Merge pull request 'feature/20250521-update-doc' (#68) from feature/20250521-update-doc into develop
Reviewed-on: #68
@ -32,7 +32,7 @@ Then run the follwing command:
|
||||
git submodule add -f ../hyper-editor-package.git packages
|
||||
```
|
||||
|
||||
## Internation Theme vs Chinese Theme
|
||||
## International Theme vs Chinese Theme
|
||||
|
||||
Depend on the theme of your game, add these commands:
|
||||
|
||||
|
@ -8,7 +8,7 @@ Set **Javascript Engine Path** to a **custom Cocos Engine**.
|
||||
|
||||
Thanks to the open source nature of Cocos Creator, we are able to customize some of the function in the source code to meet the requirement for Hyper Slot Game.
|
||||
|
||||
For the detail of the Custom Engine, take a look at this [**Custom Cocos Engine documentation**](../custom-cocos-engine/custom-cocos-engine.md)
|
||||
For the detail of the Custom Engine, take a look at this [**Custom Cocos Engine documentation**](../category/custom-cocos-engine)
|
||||
|
||||
**Clone the repository**
|
||||
|
||||
|
@ -2,19 +2,25 @@
|
||||
sidebar_position: 1
|
||||
---
|
||||
|
||||
# System
|
||||
---
|
||||
# System Setup
|
||||
|
||||
## Sprite Frame Provider Setup
|
||||
## Overview
|
||||
The **System** module provides global access to sprite frames and animation assets, enabling efficient resource management across the game.
|
||||
|
||||
**SpriteFrameProvider** gives global access to **sprite frames** from anywhere in the codebase.
|
||||
## Sprite Frame Provider
|
||||
The **SpriteFrameProvider** allows global access to sprite frames from anywhere in the codebase.
|
||||
|
||||

|
||||
|
||||
---
|
||||
**Setup Steps:**
|
||||
1. Configure the **SpriteFrameProvider** to register sprite assets.
|
||||
2. Ensure all sprite frames are added to the provider for global access.
|
||||
|
||||
## Animation Provider Setup
|
||||
## Animation Provider
|
||||
The **Animation Provider** manages and exposes game-related animation assets globally.
|
||||
|
||||
The **Animation Provider** manages and exposes all game-related **animation assets** globally.
|
||||

|
||||
|
||||

|
||||
**Setup Steps:**
|
||||
1. Register animation assets in the **Animation Provider**.
|
||||
2. Verify that animations are correctly linked to their respective prefabs.
|
@ -2,76 +2,50 @@
|
||||
sidebar_position: 2
|
||||
---
|
||||
|
||||
# Background
|
||||
# Background Setup
|
||||
|
||||
Is the visual scenery that appears behind the gameplay elements.
|
||||
## Overview
|
||||
The background serves as the visual scenery behind gameplay elements, supporting both **Landscape** (Desktop and Mobile) and **Portrait** (Mobile only) orientations.
|
||||
|
||||
---
|
||||
## Overivew
|
||||
| Orientation | Desktop | Mobile |
|
||||
|-------------|---------|--------|
|
||||
| **Landscape** |  |  |
|
||||
| **Portrait** |  |  |
|
||||
|
||||
The background consists of 2 parts: **Landscape** and **Portrait**.
|
||||
## Asset Preparation
|
||||
| Type | Assets | Description |
|
||||
|------|--------|-------------|
|
||||
| **Static** |  | Required for all games. |
|
||||
| **Animation** |  | Optional, depending on game design. |
|
||||
|
||||
- **Landscape** use for Desktop and Mobile landscape.
|
||||
- **Portrait** only use for Mobile portrait.
|
||||
## Setup Steps
|
||||
1. **Landscape Background**:
|
||||
- Use the prepared sprite frame for the landscape background.
|
||||
- 
|
||||
|
||||
| | Desktop | Mobile |
|
||||
|:-:|--------------|---------|
|
||||
|**Background Landscape**<br/>|<br/>|<br/>|
|
||||
|**Background Portrait**<br/>||<br/>|
|
||||
2. **Portrait Background**:
|
||||
- Use the prepared sprite frame for the mobile portrait background.
|
||||
- 
|
||||
|
||||
## 1. Prepare the assets
|
||||
| | Assets | Description |
|
||||
|:-:|--------------|---------|
|
||||
|**Static**<br/>||Static background is necessary for the game|
|
||||
|**Animation**<br/>||Animation background may or may not be present, depending on the game design|
|
||||
|
||||
## 2. Setup Background Landscape
|
||||
|
||||
We use sprite frame background for landscape from prepared assets.
|
||||
|
||||

|
||||
|
||||
## 3. Setup Background Portrait
|
||||
|
||||
We use sprite frame background for mobile from prepared assets.
|
||||
|
||||

|
||||
|
||||
## 4. Setup Background Animation
|
||||
|
||||
If the game have design animation for background, we will do this step.
|
||||
|
||||
**Setp 1:** Using hepler to generate animation from prepared assets
|
||||
|
||||

|
||||

|
||||
|
||||
**Setp 2:**. Stup for spine-animation
|
||||
- `Is Loop`: is ✅ because this animation will play through the game.
|
||||
- `Static Sprite Frame`: It will be displayed when the animation has not finished loading.
|
||||
|
||||

|
||||

|
||||
|
||||
**Setp 3:**. Add animation background with components below:
|
||||
|
||||
**Landscape:**
|
||||
- Create `Empty Node` with name `anim-background-main-game`.
|
||||
- Add `animation-play-on-enable` with animation name in **Animation Provider**.
|
||||
- Add `background-scaler`, used to resize according to screen resolution.
|
||||
|
||||

|
||||
|
||||
**Portrait:**
|
||||
|
||||
- Create `Empty Node` with name `mobile-background-anim-portrait`.
|
||||
- Add `mobile-portrait-background-ui-controller` to display only on **Mobile**.
|
||||
- Add `orientation-ui-controller` to display on Portrait with the options below.
|
||||
|
||||

|
||||
|
||||
- Create `Empty Node` with name `anim-background-main-game`.
|
||||
- Add `animation-play-on-enable` with animation name in **Animation Provider**.
|
||||
- Add `portrait-anim-background-scaler`, used to resize according to screen resolution.
|
||||
|
||||

|
||||
3. **Animated Background** (if applicable):
|
||||
- **Step 1**: Use the helper tool to generate animations from prepared assets.
|
||||
- 
|
||||
- 
|
||||
- **Step 2**: Configure spine animation settings:
|
||||
- Enable **Is Loop** to ensure continuous playback.
|
||||
- Set a **Static Sprite Frame** for display before the animation loads.
|
||||
- 
|
||||
- 
|
||||
- **Step 3**: Add animation nodes:
|
||||
- **Landscape**:
|
||||
- Create an `Empty Node` named `anim-background-main-game`.
|
||||
- Add the `animation-play-on-enable` component with the animation name from the **Animation Provider**.
|
||||
- Add the `background-scaler` component to resize based on screen resolution.
|
||||
- 
|
||||
- **Portrait**:
|
||||
- Create an `Empty Node` named `mobile-background-anim-portrait`.
|
||||
- Add the `mobile-portrait-background-ui-controller` and `orientation-ui-controller` components for mobile portrait display.
|
||||
- Create a child `Empty Node` named `anim-background-main-game`.
|
||||
- Add the `animation-play-on-enable` and `portrait-anim-background-scaler` components.
|
||||
- 
|
||||
- 
|
@ -1,50 +1,43 @@
|
||||
---
|
||||
sidebar_position: 2
|
||||
sidebar_position: 3
|
||||
---
|
||||
|
||||
# Set Up Reel Slot
|
||||
---
|
||||
# Reel Slot Setup
|
||||
|
||||
### Prepare Assets
|
||||
|
||||
Add the symbol textures and reel frame:
|
||||
## Overview
|
||||
The reel slot system manages the core spinning mechanics of the game.
|
||||
|
||||
|||
|
||||
|------------------------------------------------------------------|--------------------------------------------------------------|
|
||||
## Asset Preparation
|
||||
- Add symbol textures and reel frames:
|
||||
- 
|
||||
- 
|
||||
|
||||
### Add symbols to `SpriteFrameProvider`
|
||||
## Sprite Frame Provider
|
||||
- Add symbols to the **SpriteFrameProvider** for global access.
|
||||
- 
|
||||
|
||||
This allows symbols to be accessed globally from code:
|
||||
## Reel Frame
|
||||
- Configure the reel frame:
|
||||
- 
|
||||
- 
|
||||
|
||||

|
||||
## Configuration
|
||||
Use the `reel-scroller-helper` to set up spinning behavior:
|
||||
|
||||
### Add Reel Frame
|
||||

|
||||
|
||||
| | |
|
||||
|--------------------------------------------------------------------|--------------------------------------------------------------|
|
||||
| Property | Description | Example |
|
||||
|----------|-------------|---------|
|
||||
| **Cell Item Script Name** | Script attached to each cell item. |  |
|
||||
| **Scroller Script Name** | Script handling spinning logic. |  |
|
||||
| **Row Count x Reel Count** | Number of slot items per row and column. |  |
|
||||
| **Cell Size** | Size of each cell. |  |
|
||||
| **Cell Spacing** | Horizontal and vertical distance between cells. | - |
|
||||
| **Cell Dim Color** | Dark color for non-winning cells during win animations. |  |
|
||||
| **Top Count and Bot Count** | Additional cells at the top and bottom for spinning logic. |  |
|
||||
|
||||
### Configure the Reel Slot
|
||||
## Generate Reel Panel
|
||||
- Use the `reel-scroller-helper` to auto-generate the reel panel.
|
||||
- 
|
||||
|
||||
Use `reel-scroller-helper` to configure spinning behavior:
|
||||
|
||||

|
||||
|
||||
| Properties | Description | Example |
|
||||
|------------|--------------|---------|
|
||||
|**Cell Item Script Name**|The name of the script will be attached to each cell item.||
|
||||
| **Scroller Script Name** | the name of the script for handling the spinning logic.||
|
||||
|**Row Count x Reel Count**| the number of Slot Item each row and column in the reel slot panel.||
|
||||
|**Cell Size**| the size of each cells.||
|
||||
|**Cell Spacing**| the distance between each cells horizontally and vertically.||
|
||||
|**Cell Dim Color**| set the dark color for the non-win cells when showing winning animation for each line.||
|
||||
|**Top Count and Bot Count**| for spinning logic to work, a certain number of cell will be added to the top and bottom of the reel.||
|
||||
|
||||
### Generate Reel Panel
|
||||
|
||||
Use `reel-scroller-helper` to auto-generate the full panel:
|
||||
|
||||

|
||||
|
||||
:::tip
|
||||
A popup may be covering the scene. Disable it temporarily to clearly view and edit the reel slot components.
|
||||
:::
|
||||
**Tip**: Temporarily disable any popups covering the scene to view and edit reel slot components clearly.
|
@ -2,64 +2,36 @@
|
||||
sidebar_position: 4
|
||||
---
|
||||
|
||||
# Set Up Spinning Panel
|
||||
|
||||
# Spinning Panel Setup
|
||||
|
||||
## Overview
|
||||
The spinning panel system includes the **reel slot panel** and additional panels: `landing-panel`, `tension-panel`, `present-win-cell-panel`, and `present-win-border-panel`.
|
||||
|
||||
The **reel slot panel** is just one part of the overall **spinning panel** system.
|
||||
|
||||
Other required panels include:
|
||||
|
||||
- `landing-panel`
|
||||
- `tension-panel`
|
||||
- `present-win-cell-panel`
|
||||
- `present-win-border-panel`
|
||||
|
||||
Each panel can be quickly set up using the **Generate Panel** function from its helper script.
|
||||
|
||||
---
|
||||
|
||||
## Set Up Panel
|
||||
|
||||
- Landing Panel:
|
||||
|
||||

|
||||
|
||||
To define Landing Panel, create the following script:
|
||||
|
||||
:::warning
|
||||
```jsx title="assets/game-assets/scripts/slotty-settings/extend-slotty-setting.js"
|
||||
## Panel Setup
|
||||
- **Landing Panel**:
|
||||
- 
|
||||
- **Script**:
|
||||
```jsx
|
||||
SlottySetting.prototype._registerInjection = function () {
|
||||
DIContainer.Register('landingGenerator', require('landing-generator'));
|
||||
};
|
||||
```
|
||||
:::
|
||||
|
||||
- Present Win Cell Panel:
|
||||
- **Present Win Cell Panel**:
|
||||
- 
|
||||
|
||||

|
||||
- **Present Win Border Panel**:
|
||||
- 
|
||||
|
||||
- Present Win Cell Panel:
|
||||
|
||||

|
||||
|
||||
- Tension Panel:
|
||||
|
||||

|
||||
|
||||
If the tension use a custom size frame, we can change the option **sizeMode** to **Custom** and set the static frame and size.
|
||||
|
||||

|
||||
|
||||
**check toggle General Panel**
|
||||
|
||||

|
||||
To define Tension Panel, create the following script:
|
||||
:::warning
|
||||
```jsx title="assets/game-assets/scripts/slotty-settings/extend-slotty-setting.js"
|
||||
- **Tension Panel**:
|
||||
- 
|
||||
- For custom size frames, set **sizeMode** to **Custom** and configure the static frame and size.
|
||||
- 
|
||||
- **Check Toggle**: Ensure the general panel toggle is correctly set.
|
||||
- 
|
||||
- **Script**:
|
||||
```jsx
|
||||
SlottySetting.prototype._registerInjection = function () {
|
||||
DIContainer.Register('tensionGenerator', require('tension-generator'));
|
||||
};
|
||||
```
|
||||
:::
|
||||
```
|
@ -5,143 +5,43 @@ sidebar_position: 5
|
||||
# Win Point on Reel
|
||||
|
||||
## Overview
|
||||
The **Win Point on Reel** system displays win points for each payline, including scatter wins.
|
||||
|
||||
- Displays win points for each payline, including scatter wins.
|
||||

|
||||
|
||||

|
||||
## Asset Preparation
|
||||
- **Core Assets**:
|
||||
- Path: `assets/core-assets/hyper-core/packages/on-reel-present-win-point/prefab`
|
||||
- 
|
||||
|
||||
## Implementation
|
||||
- **Game Assets**:
|
||||
- Path: `assets/game-assets/prefabs`
|
||||
- 
|
||||
|
||||
### Prepare Asssets
|
||||
## Setup
|
||||
1. **Add Prefab to Scene**:
|
||||
- Add the `on-reel-present-win-point` prefab to the main scene.
|
||||
- Components:
|
||||
- `on-reel-present-win-point`: Controls visibility of win points.
|
||||
- `hyper-present-win-point`: Manages presentation flow.
|
||||
- 
|
||||
|
||||
#### In Core
|
||||
2. **Configure Node Targets**:
|
||||
- Set the target node for win point labels and define size/offset.
|
||||
- 
|
||||
- Properties:
|
||||
| Property | Type | Description |
|
||||
|----------|------|-------------|
|
||||
| `labelPosition` | `cc.Vec2` | Offset position for the win point label. |
|
||||
| `nodeTarget` | `cc.Node` | Target node containing the label. |
|
||||
| `cellItemSize` | `cc.Vec2` | Size of each slot cell. |
|
||||
| `defaultFontSize` | `number` | Default font size for the label. |
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th style={{ width: "300px" }}>Path</th>
|
||||
<th style={{ width: "400px" }}>Example</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><code>assets\core-assets\hyper-core\packages\on-reel-present-win-point\prefab</code></td>
|
||||
<td><center></center></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
3. **Set Up Label Component**:
|
||||
- Displays win values with support for formatted text (number, currency).
|
||||
- Add a custom font:
|
||||
- Path: `assets/game-assets/fonts/preloads/main-game/fnt-win-point-on-reel`
|
||||
- 
|
||||
- 
|
||||
|
||||
#### In Game
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th style={{ width: "300px" }}>Path</th>
|
||||
<th style={{ width: "400px" }}>Example</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><code>assets\game-assets\prefabs</code></td>
|
||||
<td><center></center></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
### Setup
|
||||
|
||||
#### Steps 1: Add Prefab to Scene
|
||||
|
||||
Add the win point on reel prefab to your main scene.
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th style={{ width: "300px" }}>Component</th>
|
||||
<th style={{ width: "400px" }}>Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><code>on-reel-present-win-point</code></td>
|
||||
<td><code>A component to **show/hide** points on reels</code></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>hyper-present-win-point</code></td>
|
||||
<td><code>Manages win point presentation flow</code></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||

|
||||
|
||||
#### Steps 2: Configure Node Targets
|
||||
Set the target node where each win point label appears and define its size and offset.
|
||||
|
||||

|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th style={{ width: "200px" }}>Property</th>
|
||||
<th style={{ width: "100px" }}>Type</th>
|
||||
<th style={{ width: "400px" }}>Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><code>labelPosition</code></td>
|
||||
<td><code>cc.Vec2</code></td>
|
||||
<td>Offset position for the win point label</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>nodeTarget</code></td>
|
||||
<td><code>cc.Node</code></td>
|
||||
<td>Target node containing the label</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>cellItemSize</code></td>
|
||||
<td><code>cc.Vec2</code></td>
|
||||
<td>Size of each slot cell</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>defaultFontSize</code></td>
|
||||
<td><code>number</code></td>
|
||||
<td>Default font size for the label</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
#### Steps 3: Set Up Label Component
|
||||
|
||||
|
||||

|
||||
|
||||
- **Component**:
|
||||
- Displays win values on the reels.
|
||||
- Supports formatted text (number, currency).
|
||||
|
||||
- **Custom Font**:
|
||||
Add a custom font to style the win label.
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th style={{ width: "300px" }}>Path</th>
|
||||
<th style={{ width: "400px" }}>Example</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><code>assets\game-assets\fonts\preloads\main-game\fnt-win-point-on-reel</code></td>
|
||||
<td><center></center></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
:::tip
|
||||
- **Position And Size**: Follow Game Design.
|
||||
:::
|
||||
|
||||
## Game Result Examples
|
||||
|
||||
|
|
||||
**Tip**: Follow game design specifications for position and size.
|
@ -2,174 +2,91 @@
|
||||
sidebar_position: 6
|
||||
---
|
||||
|
||||
# Special Win
|
||||
|
||||
---
|
||||
# Special Win System
|
||||
|
||||
## Overview
|
||||
Special Wins are high-value reward events categorized by payout thresholds:
|
||||
|
||||
Special Wins are high-value reward events in slot games, cagegorized based on the payout threshold:
|
||||
|
||||
| Win Type | Trigger Threshold | Preview |
|
||||
|-----------|-----------------------|----------------|
|
||||
| **Big Win** | Medium payout |  |
|
||||
| **Super Win** | High payout |  |
|
||||
| **Mega Win** | Maximum payout |  |
|
||||
|
||||
Each type delivers increasing visual excitement to highlight significant player rewards.
|
||||
|
||||
---
|
||||
| Win Type | Trigger Threshold | Preview |
|
||||
|----------|-------------------|---------|
|
||||
| **Big Win** | Medium payout |  |
|
||||
| **Super Win** | High payout |  |
|
||||
| **Mega Win** | Maximum payout |  |
|
||||
|
||||
## Implementation
|
||||
### Asset Preparation
|
||||
- Components:
|
||||
| Component | Purpose |
|
||||
|-----------|---------|
|
||||
| `hyper-special-win-initializer` | Initializes the system. |
|
||||
| `hyper-present-special-win` | Manages animation sequences and display logic. |
|
||||
| `hyper-special-win-label-point-effect` | Controls win amount visualization. |
|
||||
- 
|
||||
|
||||
### Prepare Assets
|
||||
- **Coin Effect System**:
|
||||
- Variants for different game theme:
|
||||
| Submodule | Theme | Preview |
|
||||
|-----------|-------|---------|
|
||||
| `hyper-coin-shower-international` | International |  |
|
||||
| `hyper-coin-shower-chinese` | Chinese |  |
|
||||
|
||||
The special win system consists of three main components:
|
||||
- **Static Assets**:
|
||||
| Platform | Path | Preview |
|
||||
|----------|------|---------|
|
||||
| Desktop | `assets/textures/desktop/preloads/special-wins` |  |
|
||||
| Mobile | `assets/textures/mobile/preloads/special-wins` |  |
|
||||
|
||||
| Component | Purpose |
|
||||
|-----------|---------|
|
||||
| `hyper-special-win-initializer` | Handles system initialization and setup |
|
||||
| `hyper-present-special-win` | Manages animation sequences and display logic |
|
||||
| `hyper-special-win-label-point-effect` | Controls win amount visualization |
|
||||
### Animation Setup
|
||||
1. **Animation Resources**:
|
||||
- Path:
|
||||
| Platform | Path | Preview |
|
||||
|----------|------|---------|
|
||||
| Desktop | `assets/textures/desktop/postloads/anim-special-win` |  |
|
||||
| Mobile | `assets/textures/mobile/postloads/anim-special-win` |  |
|
||||
|
||||

|
||||
2. **Animation Flow**:
|
||||
```mermaid
|
||||
graph TD
|
||||
SW[Special Wins] --> BW[Big Win]
|
||||
SW --> SPW[Super Win]
|
||||
SW --> MW[Mega Win]
|
||||
|
||||
#### Coin Effect System
|
||||
BW --> BWI[bigwin-in] --> BWL[bigwin-loop] --> BWO[bigwin-out]
|
||||
SPW --> SPWI[superwin-in] --> SPWL[superwin-loop] --> SPWO[superwin-out]
|
||||
MW --> MWI[megawin-in] --> MWL[megawin-loop] --> MWO[megawin-out]
|
||||
|
||||
The coin shower effect uses prefab variants for different markets:
|
||||
classDef inStage fill:#e6f3ff,stroke:#666
|
||||
classDef loopStage fill:#fff2cc,stroke:#666
|
||||
classDef outStage fill:#f8cecc,stroke:#666
|
||||
classDef winType fill:#d5e8d4,stroke:#82b366
|
||||
classDef specialWin fill:#fff4dd,stroke:#ff0000
|
||||
|
||||

|
||||
class BWI,SPWI,MWI inStage
|
||||
class BWL,SPWL,MWL loopStage
|
||||
class BWO,SPWO,MWO outStage
|
||||
class BW,SPW,MW winType
|
||||
class SW specialWin
|
||||
linkStyle default stroke-width:2px,stroke:#ff0000
|
||||
```
|
||||
- 
|
||||
|
||||
| Submodule | Theme | Preview |
|
||||
|-------------|---------------|---------------|
|
||||
| `hyper-coin-shower-international` | International |  |
|
||||
| `hyper-coin-shower-chinese` | Chinese |  |
|
||||
3. **Animation Settings**:
|
||||
- Configure static fallback and loop animations:
|
||||
| Setting | Example |
|
||||
|---------|---------|
|
||||
| Static Fallback |  |
|
||||
| Loop Animation |  |
|
||||
|
||||
:::tip
|
||||
- Position the Special Win node as per game design
|
||||
:::
|
||||
4. **Font Configuration**:
|
||||
- Path: `assets/game-assets/fonts/preloads/main-game/fnt-special-win`
|
||||
- Steps:
|
||||
1. Import font files.
|
||||
- 
|
||||
2. Add font to the special win component.
|
||||
- 
|
||||
3. Configure text alignment, font size, and spacing.
|
||||
- 
|
||||
|
||||
---
|
||||
|
||||
### Setup
|
||||
|
||||
#### 1. Static Resources
|
||||
|
||||
Store static assets in platform-specific directories:
|
||||
|
||||
| Platform | Path | Preview |
|
||||
|----------|------|---------|
|
||||
| Desktop | `assets/textures/desktop/preloads/special-wins` |  |
|
||||
| Mobile | `assets/textures/mobile/preloads/special-wins` |  |
|
||||
|
||||
🔗 [View Platform Asset Structure](/docs/cagegory/game-asset-structure)
|
||||
|
||||
---
|
||||
|
||||
#### 2. Animation Setup
|
||||
|
||||
##### Special Win Animation Flow
|
||||
|
||||
```mermaid
|
||||
%%{init: {'theme': 'base', 'themeVariables': { 'fontSize': '25px', 'fontFamily': 'arial' }}}%%
|
||||
graph TD
|
||||
%% Win Types with Thresholds
|
||||
SW[Special Wins] --> BW["Big Win"]
|
||||
SW --> SPW["Super Win"]
|
||||
SW --> MW["Mega Win"]
|
||||
|
||||
%% Big Win stages with flow
|
||||
BW --> BWI[bigwin-in]
|
||||
BWI --> BWL[bigwin-loop]
|
||||
BWL --> BWO[bigwin-out]
|
||||
|
||||
%% Super Win stages with flow
|
||||
SPW --> SPWI[superwin-in]
|
||||
SPWI --> SPWL[superwin-loop]
|
||||
SPWL --> SPWO[superwin-out]
|
||||
|
||||
%% Mega Win stages with flow
|
||||
MW --> MWI[megawin-in]
|
||||
MWI --> MWL[megawin-loop]
|
||||
MWL --> MWO[megawin-out]
|
||||
|
||||
%% Legend nodes
|
||||
L0["Feature Name"]-->L1["Win Types"] --> L2["In State"] --> L3["Loop State"] --> L4["Out State"]
|
||||
class L0 specialWin
|
||||
class L1 winType
|
||||
class L2 inStage
|
||||
class L3 loopStage
|
||||
class L4 outStage
|
||||
|
||||
%% Style definitions
|
||||
classDef inStage fill:#e6f3ff,stroke:#666,font-size:25px
|
||||
classDef loopStage fill:#fff2cc,stroke:#666,font-size:25px
|
||||
classDef outStage fill:#f8cecc,stroke:#666,font-size:25px
|
||||
classDef winType fill:#d5e8d4,stroke:#82b366,font-size:25px
|
||||
classDef specialWin fill:#fff4dd,stroke:#ff0000,font-size:25px
|
||||
|
||||
class BWI,SPWI,MWI inStage
|
||||
class BWL,SPWL,MWL loopStage
|
||||
class BWO,SPWO,MWO outStage
|
||||
class BW,SPW,MW winType
|
||||
class SW specialWin
|
||||
|
||||
%% Adjust node spacing
|
||||
linkStyle default stroke-width:4px,stroke:#ff0000
|
||||
```
|
||||

|
||||
|
||||
##### Step 1: Add Animation Resources
|
||||
|
||||
Place animated assets in the following directories:
|
||||
|
||||
| Platform | Path | Preview |
|
||||
|----------|------|---------|
|
||||
| Desktop | `assets/textures/desktop/postloads/anim-special-win` |  |
|
||||
| Mobile | `assets/textures/mobile/postloads/anim-special-win` |  |
|
||||
|
||||
##### Step 2: Configure Animation Settings
|
||||
|
||||
| Setting | Example |
|
||||
|------------------|---------|
|
||||
| Static Fallback |  |
|
||||
| Loop Animation |  |
|
||||
|
||||
🔗 [View Animation Provider Setup](/docs/setup-main-game/main-scene/system#animation-provider-setup)
|
||||
|
||||
:::tip
|
||||
- Move assets to `custom-scale/` directory to resolve image quality issues
|
||||
- Asset paths may vary by project configuration
|
||||
:::
|
||||
|
||||
##### Step 3: Font Configuration
|
||||
|
||||
- **Path:** `assets\game-assets\fonts\preloads\main-game\fnt-special-win`
|
||||
- Follow these steps to configure fonts for special win displays:
|
||||
|
||||
1. **Package Font Assets**
|
||||
- Import font files into project
|
||||
|
||||

|
||||
|
||||
2. **Font Integration**
|
||||
- Add font asset to special win component
|
||||
|
||||

|
||||
|
||||
3. **Layout Settings**
|
||||
|
||||
- Configure text alignment
|
||||
- Adjust font size and spacing
|
||||
|
||||

|
||||
|
||||
|
||||
:::tip
|
||||
Customize font styles based on each game's design.
|
||||
:::
|
||||
|
||||
## Game Result Example
|
||||
|
||||
The game result display for Special Wins should match the style and format shown in the Overview section.
|
||||
🔗 [Game Result Example](/docs/setup-main-game/main-scene/special-win#overview)
|
||||
**Tip**:
|
||||
- Move assets to `custom-scale/` to resolve image quality issues.
|
||||
- Customize font styles based on game design.
|
@ -4,73 +4,61 @@ sidebar_position: 7
|
||||
|
||||
# Item Description
|
||||
|
||||
Provides players with detailed information about each item in the game.
|
||||
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
The **Item Description** system provides detailed information about game items, including payouts and descriptions.
|
||||
|
||||

|
||||
|
||||
## Prepare the assets
|
||||
## Asset Preparation
|
||||
| Assets | Description |
|
||||
|--------|-------------|
|
||||
|  | Used to Setup the background. |
|
||||
|  | Used to Setup the static symbol. |
|
||||
|  | Used to Setup the animation symbol. |
|
||||
|  | Used to Setup the payout/description. |
|
||||
|  | Background setup. |
|
||||
|  | Static symbol setup. |
|
||||
|  | Animation symbol setup. |
|
||||
|  | Payout or description text setup. |
|
||||
|
||||
## Setup Prefabs Item Description
|
||||
## Setup
|
||||
1. **Locate Template Prefabs**:
|
||||
- Search for the `template-item-description` prefab.
|
||||
- 
|
||||
2. **Clone Assets**:
|
||||
- Copy and paste to the game assets location, removing unnecessary prefixes.
|
||||
- 
|
||||
|
||||
| Step | Action | Description | Image Reference |
|
||||
| :--: | :----- | :---------- | :-------------: |
|
||||
| 1 | Locate all template prefabs needed for the **Item Description** | Search for the `template-item-description` prefab. |  |
|
||||
| 2 | Clone assets| Copy and paste them to the game assets location, then rename the copied prefabs by removing unnecessary prefixes. |  |
|
||||
### Prefab Configurations
|
||||
- **item-description-small** (Items with win payout only):
|
||||
- 
|
||||
- Steps:
|
||||
| Step | Action | Image Reference |
|
||||
|------|--------|-----------------|
|
||||
| 1 | Set **Sprite Frame** in `background` using prepared assets. |  |
|
||||
| 2 | Name prefab as `item-description-<name>` and set **Animation Name** in **Animation Provider**. |  |
|
||||
| 3 | Set **Sprite Frame** in `sprite-item` using prepared assets. |  |
|
||||
| 4 | Adjust **Color**, **Font**, and **Font Size** in `multi-x...` and `odds-x...`. Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if needed. |  |
|
||||
|
||||
### item-description-small
|
||||
- **item-description-no-odds** (Items with description only):
|
||||
- 
|
||||
- Steps:
|
||||
| Step | Action | Image Reference |
|
||||
|------|--------|-----------------|
|
||||
| 1 | Set **Sprite Frame** in `background` using prepared assets. |  |
|
||||
| 2 | Name prefab as `item-description-<name>` and set **Animation Name** in **Animation Provider**. |  |
|
||||
| 3 | Set **Sprite Frame** in `sprite-item` using prepared assets. |  |
|
||||
| 4 | Set **String**, **Color**, **Font**, and **Font Size** in `description`. Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if needed. |  |
|
||||
|
||||
Setup the `item-description-small` prefab for items have a win payout:
|
||||
|
||||

|
||||
- **item-description-big** (Items with both payout and description):
|
||||
- 
|
||||
- Steps:
|
||||
| Step | Action | Image Reference |
|
||||
|------|--------|-----------------|
|
||||
| 1 | Set **Sprite Frame** in `background` using prepared assets. |  |
|
||||
| 2 | Follow **Step 4** of `item-description-small` for payout setup. | [See Small Setup](#item-description-small) |
|
||||
| 3 | Follow **Step 4** of `item-description-no-odds` for description setup. | [See No-Odds Setup](#item-description-no-odds) |
|
||||
|
||||
| Step | Action | Image Reference |
|
||||
| :--: | :----- | :-------------: |
|
||||
| 1 | - Setup the **Sprite Frame** in the `background` using the prepared assets. | <img width="1000"/> |
|
||||
| 2 | - Name the item prefab following the format item-description-**name**".<br/> - Setup the **Animation Name** to match the item's name in the **Animation Provider**.|  |
|
||||
| 3 | - Setup the **Sprite Frame** in the `sprite-item` using the same name as the item from the prepared assets. |  |
|
||||
| 4 | - Adjust **Color**, **Font** and **Font Size** in `multi-x...` and `oods-x...` according to the game design.<br/> - Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if you need to create a Bitmap Font.|  |
|
||||
|
||||
|
||||
### item-description-no-odds
|
||||
Setup the `item-description-no-odds` prefab for items that have a description but no win payout:
|
||||
|
||||

|
||||
|
||||
| Step | Action | Image Reference |
|
||||
| :--: | :----- | :-------------: |
|
||||
| 1 | - Setup the **Sprite Frame** in the `background` using the prepared assets. | <img width="1000"/> |
|
||||
| 2 | - Name the item prefab following the format item-description-**name**".<br/> - Setup **Animation Name** to match the item's name in the **Animation Provider**.|  |
|
||||
| 3 | - Setup the **Sprite Frame** in the `sprite-item` using the same name as the item from the prepared assets. |  |
|
||||
| 4 | - Set the **String** and adjust **Color**, **Font** and **Font Size** in the `description` according to the game design.<br/> - Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if you need to create a Bitmap Font. |  |
|
||||
|
||||
### item-description-big
|
||||
Setup the `item-description-big` prefab for items that include both a win payout and a description:
|
||||
|
||||

|
||||
|
||||
| Step | Action | Image Reference |
|
||||
| :--: | :----- | :-------------: |
|
||||
| 1 | - Setup the **Sprite Frame** in the `background` using the prepared assets. | <img width="1000"/> |
|
||||
| 2 | - Setup the payout by following **Step 4** in **Setup prefab `item-description-small`** | [Configure Item Description Small](./item-description#item-description-small) | |
|
||||
| 3 | - Setup the description by following **Step 4** in **Setup prefab `item-description-no-odds`** | [Configure Item Description No Odds](./item-description#item-description-no-odds) | |
|
||||
|
||||
:::tip
|
||||
Use Helper to setup:
|
||||
1. Setup **Content Size** and **Cell Item Size** according to the game design.
|
||||
2. Use prepared bitmap fonts to Setup the **Labels** font.
|
||||
3. Click **Set Size** to run the helper.
|
||||
4. Setup the **Background**, **Sprite Frame**, **Animation**, **Payout**, **Description** of the item using the prepared assets.
|
||||
|
||||

|
||||
:::
|
||||
**Tip**:
|
||||
- Use the helper tool to configure:
|
||||
1. Set **Content Size** and **Cell Item Size** per game design.
|
||||
2. Use prepared bitmap fonts for **Labels**.
|
||||
3. Click **Set Size** to run the helper.
|
||||
4. Configure **Background**, **Sprite Frame**, **Animation**, **Payout**, and **Description** using prepared assets.
|
||||
- 
|
@ -1,128 +1,67 @@
|
||||
---
|
||||
sidebar_position: 16
|
||||
sidebar_position: 8
|
||||
title: Free Round
|
||||
description: Display and manage remaining free rounds in the game.
|
||||
---
|
||||
|
||||
# Free Round
|
||||
# Free Round System
|
||||
|
||||
## Overview
|
||||
|
||||
- Handles the **display** and **logic** for tracking remaining free rounds in a slot game.
|
||||
- Supports both **desktop** and **mobile**, including animation and event handling.
|
||||
The **Free Round** system manages the display and logic for tracking remaining free rounds in the game, supporting both desktop and mobile platforms.
|
||||
|
||||
| Platform | Preview |
|
||||
|----------|---------|
|
||||
| Desktop |  |
|
||||
| Mobile |  |
|
||||
| Desktop |  |
|
||||
| Mobile |  |
|
||||
|
||||
---
|
||||
## Asset Preparation
|
||||
- **Core Assets**:
|
||||
- Path: `assets/core-assets/hyper-core/packages/freeround-count-box/prefabs`
|
||||
- 
|
||||
- **Game Assets**:
|
||||
- Path: `assets/game-assets/prefabs`
|
||||
- 
|
||||
|
||||
## Setup
|
||||
1. **General Configuration**:
|
||||
- Ensure script references correct nodes.
|
||||
- 
|
||||
- Properties:
|
||||
| Property | Description |
|
||||
|----------|-------------|
|
||||
| `duration` | Duration of fade in/out animation (seconds). |
|
||||
| `content` | Container node for the counter. |
|
||||
| `labelLeft` | Label showing remaining free rounds. |
|
||||
- 
|
||||
|
||||
## Implementation
|
||||
2. **Platform Setup**:
|
||||
- **Desktop**:
|
||||
- Add `Platform-ui-controller` component.
|
||||
- 
|
||||
- **Mobile**:
|
||||
- Add `Platform-ui-controller` and `UI Mobile Position` components.
|
||||
- 
|
||||
|
||||
### Prepare Assets
|
||||
3. **Asset Setup**:
|
||||
- **Desktop**:
|
||||
- Path: `assets/game-assets/textures/desktop/preloads/main-game/custom-scale`
|
||||
- 
|
||||
- **Mobile**:
|
||||
- Path: `assets/game-assets/textures/mobile/preloads/main-game/custom-scale`
|
||||
- 
|
||||
- **Common**:
|
||||
- Free Round Background: 
|
||||
|
||||
- Copy or parse prefabs from core to game assets.
|
||||
4. **Font Setup**:
|
||||
- 
|
||||
|
||||
#### Core
|
||||
|
||||
| Path | Preview |
|
||||
|------|---------|
|
||||
| `assets/core-assets/hyper-core/packages/freeround-count-box/prefabs` |  |
|
||||
|
||||
#### Game
|
||||
|
||||
| Path | Preview |
|
||||
|------|---------|
|
||||
| `assets/game-assets/prefabs` | |
|
||||
|
||||
---
|
||||
|
||||
### Setup
|
||||
|
||||
- Ensure the script references the correct nodes.
|
||||
|
||||

|
||||
|
||||
- Manages and displays the remaining free round count in-game.
|
||||
|
||||
"
|
||||
|
||||
| Property | Description |
|
||||
|---------------|--------------------------------------------|
|
||||
| `duration` | Duration of fade in/out animation (seconds) |
|
||||
| `content` | Container node for the counter |
|
||||
| `labelLeft` | Label showing remaining free rounds |
|
||||
|
||||
---
|
||||
|
||||
#### Platform Setup
|
||||
|
||||
- Ensure that the desktop and mobile prefabs are positioned differently in the main game scene for proper layout on each platform.
|
||||
|
||||
##### Desktop
|
||||
|
||||

|
||||
|
||||
| Component | Description |
|
||||
|-------------------------|-------------|
|
||||
| `Platform-ui-controller` | [View Setup](/docs/faqs/setup-cocos-scene#platform-ui-controller) |
|
||||
|
||||
|
||||
##### Mobile
|
||||
|
||||

|
||||
|
||||
| Component | Description |
|
||||
|-------------------------|-------------|
|
||||
| `Platform-ui-controller` | [View Setup](/docs/faqs/setup-cocos-scene#platform-ui-controller) |
|
||||
| `UI Mobile Position` | [Mobile Position Setup](/docs/faqs/setup-cocos-scene#ui-mobile-landscape--portrait--position) |
|
||||
|
||||
---
|
||||
|
||||
#### Asset Setup
|
||||
|
||||
##### Desktop
|
||||
|
||||
| Path | Preview |
|
||||
|------|---------|
|
||||
| `assets/game-assets/textures/desktop/preloads/main-game/custom-scale` |  |
|
||||
|
||||
##### Mobile
|
||||
|
||||
| Path | Preview |
|
||||
|------|---------|
|
||||
| `assets/game-assets/textures/mobile/preloads/main-game/custom-scale` |  |
|
||||
|
||||
##### Common
|
||||
|
||||
- **Free Round Background**
|
||||

|
||||
|
||||
🔗 More: [Game Asset Structure](/docs/category/game-asset-structure)
|
||||
|
||||
:::tip
|
||||
- **Position & Size**: Follow the game design layout.
|
||||
- **Asset Packing**: Use separate textures for Desktop and Mobile.
|
||||
:::
|
||||
|
||||
---
|
||||
|
||||
#### Font Setup
|
||||
|
||||
| Preview |
|
||||
|---------|
|
||||
|  |
|
||||
|
||||
---
|
||||
**Tip**:
|
||||
- Follow game design for position and size.
|
||||
- Use separate textures for Desktop and Mobile.
|
||||
- Ensure the main scene includes the popup panel ([See Popup Panel Guide](http://localhost:3000/docs/setup-main-game/main-scene/popup-panel#multiple-popup-panel)).
|
||||
|
||||
## Game Result Example
|
||||
|
||||
Make sure the main scene includes the popup panel.
|
||||
🔗 [See Popup Panel Guide](/docs/setup-main-game/main-scene/popup-panel#multiple-popup-panel)
|
||||
|
||||
| Platform | Popup | Action | Result |
|
||||
|----------|--------|---------------|--------|
|
||||
| Desktop |  | Click → Start |  |
|
||||
| Mobile |  | Click → Start |  |
|
||||
| Platform | Popup | Action | Result |
|
||||
|----------|-------|--------|--------|
|
||||
| Desktop |  | Click → Start |  |
|
||||
| Mobile |  | Click → Start |  |
|
@ -4,107 +4,95 @@ sidebar_position: 9
|
||||
|
||||
# Info Pages
|
||||
|
||||
Info Pages (Information Pages) provide players with essential details about how the game works. It helps player understand the rules, features, symbols, payout structures, and other gameplay mechanics.
|
||||
|
||||
---
|
||||
## Overview
|
||||
**Info Pages** provide players with details about game rules, features, symbols, payout structures, and mechanics. They are divided into **Paytable** and **Rules** sections, with different layouts for Desktop and Mobile.
|
||||
|
||||
- **Desktop** consists Paytable and Rules in **Info Pages**.
|
||||
- **Mobile** is divided into 2 parts Paytable and Rules
|
||||
| Platform | Desktop | Mobile |
|
||||
|----------|---------|--------|
|
||||
| Paytable/Rules | <br/><br/> | <br/> |
|
||||
|
||||
|Desktop | Mobile |
|
||||
|:------:|:------:|
|
||||
|||
|
||||
|<br/>||
|
||||
|
||||
## Prepare the assets
|
||||
## Asset Preparation
|
||||
| Assets | Description |
|
||||
|--------|-------------|
|
||||
||Used to setup **Rules** or image in RichText|
|
||||
||Used to setup **Paytable**|
|
||||
|  | Used for **Rules** or RichText images. |
|
||||
|  | Used for **Paytable** setup. |
|
||||
|
||||
## Setup Prefabs Desktop
|
||||
|
||||
| Step | Action | Description | Image Reference |
|
||||
| :--: | :----- | :---------- | :---------------------------------------------------------------------------------------------: |
|
||||
| 1 | Locate all template prefabs need for **Info Pages Desktop** | Search for the `desktop-hyper-info-panel` prefab. |  |
|
||||
| 2 | Clone assets| Copy/Pase to game assets location, then rename the copied prefabs by removing unnecessary prefixes. |  |
|
||||
## Desktop Setup
|
||||
1. **Locate Template Prefabs**:
|
||||
- Search for the `desktop-hyper-info-panel` prefab.
|
||||
- 
|
||||
2. **Clone Assets**:
|
||||
- Copy and paste to the game assets location, removing unnecessary prefixes.
|
||||
- 
|
||||
|
||||
### desktop-info-panel
|
||||
|
||||
| Step | Action | Image Reference |
|
||||
| :--: | :----- | :-------------: |
|
||||
| 1 | Change **Color** in `page-background` follow the game design.| <img width="400"/> |
|
||||
| 2 | Change **Color** in `menu-header-background` follow the game design. |  |
|
||||
| 3 | Update **Prefab** in `paytable-content` from prepared prefabs. |  ||
|
||||
| 4 | Update **Prefab** in `rules-content` from prepared prefabs.|  |
|
||||
| Step | Action | Image Reference |
|
||||
|------|--------|-----------------|
|
||||
| 1 | Change **Color** in `page-background` per game design. |  |
|
||||
| 2 | Change **Color** in `menu-header-background` per game design. |  |
|
||||
| 3 | Update **Prefab** in `paytable-content` using prepared prefabs. |  |
|
||||
| 4 | Update **Prefab** in `rules-content` using prepared prefabs. |  |
|
||||
|
||||
### desktop-paytable-content
|
||||
- **Item with Payout**:
|
||||
- 
|
||||
- Steps:
|
||||
| Step | Action | Image Reference |
|
||||
|------|--------|-----------------|
|
||||
| 1 | Set **Item Name** and **Odds Items** per game design. |  |
|
||||
| 2 | Set **Sprite Frame** in `item-display` using prepared assets. |  |
|
||||
| 3 | Change **Color** in `multi-x...` and `odds-x...` per game design. |  |
|
||||
| 4 | Adjust **Font** and **Font Size** in `multi-x...` and `odds-x...`. Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if needed. |  |
|
||||
|
||||
- Paytable: Consist **Item with Payout** and **Item with Description**.
|
||||
- **Item with Description**:
|
||||
- 
|
||||
- Steps:
|
||||
| Step | Action | Image Reference |
|
||||
|------|--------|-----------------|
|
||||
| 1 | Set **Name** per game design. |  |
|
||||
| 2 | Set **Sprite Frame** in `item-display` using prepared assets. |  |
|
||||
| 3 | Change **String** in `description` per game design. |  |
|
||||
|
||||
- Setup **Item with Payout**:
|
||||
|
||||

|
||||
|
||||
| Step | Action | Image Reference |
|
||||
| :--: | :----- | :-------------: |
|
||||
| 1 | Setup Item with **Item Name** and **Odds Items** follow the game design.| <img width="1000"/>  |
|
||||
| 2 | Setup **Sprite Frame** in `item-display` same name with item from prepared assets. |  |
|
||||
| 3 | Change **Color** in `multi-x...` and `oods-x...` follow the game design. |  ||
|
||||
| 4 | - Change **Font** and **Font Size** in `multi-x...` and `oods-x...` follow the game design.<br/> - Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) to create Font Bitmap if you need it.|  |
|
||||
|
||||
- Setup **Item with Description**:
|
||||
|
||||

|
||||
|
||||
| Step | Action | Image Reference |
|
||||
| :--: | :----- | :-------------: |
|
||||
| 1 | Setup Item with **Name** follow the game design. | <img width="1250"/>  |
|
||||
| 2 | Setup **Sprite Frame** in `item-display` same name with item from prepared assets. |  |
|
||||
| 3 | Change **String** in `description` follow the game design. |  |
|
||||
|
||||
- Feature Game: Depending on each game, there will be different feature: **FREESPIN BONUS**, **BONUS FEATURE**, ...
|
||||
|
||||
- Title : Change **String** and **Color** in `freespins-bonus-title` follow the game design.
|
||||
- Image : Setup **Sprite Frame** `freespins-bonus-image-...` use from prepared assets.
|
||||
- Description: Change **String** in `freespins-bonus-description` ollow the game design.
|
||||
|
||||
| Overivew | Configure |
|
||||
| :--------------: | :------------------: |
|
||||
|  |  |
|
||||
|  |  |
|
||||
- **Feature Game**:
|
||||
- Configure based on game features (e.g., **FREESPIN BONUS**, **BONUS FEATURE**):
|
||||
- **Title**: Update **String** and **Color** in `freespins-bonus-title`.
|
||||
- **Image**: Set **Sprite Frame** in `freespins-bonus-image-...` using prepared assets.
|
||||
- **Description**: Update **String** in `freespins-bonus-description`.
|
||||
- 
|
||||
- 
|
||||
- 
|
||||
- 
|
||||
|
||||
### desktop-rules-content
|
||||
There are 2 types: **Lines** and **Ways**.
|
||||
1. Setup **Sprite Frame** in `lines-image` from prepared assets.
|
||||
2. Change **Color** in `lines-title` follow game desgin.
|
||||
3. If the game is **Ways**:
|
||||
- Change **String** in `lines-title` is **WIN WAYS/DYNAWAYS**.
|
||||
- Enable and update **String** in `lines-description`.
|
||||
- Types: **Lines** or **Ways**.
|
||||
- Steps:
|
||||
1. Set **Sprite Frame** in `lines-image` using prepared assets.
|
||||
2. Change **Color** in `lines-title` per game design.
|
||||
3. For **Ways**:
|
||||
- Update **String** in `lines-title` to **WIN WAYS/DYNAWAYS**.
|
||||
- Enable and update **String** in `lines-description`.
|
||||
- 
|
||||
- 
|
||||
- 
|
||||
- 
|
||||
|
||||
| Overivew | Configure |
|
||||
| :--------------: | :------------------: |
|
||||
|  |  |
|
||||
|  |  |
|
||||
## Mobile Setup
|
||||
1. **Locate Template Prefabs**:
|
||||
- Search for the `mobile-ui` prefab.
|
||||
- 
|
||||
2. **Clone Assets**:
|
||||
- Copy and paste to the game assets location, removing unnecessary prefixes.
|
||||
- 
|
||||
3. **Configure Prefabs**:
|
||||
- Configure `mobile-paytable-content` and `mobile-rules-content` as described in [Desktop Setup](#desktop-setup).
|
||||
4. **Spawner Positions**:
|
||||
- For **Paytable**: Use `mobile-paytable-content-spawner` in the `mobile-ui` prefab.
|
||||
- 
|
||||
- For **Rules**: Use `mobile-rule-content-spawner` in the `mobile-ui` prefab.
|
||||
- 
|
||||
|
||||
## Setup Prefabs Mobile
|
||||
|
||||
| Step | Action | Description | Image Reference |
|
||||
| :--: | :----- | :---------- | :-------------: |
|
||||
| 1 | Locate all template prefabs need for **Info Pages Mobile**| Search for the `mobile-ui` prefab. |<img width="2000"/> |
|
||||
| 2 | Clone assets| Copy/Pase to game assets location, then rename the copied prefabs by removing unnecessary prefixes. |  |
|
||||
| 3 | Configure prefabs| We will configure `mobile-paytable-content` and `mobile-rules-content` the same as configure for desktop. | [Configure prefabs Desktop](./info-pages#setup-prefabs-desktop) |
|
||||
| 4 | Locate **Paytable** spawner position in `mobile-ui`, then use prefab configured.| Search for the `mobile-paytable-content-spawner` in `mobile-ui` prefab. |  |
|
||||
| 5 | Locate **Rules** spawner position in `mobile-ui`, then use prefab configured.| Search for the `mobile-rule-content-spawner` in `mobile-ui` prefab. | <img width="1500"/> |
|
||||
|
||||
:::tip
|
||||
|
||||
If the game already have server, we will check config settings from server.
|
||||
|
||||
1. Run DevTools on Browser, on tab **Network** find message with **event** = "config".
|
||||
|
||||
2. Check values in **paytable** and compare it with what we've done.
|
||||
|
||||

|
||||
:::
|
||||
**Tip**:
|
||||
- If the game has a server, verify config settings:
|
||||
1. Open DevTools, navigate to the **Network** tab, and find the message with **event** = "config".
|
||||
2. Compare **paytable** values with the configured setup.
|
||||
- 
|
@ -1,99 +1,58 @@
|
||||
---
|
||||
sidebar_position: 10
|
||||
---
|
||||
# Bottom Bar UI (Desktop)
|
||||
|
||||
### Overview
|
||||
- Full bottom bar with all controls visible
|
||||
- Horizontal layout maximizing screen width
|
||||
# Desktop Bottom Bar UI
|
||||
|
||||

|
||||
## Overview
|
||||
The **Bottom Bar UI** provides a functional interface for gameplay controls on desktop, using a horizontal layout to maximize screen width.
|
||||
|
||||
### Step 1: Set Up Prefab Editor
|
||||

|
||||
|
||||
| Step | Action | image |
|
||||
|------|---------|--------------|
|
||||
| 1. Locate Prefab | Search for `ui-bottom-bar-panel` prefab |  |
|
||||
| 2. Find Assets | Navigate to `core/editor` directory |  |
|
||||
| 3. Clone Assets | Copy / Paste to game assets location |  |
|
||||
## Implementation
|
||||
1. **Set Up Prefab Editor**:
|
||||
- **Locate Prefab**:
|
||||
- Search for `ui-bottom-bar-panel` prefab.
|
||||
- 
|
||||
- **Find Assets**:
|
||||
- Navigate to `core/editor` directory.
|
||||
- 
|
||||
- **Clone Assets**:
|
||||
- Copy and paste to the game assets location.
|
||||
- 
|
||||
|
||||
---
|
||||
2. **Configure Prefabs**:
|
||||
- **Core Prefabs Structure**:
|
||||
- Path: `assets/core-assets/hyper-core/packages/ui/desktop-ui/prefabs`
|
||||
- 
|
||||
- **Rename Prefabs**:
|
||||
- Remove unnecessary prefixes:
|
||||
| Prefix to Remove | Original Name | Final Name |
|
||||
|------------------|---------------|------------|
|
||||
| `template-new-` | `template-new-ui-bottom-bar-panel` | `ui-bottom-bar-panel` |
|
||||
| `template-` | `template-button-auto-selection` | `button-auto-selection` |
|
||||
- 
|
||||
- **Customize `button-auto-selection` Label**:
|
||||
- Use `template-label-auto-selection` to adjust appearance.
|
||||
- Add **Label Outline** and **Label Shadow** for better readability.
|
||||
- 
|
||||
- **Customize `ui-bottom-bar-panel` Label**:
|
||||
- Use `assets/game-assets/editor/bottom-ui/template-label-title`.
|
||||
- Include a localization component for multi-language support.
|
||||
- 
|
||||
- **FormatText Properties**:
|
||||
| Property | Description | Example |
|
||||
|----------|-------------|---------|
|
||||
| `default` | Initial formatting state | `false` |
|
||||
| `notify` | Formatting update callback | Updates when value changes |
|
||||
|
||||
### Step 2: Configure Prefabs
|
||||
3. **Set Up UI in Main Scene**:
|
||||
- Create a new node and configure in the main scene.
|
||||
- 
|
||||
|
||||
#### Core Prefabs Structure
|
||||
Navigate to the location where the prefabs: `assets\core-assets\hyper-core\packages\ui\desktop-ui\prefabs\`
|
||||

|
||||
4. **Apply Textures**:
|
||||
- Ensure assets for bottom UI and button UI text are complete.
|
||||
- 
|
||||
|
||||
#### Rename Prefabs
|
||||
Rename the copied prefabs by removing unnecessary prefixes:
|
||||
| Prefix to Remove | Original Prefab Name | Final Name |
|
||||
|------------------|----------------------|------------|
|
||||
| `template-new-` | `template-new-ui-bottom-bar-panel` | `ui-bottom-bar-panel` |
|
||||
| `template-` | `template-button-auto-selection` | `button-auto-selection` |
|
||||
|
||||
|
||||
```jsx title="The folder structure is as follows:"
|
||||
assets\game-assets\prefabs
|
||||
```
|
||||
|
||||
|
||||

|
||||
|
||||
#### Customize *`button-auto-selection`* Label
|
||||
|
||||
**Follow Design:**
|
||||
Use the `template-label-auto-selection` to customize the appearance of the label inside the `button-auto-selection` prefab.
|
||||
|
||||
| Component | Description |
|
||||
| -------------------- | ------------------------------------------------- |
|
||||
| **Label Outline** | Add an outline to make the text stand out. |
|
||||
| **Label Shadow** | Add a shadow for better contrast and readability. |
|
||||
| -------------------- | ------------------------------------------------- |
|
||||
|
||||

|
||||
|
||||
#### Customize *`ui-bottom-bar-panel`* Label
|
||||
Use `assets\game-assets\editor\bottom-ui\template-label-title` to customize the `ui-bottom-bar-panel`:
|
||||
:::info
|
||||
🔗[Follow the same configuration as Button Auto Selection Labels](#customize-button-auto-selection-label)
|
||||
Bottom bar labels include a localization component for multi-language support
|
||||
:::
|
||||
|
||||

|
||||
|
||||
The `FormatText` property controls text formatting behavior for label components:
|
||||
|
||||
| Property | Description | Example |
|
||||
|----------|-------------|---------|
|
||||
| `default` | Initial formatting state | `false` |
|
||||
| `notify` | Formatting update callback | Updates when value changes |
|
||||
|
||||
---
|
||||
|
||||
### Step 3: Set Up UI In Main Scenes
|
||||
|
||||
Create new node and configuration in your main scene:
|
||||

|
||||
|
||||
#### Platform Node Spawner Settings
|
||||
|
||||
🔗 Details: [Platform Node Spawner](http://localhost:3000/docs/faqs/setup-cocos-scene#platform-node-spawner)
|
||||
|
||||
### Step 4: Apply Textures
|
||||
|
||||
#### Texture Button Bar
|
||||
Checklist assets completed for bottom UI and button UI text
|
||||
:::info
|
||||
🔗 Details: [Game Asset Structure](http://localhost:3000/docs/category/game-asset-structure)
|
||||
:::
|
||||

|
||||
|
||||
#### Run the Helper Tool
|
||||
|
||||
To configure the bottom bar UI helper.
|
||||
:::info
|
||||
🔗Details: [UI Bottom Bar Desktop Helper](http://localhost:3000/docs/submodule/hyper-editor-package#mobile-ui-helper)
|
||||
:::
|
||||
|
||||
---
|
||||
5. **Run Helper Tool**:
|
||||
- Configure the bottom bar UI using the helper tool.
|
@ -1,106 +1,96 @@
|
||||
---
|
||||
sidebar_position: 11
|
||||
---
|
||||
|
||||
# Mobile UI Panel
|
||||
|
||||
### Overview
|
||||
The mobile interface adapts to both landscape and portrait orientations:
|
||||
## Overview
|
||||
The Mobile UI provides a responsive interface for gameplay controls, adapting to both **Landscape** and **Portrait** orientations on mobile devices.
|
||||
|
||||
| Orientation | Preview |
|
||||
|-------------|----------|
|
||||
| Orientation | Preview |
|
||||
|-------------|---------|
|
||||
| Landscape |  |
|
||||
| Portrait | 
|
||||
| Portrait |  |
|
||||
|
||||
## Implementation
|
||||
|
||||
### Step 1: Set Up Prefabs
|
||||
Configure the necessary prefabs for the Mobile UI.
|
||||
|
||||
| Step | Action | Description | Image Reference |
|
||||
| ---- | --------------------------- | ----------------------------------------------- | ------------------------------------------------------------------- |
|
||||
| 1 | Locate `mobile-ui` Prefab | Search for the `mobile-ui` prefab |  |
|
||||
| 2 | Clone Assets | Copy the required assets |  |
|
||||
| 3 | Paste Assets | Paste into: `assets/game-assets/prefabs/mobile` | - |
|
||||
| 4 | Locate `buy-feature` Prefab | Search for the `buy-feature` prefab |  |
|
||||
| 5 | Paste Prefab | Paste into: `assets/game-assets/prefabs/mobile` | - |
|
||||
| Step | Action | Description | Image Reference |
|
||||
|------|--------|-------------|-----------------|
|
||||
| 1 | Locate `mobile-ui` Prefab | Search for the `mobile-ui` prefab in the project assets. |  |
|
||||
| 2 | Clone Assets | Copy the required assets to the game assets directory. |  |
|
||||
| 3 | Paste Assets | Paste into: `assets/game-assets/prefabs/mobile`. | - |
|
||||
| 4 | Locate `buy-feature` Prefab | Search for the `buy-feature` prefab. |  |
|
||||
| 5 | Paste Prefab | Paste into: `assets/game-assets/prefabs/mobile`. | - |
|
||||
|
||||
|
||||
:::tip File Structure
|
||||
Maintain this directory structure for proper prefab references:
|
||||
**Tip**: Maintain the following directory structure for proper prefab references:
|
||||
```
|
||||
assets/
|
||||
└── game-assets/
|
||||
└── prefabs/
|
||||
└── mobile/
|
||||
├── Exp: mobile-ui.prefab
|
||||
└── Exp: buy-feature.prefab
|
||||
├── mobile-ui.prefab
|
||||
└── buy-feature.prefab
|
||||
```
|
||||
:::
|
||||
|
||||
### Step 2: Rename Prefabs
|
||||
### Step 2: Rename Prefabs
|
||||
Rename the copied prefabs by removing unnecessary prefixes to ensure consistency.
|
||||
|
||||
Rename the copied prefabs by removing unnecessary prefixes:
|
||||
| Prefix to Remove | Final Name |
|
||||
|------------------|----------------------|
|
||||
| `template-` | |
|
||||
| Prefix to Remove | Example |
|
||||
|------------------|---------|
|
||||
| `template-` |  |
|
||||
|
||||
### Step 3: Configure UI in Main Scenes
|
||||
### Step 3: Configure UI in Main Scene
|
||||
Add and configure a new node in the main scene to integrate the Mobile UI.
|
||||
|
||||
Create new node and configuration in your main scene:
|
||||

|
||||

|
||||
|
||||
#### Platform Node Spawner Settings
|
||||
**Platform Node Spawner Settings**:
|
||||
|
||||
🔗 Details: [Platform Node Spawner](http://localhost:3000/docs/faqs/setup-cocos-scene#platform-node-spawner)
|
||||
### Step 4: Apply Textures
|
||||
Ensure all Mobile UI assets are prepared and applied correctly.
|
||||
|
||||
### Step 4: Apply Textures
|
||||

|
||||
|
||||
#### Texture Mobile UI
|
||||
**Run the Helper Tool**:
|
||||
- Use the Mobile UI helper tool to configure the UI components.
|
||||
|
||||
Checklist assets completed for Mobile UI
|
||||
### Step 5: Set Color Theme for Mobile UI
|
||||
Customize the color theme for the Mobile UI using the `helper-paint-color-ui-mobile.js` component to apply theme-based colors across UI elements.
|
||||
|
||||
:::info
|
||||
🔗Details [Game Asset Structure](http://localhost:3000/docs/category/game-asset-structure)
|
||||
:::
|
||||

|
||||
**Follow Design**:
|
||||
| Landscape | Portrait |
|
||||
|-----------|----------|
|
||||
|  |  |
|
||||
|
||||
#### Run the Helper Tool
|
||||
**Configuration Steps**:
|
||||
1. **Access the Helper Component**:
|
||||
- Locate the `helper-paint-color-ui-mobile.js` component in the node inspector.
|
||||
- 
|
||||
|
||||
To configure the mobile UI helper.
|
||||
:::info
|
||||
🔗Details: [Mobile Ui Helper](http://localhost:3000/docs/submodule/hyper-editor-package#mobile-ui-helper)
|
||||
:::
|
||||
2. **Configure Color Properties**:
|
||||
- Adjust the following properties to match the game design:
|
||||
|
||||
|
||||
| # | Property | Description | Example |
|
||||
|---|----------|-------------|---------|
|
||||
| 0 | **Paint Color** | Triggers repainting of UI components. |  |
|
||||
| 1 | **Main UI Normal Color** | Default color for UI elements (e.g., Buy, Close, Auto). |  |
|
||||
| 2 | **Main UI Highlight Color** | Color for highlighted or selected UI elements. |  |
|
||||
| 3 | **Toggle State Off Color** | Color for toggles in the off state. |  |
|
||||
| 4 | **Toggle State On Color** | Color for toggles in the on state. |  |
|
||||
| 5 | **Background Info Page Color** | Background color for info pages. |  |
|
||||
| 6 | **Background Menu Color** | Background color for menus. |  |
|
||||
| 7 | **Background Point Panel Color** | Background color for point/balance panels. |  |
|
||||
| 8 | **Background Bottom Bar Color** | Background color for the bottom bar (Portrait only). |  |
|
||||
| 9 | **Button Quit Color** | Color for the Quit button. |  |
|
||||
| 10 | **Button Cancel Color** | Color for the Cancel button. |  |
|
||||
| 11 | **Label Balance Normal Color** | Color for the balance label in normal state. |  |
|
||||
| 12 | **Label Balance Spin Color** | Color for the balance label during spins. |  |
|
||||
| 13 | **Button Plus/Minus Auto Color** | Color for Plus/Minus buttons in autoplay. |  |
|
||||
| 14 | **Label Start Auto Color** | Color for the Start Autoplay label. |  |
|
||||
| 15 | **Label Outline Notification** | Outline color and width for notifications. |  |
|
||||
| 16 | **Total Win Medium Win Color** | Color for medium win labels. |  |
|
||||
|
||||
### Step 5: Set Color Theme for Mobile Menu UI
|
||||
|
||||
#### Follow Design:
|
||||
|
||||
| |  |
|
||||
|---------|-------|
|
||||
|
||||
#### Overview
|
||||
The `helper-paint-color-ui-mobile.js` component is a customizable color painter for various UI elements in a MOBILE UI. It allows designers and developers to easily apply theme-based colors across the game interface.
|
||||
|
||||

|
||||
|
||||
|Ordinal number| Properties | Explaination | Example |
|
||||
|--------------|-------------------------------------|--------------------------------------------|--------------------------------------------------------------------------------------------------|
|
||||
|0 |**paintColor** |Trigger to repaint UI components | |
|
||||
|1 | **Main Ui Normal Color** |Default color of UI elements |  |
|
||||
|2 | **Main Ui Highlight Color** | Highlight color for selected UI elements |  |
|
||||
|3 | **Toggle State Off Color** | Color of toggle when off |  |
|
||||
|4 | **Toggle State On Color** | Color of toggle when on |  |
|
||||
|5 | **Background Info Page Color** | Info screen background |  |
|
||||
|6 | **Background Menu Color** | Menu background color |  |
|
||||
|7 | **Background Point Panel Color** | Background panel for point/balance UI | |
|
||||
|8 | **Background Bottom Bar Color** | Background bottom bar (show only mobile portrait) |  |
|
||||
|9 | **Button Quit Color** | Quit button color |  |
|
||||
|10 | **Button Cancel Color** | Cancel button color |  |
|
||||
|11 | **Label Balance Normal Color** | Normal balance label color |  |
|
||||
|12 | **Label Balance Spin Color** | During-spin label color |  |
|
||||
|13 | **Button Plus Minus Auto Color** | Button plus/Minus autoplay | |
|
||||
|14 | **Label Start Auto Color** | Start autoplay label |  |
|
||||
|15 | **Label Outline Notification** | Outline color + width config | |
|
||||
|16 | **Total Win Medium Win Color** | Color for label medium win |  |
|
||||
|
||||
---
|
||||
**Tip**: Ensure color values align with the game’s visual design specifications.
|
@ -2,61 +2,47 @@
|
||||
sidebar_position: 12
|
||||
---
|
||||
|
||||
|
||||
# Popup Panel
|
||||
|
||||
### Overview
|
||||
|
||||
A popup is a temporary UI element that overlays the main content to provide additional information or options to the user.
|
||||
|
||||
||||
|
||||
|---------------------------------------------------------------|---------------------------------------------------------------------|---------------------------------------------------------------------|
|
||||
## Overview
|
||||
The **Popup Panel** is a temporary UI element that overlays the main game content to display additional information or user options, such as exit prompts or disconnection notices.
|
||||
|
||||
| Exit Popup | Disconnect Popup | Credit Popup |
|
||||
|------------|------------------|--------------|
|
||||
|  |  |  |
|
||||
|
||||
## Multiple Popup Panel
|
||||
The popup panel is already integrated into the main scenes `template-main-game`.
|
||||
The **Multiple Popup Panel** is pre-integrated into the main scene via the `template-main-game` prefab, allowing multiple popups to be managed efficiently.
|
||||
|
||||

|
||||

|
||||
|
||||
Detail configuring:
|
||||
|
||||
#### Base Setting
|
||||
|
||||
:::info
|
||||

|
||||
|
||||
To use the Multiple Popup layout, reference target `hyper-multiple-popup.prefab` in core:
|
||||
|
||||
**Path** : *assets/core-assets/hyper-core/packages/popup-panel/prefabs/hyper-multiple-popup.prefab*
|
||||
:::
|
||||
**Base Settings**:
|
||||
- **Prefab**: `hyper-multiple-popup.prefab`
|
||||
- **Path**: `assets/core-assets/hyper-core/packages/popup-panel/prefabs/hyper-multiple-popup.prefab`
|
||||
- **Configuration**: Reference the prefab in the main scene to enable multiple popup layouts.
|
||||
- 
|
||||
|
||||
## Manual Popup Panel
|
||||
Manually configured popups allow for custom textures and layouts, tailored to the game’s design. Note that the **Exit Game** popup is exclusive to the Desktop platform.
|
||||
|
||||
:::info
|
||||
- This popup is self-configured using shared textures and layout structure.
|
||||
- The color theme and style may vary depending on the game design.
|
||||
- Note: **Exit Game** Popup only in **Desktop**.
|
||||
:::
|
||||
**Setup Steps**:
|
||||
1. **Prepare Assets**:
|
||||
- **Path**: `assets/game-assets/textures/desktop/preloads/main-game/exit`
|
||||
- **Example**: 
|
||||
|
||||
#### Pack Assets
|
||||
2. **Configure Prefabs**:
|
||||
- Locate and clone the popup prefab to `assets/game-assets/prefabs`.
|
||||
- Structure the prefab as shown:
|
||||
- 
|
||||
|
||||
- *Prepare asset to pack*.
|
||||
3. **Apply Textures**:
|
||||
- Manually drag and drop images onto the corresponding nodes in the editor.
|
||||
- 
|
||||
|
||||
🔗 Click here to follow the setup pack assets: [Here](http://localhost:3000/docs/category/game-asset-structure)
|
||||
4. **Preview Result**:
|
||||
- Verify the popup displays correctly in the game.
|
||||
- 
|
||||
|
||||
| Path | Example |
|
||||
|---------------------------------|-----------------------------------------------------|
|
||||
|`assets\game-assets\textures\desktop\preloads\main-game\exit`||
|
||||
|
||||
- Structure prefabs:
|
||||
|
||||

|
||||
|
||||
- Manually drag and drop the image onto the node:
|
||||
|
||||

|
||||
|
||||
**Preview Result**:
|
||||

|
||||
|
||||
---
|
||||
**Tip**:
|
||||
- Ensure textures align with the game’s color theme and design specifications.
|
||||
- Test the popup on Desktop to confirm functionality for the Exit Game feature.
|
@ -5,126 +5,112 @@ sidebar_position: 13
|
||||
# Game Logo
|
||||
|
||||
## Overview
|
||||
The game logo is a crucial branding element that must be consistently displayed across all platforms and orientations.
|
||||
The **Game Logo** is a key branding element displayed consistently across all platforms and orientations to reinforce the game’s identity.
|
||||
|
||||
| Platform | Orientation | Preview |
|
||||
|----------|------------|----------|
|
||||
| Desktop | Standard |  |
|
||||
| Mobile | Landscape |  |
|
||||
| Mobile | Portrait |  |
|
||||
|----------|-------------|---------|
|
||||
| Desktop | Standard |  |
|
||||
| Mobile | Landscape |  |
|
||||
| Mobile | Portrait |  |
|
||||
|
||||
## Implementation
|
||||
|
||||
### Prepare Assets
|
||||
|
||||
#### 1. Core Setup
|
||||
Location: `assets\core-assets\hyper-core\packages\hyper-logo-animation`
|
||||
|
||||
```typescript
|
||||
// filepath: assets\core-assets\hyper-core\packages\logo-animation\hyper-logo-animation.js
|
||||
onLoad: function () {
|
||||
var self = this;
|
||||
// Initialize animation states
|
||||
self.animPlay = AnimationProvider.Instance.GetAnimation('anim-logo-play');
|
||||
self.animIdle = AnimationProvider.Instance.GetAnimation('anim-logo-idle');
|
||||
}
|
||||
```
|
||||
- **Location**: `assets/core-assets/hyper-core/packages/hyper-logo-animation`
|
||||
- **Script**: Initialize animation states for the logo.
|
||||
```typescript
|
||||
// File: assets/core-assets/hyper-core/packages/logo-animation/hyper-logo-animation.js
|
||||
onLoad: function () {
|
||||
const self = this;
|
||||
// Initialize animation states
|
||||
self.animPlay = AnimationProvider.Instance.GetAnimation('anim-logo-play');
|
||||
self.animIdle = AnimationProvider.Instance.GetAnimation('anim-logo-idle');
|
||||
}
|
||||
```
|
||||
|
||||
#### 2. Required Assets
|
||||
|
||||
##### Static Assets
|
||||
**Static Assets**:
|
||||
| Platform | Location | Preview |
|
||||
|----------|----------|---------|
|
||||
| Desktop | `assets\game-assets\textures\desktop\preloads\main-game\custom-scale` |  |
|
||||
| Mobile | `assets\game-assets\textures\mobile\preloads\main-game\custom-scale` |  |
|
||||
| Desktop | `assets/game-assets/textures/desktop/preloads/main-game/custom-scale` |  |
|
||||
| Mobile | `assets/game-assets/textures/mobile/preloads/main-game/custom-scale` |  |
|
||||
|
||||
##### Animation Assets
|
||||
**Animation Assets**:
|
||||
| Platform | Location | Preview |
|
||||
|----------|----------|---------|
|
||||
| Desktop | `assets\game-assets\textures\desktop\postloads\main-game\animations` |  |
|
||||
| Mobile | `assets\game-assets\textures\mobile\postloads\main-game\animations` |  |
|
||||
| Desktop | `assets/game-assets/textures/desktop/postloads/main-game/animations` |  |
|
||||
| Mobile | `assets/game-assets/textures/mobile/postloads/main-game/animations` |  |
|
||||
|
||||
#### 3. Animation Settings
|
||||
1. Configure Provider
|
||||
1. **Configure Animation Provider**:
|
||||
- Register the logo animations in the Animation Provider.
|
||||
- 
|
||||
|
||||

|
||||
|
||||
2. Setup States
|
||||
|
||||
- In `anim-logo-play` and `anim-logo-idle`,Enable static frame for loading state:
|
||||
|
||||

|
||||
|
||||
- Configure continuous loop playback:
|
||||
|
||||

|
||||
2. **Set Up Animation States**:
|
||||
- Enable a static frame for the loading state in `anim-logo-play` and `anim-logo-idle`.
|
||||
- 
|
||||
- Configure continuous loop playback for animations.
|
||||
- 
|
||||
|
||||
### Setup
|
||||
|
||||
#### Desktop Configuration
|
||||
1. **Base Settings**:
|
||||
- Configure the logo node in the main scene.
|
||||
- 
|
||||
|
||||
1. Base Settings
|
||||
2. **Node Setup**:
|
||||
- Add the `hyper-logo-animation` component to the logo node.
|
||||
- ```typescript
|
||||
Components: {
|
||||
animation: 'hyper-logo-animation',
|
||||
}
|
||||
```
|
||||
- 
|
||||
|
||||

|
||||
|
||||
🔗 Details: [Platform UI Controller](http://localhost:3000/docs/faqs/setup-cocos-scene#platform-ui-controller)
|
||||
|
||||
2. Node Setup
|
||||
```typescript
|
||||
Components: {
|
||||
animation: 'hyper-logo-animation',
|
||||
}
|
||||
```
|
||||

|
||||
|
||||
:::tip
|
||||
- **Position And Size**: Follow Game Design.
|
||||
:::
|
||||
**Tip**: Adjust position and size according to the game design specifications.
|
||||
|
||||
#### Mobile Configuration
|
||||
|
||||
##### Landscape Mode
|
||||
|
||||
1. Node Setup
|
||||
|
||||
| Component | Description |
|
||||
|-------------------------------------------|--------------------------------------------------|
|
||||
| `hyper-logo-animation` | Plays and manages the logo animation |
|
||||
| `node-position-by-jackpot` | Moves the logo based on the jackpot display state |
|
||||
| `landscape-logo-spine-aspect-ratio-keeper`| Keeps the logo size consistent on all screens (**Exp: 1.0**) |
|
||||
|
||||

|
||||
1. **Node Setup**:
|
||||
- Configure the logo node with the following components:
|
||||
| Component | Description |
|
||||
|-----------|-------------|
|
||||
| `hyper-logo-animation` | Plays and manages the logo animation. |
|
||||
| `node-position-by-jackpot` | Adjusts logo position based on jackpot display state. |
|
||||
| `landscape-logo-spine-aspect-ratio-keeper` | Maintains consistent logo size (e.g., 1.0). |
|
||||
- 
|
||||
|
||||
##### Portrait Mode
|
||||
1. **Node Setup**:
|
||||
- Configure the logo node with the following components:
|
||||
| Component | Description |
|
||||
|-----------|-------------|
|
||||
| `hyper-logo-animation` | Plays and manages the logo animation. |
|
||||
| `node-position-by-jackpot` | Adjusts logo position based on jackpot display state. |
|
||||
| `spine-aspect-ratio-keeper` | Maintains consistent logo size (e.g., 1.0). |
|
||||
- 
|
||||
|
||||
1. Node Setup
|
||||
2. **Position Settings**:
|
||||
- Adjust logo position based on jackpot state:
|
||||
| State | Position | Example |
|
||||
|-------|----------|---------|
|
||||
| Jackpot Active | Upper position |  |
|
||||
| Jackpot Inactive | Default position |  |
|
||||
|
||||
| Component | Description |
|
||||
|----------------------------|--------------------------------------------------|
|
||||
| `hyper-logo-animation` | Plays and manages the logo animation |
|
||||
| `node-position-by-jackpot` | Moves the logo based on the jackpot display state |
|
||||
| `spine-aspect-ratio-keeper`| Keeps the logo size consistent on all screens (**Exp: 1.0** ) |
|
||||
3. **Size Settings**:
|
||||
- Use the `spine-aspect-ratio-keeper` component to maintain logo proportions.
|
||||
- 
|
||||
- **Settings**:
|
||||
| Setting | Description | Default Value |
|
||||
|---------|-------------|---------------|
|
||||
| **Default Scale** | Initial scale factor for the node. | Configurable (e.g., 1.0) |
|
||||
| **Default Size** | Base width and height for scaling. | Configurable (e.g., 1050 x 1680) |
|
||||
|
||||

|
||||
|
||||
2. Position Settings
|
||||
|
||||
| State | Position | Example |
|
||||
|-------|----------|---------|
|
||||
| Jackpot Active | Upper position |  |
|
||||
| Jackpot Inactive | Default position |  |
|
||||
|
||||
3. Size Settings
|
||||
|
||||
Using componet `spine-aspect-ratio-keeper` :
|
||||
|
||||

|
||||
|
||||
| Setting | Description | Default Value |
|
||||
| ----------------- | -------------------------------------------- | --------------------- |
|
||||
| **Default Scale** | Initial scale factor applied to the node | Configurable per game (**Exp: 1.0**) |
|
||||
| **Default Size** | Base width and height used for scaling logic | Configurable per game (**Exp: 1050 x 1680**) |
|
||||
|
||||
:::tip
|
||||
- Check static logo display under slow network conditions.
|
||||
:::
|
||||
**Tip**:
|
||||
- Test the static logo display under slow network conditions to ensure fallback works.
|
||||
- Verify animation states (`play` and `idle`) for smooth transitions.
|
@ -1,82 +1,61 @@
|
||||
---
|
||||
sidebar_position: 15
|
||||
---
|
||||
# Jackpot
|
||||
---
|
||||
|
||||
# Jackpot Panel
|
||||
|
||||
## Overview
|
||||
The **Jackpot Feature** offers multiple prize tiers, each with increasing value, providing players with frequent smaller wins and the chance for a large top prize. The panel is responsive, supporting both desktop and mobile layouts.
|
||||
|
||||
- **Jackpot Feature** is a system where there are **multiple levels (tiers)** of prizes, usually increasing in value. This structure gives players a chance to win **smaller jackpots more frequently**, while still keeping a large top prize available.
|
||||
**Jackpot Tiers**:
|
||||
| Tier | Description | Preview |
|
||||
|------|-------------|---------|
|
||||
| Grand | The top prize, rare and often worth thousands or millions (progressive). |  |
|
||||
| Major | A significant prize, less frequent but substantial. |  |
|
||||
| Minor | A moderately valuable prize, relatively common. |  |
|
||||
| Mini | The smallest prize, easiest to win. |  |
|
||||
|
||||
| Tier | Description | Preview |
|
||||
|-------|------------------------------|------------------------------------------------------------|
|
||||
| Grand | The top prize, very rare <br />and often worth thousands <br />or even millions(especially if it's progressive)| |
|
||||
| Major | A significant prize, harder to win. |  |
|
||||
| Minor | A bit higher in value, still fairly common. |  |
|
||||
| Mini | The smallest and easiest to win. |  |
|
||||
|
||||
- The panel is responsive and supports both desktop and mobile layouts:
|
||||
|
||||
| Orientation | Preview |
|
||||
|-------------|------------------------------------------------------------|
|
||||
| Desktop |  |
|
||||
| Mobile |  |
|
||||
**Platform Support**:
|
||||
| Orientation | Preview |
|
||||
|-------------|---------|
|
||||
| Desktop |  |
|
||||
| Mobile |  |
|
||||
|
||||
## Implementation
|
||||
|
||||
### Prepare Assets
|
||||
|
||||
- Use the prefabs located at:
|
||||
|
||||
|`assets/core-assets/jackpot-package/prefabs`||
|
||||
|--------------------------------------------|--------------------------------------------------------------------|
|
||||
- **Prefab Location**:
|
||||
- Path: `assets/core-assets/jackpot-package/prefabs`
|
||||
- Example: 
|
||||
|
||||
### Setup
|
||||
|
||||
#### Jackpot runner
|
||||
#### Jackpot Runner
|
||||
|
||||
##### Desktop
|
||||
|
||||
- The node jackpot to your main scene:
|
||||
|
||||

|
||||
|
||||
More info: [Platform Node Spawner](/docs/faqs/setup-cocos-scene#platform-node-spawner)
|
||||
1. **Add Node**:
|
||||
- Integrate the jackpot node into the main scene.
|
||||
- 
|
||||
|
||||
##### Mobile
|
||||
1. **Configure Node**:
|
||||
- Set up the jackpot node for both landscape and portrait orientations.
|
||||
- Use `UI Mobile Landscape Position` and `UI Mobile Portrait Position` components for responsiveness.
|
||||
- 
|
||||
|
||||
- Configure the jackpot node for both landscape and portrait orientations.
|
||||
|
||||
- Use `UI Mobile landscape Position` and `UI Mobile portrait Position` for a responsive layout.
|
||||
|
||||

|
||||
|
||||
More info: [UI Mobile Position](/docs/faqs/setup-cocos-scene#ui-mobile-landscape--portrait--position)
|
||||
|
||||
- Example using `Platform Node Spawner`:
|
||||
|
||||

|
||||
|
||||
More info: [Platform Node Spawner](/docs/faqs/setup-cocos-scene#platform-node-spawner)
|
||||
2. **Platform Node Spawner**:
|
||||
- Example: 
|
||||
|
||||
#### Result Panel
|
||||
- Ensure the jackpot panel displays correctly across all platforms and orientations.
|
||||
- 
|
||||
|
||||
- The jackpot panel works seamlessly across all platforms and orientations.
|
||||
|
||||

|
||||
|
||||
More info: [Node Spawner](/docs/faqs/setup-cocos-scene#node-spawner)
|
||||
|
||||
:::tip
|
||||
- Follow the game design layout.
|
||||
:::
|
||||
|
||||
**Tip**: Follow the game design layout for positioning and sizing.
|
||||
|
||||
## Game Result Examples
|
||||
|
||||
| Win Tier | Example |
|
||||
|----------|------------------------------------------------------------------|
|
||||
| Grand |  |
|
||||
| Major |  |
|
||||
| Minor |  |
|
||||
| Mini |  |
|
||||
|----------|---------|
|
||||
| Grand |  |
|
||||
| Major |  |
|
||||
| Minor |  |
|
||||
| Mini |  |
|
@ -1,26 +1,29 @@
|
||||
---
|
||||
sidebar_position: 16
|
||||
---
|
||||
|
||||
# Idle Animation
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
The **Idle Animation** enhances the visual appeal of the game by animating slot symbols during idle states, providing a dynamic and engaging experience.
|
||||
|
||||
| Static Preview | Animated Preview |
|
||||
|--------|-------------|
|
||||
|  |  |
|
||||
|
||||
 
|
||||
|
||||
## Prepare the assets
|
||||
|
||||
| Assets | Description |
|
||||
|--------|-------------|
|
||||
|  | Used to Setup the static sprite frame. |
|
||||
|  | Used to Setup the idle animation. |
|
||||
|  | Static sprite frame for the idle state. |
|
||||
|  | Animation assets for the idle animation. |
|
||||
|
||||
## Setup Idle Animation
|
||||
|
||||
### Configure Settings
|
||||
|
||||
Create the following script:
|
||||
Create a script to register the idle animation components with the dependency injection container.
|
||||
```jsx title="assets/game-assets/scripts/slotty-settings/extend-slotty-setting.js"
|
||||
var BaseSlottySetting = p4fslot.require('slotty-setting');
|
||||
var DIContainer = p4fcore.require('di-container');
|
||||
@ -44,14 +47,18 @@ BaseSlottySetting.prototype._registerInjection = function () {
|
||||

|
||||
### Configure Scene
|
||||
|
||||
1. Search for the `idle-animation-panel` prefab.
|
||||
2. Drag the "prefab" into "scene".
|
||||
3. Click "Generate Panel".
|
||||
|
||||

|
||||
1. **Locate Prefab**:
|
||||
- Search for the `idle-animation-panel` prefab.
|
||||
2. **Add to Scene**:
|
||||
- Drag the prefab into the main scene.
|
||||
3. **Generate Panel**:
|
||||
- Click **Generate Panel** to set up the animation panel.
|
||||
-
|
||||
|
||||
:::warning
|
||||
When using **prefab** directly from **core-assets**, you should convert to **Regular Node**.
|
||||
When using prefabs directly from `core-assets`, convert them to a **Regular Node** to avoid reference issues.
|
||||
|
||||

|
||||
:::
|
||||
:::
|
||||
|
||||
**Tip**: Test the idle animation in the game to ensure smooth playback and proper looping.
|
@ -1,76 +1,54 @@
|
||||
---
|
||||
sidebar_position: 17
|
||||
title: Win Limit
|
||||
description: Display limit win
|
||||
description: Display win limit popups during gameplay.
|
||||
---
|
||||
|
||||
# Win Limit
|
||||
|
||||
## Overview
|
||||
The **Win Limit** system displays popups when specific win conditions are met, enhancing player feedback and interaction.
|
||||
|
||||
#### Win Limit
|
||||
- **Win Limit Popup**: Appears when a player’s win points reach a predefined threshold.
|
||||
- 
|
||||
- **Gamble Win Limit Popup**: Triggered during the gamble feature when the maximum number of gamble attempts (typically 5) is reached.
|
||||
- 
|
||||
|
||||
- The **Win Limit** popup appears during gameplay when the player's win points reach a predefined threshold.
|
||||
|
||||

|
||||
|
||||
#### Gamble Win Limit
|
||||
|
||||
- The **Gamble Win Limit** popup is triggered during the gamble feature when the player reaches the maximum number of allowed gamble attempts (typically 5).
|
||||
|
||||

|
||||
|
||||
---
|
||||
|
||||
### Prepare Assets
|
||||
## Prepare Assets
|
||||
|
||||
#### Prefab Location
|
||||
|
||||
| Path | Prefab Name |
|
||||
|----------------------------------------------------------|------------------------------|
|
||||
| `assets/core-assets/hyper-core/packages/present/prefabs` | `present-win-limit-reached` |
|
||||
| Path | Prefab Name |
|
||||
|------|-------------|
|
||||
| `assets/core-assets/hyper-core/packages/present/prefabs` | `present-win-limit-reached` |
|
||||
|
||||
#### Scene Hierarchy
|
||||
|
||||
Place the prefab in the following scene structure:
|
||||
|
||||
```
|
||||
Canvas
|
||||
└── [main-view]
|
||||
└── [game-view]
|
||||
└── [present-win-limit-reached]
|
||||
```
|
||||
- 
|
||||
|
||||

|
||||
|
||||
---
|
||||
|
||||
### Setup
|
||||
## Setup
|
||||
|
||||
#### Assets
|
||||
- Drag and drop the required images onto the corresponding nodes in the editor.
|
||||
- 
|
||||
|
||||
- Drag and drop the required image onto the node in the editor:
|
||||
|
||||

|
||||
|
||||
| Drag Sprite | Node Name |
|
||||
|-------------------------|-----------------------|
|
||||
| `you-won` | `you-won` |
|
||||
| `win-limit-reached` | `win-limit-reached` |
|
||||
| `gamble-limit-reached` | `gamble-limit-reached`|
|
||||
| `btn-normal` | `btn-continue` |
|
||||
| `text-continue` | `continue` |
|
||||
|
||||
| Sprite | Node Name |
|
||||
|--------|-----------|
|
||||
| `you-won` | `you-won` |
|
||||
| `win-limit-reached` | `win-limit-reached` |
|
||||
| `gamble-limit-reached` | `gamble-limit-reached` |
|
||||
| `btn-normal` | `btn-continue` |
|
||||
| `text-continue` | `continue` |
|
||||
|
||||
#### Font
|
||||
- Use a custom font to match the win label style, aligning with the game’s theme.
|
||||
- 
|
||||
|
||||
- Use a **custom font** to match the win label style for your game theme.
|
||||
|
||||

|
||||
|
||||
---
|
||||
|
||||
:::tip
|
||||
- Follow the game design layout for assets and fonts.
|
||||
- Win limit configuration may vary by game.
|
||||
:::
|
||||
**Tip**:
|
||||
- Follow the game design layout for asset placement and font styling.
|
||||
- Verify win limit configurations to ensure they match game-specific thresholds.
|
@ -8,7 +8,7 @@ description: Display Gamble
|
||||
|
||||
## Overview
|
||||
|
||||
**Gamble** in slot games is a feature that lets players risk their winnings for a chance to double (or multiply) them, usually by guessing a card color.
|
||||
The **Gamble Feature** allows players to risk their winnings for a chance to double or multiply them, typically by guessing a card’s color. It is supported across desktop and mobile platforms in both landscape and portrait orientations.
|
||||
|
||||
| Device Type | Preview |
|
||||
|---------------|-----------------------------------------------------------------------------|
|
||||
@ -23,7 +23,7 @@ description: Display Gamble
|
||||
|
||||
#### Scene Hierarchy
|
||||
|
||||
Place the node in the following scene structure:
|
||||
Place the gamble node in the following scene structure:
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
|
@ -6,8 +6,8 @@ sidebar_position: 18
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||

|
||||
The **Buy Feature** allows players to purchase direct access to bonus rounds, enhancing gameplay engagement.
|
||||

|
||||
|
||||
## Implementation
|
||||
|
||||
@ -15,20 +15,20 @@ sidebar_position: 18
|
||||
|
||||
| Assets | Description |
|
||||
| :----: |-------------|
|
||||
| <img width="300"/>| Used to Setup the static sprite frame. |
|
||||
| <img width="300"/> | Used to Setup the animations. |
|
||||
| <img width="300"/> | Used to Setup the label cost. |
|
||||
| <img width="300"/>| Static sprite frame for the buy feature panel. |
|
||||
| <img width="300"/> | Animation assets for the buy feature button and panel. |
|
||||
| <img width="300"/> | Label for displaying the cost of the buy feature. |
|
||||
| <img width="300"/> | - Search for the `template-shortcut-buy-feature-board` prefab.<br/> - Copy and paste them to the game assets location, then rename the copied prefabs by removing unnecessary prefixes.|
|
||||
|
||||
### Setup Animations
|
||||
1. Using hepler to generate animations using the prepared assets
|
||||
1. **Generate Animations**:
|
||||
- Use the helper tool to create animations from prepared assets.
|
||||
|
||||

|
||||

|
||||
|
||||
2. Configure Spine Animation
|
||||
|
||||
Set **Is Loop** ✅ for `anim-button-open-buy-bonus-enable` and `anim-board-shortcut-buy-bonus-idle`.
|
||||
2. **Configure Spine Animation**:
|
||||
- Set **Is Loop** ✅ for `anim-button-open-buy-bonus-enable` and `anim-board-shortcut-buy-bonus-idle`.
|
||||
|
||||

|
||||
|
||||
@ -52,8 +52,9 @@ sidebar_position: 18
|
||||
|
||||
|
||||
### Configure Scene
|
||||
|
||||
1. Drag the `shortcut-buy-feature-panel`, `shortcut-buy-feature-board` into the **Scene** at this position.
|
||||
2. Update **Prefab** in the `shortcut-buy-feature-button`.
|
||||
1. **Add Prefabs**:
|
||||
- Drag the `shortcut-buy-feature-panel`, `shortcut-buy-feature-board` into the **Scene** at this position.
|
||||
2. **Update Prefab**:
|
||||
- Update **Prefab** in the `shortcut-buy-feature-button`.
|
||||
|
||||

|
Before Width: | Height: | Size: 96 KiB After Width: | Height: | Size: 96 KiB |
@ -1,5 +1,5 @@
|
||||
{
|
||||
"position": 10,
|
||||
"position": 6,
|
||||
"label": "Submodules",
|
||||
"collapsible": true,
|
||||
"collapsed": false,
|
||||
|
@ -1,4 +1,5 @@
|
||||
{
|
||||
"position": 7,
|
||||
"label": "FAQS",
|
||||
"collapsible": true,
|
||||
"collapsed": false,
|
Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 13 KiB |
Before Width: | Height: | Size: 65 KiB After Width: | Height: | Size: 65 KiB |
Before Width: | Height: | Size: 76 KiB After Width: | Height: | Size: 76 KiB |
Before Width: | Height: | Size: 80 KiB After Width: | Height: | Size: 80 KiB |
Before Width: | Height: | Size: 67 KiB After Width: | Height: | Size: 67 KiB |
Before Width: | Height: | Size: 169 KiB After Width: | Height: | Size: 169 KiB |
Before Width: | Height: | Size: 120 KiB After Width: | Height: | Size: 120 KiB |
Before Width: | Height: | Size: 188 KiB After Width: | Height: | Size: 188 KiB |
Before Width: | Height: | Size: 108 KiB After Width: | Height: | Size: 108 KiB |
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 88 KiB After Width: | Height: | Size: 88 KiB |
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 13 KiB |
Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 17 KiB |
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |
Before Width: | Height: | Size: 4.0 KiB After Width: | Height: | Size: 4.0 KiB |
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 3.6 KiB After Width: | Height: | Size: 3.6 KiB |
Before Width: | Height: | Size: 7.5 KiB After Width: | Height: | Size: 7.5 KiB |
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 26 KiB |
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 29 KiB |
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
4
docs/08-change-logs/01-core.md
Normal file
@ -0,0 +1,4 @@
|
||||
---
|
||||
sidebar_position: 1
|
||||
title: CORE
|
||||
---
|
5
docs/08-change-logs/02-base-script.md
Normal file
@ -0,0 +1,5 @@
|
||||
---
|
||||
sidebar_position: 2
|
||||
title: BaseScript
|
||||
|
||||
---
|
5
docs/08-change-logs/03-template.md
Normal file
@ -0,0 +1,5 @@
|
||||
---
|
||||
sidebar_position: 3
|
||||
title: Template
|
||||
|
||||
---
|
10
docs/08-change-logs/04-inca.md
Normal file
@ -0,0 +1,10 @@
|
||||
---
|
||||
sidebar_position: 4
|
||||
title: Game INCA
|
||||
---
|
||||
|
||||
# Change history
|
||||
---
|
||||
## 25/05/2025
|
||||
- Change the calculation method for the fake jackpot winning rate. (build version: **fullpack_5_92\games\pack_1_11**)
|
||||
- Change bet method to BET OPTION (request by THONG).
|
9
docs/08-change-logs/_category_.json
Normal file
@ -0,0 +1,9 @@
|
||||
{
|
||||
"position": 8,
|
||||
"label": "Change Logs",
|
||||
"collapsible": true,
|
||||
"collapsed": false,
|
||||
"link": {
|
||||
"title": "Change Logs"
|
||||
}
|
||||
}
|