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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 -

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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.

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 V-Play Engine Examples and Demos to gain more information about game creation with V-Play 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. Get V-Play now and join 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 the V-Play game engine in record time.

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 V-Play and don't know how to work with Qt Creator or QML, please consider taking a look at the following tutorial: Getting Started with V-Play 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.

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. Any other component can then add handler functions for these signals and execute code whenever a click event occurs.

To be able to listen to click events in the images, we are going to add a MouseArea to all of the buttons. The start- and the auto-button are special buttons because they have two states: They can either be active or inactive.

For each of these states, we show a different image that shows the button in a normal or a pressed condition. We then provide two additional properties for the bottom bar, that let the user of the bar decide when the states should be changed.

Adding the Bars to the Scene I am sure that at this point, you are eager to see both the top and the bottom bar in action.

Most of the functions can already be implemented: The possible steps are 4, 5, 8, 10, 15 and 20 credits. When you activate the button, the game automatically starts the slot machine.

If the button isn't active, the player can start every spin manually. When the player activates the auto-button, we also directly start the slot machine.

It is not necessary to additionally press the start-button in this case. After we add our slot machine to the game, we will start it with this function.

We Need a Slot Machine We can finally come to the fun part: Our team will also create similar tools in the future for making money on the Internet.

Create Slot machine app. Click here to see the preview. Preview may not work for some templates. 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.

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Make Your Own Slot Machine Online Video

How to make a slot machine in 15 minutes in C#(with explanation){/ITEM}

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