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We will use this behavior to match width of the bar with width of the game screen. The other elements of the top bar have fixed sizes, but are not placed at a fixed point of the bar.
Instead, we anchor the items relatively to the topbar or to one another. This ensures the same relative positions on any device width.
For example, the logo is always vertically and horizontally centered. The icon for the credits is a pile of gold coins that we place 4 px from the left and 8 px from the top of the bar.
We then anchor the credit amount text directly to the left of the gold coins and center it vertically. By using scene. Furthermore, any changes that occur in the creditAmount property are automatically applied to the text as well.
This is possible due to the concept of property binding and erases any worries about keeping the text and the actual credit amount in sync.
The bottom bar is very similar to the top bar in terms of the basic principles for aligning and sizing the elements.
But in contrast to the top bar, a few additional features are needed:. Now let's add the BottomBar. We again only set a fixed height and add a background image that fills the whole bar.
The start- and auto-buttons are quite similar to each other. They define an Image that is aligned at the right or the left side of the bar and include some additional features.
With the line source: bottomBar. Also, when the MouseArea detects a click, we trigger the matching signal. For the auto-button, we use the corresponding properties and signals in the same way.
The buttons to control the bet amount are horizontally centered within the bottom bar and aligned next to each other.
For this purpose, we use the Row component, that places all of its child elements in a horizontal row. We can then set the position of the Row component within the bar without worrying about the horizontal alignment of the buttons themselves.
For the buttons, we only define an Image that is vertically centered and contains a MouseArea that triggers the correct signal.
That looks like a lot of code, but it's mainly for displaying all the elements correctly and for listening to the events and triggering the signals.
I am sure that at this point, you are eager to see both the top and the bottom bar in action. Just add both of them to the main scene and we can see how it looks like.
The two bars are quickly added with just a few lines. Because we prepared the bars to work with any width we want, we can set the width to the actual width of the game window.
They then use the whole screen width on every device. For the bottom bar, we also already link the signals to the handler functions, that we added in our scene.
Most of the functions can already be implemented:. All of the functions that change the bet amount immediately return when the slot machine is currently running.
That's because we want to prevent any changes in the bet amount during a slot machine run. We use the startActive property of the bottom bar for this check.
When we start the slot machine, we will activate the start-button and thus also disable bet changes. That's all for now! You can hit run, play around with the buttons and look at the awesome bars, that always fit the screen!
We can finally come to the fun part: The actual slot machine! Felgo 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 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 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.
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