Buttons, Signals and the Bottom Bar
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.qml file to our qml folder and fill it with code.
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.startActive ? "../assets/ButtonStartActive.png" : "../assets/ButtonStart.png", the start-button shows a different image based on the startActive property. 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.
Some Minor Improvements
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 200 ms to 1000 ms for the bet amounts of 4 to 20.
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 250 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!
In case you need some suggestions for additional features, this is what you can do:
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.
Congratulations, you completed the tutorial and created your own slot game!
Belanja di App banyak untungnya:
We Need a Slot Machine
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:
I suggest we start with the definition of the symbols. Our game uses these ten symbols:
From the left: Flask of Rum, the poker card symbols 10, J, Q, K and A, the parrot, skull, treasure and the captain.
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.
A singleton is forever alone.
It takes two steps to implement a singleton in QML:
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.qml.
qml/config/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. For this we add a new file qmldir to our qml/config directory. Make sure that this file doesn't have any file type extension like *.qml or *.txt.
This declares that the type SymbolConfig with version 1.0 is implemented in the file SymbolConfig.qml. With this, we configured all the data we need to set up our SlotMachine.
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Di dunia perjudian online, istilah “slot gacor” belakangan ini menjadi sangat populer di kalangan pemain. Istilah ini merujuk pada slot online yang dianggap memiliki peluang kemenangan lebih tinggi daripada slot lainnya. Bagi banyak pemain, menemukan situs slot yang gacor merupakan langkah penting untuk meraih kemenangan besar. Artikel ini akan membahas tentang situs slot gacor, cara mengenali slot yang sering memberikan kemenangan, dan strategi untuk meningkatkan peluang menang Anda.
Istilah "gacor" berasal dari bahasa gaul yang berarti "berisik" atau "aktif." Dalam konteks slot online, slot gacor adalah permainan slot yang sering memberikan kemenangan, baik dalam bentuk payout kecil secara konsisten maupun jackpot besar. Banyak pemain percaya bahwa slot yang gacor lebih sering memberikan hasil positif, terutama pada jam-jam tertentu. Meskipun semua slot menggunakan teknologi Random Number Generator (RNG) yang memastikan hasil acak, ada beberapa faktor yang dapat membuat slot tertentu tampak lebih "gacor" di mata pemain.
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Checking for Matching Symbols
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.
Let's add the validate() function to the WinningLine.qml component:
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. During the check for matching symbols, we also store the winning positions and types of the line in the __winningPositions and __winningTypes properties. 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.qml within the slotmachine folder. Then add the following code that sets up the very first winning line of our game.
qml/slotmachine/WinValidator.qml:
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.
qml/slotmachine/WinValidator.qml:
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.
We just added all nine lines of the game.
Now let's add the code that allows us to validate all the lines and display the winners.
qml/slotmachine/WinValidator.qml:
The functions take care of these tasks:
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. We then calculate the width based on width/height-ratio of our line images. 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! ;-)
This Time, I Will Win!
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.
Putting Everything Together
By adding this slot machine to our scene, we can check if everything looks good:
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.startActive = true to switch the image for the button and prevent changes to the bet amount. We then reduce the player credits and start a new spin. To stop the slot machine, we pass a random interval between 500 and 1000 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?!", but relax, we'll take care of that now!
Model, Delegate and the Slot Machine
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.qml definition.
qml/slotmachine/Symbol.qml:
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.
As we now have our model and delegate ready, we can create the slot machine in a new file qml/slotmachine/FlaskOfRumMachine.qml.
qml/slotmachine/FlaskOfRumMachine.qml:
The line import "../config" allows us to use our configuration object in this file. But we do not need to import our Symbol QML item, because it is located in the same folder with our FlaskOfRumMachine component. 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.
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This tutorial guides you step-by-step on the way to create the slot game Flask of Rum.
When you enter the world of casinos and take a look at the available games, one of the most popular type are the slot games. Even in online casinos, that you can access through the Internet or by mobile apps, these games definitely belong to the top. Just have a look at well-known slot game producers like Slotomania, Slotpark or Greentube to see them in action!
A typical design of a slot machine. The Book of Ra is a classic slot game example, but all different kinds of games are available.
Though the amount of slot games out there is incredible, most of them share the same basic game mechanics:
That already sounds fun, right? But most of the games have some specials that make them even more interesting: For example, The Book of Ra is not only the game title but also a symbol on the reels with a special power. It can take the place of any other symbol in the game to form a line of matching symbols. Such wildcard symbols already boost the chances to win, but that's not all. If the player manages to get three or more books into one line, he receives ten free games with some twists that further increase the chances to win. So like the real explorers of Egypt dungeons, the players who find the Book of Ra are extremely lucky and can expect big win amounts.
Most slot machines have special symbols that boost your chances to win.
Wildcard symbols, symbols that give free spins or even symbols that start mini-games are a major fun factor and occur in most of the modern slot games. In this tutorial, we will make a pirate themed slot game similar to such games! And I am sure you know what a pirates greatest treasure is ... correct, a Flask of Rum! This is what the final version is going to look like, yarrrrr!
You are going to make this awesome slot machine.