Files
step3/scripts/ui/rz_slot_machine_screen.gd
hzandClaude Sonnet 5 9f150baecc Simplify exam simulations and strip the slot machine down to just the machine
Simulations no longer color-code correct/incorrect choices, retry a
failed per-question autosave, or show the RZ coin/ELO badge - users
move on immediately after submitting a timed block, same as a real
exam. The slot machine panel now shows only the cabinet/reels/lever
and a status line (title, banner, controls row, rewards list, and
footer removed), the reels fill the cabinet window instead of
floating in a black border, the coin-burst animation no longer
starts oversized, and the toolbar button is UAT-only via
Brand.is_uat_environment().

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-07-30 14:50:12 -05:00

429 lines
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extends PanelContainer
const Brand := preload("res://scripts/ui/medmind_style.gd")
const CABINET_FRAME := preload("res://assets/slot_machine/cabinet_frame.png")
const LEVER_TEXTURE := preload("res://assets/slot_machine/lever.png")
const SLOT_COIN := preload("res://assets/slot_machine/slot_coin.png")
const SLOT_GEM := preload("res://assets/slot_machine/slot_gem.png")
const SLOT_POTION := preload("res://assets/slot_machine/slot_potion.png")
const SLOT_SHIELD := preload("res://assets/slot_machine/slot_shield.png")
const SLOT_COIN_STACK := preload("res://assets/slot_machine/slot_coin_stack.png")
const SLOT_GIFT := preload("res://assets/slot_machine/slot_gift.png")
const CLOCK_ICON := preload("res://assets/icons/lucide/clock-3.svg")
const REEL_SYMBOLS := [SLOT_COIN, SLOT_GEM, SLOT_POTION, SLOT_SHIELD, SLOT_COIN_STACK, SLOT_GIFT]
# fraction-of-image rect of the cabinet's empty reel window, measured against cabinet_frame.png
const WINDOW_RECT := Rect2(0.203, 0.246, 0.591, 0.604)
const REWARD_ICONS := {
"jackpot": {"texture": SLOT_COIN, "modulate": false},
"epic": {"texture": SLOT_GEM, "modulate": false},
"great": {"texture": SLOT_SHIELD, "modulate": false},
"exam_token": {"texture": CLOCK_ICON, "modulate": true},
"qbank_reset": {"texture": SLOT_GIFT, "modulate": false},
"nice": {"texture": SLOT_COIN_STACK, "modulate": false},
"good_luck": {"texture": SLOT_COIN, "modulate": false, "tint": true},
}
const MACHINE_SIZE := 380.0
const CELL := 71.0
const REEL_SEPARATION := 4
var main: Control
var drag_active := false
var drag_offset := Vector2.ZERO
var has_been_positioned := false
var machine_root: Control
var lever_button: TextureButton
var reel_states: Array = []
var status_label: Label
var _spinning := false
func _ready() -> void:
name = "RzSlotMachinePanel"
visible = false
top_level = true
mouse_filter = Control.MOUSE_FILTER_STOP
custom_minimum_size = Vector2(440, 470)
size = custom_minimum_size
_build_ui()
if not get_viewport().size_changed.is_connected(_on_viewport_size_changed):
get_viewport().size_changed.connect(_on_viewport_size_changed)
_on_viewport_size_changed()
CreditsService.credits_changed.connect(_refresh_spin_button)
UIThemeService.theme_changed.connect(func(_dark: bool): refresh_theme_controls())
refresh_theme_controls()
_refresh_spin_button()
func open_panel() -> void:
visible = true
move_to_front()
if not has_been_positioned:
var viewport_size := get_viewport_rect().size
position = Vector2(maxf(12.0, viewport_size.x - size.x - 24.0), 72.0)
has_been_positioned = true
_clamp_to_viewport()
CreditsService.refresh()
CreditsService.fetch_spin_config()
_refresh_spin_button()
func close_panel() -> void:
visible = false
drag_active = false
func toggle_panel() -> void:
if visible:
close_panel()
else:
open_panel()
func _build_ui() -> void:
var margin := MarginContainer.new()
margin.add_theme_constant_override("margin_left", 12)
margin.add_theme_constant_override("margin_right", 12)
margin.add_theme_constant_override("margin_top", 12)
margin.add_theme_constant_override("margin_bottom", 14)
add_child(margin)
var content := VBoxContainer.new()
content.add_theme_constant_override("separation", 10)
margin.add_child(content)
_build_title_bar(content)
_build_machine(content)
status_label = Label.new()
status_label.add_theme_font_override("font", Brand.font)
status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
status_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
content.add_child(status_label)
func _build_title_bar(content: VBoxContainer) -> void:
var title_bar := HBoxContainer.new()
title_bar.name = "SlotMachineTitleBar"
title_bar.mouse_filter = Control.MOUSE_FILTER_STOP
title_bar.custom_minimum_size.y = 34
title_bar.gui_input.connect(_on_title_bar_gui_input)
content.add_child(title_bar)
var spacer := Control.new()
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
spacer.mouse_filter = Control.MOUSE_FILTER_IGNORE
title_bar.add_child(spacer)
var close := Button.new()
close.name = "SlotMachineClose"
close.text = "×"
close.tooltip_text = "Close slot machine"
close.custom_minimum_size = Vector2(36, 32)
close.focus_mode = Control.FOCUS_NONE
close.pressed.connect(close_panel)
title_bar.add_child(close)
func _build_machine(parent: Control) -> void:
var center := CenterContainer.new()
parent.add_child(center)
machine_root = Control.new()
machine_root.custom_minimum_size = Vector2(MACHINE_SIZE, MACHINE_SIZE)
center.add_child(machine_root)
var frame := TextureRect.new()
frame.texture = CABINET_FRAME
frame.set_anchors_preset(Control.PRESET_FULL_RECT)
frame.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
frame.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT
frame.mouse_filter = Control.MOUSE_FILTER_IGNORE
machine_root.add_child(frame)
var window := Control.new()
window.anchor_left = WINDOW_RECT.position.x
window.anchor_top = WINDOW_RECT.position.y
window.anchor_right = WINDOW_RECT.position.x + WINDOW_RECT.size.x
window.anchor_bottom = WINDOW_RECT.position.y + WINDOW_RECT.size.y
window.mouse_filter = Control.MOUSE_FILTER_IGNORE
machine_root.add_child(window)
var reel_center := CenterContainer.new()
reel_center.set_anchors_preset(Control.PRESET_FULL_RECT)
window.add_child(reel_center)
var reels_grid := HBoxContainer.new()
reels_grid.add_theme_constant_override("separation", REEL_SEPARATION)
reel_center.add_child(reels_grid)
reel_states.clear()
for _column_index in range(3):
var clip := Control.new()
clip.clip_contents = true
clip.custom_minimum_size = Vector2(CELL, CELL * 3)
reels_grid.add_child(clip)
var strip := VBoxContainer.new()
strip.add_theme_constant_override("separation", 0)
clip.add_child(strip)
var icons: Array = []
for _row_index in range(4):
var icon := TextureRect.new()
icon.texture = REEL_SYMBOLS[randi() % REEL_SYMBOLS.size()]
icon.custom_minimum_size = Vector2(CELL, CELL)
icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
strip.add_child(icon)
icons.append(icon)
reel_states.append({
"strip": strip,
"icons": icons,
"step": CELL,
"speed": 420.0,
"spinning": false,
"stop_requested": false,
"target_texture": null,
"recycles_after_target": -1,
"done": true,
})
lever_button = TextureButton.new()
lever_button.texture_normal = LEVER_TEXTURE
lever_button.ignore_texture_size = true
lever_button.stretch_mode = TextureButton.STRETCH_KEEP_ASPECT_CENTERED
lever_button.anchor_left = 0.80
lever_button.anchor_right = 1.06
lever_button.anchor_top = 0.24
lever_button.anchor_bottom = 0.88
lever_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
lever_button.tooltip_text = "Pull to spin"
lever_button.resized.connect(func(): lever_button.pivot_offset = Vector2(lever_button.size.x * 0.5, lever_button.size.y * 0.92))
lever_button.pressed.connect(_on_lever_pulled)
machine_root.add_child(lever_button)
func refresh_theme_controls() -> void:
var dark := UIThemeService.is_dark_mode()
add_theme_stylebox_override("panel", Brand.content_card_box(dark, true, Brand.ROYAL_BLUE))
func _refresh_spin_button() -> void:
if lever_button == null:
return
lever_button.disabled = _spinning or CreditsService.credits < CreditsService.spin_cost
func _on_lever_pulled() -> void:
_play_lever_pull_animation()
_on_spin_pressed()
func _play_lever_pull_animation() -> void:
var tween := create_tween()
tween.tween_property(lever_button, "rotation_degrees", -20.0, 0.1).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
tween.tween_property(lever_button, "rotation_degrees", 0.0, 0.3).set_trans(Tween.TRANS_ELASTIC).set_ease(Tween.EASE_OUT)
func _on_spin_pressed() -> void:
if _spinning:
return
_spinning = true
_refresh_spin_button()
await _do_one_spin()
_spinning = false
_refresh_spin_button()
func _do_one_spin() -> bool:
for state in reel_states:
state["stop_requested"] = false
state["target_texture"] = null
state["recycles_after_target"] = -1
state["done"] = false
_spin_reel(state)
var result := await _await_spin_result()
if not result.get("ok", false):
for state in reel_states:
state["target_texture"] = REEL_SYMBOLS[randi() % REEL_SYMBOLS.size()]
state["stop_requested"] = true
await _await_reels_done()
status_label.text = str(result.get("message", "The spin could not be completed."))
status_label.add_theme_color_override("font_color", Brand.MAGENTA)
return false
var reward_key := str(result.get("reward_key", ""))
var reward_texture := _icon_for_reward(reward_key)
for index in range(reel_states.size()):
var state: Dictionary = reel_states[index]
get_tree().create_timer(index * 0.25).timeout.connect(func():
state["target_texture"] = reward_texture
state["stop_requested"] = true)
await _await_reels_done()
var reward_label := str(result.get("reward_label", ""))
var coins_won := int(result.get("coins_won", 0))
status_label.text = "You won: %s" % reward_label
status_label.add_theme_color_override("font_color", Brand.SUCCESS)
if coins_won > 0:
_play_coin_burst(coins_won)
elif main != null:
var credits_badge: Object = main.get("credits_badge")
if credits_badge != null:
credits_badge.bump()
return true
func _icon_for_reward(key: String) -> Texture2D:
var spec: Dictionary = REWARD_ICONS.get(key, {})
var texture: Texture2D = spec.get("texture", SLOT_COIN)
return texture if texture != null else SLOT_COIN
func _await_reels_done() -> void:
while true:
var all_done := true
for state in reel_states:
if not state.get("done", false):
all_done = false
break
if all_done:
return
await get_tree().process_frame
func _await_spin_result() -> Dictionary:
var result := {}
var on_resolved := func(reward_key: String, reward_label: String, coins_won: int):
result.merge({"ok": true, "reward_key": reward_key, "reward_label": reward_label, "coins_won": coins_won}, true)
var on_failed := func(message: String):
result.merge({"ok": false, "message": message}, true)
CreditsService.spin_resolved.connect(on_resolved, CONNECT_ONE_SHOT)
CreditsService.credits_failed.connect(on_failed, CONNECT_ONE_SHOT)
CreditsService.spin()
var deadline := Time.get_ticks_msec() + 20000
while result.is_empty() and Time.get_ticks_msec() < deadline:
await get_tree().process_frame
if result.is_empty():
result = {"ok": false, "message": "The spin timed out. Check your connection and try again."}
if CreditsService.spin_resolved.is_connected(on_resolved):
CreditsService.spin_resolved.disconnect(on_resolved)
if CreditsService.credits_failed.is_connected(on_failed):
CreditsService.credits_failed.disconnect(on_failed)
return result
func _spin_reel(state: Dictionary) -> void:
state["spinning"] = true
var strip: VBoxContainer = state["strip"]
var icons: Array = state["icons"]
var step: float = state["step"]
var speed: float = state["speed"]
while true:
var current_speed: float = speed if state["recycles_after_target"] == -1 else speed * 0.45
strip.position.y -= current_speed * get_process_delta_time()
if strip.position.y <= -step:
strip.position.y += step
var front: TextureRect = icons.pop_front()
strip.move_child(front, strip.get_child_count() - 1)
icons.append(front)
if state["stop_requested"] and state["recycles_after_target"] == -1:
front.texture = state["target_texture"]
state["recycles_after_target"] = 0
else:
front.texture = REEL_SYMBOLS[randi() % REEL_SYMBOLS.size()]
if state["recycles_after_target"] >= 0:
state["recycles_after_target"] += 1
if state["recycles_after_target"] == 2:
strip.position.y = 0.0
break
await get_tree().process_frame
state["spinning"] = false
state["done"] = true
func _play_coin_burst(coins_won: int) -> void:
if main == null:
return
var credits_badge: Control = main.get("credits_badge")
if credits_badge == null or not is_instance_valid(credits_badge):
return
var origin := machine_root.get_global_rect().get_center()
var target := credits_badge.get_global_rect().get_center()
var coin_count := clampi(3 + coins_won / 500, 4, 10)
var flight_time := 0.55
var stagger := 0.035
for index in range(coin_count):
var coin := TextureRect.new()
coin.texture = SLOT_COIN
coin.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
coin.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
coin.custom_minimum_size = Vector2(16, 16)
coin.size = Vector2(16, 16)
coin.top_level = true
coin.mouse_filter = Control.MOUSE_FILTER_IGNORE
coin.pivot_offset = Vector2(8, 8)
var jitter := Vector2(randf_range(-24.0, 24.0), randf_range(-16.0, 16.0))
coin.global_position = origin + jitter - coin.size * 0.5
add_child(coin)
var tween := create_tween()
tween.tween_interval(index * stagger)
tween.set_parallel(true)
tween.tween_property(coin, "global_position", target - coin.size * 0.5, flight_time).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_IN)
tween.tween_property(coin, "scale", Vector2(0.6, 0.6), flight_time).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_IN)
tween.set_parallel(false)
tween.tween_callback(coin.queue_free)
var settle_time := (coin_count - 1) * stagger + flight_time
get_tree().create_timer(settle_time).timeout.connect(func():
if is_instance_valid(credits_badge):
credits_badge.bump())
func _on_title_bar_gui_input(event: InputEvent) -> void:
var touch_event := event as InputEventScreenTouch
if touch_event != null:
drag_active = touch_event.pressed
if drag_active:
drag_offset = touch_event.position
get_viewport().set_input_as_handled()
return
var touch_drag := event as InputEventScreenDrag
if touch_drag != null and drag_active:
global_position += touch_drag.relative
_clamp_to_viewport()
get_viewport().set_input_as_handled()
return
var mouse_event := event as InputEventMouseButton
if mouse_event != null and mouse_event.button_index == MOUSE_BUTTON_LEFT:
drag_active = mouse_event.pressed
if drag_active:
drag_offset = mouse_event.global_position - global_position
get_viewport().set_input_as_handled()
return
var motion := event as InputEventMouseMotion
if motion != null and drag_active:
global_position = motion.global_position - drag_offset
_clamp_to_viewport()
get_viewport().set_input_as_handled()
func _on_viewport_size_changed() -> void:
_clamp_to_viewport()
func _clamp_to_viewport() -> void:
if not is_inside_tree():
return
var viewport_size := get_viewport_rect().size
position.x = clampf(position.x, 12.0, maxf(12.0, viewport_size.x - size.x - 12.0))
position.y = clampf(position.y, 12.0, maxf(12.0, viewport_size.y - size.y - 12.0))