The user generated actual 3D-rendered assets (cabinet frame, lever,
reel-symbol sprite sheet) via an image model - swaps out the
StyleBoxFlat-approximated cabinet, Tween-animated marquee lights/glow,
and gradient-SVG icons from the last pass for the real thing.
The generated PNGs had no real alpha channel (a baked checkerboard
pattern standing in for transparency, a known limitation of some
image-gen output) - added a flood-fill background remover (BFS from
the image border, matching near-white/grey checkerboard tones) to
produce genuinely transparent PNGs, then sliced the sprite sheet into
6 individual icons and measured the cabinet's empty reel-window
rect as a fraction of the frame image so the real 3x3 reel grid and
lever can be positioned precisely over the static art via anchors.
Verified with actual rendered screenshots at each step (window
alignment, then lever sizing/position) rather than just structural
checks, since this is exactly the kind of thing that looks fine in
code and wrong on screen.
Hand-authored 6 gradient-shaded SVG icons (gold coin, purple gem,
green potion, blue RZ shield, coin stack, gift box) to replace the
flat monochrome placeholder icons in the reels and reward list - no
image-generation tool is available here, so this is genuine vector
art with radial/linear gradients and highlight layers rather than a
literal asset match to the mockup's renders.
Combined with real Godot techniques: a layered-label glow effect on
the "RZ" marquee, chase-lit marquee bulbs down both sides of the
reel screen (looping Tweens), a much more pronounced arch silhouette
and neon border on the cabinet, and an overall scale-up (bigger
reels, marquee, lever) so the machine reads as the dominant element
instead of a cramped placeholder. Verified with an actual rendered
screenshot (not just structural checks) at each iteration.
Moves Slot Machine into the sidebar's account section (alongside RZ
Shop/Settings/Log out) instead of being reachable only from the shop -
removes the shop's promo banner and the screen's "Back to Shop" link
accordingly.
Also closes a chunk of the visual gap against the mockup: a proper
cabinet-style panel (arched top corners, glowing border), a light
"screen" panel holding a real 3x3 reel grid instead of 3 single icons,
a decorative lever, an "RZ" marquee, and the cost/spin/auto-spin
controls each in their own bordered box. Added two new vendored icons
(gem, flask-conical) for reel variety and reward-list icons.
Adds a spend-coins-for-a-random-reward mini-game reachable from the
shop. Backend mirrors the store's existing atomic/idempotent purchase
pattern (SpinAsync in CreditStore.cs) with a server-authoritative,
weighted reward roll and a rolling per-user spin-rate guard; odds are
served from GET /api/credits/spin-config so the client never hardcodes
numbers that could drift from the real payout table. The mockup's
"Streak Protector" reward was swapped for a real Exam Simulation Token
since streaks aren't currently a persisted, protectable concept.
Also fixes two latent bugs surfaced while building this:
- credits_service.gd's operation-id builder referenced a nonexistent
AuthState.user_id (should be .username), throwing on every credit
action.
- _post() silently no-op'd with no signal when signed out, which
combined with a GDScript closure gotcha (lambdas capture outer
locals by value, so reassigning inside one never reached the
caller) meant a spin attempted while unauthenticated could hang
forever instead of surfacing an error.