Compare commits

...

234 Commits

Author SHA1 Message Date
7b3d9fa15c Merge pull request 'feature/20250702-change-log' (#88) from feature/20250702-change-log into develop
Reviewed-on: #88
2025-07-03 19:11:09 +08:00
huy
281fb96589 Update change log for on reel present all win point 2025-07-03 18:10:22 +07:00
9ab8e70c35 add on reel all win point 2025-07-03 16:25:55 +07:00
1bf51a8f88 Merge pull request 'Change title CHANGE LOG core' (#86) from feature/20250521-update-doc into develop
Reviewed-on: #86
2025-06-23 10:43:14 +08:00
huy
4eb5e80b46 Change title CHANGE LOG core 2025-06-23 09:42:59 +07:00
aebe0c0c1e Merge pull request '- Change base url' (#85) from feature/change-base-url into develop
Reviewed-on: #85
2025-06-20 18:46:06 +08:00
cong.nguyen
e2be9fd388 - Change base url 2025-06-20 17:43:03 +07:00
3d1d749d8b Merge pull request 'Fix path for feature items' (#84) from feature/20250521-update-doc into develop
Reviewed-on: #84
2025-06-20 18:31:12 +08:00
huy
ca134e400e Fix path for feature items 2025-06-20 17:30:32 +07:00
8b767952fd Merge pull request 'Add change log Core: fake jackpot, add logic win limit' (#83) from feature/change-log-core into develop
Reviewed-on: #83
2025-06-18 17:01:33 +08:00
MECURY\thuanlt
1f016b00d3 Add change log Core: fake jackpot, add logic win limit 2025-06-18 14:32:39 +07:00
73499f10f1 Merge pull request 'feature/add-texture-packer' (#81) from feature/add-texture-packer into develop
Reviewed-on: #81
2025-06-12 19:26:09 +08:00
dungdq
2d64470df1 update link more info 2025-06-12 18:19:56 +07:00
dungdq
76bbdc2bfb update link more info 2025-06-12 18:19:55 +07:00
fab78b7401 Merge pull request 'add doc for texture packer' (#80) from feature/add-texture-packer into develop
Reviewed-on: #80
2025-06-12 18:35:32 +08:00
cfb4c48e0e Merge branch 'develop' into feature/add-texture-packer 2025-06-12 18:35:23 +08:00
7ee2e78201 Merge pull request 'add setup game asset structurre' (#77) from add-setup-game-asset-structure into develop
Reviewed-on: #77
2025-06-12 18:34:04 +08:00
5e2e3b7478 Merge branch 'develop' into add-setup-game-asset-structure 2025-06-12 18:33:57 +08:00
3b653ca8db Merge pull request 'Change type background' (#79) from feature/20250521-update-doc into develop
Reviewed-on: #79
2025-06-12 18:33:39 +08:00
dungdq
1085057b0d add doc for texture packer 2025-06-12 17:16:31 +07:00
dungdq
99dcb7e447 update content for result run tool 2025-06-12 15:14:01 +07:00
dungdq
763c605437 update final game assets structure 2025-06-12 14:31:15 +07:00
dungdq
73e27c2a6b update final game assets structure 2025-06-12 14:23:40 +07:00
dungdq
ade36e4a46 update game assets structure 2025-06-11 20:05:03 +07:00
huy
a1626d686a Change type background 2025-06-11 13:48:20 +07:00
facc6467f8 add setup game asset structurre 2025-06-11 09:35:35 +07:00
42b04f3699 Merge pull request 'feature/20250521-update-doc' (#78) from feature/20250521-update-doc into develop
Reviewed-on: #78
2025-06-10 19:43:04 +08:00
d5f802b758 Merge branch 'develop' into feature/20250521-update-doc 2025-06-10 19:42:58 +08:00
839b4b3299 Merge pull request 'updates/20250606-update-freespin' (#76) from updates/20250606-update-freespin into develop
Reviewed-on: #76
2025-06-10 19:42:37 +08:00
huy
7516a2e805 Update UI 2025-06-10 18:39:50 +07:00
huy
fc46904076 remove language 2025-06-10 15:36:33 +07:00
huy
d37fc77fae Add search 2025-06-10 15:28:19 +07:00
dungdq
eaec124ba3 update final free spin 2025-06-10 14:40:02 +07:00
dungdq
8827a62852 add doc detail free count box, transition, free component 2025-06-09 19:07:39 +07:00
dungdq
294b5cdc76 add doc for freespin 2025-06-06 18:40:13 +07:00
d403b91c16 Merge pull request 'feature/20250521-update-doc' (#74) from feature/20250521-update-doc into develop
Reviewed-on: #74
2025-06-06 10:09:16 +08:00
f8040c0d45 Merge branch 'develop' into feature/20250521-update-doc 2025-06-06 10:09:03 +08:00
huy
1ccb10ac2b Update fs content 2025-06-06 09:06:19 +07:00
huy
f9afa8ccf5 rename logo 2025-06-05 14:30:53 +07:00
huy
7ec0ed034b Up fs imgs 2025-06-05 14:30:19 +07:00
huy
49eed4f05c resize img 2025-06-05 13:14:44 +07:00
huy
7b2bd58d51 Update homepage footer icon 2025-06-05 10:16:10 +07:00
huy
fb583110dd Update homepage 2025-06-04 18:12:36 +07:00
huy
c12e9660ba Add color text for special win graph 2025-06-02 16:29:55 +07:00
huy
85e105cbe8 Improve content 2025-05-27 16:32:53 +07:00
huy
5207567b5e Re order feature 2025-05-27 16:00:41 +07:00
87455b8b35 Merge pull request 'Update content for freerounds, gameble' (#73) from feature/20250521-update-doc into develop
Reviewed-on: #73
2025-05-27 16:24:49 +08:00
huy
79de35fd6d Update content for freerounds, gameble 2025-05-27 15:24:30 +07:00
3b723cf85a Merge pull request 'add manual-powerplay & format powerplay' (#71) from feature/add-powerplay into develop
Reviewed-on: #71
Reviewed-by: Pham Huynh Duc Huy <huy.pham@mercurystudiogroup.com>
2025-05-27 10:51:44 +08:00
Tu Bui
73186c6e4f add manual-powerplay & format powerplay 2025-05-27 09:51:17 +07:00
1c0bea7ddb Merge pull request 'add gamble' (#72) from feature/add-gamble into develop
Reviewed-on: #72
Reviewed-by: Pham Huynh Duc Huy <huy.pham@mercurystudiogroup.com>
2025-05-26 18:28:20 +08:00
Tu Bui
7470a245b7 add gamble 2025-05-26 16:07:35 +07:00
67e12389e2 Merge pull request 'add powerplay' (#70) from feature/add-powerplay into develop
Reviewed-on: #70
2025-05-26 15:55:43 +08:00
Tu Bui
571e36f3fb update image in buy-feature 2025-05-26 14:44:54 +07:00
Tu Bui
d58199fe66 add powerplay 2025-05-26 11:45:20 +07:00
eaf5f7bf93 Merge pull request 'add haxe-remake' (#69) from feature/add-git-using into develop
Reviewed-on: #69
Reviewed-by: Pham Huynh Duc Huy <huy.pham@mercurystudiogroup.com>
2025-05-23 15:21:53 +08:00
Tu Bui
8698a85773 add haxe-remake 2025-05-23 14:15:46 +07:00
93762f78ed Merge pull request 'feature/20250521-update-doc' (#68) from feature/20250521-update-doc into develop
Reviewed-on: #68
2025-05-22 16:21:30 +08:00
huy
64585891e2 Up change log for INCA 2025-05-22 15:21:07 +07:00
huy
e3b256d197 Update contents 2025-05-22 14:09:43 +07:00
huy
2d1cf47571 Fix url 2025-05-22 09:36:06 +07:00
huy
a6ab1d5236 Revert "Merge remote-tracking branch 'origin/feature/add-git-using' into feature/20250521-update-doc"
This reverts commit b605a4622826fb0239d4fdd3c81e66bd506444ae, reversing
changes made to b34e007b6b4b24e08d1854e4eae075761deb8c8f.
2025-05-21 16:25:50 +07:00
huy
b605a46228 Merge remote-tracking branch 'origin/feature/add-git-using' into feature/20250521-update-doc 2025-05-21 14:37:14 +07:00
huy
b34e007b6b Improve content by GPT 2025-05-21 14:36:53 +07:00
Tu Bui
b9bba2fe46 format layout ui-bottom-bar 2025-05-21 14:09:22 +07:00
Tu Bui
fd94dd89ad temp 2025-05-21 14:08:50 +07:00
huy
d7ed9e65fc Update content 2025-05-21 11:03:59 +07:00
a001c0159c Merge pull request 'feature/add-buy-feature' (#67) from feature/add-buy-feature into develop
Reviewed-on: #67
2025-05-21 10:54:24 +08:00
huy
00db763161 Merge remote-tracking branch 'origin/develop' into feature/add-buy-feature 2025-05-21 09:54:08 +07:00
ff85ceafef Merge pull request 'feature/add-gamle' (#66) from feature/add-gamle into develop
Reviewed-on: #66
2025-05-21 10:53:57 +08:00
huy
ea6c4462b8 Merge branch 'develop' into feature/add-gamle 2025-05-21 09:53:41 +07:00
d4726ab07b Merge pull request 'feature/add-win-limit' (#65) from feature/add-win-limit into develop
Reviewed-on: #65
2025-05-21 10:47:31 +08:00
huy
c339a68107 Merge branch 'develop' into feature/add-win-limit 2025-05-21 09:47:04 +07:00
9aa5569124 Merge pull request 'fotmat style' (#63) from feature/add-setup-logo into develop
Reviewed-on: #63
2025-05-21 10:46:10 +08:00
7377174e87 add setup buy feature 2025-05-21 09:38:26 +07:00
dungdq
9644b00bc5 fotmat style 2025-05-20 18:59:49 +07:00
dungdq
066911efbf format style 2025-05-20 18:17:05 +07:00
7435d6d29c Merge pull request 'feature/add-winpoint-on-reel' (#62) from feature/add-winpoint-on-reel into develop
Reviewed-on: #62
2025-05-20 18:49:36 +08:00
dungdq
3a5fdfeee6 Merge branch 'develop' into feature/add-winpoint-on-reel 2025-05-20 17:49:16 +07:00
dungdq
1862aff0bc Merge branch 'develop' into feature/add-winpoint-on-reel 2025-05-20 17:48:05 +07:00
dungdq
d8e4da4d20 Merge branch 'develop' into feature/add-gamle 2025-05-20 17:47:27 +07:00
26f6e23f47 Merge pull request 'feature/add-jackpot-panel' (#61) from feature/add-jackpot-panel into develop
Reviewed-on: #61
2025-05-20 18:47:14 +08:00
dungdq
7419b647ec Merge branch 'develop' into feature/add-jackpot-panel 2025-05-20 17:46:41 +07:00
dungdq
6a47590e2b remove space 2025-05-20 17:44:50 +07:00
4158db0923 Merge pull request 'Remove localhost references' (#58) from feature/add-freeround into develop
Reviewed-on: #58
2025-05-20 18:42:49 +08:00
dungdq
029ac1e24b format style 2025-05-20 17:27:08 +07:00
dungdq
884cb6fb12 change title doc 2025-05-20 17:21:44 +07:00
dungdq
cd6f876a1c rename file, remove localhost references 2025-05-20 17:20:13 +07:00
dungdq
a5f7d07d61 Remove localhost references
format style
2025-05-20 17:09:24 +07:00
dungdq
b127e81edf Remove localhost references 2025-05-20 17:03:22 +07:00
dungdq
4e6d566bb2 update gamble 2025-05-20 16:56:42 +07:00
dungdq
5049ba7671 add content 2025-05-20 15:57:49 +07:00
dungdq
2d6c1e7872 format style 2025-05-20 14:24:27 +07:00
813d442c47 Merge pull request 'feature/add-jackpot-panel' (#56) from feature/add-jackpot-panel into develop
Reviewed-on: #56
2025-05-20 15:21:43 +08:00
dungdq
484e49e106 update title 2025-05-20 14:00:54 +07:00
dungdq
2866cda5f2 update content 2025-05-20 13:58:27 +07:00
huy
e95aa14d0c Update template content 2025-05-20 13:56:35 +07:00
dungdq
3a744b30ab update flow header 2025-05-20 13:45:05 +07:00
dungdq
3e74750b6b update image, content 2025-05-20 13:35:16 +07:00
dungdq
9ac38f2211 update image 2025-05-20 12:58:54 +07:00
dungdq
f2b364c794 update content and image 2025-05-20 12:02:16 +07:00
dungdq
d15f07de03 fix content jackpot panel 2025-05-20 11:52:15 +07:00
dungdq
a35ae44191 add content gamble 2025-05-20 11:13:38 +07:00
3c8120de19 Merge pull request 'add setup idle animation' (#54) from feature/add-setup-idle-animation into develop
Reviewed-on: #54
2025-05-19 19:03:09 +08:00
3374d3516b add setup idle animation 2025-05-19 18:02:35 +07:00
d4a539b8b6 Merge pull request 'feature/add-win-limit' (#55) from feature/add-win-limit into develop
Reviewed-on: #55
2025-05-19 18:47:32 +08:00
dungdq
ea7a3be7f6 update content 2025-05-19 17:46:30 +07:00
dungdq
3a39971191 change content overview gamble 2025-05-19 17:40:58 +07:00
dungdq
5d7ff09498 update content 2025-05-19 17:36:09 +07:00
dungdq
4aebeabe7d add content overview 2025-05-19 17:33:31 +07:00
dungdq
321794fe9c format 2025-05-19 17:18:10 +07:00
dungdq
7e9ee66728 format content 2025-05-19 17:14:56 +07:00
dungdq
b4c1df7bd0 update conten 2025-05-19 17:11:37 +07:00
dungdq
118c309575 add content gamble 2025-05-19 17:07:34 +07:00
dungdq
9815c46cd9 change note tip 2025-05-19 16:38:08 +07:00
dungdq
89f3877352 add concont 2025-05-19 16:33:13 +07:00
dungdq
10b1a51b1c first commit 2025-05-19 14:59:08 +07:00
590e65b3de Merge pull request 'feature/add-freeround' (#53) from feature/add-freeround into develop
Reviewed-on: #53
2025-05-19 14:50:37 +08:00
e5ba545887 Merge branch 'develop' into feature/add-freeround 2025-05-19 14:49:59 +08:00
c402e229b7 Merge pull request 'add setup item description' (#51) from feature/add-setup-item-description into develop
Reviewed-on: #51
2025-05-19 14:48:41 +08:00
dungdq
1ea8fe9bfe update content 2025-05-19 13:45:50 +07:00
dungdq
26b4d0514d update tip 2025-05-19 12:57:37 +07:00
dungdq
21297023ce update prepare assets to freeround 2025-05-19 12:03:32 +07:00
37b652b26a add setup item description 2025-05-19 10:59:15 +07:00
51bc0673aa Merge pull request 'feature/add-freeround' (#50) from feature/add-freeround into develop
Reviewed-on: #50
2025-05-16 19:06:28 +08:00
dungdq
378dfe158c change link 2025-05-16 18:04:52 +07:00
dungdq
6f1511531f add content 2025-05-16 18:03:14 +07:00
dungdq
10c9b70487 update 2025-05-16 17:59:12 +07:00
dungdq
c122094639 add note popup panel 2025-05-16 17:58:20 +07:00
dungdq
20d9688ad7 update word 2025-05-16 17:38:34 +07:00
dungdq
2593dbf8e0 rename title 2025-05-16 17:15:33 +07:00
dungdq
531bb431c6 add content free round set up 2025-05-16 16:50:13 +07:00
864e0bd6f9 Merge pull request 'feature/add-winpoint-on-reel' (#46) from feature/add-winpoint-on-reel into develop
Reviewed-on: #46
2025-05-16 12:42:42 +08:00
6f5126d030 Merge pull request 'add setup info pages' (#44) from feature/add-setup-info-page into develop
Reviewed-on: #44
2025-05-16 12:27:19 +08:00
a1ed7d032b add setup info pages 2025-05-16 11:26:14 +07:00
dungdq
939f0b1689 remove content overview 2025-05-16 11:21:04 +07:00
dungdq
88a4018c3b add table in content 2025-05-16 11:06:15 +07:00
dungdq
300892bc91 add content win point on reel 2025-05-15 18:37:30 +07:00
977905878a Merge pull request 'feature/add-setup-info-page' (#33) from feature/add-setup-info-page into develop
Reviewed-on: #33
2025-05-15 18:54:32 +08:00
17fc18ebc2 add setup info pages 2025-05-15 17:52:11 +07:00
2c8e47b294 Merge pull request 'feature/add-jackpot-panel' (#40) from feature/add-jackpot-panel into develop
Reviewed-on: #40
2025-05-15 15:29:13 +07:00
f3ae46c8a5 Merge pull request 'feature/add-jackpot-panel' (#40) from feature/add-jackpot-panel into develop
Reviewed-on: #40
2025-05-15 15:16:01 +08:00
dungdq
9794c0dda0 update image 2025-05-15 14:14:41 +07:00
dungdq
8736b73221 update content 2025-05-15 13:33:16 +07:00
dungdq
8e569e8300 update content description overview 2025-05-15 13:25:28 +07:00
dungdq
9ec517f3bd update content for overview 2025-05-15 13:19:51 +07:00
dungdq
9c53e78623 add content node 2025-05-15 13:13:16 +07:00
dungdq
b08c6b98d4 add content jackpot 2025-05-15 13:12:15 +07:00
52ae5d2271 Merge pull request 'feature/add-special-win' (#39) from feature/add-special-win into develop
Reviewed-on: #39
2025-05-14 17:41:09 +08:00
dungdq
704ef7e92b update file name 2025-05-14 16:40:38 +07:00
dungdq
487afe7972 add file jackpot 2025-05-14 16:20:18 +07:00
c2c08e7de0 Merge pull request 'feature/add-special-win' (#37) from feature/add-special-win into develop
Reviewed-on: #37
2025-05-14 17:20:03 +08:00
dungdq
2d03d96c3e rename file 2025-05-14 16:18:09 +07:00
dungdq
7b6edae84a change color line 2025-05-14 15:42:51 +07:00
dungdq
290280d6c1 update name table 2025-05-14 15:40:38 +07:00
dungdq
d8a2a0b9ee update teature 2025-05-14 15:09:14 +07:00
dungdq
5c96a9e6ad update content 2025-05-14 14:44:01 +07:00
dungdq
d9c5a7f700 add module 2025-05-14 14:15:35 +07:00
dungdq
74929fc171 update content special win 2025-05-14 14:13:45 +07:00
dungdq
410d312102 add special win in docs 2025-05-13 18:32:13 +07:00
b0417807c3 Merge pull request 'remove, format, approve content' (#35) from feature/move-content-by-title into develop
Reviewed-on: #35
2025-05-13 15:56:39 +08:00
dungdq
a64b8f8f6d update content 2025-05-13 14:38:01 +07:00
dungdq
5fa4b9fe40 update content 2025-05-13 14:36:09 +07:00
dungdq
d3ec058f35 remove, format, approve content 2025-05-13 13:18:32 +07:00
01f58d0f82 Merge pull request 'move content by titile' (#31) from feature/move-content-by-title into develop
Reviewed-on: #31
2025-05-13 10:41:16 +08:00
dungdq
9e6f6c9ce4 move content by title main scenes 2025-05-12 19:05:24 +07:00
dungdq
9961040eee update title and menu name 2025-05-12 19:05:24 +07:00
dungdq
273d7ea74c move content by titile 2025-05-12 19:05:24 +07:00
d1c23fc358 Merge pull request 'add setup-after-change-assets in CustomCocosEngine' (#32) from feature/setup-after-update-asset into develop
Reviewed-on: #32
2025-05-12 17:30:50 +08:00
Tu Bui
cdc20630c3 add setup-after-change-assets in CustomCocosEngine 2025-05-12 16:28:36 +07:00
f4cb4404f4 Merge pull request 'update content popup' (#30) from feature/add-setup-popup-panel into develop
Reviewed-on: #30
2025-05-12 14:40:27 +08:00
dungdq
8f0cb654f7 update content popup 2025-05-12 13:37:20 +07:00
2fafe77dcb Merge pull request 'feature/add-setup-logo' (#29) from feature/add-setup-logo into develop
Reviewed-on: #29
2025-05-12 14:14:24 +08:00
dungdq
91c7dc72b0 edit content 2025-05-12 13:03:37 +07:00
dungdq
c85f734c6c change content 2025-05-12 11:58:20 +07:00
dungdq
8bb886b39e update 2025-05-12 11:50:54 +07:00
dungdq
abc9490919 rename n remove 2025-05-12 11:39:34 +07:00
dungdq
04750a2f6c update docs for portrait 2025-05-12 11:30:50 +07:00
dungdq
8ff39e20ab change format 2025-05-09 18:36:52 +07:00
dungdq
24967cc02a content 2025-05-09 18:36:28 +07:00
a52051d602 Merge pull request 'add setup main scene' (#28) from feature/setup-main-scene into develop
Reviewed-on: #28
2025-05-09 12:38:26 +08:00
5e371c8ea1 add setup main scene 2025-05-09 11:30:22 +07:00
9f650ee83f Merge pull request 'register landing and tension' (#26) from feature/add-setup-ui-panel-main-game into develop
Reviewed-on: #26
2025-05-09 12:02:56 +08:00
6392b35984 Merge pull request 'feature/add-setup-popup-panel' (#27) from feature/add-setup-popup-panel into develop
Reviewed-on: #27
2025-05-09 12:02:47 +08:00
dungdq
e0be84a009 change format 2025-05-09 11:01:51 +07:00
dungdq
71d40aeead update feedback popup 2025-05-09 10:58:31 +07:00
dungdq
14bdacb4fe register landing and tension 2025-05-09 10:19:28 +07:00
33b2ee346e Merge pull request 'feature/add-setup-ui-panel-main-game' (#25) from feature/add-setup-ui-panel-main-game into develop
Reviewed-on: #25
2025-05-08 19:01:58 +08:00
dungdq
cd15562317 Merge branch 'develop' into feature/add-setup-ui-panel-main-game 2025-05-08 17:54:32 +07:00
492a047297 Merge pull request 'feature/add-setup-popup-panel' (#21) from feature/add-setup-popup-panel into develop
Reviewed-on: #21
2025-05-08 18:49:39 +08:00
dungdq
235c51509f change content 2025-05-08 17:48:58 +07:00
dungdq
7e836a98b9 Merge branch 'develop' into feature/add-setup-popup-panel
# Conflicts:
#	docs/02-setup-main-game/img/05-main-scene/add-reel-frame.png
2025-05-08 17:42:17 +07:00
32bb367dbe Merge pull request 'fix miss spelling' (#24) from bugfix/fix_miss_spelling into develop
Reviewed-on: #24
2025-05-08 18:00:48 +08:00
f714bc5696 Merge pull request 'setup Sprite Frame Provider, Animation Provider' (#23) from feature/add-setup-animation-provider into develop
Reviewed-on: #23
2025-05-08 17:36:07 +08:00
b0e9033aa8 add Setup Sprite Provider, Animation Provider 2025-05-08 16:35:11 +07:00
c6cfcc7bb1 Merge pull request 'update setup background main game' (#22) from feature/add-set-up-background-main-game into develop
Reviewed-on: #22
2025-05-08 17:23:38 +08:00
7e7aa120f8 update setup background main game 2025-05-08 16:02:00 +07:00
dungdq
0c7ba2d7e4 update structure doc 2025-05-08 15:22:30 +07:00
dungdq
1e9369f082 change content overview popup panel 2025-05-08 11:36:53 +07:00
dungdq
a2d661a051 update popup panel 2025-05-08 11:25:46 +07:00
dungdq
e4d9a10c2e popup panel 2025-05-08 10:45:08 +07:00
dungdq
285f0e75e3 add popup panel 2025-05-07 20:17:46 +07:00
Tu Bui
d9f17ac6c7 fix miss spelling 2025-05-07 17:59:43 +07:00
Tu Bui
8bce3773c3 fix miss spelling 2025-05-07 17:47:00 +07:00
761f3cc0f6 Merge pull request 'fix wrong image' (#19) from feature/add-setup-ui-panel-main-game into develop
Reviewed-on: #19
2025-05-07 18:38:55 +08:00
dungdq
be7cd44d12 fix wrong image 2025-05-07 17:37:17 +07:00
4f42b1028a Merge pull request 'fix miss spelling' (#16) from bugfix/fix_miss_spelling into develop
Reviewed-on: #16
2025-05-07 18:26:31 +08:00
826c34d9d6 Merge pull request 'feature/add-setup-ui-panel-main-game' (#18) from feature/add-setup-ui-panel-main-game into develop
Reviewed-on: #18
2025-05-07 18:14:12 +08:00
dungdq
af3082568d Merge remote-tracking branch 'origin/feature/add-set-up-background-main-game' into feature/add-setup-ui-panel-main-game 2025-05-07 16:30:26 +07:00
dungdq
e722339218 update feedback 2025-05-07 16:30:19 +07:00
Tu Bui
3de5482ac2 fix miss spelling 2025-05-07 16:29:33 +07:00
7eb92cdb67 Merge remote-tracking branch 'origin/feature/add-setup-ui-panel-main-game' into feature/add-set-up-background-main-game 2025-05-07 16:11:27 +07:00
50fcdfbd84 setup Sprite Frame Provider, Animation Provider 2025-05-07 16:11:09 +07:00
dungdq
a56efcaf23 Merge remote-tracking branch 'origin/bugfix/fix_miss_spelling' into feature/add-setup-ui-panel-main-game 2025-05-07 15:25:39 +07:00
dungdq
b9765bc5fa Merge remote-tracking branch 'origin/feature/add-set-up-background-main-game' into feature/add-setup-ui-panel-main-game 2025-05-07 15:25:22 +07:00
dungdq
2dce43771b update docs 2025-05-07 15:24:41 +07:00
7ff17f3b35 Merge remote-tracking branch 'origin/feature/add-setup-ui-panel-main-game' into feature/add-set-up-background-main-game 2025-05-07 15:17:07 +07:00
dungdq
27afbac3e6 update all docs bottom bar 2025-05-07 11:34:52 +07:00
dungdq
731bba650e update ver desktop 2025-05-07 10:09:45 +07:00
b994bfb7de update setup background main game 2025-05-07 10:07:40 +07:00
dungdq
02f5e20a95 add docs fo mobile ui 2025-05-06 20:21:07 +07:00
dungdq
cf0d177743 add UI panel desktop 2025-05-05 19:50:19 +07:00
830f82c479 add set up background main game 2025-05-05 15:01:53 +07:00
Tu Bui
ecef7b24ce fix miss spelling 2025-05-05 13:53:24 +07:00
f0e549c3e7 Merge pull request 'add-full-empty-structure' (#5) from add-setup-manual into develop
Reviewed-on: #5
2025-04-29 15:17:30 +08:00
luyen.vo
364a928080 add-full-empty-structure 2025-04-29 14:17:07 +07:00
7a2002c98f Merge pull request 'add-cocos-collabs-feature' (#4) from add-setup-manual into develop
Reviewed-on: #4
2025-04-25 14:47:13 +08:00
luyen.vo
072a8e8a16 add-cocos-collabs-feature 2025-04-25 13:47:06 +07:00
d0769f7a57 Merge pull request 'add engine option argument' (#3) from add-setup-manual into develop
Reviewed-on: #3
2025-04-23 21:36:54 +08:00
luyen.vo
1cc1061664 add engine option argument 2025-04-23 20:36:08 +07:00
luyen.vo
9e36bd7e68 add set up main game 2025-04-23 16:20:38 +07:00
fc381732b8 Merge pull request 'add set up main game' (#2) from add-setup-manual into develop
Reviewed-on: #2
2025-04-23 17:20:15 +08:00
bbc12cae96 Merge pull request 'Add setup project and main game' (#1) from add-setup-manual into develop
Reviewed-on: #1
2025-04-23 17:18:19 +08:00
luyen.vo
5d10c7a3ac Add setup project and main game 2025-04-18 11:59:02 +07:00
611 changed files with 23630 additions and 0 deletions

25
README.md Normal file
View File

@ -0,0 +1,25 @@
# Website
This website is built using [Docusaurus](https://docusaurus.io/), a modern static website generator.
### Installation
```
$ npm install
```
### Local Development
```
$ npm start
```
This command starts a local development server and opens up a browser window. Most changes are reflected live without having to restart the server.
### Build
```
$ npm build
```
This command generates static content into the `build` directory and can be served using any static contents hosting service.

8
api-doc/intro.md Normal file
View File

@ -0,0 +1,8 @@
---
id: intro
sidebar_position: 0
---
# Slot game API
To be written

View File

@ -0,0 +1,69 @@
---
sidebar_position: 1
---
# Create The Project
The first step to start a new project.
When starting a new project, you'll be giving an empty repository.
Take the `Roma Legacy` game as an example.
## Clone Git repository
To clone this repository, run the following command:
```bash
git clone https://gitea.plp19.com/cocos-eanew/coc-roma-legacy.git
```
Once cloned, configure your Git user information (only needed the first time):
```bash
cd coc-roma-legacy
git config user.name "Your Git Username"
git config user.email "Your Email"
```
## Create Cocos Creator project
Inside `coc-roma-legacy` folder, create a `project.json` file:
```json title="project.json"
{
"engine": "cocos-creator-js",
"packages": "packages",
"name": "coc-roma-legacy",
"version": "2.4.4",
"isNew": false
}
```
Now you can open the project in `Cocos Creator`.
1. Launch **Cocos Dashboard**
2. Click **Add Project**
3. Navigate to **coc-roma-legacy** folder
4. Click **Select Project**.
![Cocos Dashboard](./img/cocos-dashboard.png)
Now that the project is available in `Cocos Dashboard`, double-click on it to open.
`Cocos Creator` will generate the entire game structure including `.gitignore` file.
![Cocos folder structure](./img/cocos-folder-structure.png)
## Commit to Git
At this point, you should create an initial commit and open your first `Pull Request`.
Run these following command:
```bash
git checkout -b feature/init-project
git add --a
git commit -m "Init cocos project"
git push --set-upstream origin feature/init-project
```

View File

@ -0,0 +1,92 @@
---
sidebar_position: 2
---
# Add Submodules
Let's add more packages and templates to the project.
A slot game project is composed of multiple Git repositories used as [submodules](https://www.atlassian.com/git/tutorials/git-submodule).
It is important to understand the responsibilities of each submodule.
We recommend reviewing the [Slot Core Submodule documentation](../category/submodules/) before proceeding.
## Main submodules
These are submodules presented in every Slot Game project.
To add main submodules, run the following commands:
```bash
git submodule add -f ../base-slot-template.git assets/core-assets/slotty-core
git submodule add -f ../game-core-template.git assets/core-assets/game-core
git submodule add -f ../hyper-slot-template.git assets/core-assets/hyper-core
```
To add packages submodule, first **delete packages folder**.
Then run the follwing command:
```bash
git submodule add -f ../hyper-editor-package.git packages
```
## International Theme vs Chinese Theme
Depend on the theme of your game, add these commands:
For `International Theme`:
```bash
git submodule add -f ../hyper-wintune-international.git assets/core-assets/hyper-wintune-international
git submodule add -f ../hyper-coin-shower-international.git assets/core-assets/hyper-coin-shower-international
git submodule add -f ../hyper-dialog-international.git assets/core-assets/hyper-dialog-international
```
For `Chinese Theme`:
```bash
git submodule add -f ../hyper-wintune-chinese.git assets/core-assets/hyper-wintune-chinese
git submodule add -f ../hyper-coin-shower-chinese.git assets/core-assets/hyper-coin-shower-chinese
git submodule add -f ../hyper-dialog-chinese.git assets/core-assets/hyper-dialog-chinese
```
## Optional Submodule
These are submodules for specific feature including: `landing sound`, effect `win border/tension` and `hyper jackpot`.
Add one or more of those submodules depends on the game design.
```bash
git submodule add -f ../hyper-jackpot-package.git assets/core-assets/hyper-jackpot
git submodule add -f ../hyper-win-border-and-tension.git assets/core-assets/hyper-win-border-and-tension
git submodule add -f ../hyper-scatter-landing-sound.git assets/core-assets/hyper-scatter-landing-sound
```
## Update submodules to latest commit
All submodules should be on master branch and update to the latest commit.
To fetch the latest update, run the following command:
```bash
git submodule update --init --recursive
```
:::tip
You can drop the `--init` after the first time.
:::
## Commit to git
Now that we add all nesscessary submodule to the project, let's commit all of these change to open a Pull Request:
Run these following command:
```bash
git checkout -b feature/add-submodules
git add --a
git commit -m "Add submodules"
git push --set-upstream origin feature/add-submodules
```

View File

@ -0,0 +1,35 @@
---
sidebar_position: 3
---
# Setup Custom Cocos Engine
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**](../category/custom-cocos-engine)
**Clone the repository**
This custom engine can be universally used for all Hyper Slot Game project. So you only have to do this step once.
Choose your working directory and clone this repo using the following command:
```bash
git clone https://gitea.plp19.com/cocos-core/cocos-creator-engine.git
```
**Set custom engine in Cocos Creator**
Open the project in Cocos Creator.
From the main menu, choose `Projects` -> `Project Settings`
![Project Setting](./img/project-setting.png)
Click on the `Custom Engine` tab, set `Javascript Engine Path` to the `cocos-creator-engine` folder.
Click `Save` and restart Cocos Creator.
![Set Custom Engine](./img/set-custom-engine.png)

View File

@ -0,0 +1,52 @@
---
sidebar_position: 4
---
# Create Game Folder Structure
Make a folder structure for all the game assets.
Inside the `assets` folder, we already have a `core-assets` folder which contains all assets of the template submodule.
We need to have a `game-assets` folder to contain the assets for our game.
Create the following folder structure:
![Game Assets Folder](./img/game-assets.png)
Next we're gonna use our first template assets - the template cocos scenes.
These scenes are already setup and ready to use.
Copy all Cocos scene assets from `assets/core-assets/hyper-core/scenes` to ` assets/game-assets/scenes`.
Rename those scenes:
- `template-loading` -> `loading`
- `template-main-game` -> `main-game`
- `template-preload` -> `preload`
- `template-preview` -> `preview`
![Template Scene](./img/template-scenes.png)
Inside `assets/game-assets/scripts/`, create a folder called `custom-scaler` then add a script `custom-scale-data.js`.
![Custom Scale](./img/custom-scale.png)
The setup is complete. You should create a commit and open Pull Request.
Run these following command:
```bash
git checkout -b feature/setup-folder-structure
git add --a
git commit -m "Setup Folder Structure"
git push --set-upstream origin feature/setup-folder-structure
```
:::warning
Notice that you can only commit `game-asset`, `scripts` and `scenes`.
Git automatically ignores empty folders, so don't be alarmed if they don't appear in your commits.
No worries—these folders will soon be filled with plenty of assets!
:::

View File

@ -0,0 +1,17 @@
{
"position": 1,
"label": "Setup The Project",
"collapsible": true,
"collapsed": false,
"link": {
"type": "generated-index",
"title": "Start a new project",
"description": "This section will guide you through the process of setting up a new project, including creating a new repository and configuring your development environment.",
"keywords": [
"setup",
"project",
"repository",
"development environment"
]
}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 29 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 85 KiB

View File

@ -0,0 +1,178 @@
---
sidebar_position: 1
---
# Game Configuration
The initial configuration requirements from the Slot Core.
---
While the core logic is responsible for calculations and maintaining the game state, it's the client's responsibility to define all game-specific information.
Lets go step-by-step to define these elements.
## Slot Items
Each game features specific slot items displayed on the reel panel. By default, the Slot Core includes only two items: **Wild** and **Scatter**.
For `Roma Legacy`, there are 8 slot items total, including **Wild**.
![Symbols](./img/01-game-config/symbols.png)
To define the 7 additional items for this game, create the following script:
```jsx title="assets/game-assets/scripts/slotty-settings/slotty-item.js"
var SlottyItem = p4fslot.require('slotty-item');
var Enum = p4fslot.require('extendable-enum');
Enum.InitEnum(SlottyItem, [
'Pic1',
'Pic2',
'Pic3',
'Pic4',
'Pic5',
'Pic6',
'Pic7',
'Bonus'
]);
module.exports = SlottyItem;
```
**Note**: Item names are defined using the texture asset names, not the symbol names received from the server response.
|Asset's name | Server Response |
|-------------|-----------------|
| Pic1 | PIC1 |
| Pic2 | PIC2 |
| Pic3 | PIC3 |
| Pic4 | PIC4 |
| Pic5 | PIC5 |
| Pic6 | PIC6 |
| Pic7 | PIC7 |
| Bonus | BONUS |
For example, if the server returns a symbol named **BONUS**, the game should display the **Bonus** asset.
To establish this mapping, use the following configuration script:
```jsx title="assets/game-assets/scripts/configs/extend-hyper-gaming-config.js"
var HyperGamingConfig = require('hyper-gaming-config');
var SlottyItem = require('slotty-item');
HyperGamingConfig.itemMapper['BONUS'] = SlottyItem.Bonus;
HyperGamingConfig.itemMapper['PIC1'] = SlottyItem.Pic1;
HyperGamingConfig.itemMapper['PIC2'] = SlottyItem.Pic2;
HyperGamingConfig.itemMapper['PIC3'] = SlottyItem.Pic3;
HyperGamingConfig.itemMapper['PIC4'] = SlottyItem.Pic4;
HyperGamingConfig.itemMapper['PIC5'] = SlottyItem.Pic5;
HyperGamingConfig.itemMapper['PIC6'] = SlottyItem.Pic6;
HyperGamingConfig.itemMapper['PIC7'] = SlottyItem.Pic7;
```
## Slot Setting
There are two settings that determine the betting method used in the game:
- **TypeBetConfig**: this defines the bet calculation method. The available options are:
- Way
- Line
- BetOptions
- Dynaways
- **TypePayline**: this setting determines which text label is displayed in the game's UI. Each type corresponds to a different label:
| Type | Text Message |
|---------|----------------|
|Way | BET PER WAY |
|Line | BET PER LINE |
|BaseBet | PLAY MULTIPLIER|
Depending on the requirements of your game, you can customize both Payline and BetConfig by adding the following script:
```jsx title="assets/game-assets/scripts/slotty-settings/extend-slotty-setting.js"
var BaseSlottySetting = p4fslot.require('slotty-setting');
var SlottyItem = require('slotty-item');
var SlottyParameter = p4fslot.require('slotty-parameter');
BaseSlottySetting.prototype._getDefaultTypePayline = function () {
return SlottyParameter.TypePayline.Line;
};
BaseSlottySetting.prototype._getDefaultTypeBetConfig = function () {
return SlottyParameter.TypeBetConfig.Line;
}
```
## Default Slot Item Pattern
When the game is opened, the reel panel should display a **default pattern** that contains no possible win lines.
For instance, the following item pattern should not be used, as it contains two win lines:
![Win Pattern](./img/01-game-config/win-pattern.png)
To keep the gameplay experience fresh, the displayed pattern should be selected randomly each time. At a minimum, three non-winning patterns should be available.
To configure these patterns, add the following method to your **extend-slotty-setting** script:
```jsx title="assets/game-assets/scripts/slotty-settings/extend-slotty-setting.js"
BaseSlottySetting.prototype._getPatternNotWin = function () {
return [
[SlottyItem.Pic5, SlottyItem.Pic3, SlottyItem.Pic5, SlottyItem.Pic1, SlottyItem.Pic5,
SlottyItem.Bonus, SlottyItem.Pic6, SlottyItem.Pic5, SlottyItem.Pic1, SlottyItem.Pic5,
SlottyItem.Pic2, SlottyItem.Pic6, SlottyItem.Pic2, SlottyItem.Pic1, SlottyItem.Pic2
],
[SlottyItem.Pic4, SlottyItem.Pic7, SlottyItem.Pic2, SlottyItem.Pic5, SlottyItem.Pic7,
SlottyItem.Pic4, SlottyItem.Pic7, SlottyItem.Pic6, SlottyItem.Pic5, SlottyItem.Pic7,
SlottyItem.Pic7, SlottyItem.Pic3, SlottyItem.Bonus, SlottyItem.Pic2, SlottyItem.Pic3
],
[SlottyItem.Pic1, SlottyItem.Pic2, SlottyItem.Pic3, SlottyItem.Pic7, SlottyItem.Pic3,
SlottyItem.Pic2, SlottyItem.Pic7, SlottyItem.Pic4, SlottyItem.Pic3, SlottyItem.Pic2,
SlottyItem.Pic1, SlottyItem.Pic7, SlottyItem.Pic4, SlottyItem.Pic3, SlottyItem.Bonus
]
];
};
```
The results of those 3 patterns are shown below:
| Pattern 1 | Pattern 2 | Pattern 3 |
|---------------------------------|---------------------------------|---------------------------------|
|![Pattern 1](./img/01-game-config/pattern-1.png)|![Pattern 2](./img/01-game-config/pattern-2.png)|![Pattern 3](./img/01-game-config/pattern-3.png)|
## Hyper Gaming Integration
The Slot Core supports both SmartFox and Hyper Gaming connections. For Hyper Gaming, we integrate specific modules using the DIContainer.
To connect and interact with the Hyper Gaming server, we need to register two key modules:
- **hyper-gaming-config**: manages the connection configuration for the Hyper Gaming server.
- **hyper-gaming-server-handler**: handles request and response data for game-server communication.
To register these, add the `_registerInjection` function in `extend-slotty-setting.js`:
```jsx title="assets/game-assets/scripts/slotty-settings/extend-slotty-setting.js"
var DIContainer = p4fcore.require('di-container');
BaseSlottySetting.prototype._registerInjection = function () {
DIContainer.Register('serverConfig', require('hyper-gaming-config'));
DIContainer.Register('serverHandler', p4fslot.require('hyper-gaming-server-handler'));
};
```
In addition to server modules, all Hyper Gaming projects should initialize the following handlers for sound, hotkey and UI interaction.
In the same `extend-slotty-setting.js`, add this function:
```jsx title="assets/game-assets/scripts/slotty-settings/extend-slotty-setting.js"
var HyperSoundHandler = require('sound-handler');
var UISoundHandler = require('ui-sound-handler');
var HyperHotkeyHandler = require('hyper-hotkey-handler');
var HyperNotificationHandler = require('hyper-notification-handler');
BaseSlottySetting.prototype._initializeParameter = function () {
new UISoundHandler();
new HyperSoundHandler();
new HyperHotkeyHandler();
new HyperNotificationHandler();
};
```

View File

@ -0,0 +1,29 @@
---
sidebar_position: 2
---
# Preview Scene
Local login configuration.
---
The login simulator scene allows you to run the game using a session account during development, enabling easier testing and debugging.
This scene includes a `login-hyper-gaming` object used to establish a connection with a running environment of your choice.
![Preview Scene](./img/02-preview-scene/preview-scene.png)
Available environments:
- **DEMO** : similar to [https://gaming-world.joker88.club]( https://gaming-world.joker88.club/). This environment uses a demo account, so no login is required. Some features are disabled, but the outcome feature is enabled, allowing you to select specific outcomes for testing purposes.
- **SAT** : similar to [http://fns.joker88.club](http://fns.joker88.club/). This environment requires a valid account to log in. Except for the outcome feature, all other features are enabled, including replay and resume functionality.
- **LOCAL** : Use this only if other environments are unavailable. By manually setting up session data, you can run the game locally. Not recommended for regular use.
To use preview scene, simply choose an Enviroment and put in the Game ID, then save the scene.
:::tip
You should set the preview scene as a start scene in `Project Setting`. With that, no matter which scene your are on, when the game starts, it will always load preview scene first.
![Preview Scene Setting](./img/02-preview-scene/preview-scene-setting.png)
:::

View File

@ -0,0 +1,68 @@
---
sidebar_position: 3
---
# Preload Scene
Setup configuration for asset loading.
---
The Preload Scene is where you define which assets will be downloaded **before** and **after** the game starts.
Setting up the preload system involves several steps, depending on the types of assets and specific download requirements.
Check out the [Game Assets Structure](../category/game-asset-structure) for more detail.
## Preload vs Postload
Hyper Slot Game uses a two-stage loading process:
- **Preload**: Downloads essential assets before the game scene is displayed. These typically include the background, text elements, and static textures.
- **Postload**: Downloads additional assets in the background after the scene has been loaded. This usually includes animations. While these assets are downloading, static frame texture are shown in place of the actual animations. Once the download is complete, the animations seamlessly replace the static frame.
| Preload | Postload |
|--------------------------------------|---------------------------------|
| ![Preload](./img/03-preload-scene/preload-static.png) | ![Postload](./img/03-preload-scene/postload.png) |
Preload and postload assets are organized by scene.
For example, before loading the **Main Scene**, its preload assets are downloaded first. After the scene is displayed, the postload assets begin downloading in the background.
The same process applies to other scenes such as **Gamble**, **Free Game**, and **Bonus**.
## Platform Assets
Hyper Slot Game runs on both Web Desktop and Web Mobile platforms. While the UI and textures appear visually similar across both, the actual assets differ due to platform-specific optimization requirements.
Typically, the mobile version uses smaller-sized texture assets to reduce memory usage and improve performance.
| Assets | Desktop Size | Mobile Size |
|-----------------------|---------------|--------------|
| Symbol Bonus Animation| 1024x2048 | 1024x1024 |
| Bigwin Spine Animation| 512x1024 | 358x717 |
As a result, when the game detects a mobile device, it will automatically download a different set of optimized assets tailored for that platform.
## Localize Assets
Hyper Slot Game supports localization through both text and raw asset replacements, with English as the default language.
Based on the selected language configuration, the game will download the corresponding localized assets instead of the default English versions.
| Assets | EN | ZH | TH |
|---------------|-----------------------------------------|---------------------------------------------|---------------------------------------------|
|Text Buy Bonus|![Buy Bonus EN](./img/03-preload-scene/title-buy-bonus.png)|![Buy Bonus ZH](./img/03-preload-scene/title-buy-bonus_zh.png)|![Buy Bonus TH](./img/03-preload-scene/title-buy-bonus_th.png)|
## Setting Up the Preload Scene
![Preload Scene Setup](./img/03-preload-scene/preload-scene.png)
To set up the Preload Scene, simply open the scene and run the **preload-hyper** command from the **P4F Editor** package.
The available commands are:
- **Load Message**: Scans the working directory for any text message files and loads them into the `game-message` component.
- **Load Localize**: Detects all available language options and loads the corresponding localized assets into the `localization` component.
- **Load Preload Assets**: Defines preload and postload assets, then loads them into the `p4f-scene-manager` component of the `scene-manager` node.
- **Load Assets By Platform**: Scans for mobile-specific assets (used when the game runs on mobile devices) and loads them into the `platform-asset-manager` component.
- **Load Sound**: Scans for background music and sound effects (SFX) and loads them into the `sound-controller`.
- **Load All Above**: Executes all of the above commands in sequence.

View File

@ -0,0 +1,59 @@
---
sidebar_position: 4
---
# Loading Scene
Generate asset loading scene layout.
---
This is where the actual preload asset downloading begins, accompanied by a progress bar to indicate loading status.
In addition to loading assets, Hyper Slot Game also uses this scene to showcase the games main features through in-game advertisements.
![Loading Roma Legacy](./img/04-loading-scene/loading-roma-legacy.png)
## Loading Hyper vs New Loading Hyper
In Hyper Slot games, there are 2 styles of loading scene:
- **loading-hyper**: The default loading setup. Displays all advertising features on a single screen, with an option to automatically launch the game once all preload assets are downloaded.
- **new-hyper-loading**: A newer loading style that presents advertising features in a paginated layout. This version does not include an option to start the game automatically.
| loading-hyper | new-loading-hyper |
|-------------------------------------------------------|-----------------------------------------------------------------|
|![loading-hyper](./img/04-loading-scene/hyper-loading-lucky-rooster.png)|![new-loading-hyper](./img/04-loading-scene/new-hyper-loading-gates-of-wealth.png)|
## Setup loading scene
To set up the loading scene, use the appropriate command from the `P4F Editor` package: `loading-hyper` or `new-loading-hyper`, depending on your requirements.
![Loading Hyper](./img/04-loading-scene/hyper-loading.png) ![New Loading Hyper](./img/04-loading-scene/new-hyper-loading.png)
Running either command will generate a complete loading scene, including both landscape and portrait layouts.
Once the scene is generated, you can customize it by positioning UI elements and assigning the appropriate assets.
![Loading Node Tree](./img/04-loading-scene/loading-node-tree.png)
One of the best features of these commands is that they can also automatically load all required assets for the loading scene.
If you run the command without setting up the assets, youll see an empty loading scene like this:
![Loading Raw Scene](./img/04-loading-scene/loading-raw-scene.png)
However, with a proper asset setup, the loading scene will appear fully populated, like this:
![Loading Full Assets Scene](./img/04-loading-scene/loading-full-assets-scene.png)
:::info
For detailed guidelines on how to set up loading assets, refer to the [Game Asset Structure](../category/game-asset-structure) manual.
:::
:::tip
For testing purposes, you dont need a full asset setup. \
Just set up the ***btn-start*** node in the Node Tree and youre good to go.
![Loading Button Setup](./img/04-loading-scene/loading-button-setup.png)
:::

View File

@ -0,0 +1,26 @@
---
sidebar_position: 1
---
# System Setup
## Overview
The **System** module provides global access to sprite frames and animation assets, enabling efficient resource management across the game.
## Sprite Frame Provider
The **SpriteFrameProvider** allows global access to sprite frames from anywhere in the codebase.
![Sprite Frame Provider](../img/05-main-scene/sprite-frame-provider.png)
**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
The **Animation Provider** manages and exposes game-related animation assets globally.
![Animation Provider](../img/05-main-scene/animation-provider.png)
**Setup Steps:**
1. Register animation assets in the **Animation Provider**.
2. Verify that animations are correctly linked to their respective prefabs.

View File

@ -0,0 +1,51 @@
---
sidebar_position: 2
---
# Background Setup
## Overview
The background serves as the visual scenery behind gameplay elements, supporting both **Landscape** (Desktop and Mobile) and **Portrait** (Mobile only) orientations.
| Orientation | Desktop | Mobile |
|-------------|---------|--------|
| **Landscape** | ![Background Landscape](./img/02-background/bg-overview-landscape-1.png) | ![Background Landscape](./img/02-background/bg-overview-landscape-2.png) |
| **Portrait** | ![Background Portrait](./img/02-background/bg-overview-portrait-2.png) | ![Background Portrait](./img/02-background/bg-overview-portrait-1.png) |
## Asset Preparation
| Type | Assets | Description |
|------|--------|-------------|
| **Static** | ![Static Background](./img/02-background/bg-prepare-assets-static.png) | Required for all games. |
| **Animation** | ![Animated Background](./img/02-background/bg-prepare-assets-anim.png) | Optional, depending on game design. |
## Setup Steps
1. **Landscape Background**:
- Use the prepared sprite frame for the landscape background.
- ![Landscape Setup](./img/02-background/bg-setup-landscape.png)
2. **Portrait Background**:
- Use the prepared sprite frame for the mobile portrait background.
- ![Portrait Setup](./img/02-background/bg-setup-portrait.png)
3. **Animated Background** (if applicable):
- **Step 1**: Use the helper tool to generate animations from prepared assets.
- ![Helper Animation](./img/02-background/bg-setup-hepler-anim.png)
- ![Animation Provider](./img/02-background/bg-setup-anim-provider.png)
- **Step 2**: Configure spine animation settings:
- Enable **Is Loop** to ensure continuous playback.
- Set a **Static Sprite Frame** for display before the animation loads.
- ![Animation Setup 1](./img/02-background/bg-setup-anim-1.png)
- ![Animation Setup 2](./img/02-background/bg-setup-anim-2.png)
- **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.
- ![Landscape Animation](./img/02-background/bg-setup-anim-landscape.png)
- **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.
- ![Portrait Animation 1](./img/02-background/bg-setup-anim-portrait-1.png)
- ![Portrait Animation 2](./img/02-background/bg-setup-anim-portrait-2.png)

View File

@ -0,0 +1,43 @@
---
sidebar_position: 3
---
# Reel Slot Setup
## Overview
The reel slot system manages the core spinning mechanics of the game.
## Asset Preparation
- Add symbol textures and reel frames:
- ![Symbol Texture](../img/05-main-scene/add-symbol-texture.png)
- ![Reel Frame](../img/05-main-scene/add-reel-frame.png)
## Sprite Frame Provider
- Add symbols to the **SpriteFrameProvider** for global access.
- ![Sprite Frame Provider](../img/05-main-scene/sprite-frame-provider-reel-slot.png)
## Reel Frame
- Configure the reel frame:
- ![Reel Frame 1](../img/05-main-scene/add-reel-frame-2.png)
- ![Reel Frame 2](../img/05-main-scene/reel-frame.png)
## Configuration
Use the `reel-scroller-helper` to set up spinning behavior:
![Reel Scroller Helper](../img/05-main-scene/reel-scroller-helper.png)
| Property | Description | Example |
|----------|-------------|---------|
| **Cell Item Script Name** | Script attached to each cell item. | ![Cell Item Script](../img/05-main-scene/hyper-cell-item.png) |
| **Scroller Script Name** | Script handling spinning logic. | ![Scroller Script](../img/05-main-scene/scroller.png) |
| **Row Count x Reel Count** | Number of slot items per row and column. | ![Reel Row Column](../img/05-main-scene/reel-row-column.png) |
| **Cell Size** | Size of each cell. | ![Cell Size](../img/05-main-scene/cell-size.png) |
| **Cell Spacing** | Horizontal and vertical distance between cells. | - |
| **Cell Dim Color** | Dark color for non-winning cells during win animations. | ![Dim Cell Color](../img/05-main-scene/dim-cell-color.png) |
| **Top Count and Bot Count** | Additional cells at the top and bottom for spinning logic. | ![Cell Top Bottom](../img/05-main-scene/cell-top-bottom.png) |
## Generate Reel Panel
- Use the `reel-scroller-helper` to auto-generate the reel panel.
- ![Generate Panel](../img/05-main-scene/generate-panel.png)
**Tip**: Temporarily disable any popups covering the scene to view and edit reel slot components clearly.

View File

@ -0,0 +1,37 @@
---
sidebar_position: 4
---
# 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`.
## Panel Setup
- **Landing Panel**:
- ![Landing Panel](../img/05-main-scene/landing-panel.png)
- **Script**:
```jsx
SlottySetting.prototype._registerInjection = function () {
DIContainer.Register('landingGenerator', require('landing-generator'));
};
```
- **Present Win Cell Panel**:
- ![Present Win Cell Panel](../img/05-main-scene/present-win-cell-panel.png)
- **Present Win Border Panel**:
- ![Present Win Border Panel](../img/05-main-scene/present-win-border-panel.png)
- **Tension Panel**:
- ![Tension Panel](../img/05-main-scene/tension-panel.png)
- For custom size frames, set **sizeMode** to **Custom** and configure the static frame and size.
- ![Tension Custom Size](../img/05-main-scene/tension-panel-custom.png)
- **Check Toggle**: Ensure the general panel toggle is correctly set.
- ![Toggle Note](../img/05-main-scene/note-bug-tension.png)
- **Script**:
```jsx
SlottySetting.prototype._registerInjection = function () {
DIContainer.Register('tensionGenerator', require('tension-generator'));
};
```

View File

@ -0,0 +1,41 @@
---
sidebar_position: 5
---
# On Reel Win Point
## Overview
- The **Win Point Per Line** system displays win points for each payline, including scatter wins.
- The **All Win Point** system displays win point at center.
| Win Point Per Line | All Win Point |
| ------------------ | ------------- |
|![Win Point Overview](./img/05-on-reel-win-point/overview-1.png)|![Win Point Overview](./img/05-on-reel-win-point/overview-2.png)|
## Asset Preparation
1. Locate all template prefabs: `assets/core-assets/hyper-core/packages/on-reel-present-win-point/prefab`
2. Copy and paste them to the game assets location: `assets/game-assets/prefabs`
![Prepare Prefabs](./img/05-on-reel-win-point/prepare-assets-1.png)
3. Prepare fonts
![Prepare Fonts](./img/05-on-reel-win-point/prepare-assets-2.png)
## Setup
- Add the `on-reel-present-win-point`, `on-reel-present-all-win-point` prefab to the main scene.
- Set the **Label Position**, **Cell Item Size**, and **Defaut Font Size** according to the game design.
![Label Component](./img/05-on-reel-win-point/setup-win-per-line-1.png)
- Set the **Font** the prepared assets.
![Label Component](./img/05-on-reel-win-point/setup-win-per-line-2.png)
![Label Component](./img/05-on-reel-win-point/setup-all-win-point.png)
:::tip
Follow game design specifications for position and size.
:::

View File

@ -0,0 +1,93 @@
---
sidebar_position: 6
---
# Special Win System
## Overview
Special Wins are high-value reward events categorized by payout thresholds:
| Win Type | Trigger Threshold | Preview |
|----------|-------------------|---------|
| **Big Win** | Medium payout | ![Big Win](../img/05-main-scene/special-win-big.png) |
| **Super Win** | High payout | ![Super Win](../img/05-main-scene/special-win-super.png) |
| **Mega Win** | Maximum payout | ![Mega Win](../img/05-main-scene/special-win-mega.png) |
## 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. |
- ![Component Architecture](../img/05-main-scene/special-win-in-game.png)
- **Coin Effect System**:
- Variants for different game theme:
| Submodule | Theme | Preview |
|-----------|-------|---------|
| `hyper-coin-shower-international` | International | ![International Coin](../img/05-main-scene/special-win-coin-international.png) |
| `hyper-coin-shower-chinese` | Chinese | ![Chinese Coin](../img/05-main-scene/special-win-coin-chinese.png) |
- **Static Assets**:
| Platform | Path | Preview |
|----------|------|---------|
| Desktop | `assets/textures/desktop/preloads/special-wins` | ![Desktop Assets](../img/05-main-scene/special-win-folder-desktop.png) |
| Mobile | `assets/textures/mobile/preloads/special-wins` | ![Mobile Assets](../img/05-main-scene/special-win-folder-mobile.png) |
### Animation Setup
1. **Animation Resources**:
- Path:
| Platform | Path | Preview |
|----------|------|---------|
| Desktop | `assets/textures/desktop/postloads/anim-special-win` | ![Desktop Animation](../img/05-main-scene/special-win-folder-desktop-anim.png) |
| Mobile | `assets/textures/mobile/postloads/anim-special-win` | ![Mobile Animation](../img/05-main-scene/special-win-folder-mobile-anim.png) |
2. **Animation Flow**:
```mermaid
graph TD
SW[Special Wins] --> BW[Big Win]
SW --> SPW[Super Win]
SW --> MW[Mega Win]
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]
classDef inStage fill:#e6f3ff,stroke:#666,color:#000
classDef loopStage fill:#fff2cc,stroke:#666,color:#000
classDef outStage fill:#f8cecc,stroke:#666,color:#000
classDef winType fill:#d5e8d4,stroke:#82b366,color:#000
classDef specialWin fill:#fff4dd,stroke:#ff0000,color:#000
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
```
- ![Type Names](../img/05-main-scene/special-win-type-name.png)
3. **Animation Settings**:
- Configure static fallback and loop animations:
| Setting | Example |
|---------|---------|
| Static Fallback | ![Static Fallback](../img/05-main-scene/special-win-static.png) |
| Loop Animation | ![Loop Animation](../img/05-main-scene/special-win-loop.png) |
4. **Font Configuration**:
- Path: `assets/game-assets/fonts/preloads/main-game/fnt-special-win`
- Steps:
1. Import font files.
- ![Font Packaging](../img/05-main-scene/special-win-pack-font.png)
2. Add font to the special win component.
- ![Font Integration](../img/05-main-scene/special-win-font.png)
3. Configure text alignment, font size, and spacing.
- ![Font Layout](../img/05-main-scene/special-win-font-align.png)
**Tip**:
- Move assets to `custom-scale/` to resolve image quality issues.
- Customize font styles based on game design.
- [View Platform Asset Structure](/docs/category/game-asset-structure)

View File

@ -0,0 +1,63 @@
---
sidebar_position: 7
---
# Item Description
## Overview
The **Item Description** system provides detailed information about game items, including payouts and descriptions.
![Item Description Overview](./img/07-item-description/overview.png)
## Asset Preparation
| Assets | Description |
|--------|-------------|
| ![Background](./img/07-item-description/prepare-assets-1.png) | Background setup. |
| ![Static Symbol](./img/07-item-description/prepare-assets-2.png) | Static symbol setup. |
| ![Animation Symbol](./img/07-item-description/prepare-assets-3.png) | Animation symbol setup. |
| ![Payout/Description](./img/07-item-description/prepare-assets-4.png) | Payout or description text setup. |
## Setup
1. **Locate Template Prefabs**:
- Search for the `template-item-description` prefab.
- ![Locate Prefabs](./img/07-item-description/prepare-prefabs-1.png)
2. **Clone Assets**:
- Copy and paste to the game assets location, removing unnecessary prefixes.
- ![Clone Prefabs](./img/07-item-description/prepare-prefabs-2.png)
### Prefab Configurations
- **item-description-small** (Items with win payout only):
- ![Overview](./img/07-item-description/setup-item-small-overview.png)
- Steps:
| Step | Action | Image Reference |
|------|--------|-----------------|
| 1 | Set **Sprite Frame** in `background` using prepared assets. | ![Step 1](./img/07-item-description/setup-item-small-1.png) |
| 2 | Name prefab as `item-description-<name>` and set **Animation Name** in **Animation Provider**. | ![Step 2](./img/07-item-description/setup-item-small-2.png) |
| 3 | Set **Sprite Frame** in `sprite-item` using prepared assets. | ![Step 3](./img/07-item-description/setup-item-small-3.png) |
| 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. | ![Step 4](./img/07-item-description/setup-item-small-4.png) |
- **item-description-no-odds** (Items with description only):
- ![Overview](./img/07-item-description/setup-item-no-odds-overview.png)
- Steps:
| Step | Action | Image Reference |
|------|--------|-----------------|
| 1 | Set **Sprite Frame** in `background` using prepared assets. | ![Step 1](./img/07-item-description/setup-item-no-odds-1.png) |
| 2 | Name prefab as `item-description-<name>` and set **Animation Name** in **Animation Provider**. | ![Step 2](./img/07-item-description/setup-item-no-odds-2.png) |
| 3 | Set **Sprite Frame** in `sprite-item` using prepared assets. | ![Step 3](./img/07-item-description/setup-item-no-odds-3.png) |
| 4 | Set **String**, **Color**, **Font**, and **Font Size** in `description`. Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if needed. | ![Step 4](./img/07-item-description/setup-item-no-odds-4.png) |
- **item-description-big** (Items with both payout and description):
- ![Overview](./img/07-item-description/setup-item-big-overview.png)
- Steps:
| Step | Action | Image Reference |
|------|--------|-----------------|
| 1 | Set **Sprite Frame** in `background` using prepared assets. | ![Step 1](./img/07-item-description/setup-item-big-1.png) |
| 2 | Follow **Step 4** of `item-description-small` for payout setup. | [See Small Setup](#prefab-configurations) |
| 3 | Follow **Step 4** of `item-description-no-odds` for description setup. | [See No-Odds Setup](#prefab-configurations) |
**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.
- ![Helper Setup](./img/07-item-description/setup-item-helper.png)

View File

@ -0,0 +1,74 @@
---
sidebar_position: 8
title: Free Round
description: Display and manage remaining free rounds in the game.
---
# Free Round System
## Overview
The **Free Round** system manages the display and logic for tracking remaining free rounds with fixed bet in the game, supporting both desktop and mobile platforms.
- **International theme popup**
![Free Round International](../img/05-main-scene/freeround-counter/freerounds-international.png)
- **Chinese theme popup**
![Free Round Chinese](../img/05-main-scene/freeround-counter/freerounds-chinese.png)
| Platform | Preview |
|----------|---------|
| Desktop | ![Desktop Free Round](../img/05-main-scene/freeround-counter/overview-freeround-desktop.png) |
| Mobile | ![Mobile Free Round](../img/05-main-scene/freeround-counter/overview-freeround.png) |
## Asset Preparation
- **Core Assets**:
- Path: `assets/core-assets/hyper-core/packages/freeround-count-box/prefabs`
- ![Core Prefabs](../img/05-main-scene/freeround-counter/freeround-path-prefabs.png)
- **Game Assets**:
- Path: `assets/game-assets/prefabs`
- ![Game Prefabs](../img/05-main-scene/freeround-counter/freeround-path-prefabs-in-game.png)
## Setup
1. **General Configuration**:
- Ensure script references correct nodes.
- ![General Setup](../img/05-main-scene/freeround-counter/freeround-counter-general.png)
- Properties:
| Property | Description |
|----------|-------------|
| `duration` | Duration of fade in/out animation (seconds). |
| `content` | Container node for the counter. |
| `labelLeft` | Label showing remaining free rounds. |
- ![Settings](../img/05-main-scene/freeround-counter/freeround-counter-setting-general.png)
2. **Platform Setup**:
- **Desktop**:
- Add `Platform-ui-controller` component.
- ![Desktop Setup](../img/05-main-scene/freeround-counter/freeround-counter-setup-desktop.png)
- **Mobile**:
- Add `Platform-ui-controller` and `UI Mobile Position` components.
- ![Mobile Setup](../img/05-main-scene/freeround-counter/freeround-counter-setup-mobile.png)
3. **Asset Setup**:
- **Desktop**:
- Path: `assets/game-assets/textures/desktop/preloads/main-game/custom-scale`
- ![Desktop Assets](../img/05-main-scene/freeround-counter/assets-freeround-desktop.png)
- **Mobile**:
- Path: `assets/game-assets/textures/mobile/preloads/main-game/custom-scale`
- ![Mobile Assets](../img/05-main-scene/freeround-counter/assets-freeround-mobile.png)
- **Common**:
- Free Round Background: ![Background Asset](../img/05-main-scene/freeround-counter/assets-freeround-background.png)
4. **Font Setup**:
- ![Font Setup](../img/05-main-scene/freeround-counter/add-font.png)
**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](/docs/setup-main-game/main-scene/popup-panel#multiple-popup-panel)).
## Game Result Example
| Platform | Popup | Action | Result |
|----------|-------|--------|--------|
| Desktop | ![Popup Desktop](../img/05-main-scene/freeround-counter/freerounds-international.png) | Click → Start | ![Result Desktop](../img/05-main-scene/freeround-counter/overview-freeround-desktop.png) |
| Mobile | ![Popup Mobile](../img/05-main-scene/freeround-counter/freerounds-international.png) | Click → Start | ![Result Mobile](../img/05-main-scene/freeround-counter/overview-freeround.png) |
![TotalWin](../img/05-main-scene/freeround-counter/total-win-freerounds.png)

View File

@ -0,0 +1,98 @@
---
sidebar_position: 9
---
# Info Pages
## 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.
| Platform | Desktop | Mobile |
|----------|---------|--------|
| Paytable/Rules | ![Desktop 1](./img/09-info-pages/overview-desktop-1.png)<br/>![Desktop 2](./img/09-info-pages/overview-desktop-2.png)<br/>![Desktop 3](./img/09-info-pages/overview-desktop-3.png) | ![Mobile 1](./img/09-info-pages/overview-mobile-1.png)<br/>![Mobile 2](./img/09-info-pages/overview-mobile-2.png) |
## Asset Preparation
| Assets | Description |
|--------|-------------|
| ![Rules Asset](./img/09-info-pages/prepare-assets-1.png) | Used for **Rules** or RichText images. |
| ![Paytable Asset](./img/09-info-pages/prepare-assets-2.png) | Used for **Paytable** setup. |
## Desktop Setup
1. **Locate Template Prefabs**:
- Search for the `desktop-hyper-info-panel` prefab.
- ![Locate Prefabs](./img/09-info-pages/prepare-prefabs-desktop-1.png)
2. **Clone Assets**:
- Copy and paste to the game assets location, removing unnecessary prefixes.
- ![Clone Prefabs](./img/09-info-pages/prepare-prefabs-desktop-2.png)
### desktop-info-panel
| Step | Action | Image Reference |
|------|--------|-----------------|
| 1 | Change **Color** in `page-background` per game design. | ![Step 1](./img/09-info-pages/configure-panel-1.png) |
| 2 | Change **Color** in `menu-header-background` per game design. | ![Step 2](./img/09-info-pages/configure-panel-2.png) |
| 3 | Update **Prefab** in `paytable-content` using prepared prefabs. | ![Step 3](./img/09-info-pages/configure-panel-3.png) |
| 4 | Update **Prefab** in `rules-content` using prepared prefabs. | ![Step 4](./img/09-info-pages/configure-panel-4.png) |
### desktop-paytable-content
- **Item with Payout**:
- ![Paytable Payout](./img/09-info-pages/configure-paytable-1.png)
- Steps:
| Step | Action | Image Reference |
|------|--------|-----------------|
| 1 | Set **Item Name** and **Odds Items** per game design. | ![Step 1](./img/09-info-pages/configure-item-payout-1.png) |
| 2 | Set **Sprite Frame** in `item-display` using prepared assets. | ![Step 2](./img/09-info-pages/configure-item-payout-2.png) |
| 3 | Change **Color** in `multi-x...` and `odds-x...` per game design. | ![Step 3](./img/09-info-pages/configure-item-payout-3.png) |
| 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. | ![Step 4](./img/09-info-pages/configure-item-payout-4.png) |
- **Item with Description**:
- ![Paytable Description](./img/09-info-pages/configure-paytable-2.png)
- Steps:
| Step | Action | Image Reference |
|------|--------|-----------------|
| 1 | Set **Name** per game design. | ![Step 1](./img/09-info-pages/configure-item-description-1.png) |
| 2 | Set **Sprite Frame** in `item-display` using prepared assets. | ![Step 2](./img/09-info-pages/configure-item-description-2.png) |
| 3 | Change **String** in `description` per game design. | ![Step 3](./img/09-info-pages/configure-item-description-3.png) |
- **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`.
- ![Feature Overview](./img/09-info-pages/configure-feature-game-1.png)
- ![Feature Configure](./img/09-info-pages/configure-feature-game-2.png)
- ![Feature Overview 2](./img/09-info-pages/configure-feature-game-3.png)
- ![Feature Configure 2](./img/09-info-pages/configure-feature-game-4.png)
### desktop-rules-content
- 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`.
- ![Rules Overview](./img/09-info-pages/configure-rules-1.png)
- ![Rules Configure](./img/09-info-pages/configure-rules-2.png)
- ![Rules Overview 2](./img/09-info-pages/configure-rules-3.png)
- ![Rules Configure 2](./img/09-info-pages/configure-rules-4.png)
## Mobile Setup
1. **Locate Template Prefabs**:
- Search for the `mobile-ui` prefab.
- ![Locate Prefabs](./img/09-info-pages/prepare-prefabs-mobile-1.png)
2. **Clone Assets**:
- Copy and paste to the game assets location, removing unnecessary prefixes.
- ![Clone Prefabs](./img/09-info-pages/prepare-prefabs-mobile-2.png)
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.
- ![Paytable Spawner](./img/09-info-pages/configure-prefab-mobile-1.png)
- For **Rules**: Use `mobile-rule-content-spawner` in the `mobile-ui` prefab.
- ![Rules Spawner](./img/09-info-pages/configure-prefab-mobile-2.png)
**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.
- ![Config Settings](./img/09-info-pages/prepare-setting-config.png)

View File

@ -0,0 +1,58 @@
---
sidebar_position: 10
---
# 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.
![Desktop Bottom Bar](../img/05-main-scene/bottom-ui-desktop.png)
## Implementation
1. **Set Up Prefab Editor**:
- **Locate Prefab**:
- Search for `ui-bottom-bar-panel` prefab.
- ![Locate Prefab](../img/05-main-scene/add-texture-bottom-bar-prefab.png)
- **Find Assets**:
- Navigate to `core/editor` directory.
- ![Core Directory](../img/05-main-scene/add-texture-label-prefab.png)
- **Clone Assets**:
- Copy and paste to the game assets location.
- ![Asset Placement](../img/05-main-scene/editor-texture-label-prefab.png)
2. **Configure Prefabs**:
- **Core Prefabs Structure**:
- Path: `assets/core-assets/hyper-core/packages/ui/desktop-ui/prefabs`
- ![Directory Structure](../img/05-main-scene/add-texture-bottom-bar-prefab2.png)
- **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` |
- ![Rename Example](../img/05-main-scene/rename-prefab.png)
- **Customize `button-auto-selection` Label**:
- Use `template-label-auto-selection` to adjust appearance.
- Add **Label Outline** and **Label Shadow** for better readability.
- ![Label Options](../img/05-main-scene/option-for-label.png)
- **Customize `ui-bottom-bar-panel` Label**:
- Use `assets/game-assets/editor/bottom-ui/template-label-title`.
- Include a localization component for multi-language support.
- ![Localization Component](../img/05-main-scene/component-locale.png)
- **FormatText Properties**:
| Property | Description | Example |
|----------|-------------|---------|
| `default` | Initial formatting state | `false` |
| `notify` | Formatting update callback | Updates when value changes |
3. **Set Up UI in Main Scene**:
- Create a new node and configure in the main scene.
- ![Main Scene Setup](../img/05-main-scene/set-positon-bottom-bar.png)
4. **Apply Textures**:
- Ensure assets for bottom UI and button UI text are complete.
- ![Texture Setup](../img/05-main-scene/prepare-ui-bottom-bar.png)
5. **Run Helper Tool**:
- Configure the bottom bar UI using the helper tool.

View File

@ -0,0 +1,96 @@
---
sidebar_position: 11
---
# Mobile UI Panel
## Overview
The Mobile UI provides a responsive interface for gameplay controls, adapting to both **Landscape** and **Portrait** orientations on mobile devices.
| Orientation | Preview |
|-------------|---------|
| Landscape | ![Mobile Landscape](../img/05-main-scene/menu-landscape.png) |
| Portrait | ![Mobile Portrait](../img/05-main-scene/menu-portrait.png) |
## 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 in the project assets. | ![Locate Prefabs](../img/05-main-scene/search-mobile-ui.png) |
| 2 | Clone Assets | Copy the required assets to the game assets directory. | ![Asset Placement](../img/05-main-scene/mobile-ui-prefab.png) |
| 3 | Paste Assets | Paste into: `assets/game-assets/prefabs/mobile`. | - |
| 4 | Locate `buy-feature` Prefab | Search for the `buy-feature` prefab. | ![Locate Prefabs](../img/05-main-scene/buy-feature-bonus-mobile.png) |
| 5 | Paste Prefab | Paste into: `assets/game-assets/prefabs/mobile`. | - |
**Tip**: Maintain the following directory structure for proper prefab references:
```
assets/
└── game-assets/
└── prefabs/
└── mobile/
├── mobile-ui.prefab
└── buy-feature.prefab
```
### Step 2: Rename Prefabs
Rename the copied prefabs by removing unnecessary prefixes to ensure consistency.
| Prefix to Remove | Example |
|------------------|---------|
| `template-` | ![Prefab Naming Example](../img/05-main-scene/result-rename-mobile.png) |
### Step 3: Configure UI in Main Scene
Add and configure a new node in the main scene to integrate the Mobile UI.
![Main Scene Setup](../img/05-main-scene/set-positon-mobile-ui.png)
**Platform Node Spawner Settings**:
### Step 4: Apply Textures
Ensure all Mobile UI assets are prepared and applied correctly.
![Texture Setup](../img/05-main-scene/add-texture-mobile-ui.png)
**Run the Helper Tool**:
- Use the Mobile UI helper tool to configure the UI components.
### 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.
**Follow Design**:
| Landscape | Portrait |
|-----------|----------|
| ![Landscape Menu](../img/05-main-scene/menu-landscape.png) | ![Portrait Menu](../img/05-main-scene/menu-portrait.png) |
**Configuration Steps**:
1. **Access the Helper Component**:
- Locate the `helper-paint-color-ui-mobile.js` component in the node inspector.
- ![Color Setup](../img/05-main-scene/set-color-menu-ui.png)
2. **Configure Color Properties**:
- Adjust the following properties to match the game design:
| # | Property | Description | Example |
|---|----------|-------------|---------|
| 0 | **Paint Color** | Triggers repainting of UI components. | ![Paint Color Trigger](../img/05-main-scene/image-for-mobile-ui-helper/paint-color-trigger.png) |
| 1 | **Main UI Normal Color** | Default color for UI elements (e.g., Buy, Close, Auto). | ![Main UI Examples](../img/05-main-scene/image-for-mobile-ui-helper/buy.png) |
| 2 | **Main UI Highlight Color** | Color for highlighted or selected UI elements. | ![Highlight Color](../img/05-main-scene/main-ui-highlight-color.png) |
| 3 | **Toggle State Off Color** | Color for toggles in the off state. | ![Toggle Off](../img/05-main-scene/toggle-off.png) |
| 4 | **Toggle State On Color** | Color for toggles in the on state. | ![Toggle On](../img/05-main-scene/toggle-on.png) |
| 5 | **Background Info Page Color** | Background color for info pages. | ![Info Page Background](../img/05-main-scene/image-for-mobile-ui-helper/background-info.png) |
| 6 | **Background Menu Color** | Background color for menus. | ![Menu Background](../img/05-main-scene/image-for-mobile-ui-helper/background-menu.png) |
| 7 | **Background Point Panel Color** | Background color for point/balance panels. | ![Point Panel Background](../img/05-main-scene/image-for-mobile-ui-helper/background-win-point.png) |
| 8 | **Background Bottom Bar Color** | Background color for the bottom bar (Portrait only). | ![Bottom Bar Background](../img/05-main-scene/image-for-mobile-ui-helper/background-bottom-bar.png) |
| 9 | **Button Quit Color** | Color for the Quit button. | ![Quit Button](../img/05-main-scene/btn-quit-game.png) |
| 10 | **Button Cancel Color** | Color for the Cancel button. | ![Cancel Button](../img/05-main-scene/btn-cancel-game.png) |
| 11 | **Label Balance Normal Color** | Color for the balance label in normal state. | ![Balance Normal](../img/05-main-scene/image-for-mobile-ui-helper/win-point-color.png) |
| 12 | **Label Balance Spin Color** | Color for the balance label during spins. | ![Balance Spin](../img/05-main-scene/image-for-mobile-ui-helper/spin-point-color.png) |
| 13 | **Button Plus/Minus Auto Color** | Color for Plus/Minus buttons in autoplay. | ![Plus/Minus Buttons](../img/05-main-scene/image-for-mobile-ui-helper/btn-plus-minus-auto.png) |
| 14 | **Label Start Auto Color** | Color for the Start Autoplay label. | ![Start Auto Label](../img/05-main-scene/image-for-mobile-ui-helper/button%20start.png) |
| 15 | **Label Outline Notification** | Outline color and width for notifications. | ![Outline Notification](../img/05-main-scene/image-for-mobile-ui-helper/outline-notifcation.png) |
| 16 | **Total Win Medium Win Color** | Color for medium win labels. | ![Medium Win Color](../img/05-main-scene/image-for-mobile-ui-helper/win-point-special-color.png) |
**Tip**: Ensure color values align with the games visual design specifications.

View File

@ -0,0 +1,48 @@
---
sidebar_position: 12
---
# Popup Panel
## 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 | Free Rounds Popup |
|------------|------------------|--------------|
| ![Exit Popup](../img/05-main-scene/popup-exit-game.png) | ![Disconnect Popup](../img/05-main-scene/popup-disconnet.png) | ![Free Rounds Popup](../img/05-main-scene/freeround-counter/freerounds-international.png) |
## Multiple Popup Panel
The **Multiple Popup Panel** is pre-integrated into the main scene via the `template-main-game` prefab, allowing multiple popups to be managed efficiently.
![Popup in Game](../img/05-main-scene/popup-panel-in-game.png)
**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.
- ![Popup Configuration](../img/05-main-scene/popup-multi.png)
## Manual Popup Panel
Manually configured popups allow for custom textures and layouts, tailored to the games design. Note that the **Exit Game** popup is exclusive to the Desktop platform.
**Setup Steps**:
1. **Prepare Assets**:
- **Path**: `assets/game-assets/textures/desktop/preloads/main-game/exit`
- **Example**: ![Exit Game Popup Assets](../img/05-main-scene/exit-popup-game.png)
2. **Configure Prefabs**:
- Locate and clone the popup prefab to `assets/game-assets/prefabs`.
- Structure the prefab as shown:
- ![Prefab Structure](../img/05-main-scene/popup-exit-in-game.png)
3. **Apply Textures**:
- Manually drag and drop images onto the corresponding nodes in the editor.
- ![Texture Application](../img/05-main-scene/popup-draw.png)
4. **Preview Result**:
- Verify the popup displays correctly in the game.
- ![Popup Preview](../img/05-main-scene/popup-exit-game.png)
**Tip**:
- Ensure textures align with the games color theme and design specifications.
- Test the popup on Desktop to confirm functionality for the Exit Game feature.

View File

@ -0,0 +1,117 @@
---
sidebar_position: 13
---
# Game Logo
## Overview
The **Game Logo** is a key branding element displayed consistently across all platforms and orientations to reinforce the games identity.
| Platform | Orientation | Preview |
|----------|-------------|---------|
| Desktop | Standard | ![Desktop View](../img/05-main-scene/logo-overview-desktop.png) |
| Mobile | Landscape | ![Landscape View](../img/05-main-scene/logo-overview.png) |
| Mobile | Portrait | ![Portrait View](../img/05-main-scene/logo-overview-portrait.png) |
## Implementation
### Prepare Assets
#### 1. Core Setup
- **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**:
| Platform | Location | Preview |
|----------|----------|---------|
| Desktop | `assets/game-assets/textures/desktop/preloads/main-game/custom-scale` | ![Desktop Static](../img/05-main-scene/logo-static-desktop.png) |
| Mobile | `assets/game-assets/textures/mobile/preloads/main-game/custom-scale` | ![Mobile Static](../img/05-main-scene/logo-static-mobile.png) |
**Animation Assets**:
| Platform | Location | Preview |
|----------|----------|---------|
| Desktop | `assets/game-assets/textures/desktop/postloads/main-game/animations` | ![Desktop Animation](../img/05-main-scene/logo-anim-desktop.png) |
| Mobile | `assets/game-assets/textures/mobile/postloads/main-game/animations` | ![Mobile Animation](../img/05-main-scene/logo-anim-mobile.png) |
#### 3. Animation Settings
1. **Configure Animation Provider**:
- Register the logo animations in the Animation Provider.
- ![Provider Setup](../img/05-main-scene/logo-anim-provider.png)
2. **Set Up Animation States**:
- Enable a static frame for the loading state in `anim-logo-play` and `anim-logo-idle`.
- ![Static Frame Setup](../img/05-main-scene/logo-static-in-anim.png)
- Configure continuous loop playback for animations.
- ![Loop Setup](../img/05-main-scene/logo-anim-loop.png)
### Setup
#### Desktop Configuration
1. **Base Settings**:
- Configure the logo node in the main scene.
- ![Desktop Settings](../img/05-main-scene/logo-setting-desktop.png)
2. **Node Setup**:
- Add the `hyper-logo-animation` component to the logo node.
- ```typescript
Components: {
animation: 'hyper-logo-animation',
}
```
- ![Desktop Setup](../img/05-main-scene/logo-script-desktop.png)
**Tip**: Adjust position and size according to the game design specifications.
#### Mobile Configuration
##### Landscape 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. |
| `landscape-logo-spine-aspect-ratio-keeper` | Maintains consistent logo size (e.g., 1.0). |
- ![Landscape Setup](../img/05-main-scene/logo-mobile-landcape.png)
##### 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). |
- ![Portrait Setup](../img/05-main-scene/logo-mobile-portrait.png)
2. **Position Settings**:
- Adjust logo position based on jackpot state:
| State | Position | Example |
|-------|----------|---------|
| Jackpot Active | Upper position | ![Jackpot Active](../img/05-main-scene/logo-portrait-jackpot.png) |
| Jackpot Inactive | Default position | ![Jackpot Inactive](../img/05-main-scene/logo-portrait-no-jackpot.png) |
3. **Size Settings**:
- Use the `spine-aspect-ratio-keeper` component to maintain logo proportions.
- ![Size Configuration](../img/05-main-scene/logo-center-align.png)
- **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) |
**Tip**:
- Test the static logo display under slow network conditions to ensure fallback works.
- Verify animation states (`play` and `idle`) for smooth transitions.
- [See More Info](/docs/category/game-asset-structure)

View File

@ -0,0 +1,61 @@
---
sidebar_position: 15
---
# 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 Tiers**:
| Tier | Description | Preview |
|------|-------------|---------|
| Grand | The top prize, rare and often worth thousands or millions (progressive). | ![Grand Jackpot](../img/05-main-scene/jackpot-panel/jackpot-grand.png) |
| Major | A significant prize, less frequent but substantial. | ![Major Jackpot](../img/05-main-scene/jackpot-panel/jackpot-major.png) |
| Minor | A moderately valuable prize, relatively common. | ![Minor Jackpot](../img/05-main-scene/jackpot-panel/jackpot-minor.png) |
| Mini | The smallest prize, easiest to win. | ![Mini Jackpot](../img/05-main-scene/jackpot-panel/jackpot-mini.png) |
**Platform Support**:
| Orientation | Preview |
|-------------|---------|
| Desktop | ![Desktop Jackpot](../img/05-main-scene/jackpot-panel/jackpot-desktop.png) |
| Mobile | ![Mobile Jackpot](../img/05-main-scene/jackpot-panel/jackpot-mobile.png) |
## Implementation
### Prepare Assets
- **Prefab Location**:
- Path: `assets/core-assets/jackpot-package/prefabs`
- Example: ![Core Prefabs](../img/05-main-scene/jackpot-panel/jackpot-core-prefabs.png)
### Setup
#### Jackpot Runner
##### Desktop
1. **Add Node**:
- Integrate the jackpot node into the main scene.
- ![Desktop Setup](../img/05-main-scene/jackpot-panel/jackpot-in-desktop.png)
##### 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.
- ![Mobile Setup](../img/05-main-scene/jackpot-panel/jackpot-in-mobile.png)
2. **Platform Node Spawner**:
- Example: ![Mobile Spawner](../img/05-main-scene/jackpot-panel/jackpot-in-mobile-spawner.png)
#### Result Panel
- Ensure the jackpot panel displays correctly across all platforms and orientations.
- ![Result Panel](../img/05-main-scene/jackpot-panel/jackpot-positon-result.png)
**Tip**: Follow the game design layout for positioning and sizing.
## Game Result Examples
| Win Tier | Example |
|----------|---------|
| Grand | ![Grand Win](../img/05-main-scene/jackpot-panel/jackpot-grand-win.jpg) |
| Major | ![Major Win](../img/05-main-scene/jackpot-panel/jackpot-major-win.jpg) |
| Minor | ![Minor Win](../img/05-main-scene/jackpot-panel/jackpot-minor-win.jpg) |
| Mini | ![Mini Win](../img/05-main-scene/jackpot-panel/jackpot-mini-win.jpg) |

View File

@ -0,0 +1,64 @@
---
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 |
|--------|-------------|
| ![Idle Static](./img/16-idle-animation/overview.png) | ![Idle Animation](./img/16-idle-animation//overview.gif) |
## Prepare the assets
| Assets | Description |
|--------|-------------|
| ![Static Asset](./img/16-idle-animation/prepare-assets-1.png) | Static sprite frame for the idle state. |
| ![Animation Asset](./img/16-idle-animation/prepare-assets-2.png) | Animation assets for the idle animation. |
## Setup Idle Animation
### Configure Settings
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');
BaseSlottySetting.prototype._registerInjection = function () {
DIContainer.Register('cellItemRender', require('idle-cell-item-render'));
DIContainer.Register('idleAnimationHandler', require('idle-animation-handler'));
};
```
### Setup Animations
1. Using hepler to generate animation using the prepared assets
![Background Setup Helper Anim](./img/16-idle-animation/setup-anim-helper-1.png)
![Background Setup Helper Anim](./img/16-idle-animation/setup-anim-helper-2.png)
2. Configure Spine Animation
- Set **Is Loop** ✅.
- Setup the **Static Sprite Frame** using the prepared assets.
![Background Setup Animation](./img/16-idle-animation/setup-anim-1.png)
### Configure Scene
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.
-![Locate Prefabs](./img/16-idle-animation/configure-scene-1.png)
:::warning
When using prefabs directly from `core-assets`, convert them to a **Regular Node** to avoid reference issues.
![Locate Prefabs](./img/16-idle-animation/configure-scene-warning.png)
:::
**Tip**: Test the idle animation in the game to ensure smooth playback and proper looping.

View File

@ -0,0 +1,56 @@
---
sidebar_position: 17
title: Win Limit
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 Popup**: Appears when a players win points reach a predefined threshold.
![Win Limit Popup](../img/05-main-scene/win-limit/overview.png)
- **Gamble Win Limit Popup**: Triggered during the gamble feature when the maximum number of gamble attempts (typically 5) is reached.
![Gamble Win Limit Popup](../img/05-main-scene/win-limit/overview-gamble.png)
## Prepare Assets
#### Prefab Location
| 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]
```
- ![Scene Structure](../img/05-main-scene/win-limit/win-limit-component.png)
## Setup
#### Assets
- Drag and drop the required images onto the corresponding nodes in the editor.
- ![Asset Setup](../img/05-main-scene/win-limit/assets-win-limit.png)
| 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 games theme.
- ![Font Setup](../img/05-main-scene/win-limit/add-font.png)
**Tip**:
- Follow the game design layout for asset placement and font styling.
- Verify win limit configurations to ensure they match game-specific thresholds.

View File

@ -0,0 +1,60 @@
---
sidebar_position: 18
---
# Buy Feature
---
## Overview
The **Buy Feature** allows players to purchase direct access to bonus rounds, enhancing gameplay engagement.
![Buy Feature Overview](./img/18-buy-feature/overview.png)
## Implementation
### Prepare Assets
| Assets | Description |
| :----: |-------------|
| <img width="300"/>![Prepare Assets Static](./img/18-buy-feature/prepare-assets-1.png)| Static sprite frame for the buy feature panel. |
| <img width="300"/>![Prepare Assets Animation](./img/18-buy-feature/prepare-assets-2.png) | Animation assets for the buy feature button and panel. |
| <img width="300"/>![Prepare Assets Animation](./img/18-buy-feature/prepare-assets-3.png) | Label for displaying the cost of the buy feature. |
| <img width="300"/>![Prepare Assets Prefabs](./img/18-buy-feature/prepare-prefabs.png) | - 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. **Generate Animations**:
- Use the helper tool to create animations from prepared assets.
![Background Setup Helper Anim](./img/18-buy-feature/setup-anim-helper-1.png)
![Background Setup Helper Anim](./img/18-buy-feature/setup-anim-helper-2.png)
2. **Configure Spine Animation**:
- Set **Is Loop** ✅ for `anim-button-open-buy-bonus-enable` and `anim-board-shortcut-buy-bonus-idle`.
![Background Setup Animation](./img/18-buy-feature/setup-anim-1.png)
### Setup Buy Feature Board Desktop
| Step | Action | Image Reference |
| :--: | :----- | :-------------: |
| 1 | - Setup the Title **Sprite Frame** using the prepared assets. | <img width="1000"/>![Setup Desktop Board](./img/18-buy-feature/setup-desktop-board-1.png) |
| 2 | - Setup the **Sprite Frame** in the `static-board` using the prepared assets. | <img width="1000"/>![Setup Desktop Board](./img/18-buy-feature/setup-desktop-board-2.png) |
| 3 | - Adjust **Font** in `lbl-cost-buy-feature` 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.| ![Locate Prefabs](./img/18-buy-feature/setup-desktop-board-3.png) |
| 4 | - Setup the 4 Buttons **Sprite Frame** using the prepared assets. | <img width="1000"/>![Setup Desktop Board](./img/18-buy-feature/setup-desktop-board-4.png) |
### Setup Buy Feature Button Desktop
| Step | Action | Image Reference |
| :--: | :----- | :-------------: |
| 1 | - Setup the Text **Sprite Frame** using the prepared assets. | <img width="1000"/>![Setup Desktop Button](./img/18-buy-feature/setup-desktop-button-1.png) |
| 2 | 1. Drag the **skeketon** `anim-button-open-buy-bonus` into child of "content".<br/><br/>2. Click **Generate Attached Node**.<br/><br/>3. Move `node-container` to the `ATTACHED_NODE:number`.<br/><br/>4. Deleted **old** `anim-button-open-buy-bonus`. | <img width="1000"/>![Setup Desktop Button](./img/18-buy-feature/setup-desktop-button-2.png) |
| 3 | - Move **new** `anim-button-open-buy-bonus` into **Node Animation**.| ![Locate Prefabs](./img/18-buy-feature/setup-desktop-button-3.png) |
| 4 | - Adjust **Font** in `lbl-cost-buy-feature` 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.| ![Locate Prefabs](./img/18-buy-feature/setup-desktop-button-4.png) |
### Configure Scene
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`.
![Locate Prefabs](./img/18-buy-feature/setup-scene.png)

View File

@ -0,0 +1,90 @@
---
sidebar_position: 19
title: Gamble
description: Display Gamble
---
# Gamble
## Overview
The **Gamble Feature** allows players to risk their winnings for a chance to double or multiply them, typically by guessing a cards color. It is supported across desktop and mobile platforms in both landscape and portrait orientations.
| Device Type | Preview |
|---------------|-----------------------------------------------------------------------------|
| Desktop | ![Desktop](../img/05-main-scene/gamble/gamble-desktop.png) |
| Landscape | ![Landscape](../img/05-main-scene/gamble/gamble-landscape.png) |
| Portrait | <center>![Portrait](../img/05-main-scene/gamble/gamble-portrait.png)</center>|
## Implementation
### Prepare Assets
#### Scene Hierarchy
Place the gamble node in the following scene structure:
<table>
<thead>
<tr>
<th style={{ width: "500px" }}>Path</th>
<th style={{ width: "500px" }}>Example</th>
</tr>
</thead>
<tbody>
<tr>
<td>
```
Canvas
└── [main-view]
└── [game-view]
└── [gamble-loader]
```
</td>
<td><center>![Scene Structure](../img/05-main-scene/gamble/gamble-structure.png)</center></td>
</tr>
</tbody>
</table>
---
### Setup
- In node component include:
![Scene Structure](../img/05-main-scene/gamble/gamble-component.png)
#### Components
**`gamble-loader`**
- A component for managing the loading and unloading of gambling scenes in a game.
| Property | Type | Description |
|------------------|-----------|---------------------------------------------------------|
| nodeBackground | cc.Node | Background node reference |
| sceneGamble | String | Name of the gamble scene |
| rootGambleName | String | Root node name for the gamble scene |
**`gamble-panel-mobile-scaler`**
#### Backgrounds
![Backgrounds](../img/05-main-scene/gamble/add-background-gamble.png)
1. Use background scenes for the gamble feature:
- `gamble-background-landscape` : [Setup Background Landscape](/docs/setup-main-game/main-scene/background#setup-steps)
- `gamble-background-portrait` : [Setup Background Portrait](/docs/setup-main-game/main-scene/background#setup-steps)
2. Attach the `orientation-ui-controller` component to both `gamble-background-landscape` and `gamble-background-portrait` nodes.
3. The `gamble-background-portrait` node has a dedicated component for portrait mode:
![gamble-background-portrait](../img/05-main-scene/gamble/gamble-portrait-component.png)
This component handles properties and logic specific to the portrait layout.
## Game Result Example
Make sure the main scene includes the Win Limit Panel.
🔗 More Info [Game Result](/docs/setup-main-game/main-scene/win-limit#overview)

View File

@ -0,0 +1,10 @@
{
"position": 11,
"label": "Main Scene",
"collapsible": true,
"collapsed": false,
"link": {
"type": "doc",
"id": "main-scene-overview"
}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 53 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 60 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 220 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 195 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 190 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 208 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 138 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 102 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 100 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 39 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 57 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 54 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 64 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 20 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 99 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 100 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 452 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 219 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 78 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 78 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 41 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 239 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 329 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 13 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 223 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 144 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 264 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 269 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 29 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 65 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.5 KiB

Some files were not shown because too many files have changed in this diff Show More