want to breathe into a new life? We will do it! 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. Sounds good? 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: false initially. 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. Every time we start the slot machine, we reset the validator to hide all the lines.

When a spin has ended, we call the validate function to check if the player has won. And if he wins, we show the winning lines.

Hit play and see if you can get some big wins! But don't worry, you won't lose any real money in this demo game!

As you can see, the game is quite cool by now. But there are still some things we can work on. In terms of animations, it would be nice to see the player credits increase and decrease fluently.

For this purpose, you can just add a Behavior to the scene, that animates the credit amount whenever it is changed.

As of now, whenever we reduce the credit amount to start the slot machine, or when we increase it in case of a win, we can watch the amount change over time.

We base the duration for this animation on the current bet amount. The animations for a higher bet, that also lead to higher wins, will take longer.

The animation duration in our case spans from ms to ms for the bet amounts of 4 to Another cool thing would be to add some additional randomness by changing the delay time for stopping each reel.

Per default, the slot machine stops each of its reels ms after the previous one. The property reelStopDelay lets us change this value.

If we choose a random value whenever a new spin is started, our slot machine stops its reels with a random delay.

If you want to execute some code every time the slot machine starts a spin, one possibility is to use the spinStarted signal of the slot machine.

We use this signal to set a random delay for every spin. Another possibility would be to change the reelStopDelay property within the startSlotMachine function of our scene.

This was the last feature we cover in this tutorial, but feel free to add some improvements yourself! If you have any questions regarding this slot game tutorial, don't hesitate to visit the support forums.

Also visit Felgo Games Examples and Demos to gain more information about game creation with Felgo and to see the source code of existing apps in the app stores.

If you are interested in the full source code of this demo game, see Flask of Rum - Slot Game. Home Contents A Slot Game?

A Slot Game? Though the amount of slot games out there is incredible, most of them share the same basic game mechanics: The main game window is composed of multiple columns that contain symbols.

Due to the historical background of mechanical slot machines, these columns are also called reels. The player chooses the amount he wants to bet and starts the slot machine.

Each time, the slot machine is started, the players credit is reduced by the bet amount. If the same symbols line up in a row when the machine stops, the player wins credits based on the amount he bet before.

How much credits the player actually wins depends on the type of the slot machine game, the available symbols and how the win factors for each symbol are configured.

Most slot machines have special symbols that boost your chances to win. You are going to make this awesome slot machine.

Scope of the Tutorial After you complete this tutorial, you should be well-prepared to create your own slot machine game with Felgo in record time.

This tutorial covers: Using the SlotMachine component to create a custom slot machine. Filling the slot machine reels with randomly ordered symbols with the special SlotMachineModel.

Detecting matching symbols on 9 different winning lines. Using the Flask of Rum as a special symbol that may take the place of every other symbol.

Defining a singleton object to hold configuration data for a game. Communicating events using signals.

However, if you just started with Felgo and don't know how to work with Qt Creator or QML, please consider taking a look at the following tutorial: Getting Started with Felgo and Qt Creator Also, in order to keep this game simple and leave some room for improvement, we did not add the feature of winning ten free games when three or more flasks of rum form a line.

Resources The only additional resources that you need for this tutorial are some images. This is how your project tree should look like.

If you are all set, we can finally start to add some code! Basic Game Layout First, we want to create the basic game layout that fills the space around the actual slot machine in the middle of the screen.

It includes: A simple version of the games main scene. All the elements we see in the game will placed here. The Flask of Rum logo and the total credits available for playing.

A bar at the top of the game window will hold these elements. The buttons to start the slot machine or change the bet amount.

These buttons are placed in a bar at the bottom of the game window. A Simple Scene Let us start with a simple game scene, that only defines a few properties and a colored rectangle for our red background.

Creating the Top Bar The top bar is a very distinct element of the scene, that contains additional items like the game logo and the credit amount. And that kids, is how you create the top bar.

But in contrast to the top bar, a few additional features are needed: The bottom bar mainly consists of buttons in form of clickable images.

For all of these buttons, we define signals for when they are clicked. With video machines, the fixed payout values are multiplied by the number of coins per line that is being bet.

In other words: on a reel machine, the odds are more favorable if the gambler plays with the maximum number of coins available.

Multi-way games may be configured to allow players to bet by-reel: for example, on a game with a 3x5 pattern often referred to as a way game , playing one reel allows all three symbols in the first reel to potentially pay, but only the center row pays on the remaining reels often designated by darkening the unused portions of the reels.

Other multi-way games use a 4x5 or 5x5 pattern, where there are up to five symbols in each reel, allowing for up to 1, and 3, ways to win respectively.

A variation involves patterns where symbols pay adjacent to one another. Most of these games have a hexagonal reel formation, and much like multi-way games, any patterns not played are darkened out of use.

The latter are typically known as "high limit" machines, and machines configured to allow for such wagers are often located in dedicated areas which may have a separate team of attendants to cater to the needs of those who play there.

The machine automatically calculates the number of credits the player receives in exchange for the cash inserted. Newer machines often allow players to choose from a selection of denominations on a splash screen or menu.

A bonus is a special feature of the particular game theme, which is activated when certain symbols appear in a winning combination. Bonuses and the number of bonus features vary depending upon the game.

In other bonus rounds, the player is presented with several items on a screen from which to choose. As the player chooses items, a number of credits is revealed and awarded.

Some bonuses use a mechanical device, such as a spinning wheel, that works in conjunction with the bonus to display the amount won.

A candle is a light on top of the slot machine. It flashes to alert the operator that change is needed, hand pay is requested or a potential problem with the machine.

It can be lit by the player by pressing the "service" or "help" button. A coin hopper is a container where the coins that are immediately available for payouts are held.

When a certain preset coin capacity is reached, a coin diverter automatically redirects, or "drops", excess coins into a "drop bucket" or "drop box".

Unused coin hoppers can still be found even on games that exclusively employ Ticket-In, Ticket-Out technology, as a vestige.

The credit meter is a display of the amount of money or number of credits on the machine. On mechanical slot machines, this is usually a seven-segment display , but video slot machines typically use stylized text that suits the game's theme and user interface.

The drop bucket or drop box is a container located in a slot machine's base where excess coins are diverted from the hopper.

Typically, a drop bucket is used for low-denomination slot machines and a drop box is used for high-denomination slot machines.

A drop box contains a hinged lid with one or more locks whereas a drop bucket does not contain a lid. The contents of drop buckets and drop boxes are collected and counted by the casino on a scheduled basis.

Free spins are a common form of bonus, where a series of spins are automatically played at no charge at the player's current wager.

Free spins are usually triggered via a scatter of at least three designated symbols with the number of spins dependent on the number of symbols that land.

Some games allow the free spins bonus to "retrigger", which adds additional spins on top of those already awarded.

There is no theoretical limit to the number of free spins obtainable. Some games may have other features that can also trigger over the course of free spins.

A hand pay refers to a payout made by an attendant or at an exchange point "cage" , rather than by the slot machine itself.

A hand pay occurs when the amount of the payout exceeds the maximum amount that was preset by the slot machine's operator.

Usually, the maximum amount is set at the level where the operator must begin to deduct taxes. A hand pay could also be necessary as a result of a short pay.

Hopper fill slip is a document used to record the replenishment of the coin in the coin hopper after it becomes depleted as a result of making payouts to players.

The slip indicates the amount of coin placed into the hoppers, as well as the signatures of the employees involved in the transaction, the slot machine number and the location and the date.

MEAL book M achine e ntry a uthorization l og is a log of the employee's entries into the machine. Low-level or slant-top slot machines include a stool so the player may sit down.

Stand-up or upright slot machines are played while standing. Optimal play is a payback percentage based on a gambler using the optimal strategy in a skill-based slot machine game.

Payline is a line that crosses through one symbol on each reel, along which a winning combination is evaluated. Classic spinning reel machines usually have up to nine paylines, while video slot machines may have as many as one hundred.

Paylines could be of various shapes horizontal, vertical, oblique, triangular, zigzag, etc. Persistent state refers to passive features on some slot machines, some of which able to trigger bonus payouts or other special features if certain conditions are met over time by players on that machine.

Roll-up is the process of dramatizing a win by playing sounds while the meters count up to the amount that has been won. Short pay refers to a partial payout made by a slot machine, which is less than the amount due to the player.

This occurs if the coin hopper has been depleted as a result of making earlier payouts to players. The remaining amount due to the player is either paid as a hand pay or an attendant will come and refill the machine.

A scatter is a pay combination based on occurrences of a designated symbol landing anywhere on the reels, rather than falling in sequence on the same payline.

A scatter pay usually requires a minimum of three symbols to land, and the machine may offer increased prizes or jackpots depending on the number that land.

Scatters are frequently used to trigger bonus games, such as free spins with the number of spins multiplying based on the number of scatter symbols that land.

The scatter symbol usually cannot be matched using wilds, and some games may require the scatter symbols to appear on consecutive reels in order to pay.

On some multiway games, scatter symbols still pay in unused areas. Taste is a reference to the small amount often paid out to keep a player seated and continuously betting.

Only rarely will machines fail to pay even the minimum out over the course of several pulls. Tilt is a term derived from electromechanical slot machines' " tilt switches ", which would make or break a circuit when they were tilted or otherwise tampered with that triggered an alarm.

While modern machines no longer have tilt switches, any kind of technical fault door switch in the wrong state, reel motor failure, out of paper, etc.

A theoretical hold worksheet is a document provided by the manufacturer for every slot machine that indicates the theoretical percentage the machine should hold based on the amount paid in.

The worksheet also indicates the reel strip settings, number of coins that may be played, the payout schedule, the number of reels and other information descriptive of the particular type of slot machine.

Volatility or variance refers to the measure of risk associated with playing a slot machine. A low-volatility slot machine has regular but smaller wins, while a high-variance slot machine has fewer but bigger wins.

Weight count is an American term referring to the total value of coins or tokens removed from a slot machine's drop bucket or drop box for counting by the casino's hard count team through the use of a weigh scale.

Wild symbols substitute for most other symbols in the game similarly to a joker card , usually excluding scatter and jackpot symbols or offering a lower prize on non-natural combinations that include wilds.

How jokers behave are dependent on the specific game and whether the player is in a bonus or free games mode. Sometimes wild symbols may only appear on certain reels, or have a chance to "stack" across the entire reel.

Each machine has a table that lists the number of credits the player will receive if the symbols listed on the pay table line up on the pay line of the machine.

Some symbols are wild and can represent many, or all, of the other symbols to complete a winning line. Especially on older machines, the pay table is listed on the face of the machine, usually above and below the area containing the wheels.

On video slot machines, they are usually contained within a help menu, along with information on other features.

Historically, all slot machines used revolving mechanical reels to display and determine results. Although the original slot machine used five reels, simpler, and therefore more reliable, three reel machines quickly became the standard.

This limited the manufacturer's ability to offer large jackpots since even the rarest event had a likelihood of 0. Although the number of symbols eventually increased to about 22, allowing 10, combinations, [20] this still limited jackpot sizes as well as the number of possible outcomes.

In the s, however, slot machine manufacturers incorporated electronics into their products and programmed them to weight particular symbols.

Thus the odds of losing symbols appearing on the payline became disproportionate to their actual frequency on the physical reel.

A symbol would only appear once on the reel displayed to the player, but could, in fact, occupy several stops on the multiple reel. In Inge Telnaes received a patent for a device titled, "Electronic Gaming Device Utilizing a Random Number Generator for Selecting the Reel Stop Positions" US Patent , [21] which states: "It is important to make a machine that is perceived to present greater chances of payoff than it actually has within the legal limitations that games of chance must operate.

With microprocessors now ubiquitous, the computers inside modern slot machines allow manufacturers to assign a different probability to every symbol on every reel.

To the player it might appear that a winning symbol was "so close", whereas in fact the probability is much lower. In the s in the U. These used a number of features to ensure the payout was controlled within the limits of the gambling legislation.

As a coin was inserted into the machine, it could go either directly into the cashbox for the benefit of the owner or into a channel that formed the payout reservoir, with the microprocessor monitoring the number of coins in this channel.

The drums themselves were driven by stepper motors, controlled by the processor and with proximity sensors monitoring the position of the drums.

A "look-up table" within the software allows the processor to know what symbols were being displayed on the drums to the gambler. This allowed the system to control the level of payout by stopping the drums at positions it had determined.

If the payout channel had filled up, the payout became more generous; if nearly empty, the payout became less so thus giving good control of the odds.

Video slot machines do not use mechanical reels, instead of using graphical reels on a computerized display. As there are no mechanical constraints on the design of video slot machines, games often use at least five reels, and may also use non-standard layouts.

This greatly expands the number of possibilities: a machine can have 50 or more symbols on a reel, giving odds as high as million to 1 against — enough for even the largest jackpot.

As there are so many combinations possible with five reels, manufacturers do not need to weight the payout symbols although some may still do so.

Instead, higher paying symbols will typically appear only once or twice on each reel, while more common symbols earning a more frequent payout will appear many times.

Video slot machines usually make more extensive use of multimedia , and can feature more elaborate minigames as bonuses. Modern cabinets typically use flat-panel displays , but cabinets using larger curved screens which can provide a more immersive experience for the player are not uncommon.

Video slot machines typically encourage the player to play multiple "lines": rather than simply taking the middle of the three symbols displayed on each reel, a line could go from top left to the bottom right or any other pattern specified by the manufacturer.

As each symbol is equally likely, there is no difficulty for the manufacturer in allowing the player to take as many of the possible lines on offer as desire — the long-term return to the player will be the same.

The difference for the player is that the more lines they play, the more likely they are to get paid on a given spin because they are betting more.

To avoid seeming as if the player's money is simply ebbing away whereas a payout of credits on a single-line machine would be bets and the player would feel they had made a substantial win, on a line machine, it would only be five bets and not seem as significant , manufacturers commonly offer bonus games, which can return many times their bet.

The player is encouraged to keep playing to reach the bonus: even if he is losing, the bonus game could allow then to win back their losses.

All modern machines are designed using pseudorandom number generators "PRNGs" , which are constantly generating a sequence of simulated random numbers, at a rate of hundreds or perhaps thousands per second.

As soon as the "Play" button is pressed, the most recent random number is used to determine the result. This means that the result varies depending on exactly when the game is played.

A fraction of a second earlier or later and the result would be different. It is important that the machine contains a high-quality RNG implementation.

Because all PRNGs must eventually repeat their number sequence [24] and, if the period is short or the PRNG is otherwise flawed, an advanced player may be able to "predict" the next result.

Having access to the PRNG code and seed values, Ronald Dale Harris , a former slot machine programmer, discovered equations for specific gambling games like Keno that allowed him to predict what the next set of selected numbers would be based on the previous games played.

Most machines are designed to defeat this by generating numbers even when the machine is not being played so the player cannot tell where in the sequence they are, even if they know how the machine was programmed.

This is known as the "theoretical payout percentage" or RTP, "return to player". The minimum theoretical payout percentage varies among jurisdictions and is typically established by law or regulation.

The winning patterns on slot machines — the amounts they pay and the frequencies of those payouts — are carefully selected to yield a certain fraction of the money paid to the "house" the operator of the slot machine while returning the rest to the players during play.

Within some EGM development organizations this concept is referred to simply as "par". Play now! A slot machine's theoretical payout percentage is set at the factory when the software is written.

Changing the payout percentage after a slot machine has been placed on the gaming floor requires a physical swap of the software or firmware , which is usually stored on an EPROM but may be loaded onto non-volatile random access memory NVRAM or even stored on CD-ROM or DVD , depending on the capabilities of the machine and the applicable regulations.

Based on current technology, this is a time-consuming process and as such is done infrequently. Other jurisdictions, including Nevada, randomly audit slot machines to ensure that they contain only approved software.

Historically, many casinos, both online and offline, have been unwilling to publish individual game RTP figures, making it impossible for the player to know whether they are playing a "loose" or a "tight" game.

Since the turn of the century some information regarding these figures has started to come into the public domain either through various casinos releasing them—primarily this applies to online casinos—or through studies by independent gambling authorities.

The return to player is not the only statistic that is of interest. The probabilities of every payout on the pay table is also critical. For example, consider a hypothetical slot machine with a dozen different values on the pay table.

However, the probabilities of getting all the payouts are zero except the largest one. Also, most people would not win anything, and having entries on the paytable that have a return of zero would be deceptive.

As these individual probabilities are closely guarded secrets, it is possible that the advertised machines with high return to player simply increase the probabilities of these jackpots.

The added advantage is that these large jackpots increase the excitement of the other players. This game, in its original form, is obsolete, so these specific probabilities do not apply.

He only published the odds after a fan of his sent him some information provided on a slot machine that was posted on a machine in the Netherlands.

The psychology of the machine design is quickly revealed. There are 13 possible payouts ranging from to 2, The payout comes every 8 plays. The payout comes every 33 plays, whereas the payout comes every plays.

Most players assume the likelihood increases proportionate to the payout. The one mid-size payout that is designed to give the player a thrill is the payout.

It is programmed to occur an average of once every plays. The payout is high enough to create excitement, but not high enough that it makes it likely that the player will take his winnings and abandon the game.

In contrast the payout occurs only on average of once every 6, plays. The player who continues to feed the machine is likely to have several mid-size payouts, but unlikely to have a large payout.

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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. Note: 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.

Let's correct that! 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: "What? 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. Sounds good? 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: false initially. 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. Every time we start the slot machine, we reset the validator to hide all the lines.

When a spin has ended, we call the validate function to check if the player has won. And if he wins, we show the winning lines. Hit play and see if you can get some big wins!

But don't worry, you won't lose any real money in this demo game! As you can see, the game is quite cool by now. But there are still some things we can work on.

In terms of animations, it would be nice to see the player credits increase and decrease fluently.

For this purpose, you can just add a Behavior to the scene, that animates the credit amount whenever it is changed.

As of now, whenever we reduce the credit amount to start the slot machine, or when we increase it in case of a win, we can watch the amount change over time.

We base the duration for this animation on the current bet amount. The animations for a higher bet, that also lead to higher wins, will take longer.

The animation duration in our case spans from ms to ms for the bet amounts of 4 to Another cool thing would be to add some additional randomness by changing the delay time for stopping each reel.

Per default, the slot machine stops each of its reels ms after the previous one. The property reelStopDelay lets us change this value. If we choose a random value whenever a new spin is started, our slot machine stops its reels with a random delay.

If you want to execute some code every time the slot machine starts a spin, one possibility is to use the spinStarted signal of the slot machine.

We use this signal to set a random delay for every spin.

Slot Machine Game Design Video

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